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      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

TheCaptn

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Posts posted by TheCaptn


  1. I liked the new layout but hated how laggy it was... I had a suggestion thread with a load of quotes and spoiler tags in it and it got to the point where clicking the 'edit' button would lead to a 40 second wait for the editor pane to fill in, and even once it had scrolling was frighteningly slow.

     

    It was a great attempt, but it clearly wasn't working out and I think this revert is the right choice.

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  2. 2 hours ago, Caliente said:

    21k is, in fact, a simple subdivision of the original model!   Yes. I'm that lazy. :)   I added a little bit of extra detail, but for the most part the increased polycount is beneficial for animation and posing accuracy, as well as a much improved ability to morph without jagged results.   I won't have time to sculpt detail sliders before release, but the additional polys can later be used to increase fidelity of smaller details where it makes sense.

    With 21k polys to play around with I'm really curious if you're adding the vagina and anus internals for futureproofing? It'll probably be a while still, but we know physics is coming sooner rather than later, and it seems like it'd be worth getting out ahead of it for this game instead of having to retrofit it like with Skyrim.

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  3. I'm also totally in the MO camp with Skyrim and previous Fallout games, but I'm going to stick with NMM until they have a declared 'Stable' version out... My mod selection is still so small (only 5 esps and 1 esm) that I really don't need elaborate management for the time being.

    I'm bloody glad to hear they're making progress on it though. :)

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  4. On 12/3/2015, 11:21:46, Tali Redmint said:

    I voted for Curie without see her humanoid form... I actually like her on original form.

    I was actually hoping her quest would be more like the Rex's Brain one in FONV, with different choices of bodies to transfer her into... An assaultron, a female Gen 1 / 2, a more obviously damaged Gen 3, some kind of prototype (i.e. anything unique), and lastly a human-like body (basically the one we get now). That last 'ideal' body should really have to come from the institute itself.

     

    If I'd had those options to pick from I would have made her more like a female version of Nick Valentine. Maybe just a little less 'weathered'. :)

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  5. 12 hours ago, Dreamweaver said:

    I haven't met Curie yet, but now if she doesn't say, "Good moaning. I was just pissing in the street," I will be disappointed.

    Especially if she saw two men leaking in our rubbish bins...

     

    (Well played sir.)

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  6. Curie, and for me it's no contest. She's like Ezri Dax with a super sexy French accent.

     

    (Vault 81's pretty good for attractive females. Tina De Luca's there too, and I think she's the sexiest 'citizen' I've met... And I kinda have a thing for Gwen McNamara, the Overseer)

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  7. 5 hours ago, myuhinny said:

    Or make one that you like instead.

     

    4 hours ago, tonicwalter said:

    Beggars can't be choosers. Until you contribute yourself, you should just be thankful for everyone who spends his valuable time developing free stuff.

    Colour me wary of both these sentiments. You're right about the limitations of Busty (I don't use it either) BUT:

     

    - Being grateful and being critical are not mutually exclusive. We shouldn't "just" be thankful for things here, we should be also be free to offer feedback and critique wherever we think it's necessary or worthwhile... The notion of just being thankful for whatever we can get doesn't encourage innovation, it hinders it. That path leads to echo-chambers...

     

    - We can't all do everything ourselves. The whole point of having a community is that we share our skills and experience... Some people here will only ever have ideas; they might never produce any content. But if those ideas are solid and other members find ways to implement them, ultimately we all benefit, and the idea alone was a contribution of merit.

     

    I don't think either of you really meant your comments as conversation-stoppers, but I'm seeing those responses come up more often now that we're getting into the pre-GECK limbo and I really think we should try and nip it in the bud. :)

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  8. I really wish furry artists and modders would make the additional effort to fit their creations into existing worlds more. There's a lot of power in mutations, radiation and FEV to craft backstories for all kinds of anthro creatures, but if they still look like cartoon characters then I find it really hard to buy into the premise. And in my experience (take Skyrim for example) too many artists rely on lazy explain-aways... Those images in the OP are great examples. I just couldn't see myself playing the game like that, since it would feel like I was playing Who Framed Roger Rabbit instead of a Fallout game. But create some gritty, semi-realistic fur textures (at least as good, preferably better than those for Dogmeat) and I'll happily play the game like that.

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  9. On 11/19/2015, 8:45:17, modslave said:

    Well when Skyrim came out we were literally banging together mods with no compatible CK at all within the first month.

    I feel like you have a wierd kind of "everything was better in my day" memory, reminiscence even, of what Skyrim was like in the early days. The first decent body replacers took 2 months, and other mods that I now consider essential (like Frostfall) first made an appearance 3 months after release... I just had a quick run-through my current Skyrim load order and other than the Unofficial Patch none of those mods have a first upload date before 2012, and many of my staples are 2013 mods (Skyrim released on 11/11/2011).

     

    Sure there were mods in those first few weeks, but they were janky as hell, and exactly the kind of basic fixes and texture tweaks we're seeing now. Even the earliest versions of some now-popular mods had pretty shaky beginnings.

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  10. 31 minutes ago, DixiePig said:

    One question: at least one of the projects is very NSFW compared to the jumpsuit project. Would it be a breach of etiquette to post about that here?

    Hahaha... This whole forum is built around developing the NSFWest content we can possibly imagine, I think almost universally the response will be "not a breach at all". Post! The more the better!. :D

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  11. 1 hour ago, alucrad90 said:

    UV is one thing, weight maps is another

     

    If you've played with BS then you'd better open the CBBE-TBBP and CBBE-HDT to see how different they are in weight maps.

    I might be misunderstanding you but are you talking about the weight XML files for HDT? Because you could just swap those out until you found the ones with just the right level of bouncyness... Other than that I really only used BS to set the high and low morphs and batch build all the armors.

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  12. This is something that's got me really excited for the modding possibilities but at the moment everyone's so focused on the foundational stuff like body meshes, textures, animations and the like that it doesn't really seem to have come up yet, but let's all have a little chat about it.

     

    In settlement mode we can build any structural elements that fit within certain size requirements. Mods like SSEx have demonstrated that we'll be able to make basically any furniture/prefab model that our imaginations and creative skills can create. We can build it in-world, and I think it's safe to assume we can match at least any single-actor animation to a prefab based on what we can already do ingame... We can probably also link the building of specific prefabs to quest progression, since that already happens in the main quest.

     

    We can easily assign NPCs to a prefab, and they stay on it fairly intelligently (i.e. they still seem to take breaks for sleeping and eating instead of just being locked in place). Companions are even more flexible than that; in Skyrim if you gave a follower a task like sit or lay down they'd stop as soon as you ended the command mode, but now they keep doing it until you either command them to do something else, or until you move far enough away that they stop to rejoin you... So if I want Piper to get on a table and dance for me that should be easy now.

     

    Also you can make people change clothes. Without a bunch of mods and console hacks. It's a freakin' miracle!
     

    I do have a couple of questions though, and we may not be able to answer them without a GECK, but maybe you folks have seen something I missed...

     

    - Are there any examples of prefabs with more than one actor assigned to them? This seems like it'd be pretty crucial to have sex content embedded into items of furniture, but I think the closest I've seen might be the vertibirds and there's no real sync or alignment with those.

    - Are there any examples of actors being aligned other than the melee/unarmed kill animations? Skyrim had those too but they didn't seem to help much in the long run.

    - How long can the animations be? The scene where you first meet Piper outside Diamond City seems pretty long, but is it all one animation or a series of them strung together? It seems like either one would be a good thing right?

     

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  13. On 11/26/2015, 1:15:07, daedrasp said:

    If nexus has 1000 Save files, 1000 retexture files than hard to say Mods. Do you seen any mod support til now? Only lip service. Until release GECK they only lip lip lip lip lip lip lip and lip lip lip lip and last lip again. Fuck the Beth's Lib!! :D

    And yet in any other open world game that would be considered a tonne of mods... I mean really, what other studio is as good to their modding community as Bethsoft? None that I can think of.

     

    Rockstar? Modding GTAV is a true blood-from-a-stone exercise. CD Projekt Red? There are 809 mods on the nexus half a year after release, most of which are the kind of thing you want to dismiss for Fallout 4; No animations, no player character customisation, no scripting, no quests, no frameworks of any kind. Valve? Source is a setpiece engine not a free-form one; the best it can offer is stuff like Garry's Mod or SFM. Unity? It's an engine, and doesn't come packaged with a fantastic game or world to build on.

     

    Then consider that Bethsoft's product is a AAA open world game, it's not an open source modding platform and they don't owe us that. I think we've been pretty goddamn lucky for at least the last 13 years, and the setbacks we experience aren't some conspiracy, they're the unfortunate by-product of iterations on the franchise. 

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  14. On 11/13/2015, 7:00:34, DixiePig said:

    Update: I HAVE JUST HAD AN INCREDIBLE IDEA.

    I think a lot of people who want to make models for mods go into it and get turned off by how bloody complicated it all is. First there's blender, which is confusing to learn. You have to learn, at the very least, box modelling, UV mapping, rigging, and texturing in photoshop. And once you've mastered those you need to use nifscope, the CK, export scripts, obsolete versions of software...

     

    Every modder who's put a thing into the game has had to go through all this, figuring it out for themselves, reinventing the wheel.

    So, what if I were to create a tutorial series for a full project of getting an idea out of your head and into the game?

     

    I'd love some kind of guide personally... Back in 2000 - 2003 I used to work with AutoCAD and 3DSMax doing architectural visualisation, and I was pretty good at that kind of modelling. But since Second Life introduced mesh I've tried three or four times to get into Blender and I just can't seem to get a handle on the workflow... Everything from the viewport layout to the right-click menus and camera controls is counter-intuitive and frustrating. It makes scratch-building anything basically impossible for me because I can't stick with it for long enough.

     

    But if I could get back into it with a more newbie-friendly starter kit, where I can achieve something without having to start from the very beginning, that'd be incredibly useful.

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  15. 39 minutes ago, alucrad90 said:

    In FO4 BETH use skeleton bone scaling to change the body so the problem is "will modders want to make one body"

     

    No doubt, they wont.

    Correct me if I'm wrong, but didn't Skyrim really only develop two distinct 'families' of body mesh? You had the CBBE family, with branches into CHSBHC BBP and the like; and you had the UNP family with branches into UNPB, Sevenbase, UUNP, etc... The key factor wasn't even the meshes themselves but the skin textures, because the UV's unwrapped differently.

    Then eventually Bodyslide came along, first for CBBE, allowing you to morph anywhere within that family of bodyshapes, and then eventually with support for UUNP so you could morph basically any shape with the platform now -only- governing the texture sets that were available? That's basically how I remember it all playing out...

     

    ... In which case I don't think it's at all unreasonable to ask body modelers to cooperate on a single community mesh with unified UV's, for which their own unique bodyshapes become morphs instead of stand-alone meshes. It would improve the productivity for everyone, especially texture artists and clothing/armor modelers. 

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  16. 4 hours ago, darkdragonlove said:

     

    I'm disgusted by Futa and Dickgirls... doesn't mean I'm saying it shouldn't be done - people like it, so... if it HAS to be, it should be 100% optional. I shouldn't be FORCED to go Futa or nothing.

    I agree with the sentiment, people like what they like, but this is now the second thread where you've pointedly told us all how disgusted you are by futa. Why the harsh? ... There are kinks here I'm not into (dismemberment), but I don't go around telling everyone how not-into them I am. I just don't visit those threads or download those mods.

     

    Presumably you played Skyrim? Was there even a single instance of a devious mod maker pulling some crazy Crying Game shit on you and exposing you to unwanted futa? It just doesn't strike me as a legitimate concern....

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  17. I like any breasts that don't need anti-gravity generators to be carried around. In Skyrim I used a custom Bodyslide set that went from lithe with small, perky breasts (CHNF 0) to amazonian with big, heavy breasts (She-hulk 100)... I just loved the variety that gave me, except that the vast majority of NPCs seemed to be locked into 0, 25, 50, 75 or 100, with far too many 100's in the world. Also I was forced to choose between amazonian-large or just large, and that was the kind of forced dichotomy I don't appreciate.

     

    I love that we now have a triangular scale for body shape because I'm hopeful that it'll allow for MUCH more variety once we get a new Bodyslide for FO4. I'd really like to see all kinds of women in my game, since just about the only look I don't find attractive in some way is the junkie/anorexic one.

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  18.  

    32 minutes ago, RustyXXL said:

    I hope, that when the tools mature, we'll get better control of this. The current situation is very rudimentary. What I would like to see are also more face morphs. I laid out what to change for that in the other Thread. Fuller Lips etc.

    You actually can get much fuller lips with the base character creator by choosing a narrower type like Pout, scaling the whole mouth up, and then scaling the individual lips back down to suit the look you're going for; e.g fuller bottom lip for Angelina Jolie or fuller top lip for Liv Tyler.

    I've been fiddling with the character creator and it seems like there's a -lot- more power to craft faces than Skyrim had, but it's all locked into this clunky interface with mirrored links and nested nodes... The advantage of the new system is that it's much easier to quickly modify faces and keep them looking normal and uniform, but it's much, much harder to recreate specific facial features even though the capability seems to be there out-of-the-box.

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  19. I've added my bestest idea yet for the Memory Den straight into the OP if anyone's interested...

     

    In other news I'm working on adding everyone's suggestions into the OP, but it's a slow and laggy process that I'll probably be plugging away at throughout the weekend. If your suggestion doesn't get added yet it just means I haven't seen that encounter in my own game and I'm still avoiding spoilers.

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  20. I've got a suggestion for something semi-consentual, since it's too elaborate for my encounters thread:

     

    Joining the Atom Cats: As a female PC you'd start as a pass-around girl and have to work your way up until you're competing with Rowdy to be Zeke's Old Lady (It'd be nice if you could fail and become her omega-bitch instead, relegated to an even lower and more degrading status than as a pass-around)... Or as a guy you could either end up in a kind of bi-sexual manslut role where you essentially turn the AC into one big poly commune; compete with Zeke to be Rowdy's Old Man (but not the AC leader) or possibly become some kind of beta/omega cock.

     

    That pretty much covers all the bases except a more monogamous lesbian relationship with Rowdy... I couldn't really think of a neat path to that outcome.

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  21. I know I'm way behind in updating the OP here, but I just wanted to say I haven't forgotten about my grand scheme to document all these interactions in one go-to place... It's just that I've been playing again for a week now and I'm kinda overwhelmed with the amount of new content I've seen. There's just SO MUCH.

    ... Also the OP gets super laggy in edit mode with all those nested spoilers. It's off-putting.

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  22. 8 hours ago, daftendirekt said:

    People thinking others care whether a sex mod is lore friendly or not, lol.

    A lot of us actually do... Skyrim sure had some crazy shit developed for it, but you just need to look at the SL forum to see that the lore-friendly mods were the backbone that everyone built upon (and that many of us limited ourselves to).

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