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Monsto Brukes

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Posts posted by Monsto Brukes


  1. Yo...

     

    Stop yer grinnin and drop yer linen.

     

    Thanks to echo711, I've a renewed vigor after peeking at his veiny addon to the Kit of Tits.

     

    Here's some capillary-like veins on the juggs. 

     

    Here's 2 patterns. Bright light and dark color so you can see.

    post-37623-0-32682300-1422342123_thumb.jpost-37623-0-17840900-1422342128_thumb.j

     

     

    And here they are more "in context". The last one is the 2 examples together.

    post-37623-0-44138500-1422342118_thumb.jpost-37623-0-95957900-1422342113_thumb.jpost-37623-0-66952600-1422342110_thumb.j

     

     

    1. I am going to lighten things up a bit.
      They were always just a little too dark. Skyrim's pallette is . . . weird. Anything below about 20% brightness is just black. Do I need to do this?
       
    2. I am taking requests.
      If you have a particular style of areola that you like, post a spoiler here of as many examples as you can and I'll work on it.
       
    3. UNP Version is not out of the question, but someone else will have to do it.
      ThisTownIsKillingMe build a UNP based psd. I've not looked at it. He's ok with making it available to someone that wants to take a shot at it.

      I won't do it. I don't use and have never used a UNP or any variant, therefore I have no desire. I will however help whoever does. 

     

     

    6

  2.  

    Updated S.E.F.A.P. to v1.01 with a new Pushup Preset called "AltPushupBigger".

    • no more nipple clipping

    vastly pronounced cleavage effect

    less "realistic" and less proportional to the nude body

    Nude v1.0 presets unchanged + old v1.0 ExtremePushup still included

     

     

    dude why don't you just pull the trigger and up it to the downloads section?

    0

  3.  

    I figured it out. . .  not with the tutorial, but at least with getting shit compiled.

     

    However, a different problem. my script is like this:

    AddBodypaintEx("~temp 5", "Actors\\TitKit\\~temp 5.dds", "Actors\\TitKit\\~temp 5_msn.dds", "Actors\\TitKit\\~temp 5_sk.dds", "Actors\\TitKit\\~temp 5_s.dds")

    The name in game is not "~temp 5", it is the last item on the line "~temp 5_s". Everything else, works, it's just that item.

     

    "AddBodyPaintEx" is the function name -> is Papyrus case-sensitive about that?

     

     

    the function operates as expected, so I would say no. I wouldn't expect that to affect the display name, tho. you think it might?

     

    btw... what language was bodyslide done with?

    0

  4. I figured it out. . .  not with the tutorial, but at least with getting shit compiled.


     


    However, a different problem. my script is like this:



    AddBodypaintEx("~temp 5", "Actors\\TitKit\\~temp 5.dds", "Actors\\TitKit\\~temp 5_msn.dds", "Actors\\TitKit\\~temp 5_sk.dds", "Actors\\TitKit\\~temp 5_s.dds")

    The name in game is not "~temp 5", it is the last item on the line "~temp 5_s". Everything else, works, it's just that item.


    0

  5.  

     

     

    Point 15 is the falling down point. In the Add New Script screen, I type the name and click ok. I then get a pop with error msg.

     

    It's doing it through MO that's giving that error. I'm getting the same thing off and on. Mostly on. I thought at first it was because I was editing copies of scripts and naming them wrong (first few times worked correctly) And now it's back to popping errors on new scripts again. I found out the issue when I went hunting for a solution, Darkfox127 has linked a program on his website that I got, and it actually works, Though you have to know what you're doing when creating the script (Which I'm still learning) If you're lucky, the failed ck compile, will create the source file and you can just open it up in notepad++ and finish it, save it then compile with the batch file.

     

    http://www.darkfox127.co.uk/resources.html

     

    If you scroll down you'll find the Script Compiling Batch file. It's pretty useful. It works by opening up the psc file through the command menu and then compiling it into the pex. Compiling already created scripts that I've edited in the CK seems to be working ok for me. **Rewording that so it makes sense to me. I'm so confused by crap lately** I can edit and compile existing scripts in the CK just fine.

     

     

    MO huh? I'll try it straight.

    Can't say I was expecting that. It does make a bit of sense tho... CK isn't a simple app, so it may be accessing the file system in ways that MO doesn't account for.

     

    Also, it seems that most of the rigamarole has nothing to do with quests and is about spawning a script in the way that CK wants.

    1

  6. I'm working on the next version of TitKit, thought I'd follow the tutorial on the nexus page . . .


     


    But i'm having a problem with creation kit.


     


    Pasted the tute here for quick ref.



    1. Extract the modders package to your Data folder
    2. Open Creation Kit (You do not need to load Skyrim.esm)
    3. Create new quest
    4. Give quest a unique ID
    5. Press Quest Aliases tab
    6. Right click the list, New Reference Alias
    7. Name the alias Player
    8. Tick Specific Reference
    9. Press Select Force Reference
    10. Select Cell (any), Ref PlayerRef ('Player') click OK
    11. Press the Add button in the Scripts group
    12. Type RaceMenuLoad into the filter and click OK
    13. Press OK in the Reference Alias window
    14. Go to the scripts tab and Add
    15. Click [New Script], give the script a name
    16. Open the script in your editor of choice and change extends Quest to extends RaceMenuBase
    17. Copy contents of PluginTemplate.psc to your new script
    18. Read the comments inside of the template
    19. Click OK in the Quest window
    20. Save your plugin
    21. Add your warpaints/sliders to your script
    22. Compile your script


     


    I get thru point 14 on this list with no real problems.


     


    Point 15 is the falling down point. In the Add New Script screen, I type the name and click ok. I then get a pop with error msg.


     


    Window title: Papyrus Errors



    Starting 1 compile threads for 1 files...
    Compiling "TitKitScript04"...
    <unknown>(0,0): unable to locate script TitKitScript04
    No output generated for TitKitScript04, compilation failed.

    Batch compile of 1 files finished. 0 succeeded, 1 failed.
    Failed on TitKitScript04

    with 2 buttons copy to clipboard and OK. 


     


    That scriptname is then not in the add script window "Add script to <unknown>".


     


    Point 16 is then only partially possible. I went to Gameplay menu > Papyrus Script Manager to edit from there, but the script is blank, nullifying the order to "change extends Quest to extends RaceMenuBase".


     


    HOWEVER. . . I the rest of it is followable.


     


    I'm concerned about the oddly missed steps. Will it cause a problem downline somewhere?


     


    other questions: 


    • Should the copied in template header be altered to say "Scriptname <the name from step 15> extends RaceMenuBase" ?
    • in order to use multiple passes for specular and normal maps, do I need to use AddBodypaintEx like so?

      AddBodypaintEx("Veins", "Actors\\TitKit\\veins.dds", "Actors\\TitKit\\veins_msn.dds", "Actors\\TitKit\\veins_sk.dds", "Actors\\TitKit\\veins_s.dds")

      (OBTW . . . is there docs somewhere on AddBodypaintEx somewhere?)



    0

  7.  

    90% of this thread is how to make underage/generic anime looking girls

     

    There should be more upvoting of individual posts. So i did that.

     

    But I have a follow up question: What are you gonna do about it?

     

    Post some pics.

    You know, usually when we have nothing to contribute, we kindly STFU and move along.

    The moral taliban have at least not ENTIRELY taken over, so people can damn well post any faces of what they see as "beautiful women".

     

     

    I tend to agree with him. but complaining? nah. What purpose does it serve? It's just noise.

     

    What I did was post my own pics, that were NOT what he was complaing about. which is what I was telling him to do.

    0

  8.  

     

    I will look at it. I'm rather pissed off these days, so i need a distraction. I should take the time to do the refactor that I've been threatening to do for so long.

     

     

    Thanks, good to hear that you still support this mod :)

     

    So far, it deals with nipples only. I'm not certain about the technical side, but if we were to apply an overlay texture with an alpha channel, it would also be possible to add subtle veins to the breast texture in-game, right? I think that sounds pretty cool as well and might not be a horrible amount of work to do, given what you already have.

     

     

    a veins overlay will be part of the new version

    4

  9. Hey guys,

     

    I just wanted to ask if it might be possible to add another nipple texture. The one I'm interested in comes from a UNP Body texture called "UNP Creamy" (which can be found here: http://mod.dysintropi.me/eiries-and-honeyvanity/ ). It's a nice texture, sadly there is no conversino for CBBE (as far as I know). Having at least the nipples would be awesome! In theory, it should be possible to download the texture, open up the *.dds file in Photoshop for example and carefully extract the nipple parts, then insert them into a file which is readable by TitKit, right? That much for theory at least, I probably wouldn't be able to do that with satisfying results...

     

    Thank you,

     

     

    Alan

     

    I will look at it. I'm rather pissed off these days, so i need a distraction. I should take the time to do the refactor that I've been threatening to do for so long.

    2

  10. No matter what I do, I can't seem to get the HDT extensions to work.

     

    I started using Mod Organizer recently so it could still be that I'm just not very good with it, but for the most part:

     

    - I have a body installed (CBBE - I selected the BBP option when going through the set up)

    - I have Groove's XPMS skeleton installed, as well as the ragdolls mod.

    - ALSO, I did install SKSE using Mod Organizer as well. and because there was no plugins folder for me under the Skyrim/Mod Organizer/mods/SKSE directory, I had to make one.

    - I then extracted the HDT plugin files to that plugins folder.

    - I checked that my load order was corrected launched SKSE via Mod Organizer.

    - I create a new game and unclothe my female character, and notice no visible difference.

     

    Can someone help me out? I'd greatly appreciate it.

     

    I've also attached a picture of my load order.

     

    there's no HDTPE in your load list.

     

    Install that as a separate mod  and try it again. 

     

    recommended load order based on your image: SKSE, HDTPE, everything else.

    0

  11. Just recently got back into skyrim and created Danni. Using Ningheim race, KS Hairdos, UNPB BBP, Rutah Tattoos, the fitness textures from Sevenbase, Seasons of Skyrim Enb, SG textures, Realistic Lighting and Racemenu. 

    attachicon.gifDanni.jpgattachicon.gifDanni2.jpg

     

    it's a testament to how good a job you did there . . . she looks like someone bitchy girlfriend.

     

    "No. You can NOT go to Nates bachelor party. There will be driinkiing and girls I'm sure. So, no. you can't be trusted. Besides... I know James will be there, and you know how much I hate him."

     

    I hate it. +1

    0

  12.  

    Cell mentioned it in your other thread.

    But I'll restated it hear.

    Reinstall XPMSE and do not install any kind of Skeleton Patch after that (if you are running HDT you should not run a Vanilla skeleton patcher).

     

    XPMSE has the complete skeleton set for everything: Male, Female, and Beast Races.

     

    I'm an unsure of what would happen if you have a "Vanilla Skeleton Patcher" running in your \meshes\ folder as it could cause an aligment issue with a body that was created with XPMSE.

    Note: CBBE HDT bodies in BodySlide/Outfit Studio are created with the "skeleton_female_xpmse.nif" skeleton that resides in the "\Data\CalienteTools\BodySlide\res\" Folder.

     

    I looked at each of the 2 nifs in the above post... sorry about taking so long in getting back to you on this.

    The nif's lined up with the CBBE body in Outfit Studio (seam for seam). So the nif isn't the problem.

    The bones don't overlap onto the seams (clavicle and forearm bones are not touching is what I mean)... so the only other problem I can think of is the skeleton you are using in game.

     

    Hope that helps...

     

    Note for XPMSE install:

    If you are using the Nexus Racemenu v2.95 then go with XPMSE 2.24.

    If how ever you are playing with the Beta Builds of Racemenu (V3 beta15 or so), then go with XPMSE v3.3x (last night v3.32 was the latest).

    I've already uninstalled the skeleton patch but the problem still persisted.

    but I was able to reduce the clipping by right clicking on each or the parts in the armor and clicking copy all weights in outfit studio.

    but by doing this it also copy unwanted weights that makes the armor looks/bends weirdly.

     

    also I do not use racemenu. I use ECE

     

     

    With nmm, if you uninstalled the skeleton patch, and there was something else that had a skeleton, it doesn't guarantee that the proper skeleton is in fact in place.

     

    just to be sure, I would suggest that you do a manual install of xpmse overwriting files, then see what happens.

    0

  13. Blabba you might try this: customizable camera http://www.nexusmods.com/skyrim/mods/37347/?


     


    There's a placement mode that only orbits the target... similar to animcam, but that zoom is limited, not vertical. In that mode you can place the camera anywhere along the players Z. so for the calves, you could do it minus "a lot" to center on the calves. 


     


    I suggest it because I couldn't tell what you were trying to show in the gif.


    0

  14. I'm not really sure on how to do HDT conversions for my armors now. the breast and butt just keep clipping through and armors. :(

     

    if you're talking about slight clipping, if the outfit is very close to the body, and the outfit doesn't have the exact weight painting of the body, then it'll clip. hell I think even wth exact weighting, just the basic movement will make it clip because they move differently. The only real solution is more polys on the outfit, or pull it a bit further from the body. Not ideal, but it would work. 

    0

  15. Here is one I made recently.

     

    attachicon.gifCBBE DorkDiva Custom A.xml

     

     

    attachicon.gif2014-12-18_00001.jpgattachicon.gif2014-12-18_00003.jpgattachicon.gif2014-12-18_00007.jpgattachicon.gif2014-12-18_00005.jpgattachicon.gif2014-12-18_00008.jpg

     

     

    CBBE based and the normal is the sport sexy map.

     

    Really with the screenshots? The lighting isn't attractive to begin with and then the skin color perfectly camoflages the char.

     

    I'd like to see the charater, please. . .  outside, daytime, in the sun, sun somewhere behind the camera.

    0

  16. If you're using Mod Organizer, double check your load. 


     


    I have found that bodyslide is indecisive as to where it's going to output a mesh. with my main body, the tera set and the chronotrigger set, it can sometimes save to any of those installs as well as Overwrite.


     


    besides body, double check your skeleton... for bodyslide + hdt, xpmse is the most stable option. verify that no other skeleton is loaded.


     


    You can check both of these in the Data tab on the right. Navigate to the item in question and see where it's loading from.


     


    [edit]


    also check other outfits. sometimes an outfit mesh was made with a fucked up skeleton and AFAIK that can't be fixed without the aforementioned modelling software.


     


    0

  17. bodies are always gettin in all the other meshes.


     


    Between CT77 Body, CBBE Body HDT, AND the body that is installed as part of the CT77 pack, you can wind up with problems.


     


    Whenever I have a "hey that's not my body" problem, I always solve it by doing this:


    1. "save preset"
    2. check everything
    3. save the file.
    4. quit/restart bodyslide
    5. change the outfit to anything else
    6. change the outfit BACK to the one you want.
    7. Done.

    That usually does the trick for me. 


    0

  18. man Burkes and Weebsz you guys are really tempting me to go to the modeling side.

     

    I suggest this because it clearly works for people wanting to model.

     

    However . . .

    My personal opinion of the software is completely contrary to my recommendation. I quite literally hate the program as I would hate someone that killed my children. Thru no fault of my own, it would never work for me the way advanced tutorials would advertise, and I could never get it to work beyond making a few surfaces or modifying existing 

     

    The pinnacle of this came when I received an error message "Instancing not supported for this action". It yielded ZERO hits in both google and yahoo. All the hits you see now are derivative of posts I made on autodesk forums or stack exchange. Not that I was trying to do anything complex either. Animations are no different. I'd follow whatever tutorial for importing skyrim animations and they were simply unusable. Had a modder (ACDale, ADEC mesh artist) send me is "baseline" file that contained the body, all animations, skinning, etc... and even that was afu.

     

    To be clear: My hatred for 3ds max (and autodesk as well) for perennially putting out little more than add-ons to this big, giant, honkin, filthy, piece of shit, syphilitic, trashfuck pile of software is simply boundless. The company and the software should locked in a car for the entirety of a hot August week in Mexico City and then taken out of park and allowed to roll silently into the nearest cesspool. Fuck them, fuck 3dsMax. Fukkem. Hard. In a chest wound.

     

    But...

    as I said... it works for most and is defacto for skyrim, so there you have it. Download the software and us it well. And then never pay for it.

    0

  19. To start with 3dsmax, you go to the site, register as an unemployed student, and you'll get a license for 1 personal copy.


     


    There's tons of "getting started with 3ds Max" tutorials out there. The Help Files and Starting Tutorials for it are pretty good as well. then there's the Nightasy video set on youtube.


     


    that should get you started (=


    0

  20. Well I gained the courage to make calls and emails I had to for goals, and they were recieved well enough. I was scared and I slowly pushed through it, one step forward 12 back per step it seemed,it took months longer than I wanted it to but it was done.

     

     

    WELL DONE. You did it.

     

    And what was the 12 steps back?

    0