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Posts posted by pepertje
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Your screenshots are very better than mine !
I love them !
Use them as you like, although I would like to add that the first one was intended as the main screenshot.
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Here's the screenshots in the first spoiler and pic data in the second spoiler
P.S., as I said, I may not be an expert screenshotter, but I did get a Somber ENB working, which I believe should be in the recommended ENB's section 
Pic data
ENB: Grim and Somber - Azura HQ
Armor: Elegant Leather Armor
Clothes replacer: a little sexy apparel replacer with LSAR Addon
Hair: Ponytail for HDT
Body: customized CBBE TBBP version
Shield on back: Auto Unequip Shield to Back
Slim quiver: Closer Quivers and Longer Arrows
First Person: Skyrim - Enhanced Camera
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Perpetje, please can you make some screenshots for FTD ?
My computer only produce corrupted bitmap files... I cant save them as JPEG or anything else, paint dont want to recognize them.
I'll give it a (screen)shot, I can't promise real artwork, though
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The Combat Armor has a broken variant which goes all the way up to P7, so I'm guessing that one would be best. As for dresses, the only dress that goes up to P6 is the Gambler Slave outfit, that one's a bit too... revealing for the regular companion playthrough.
Be wary of the broken combat armor. For some reason fps tanks while wearing that, or at least it always has for me & my pc is fairly high end.
To my knowledge the Shellshocked Combat Armor preg variants only cause that fps crash, the regular ones seem to work on my mid-range pc.
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The Combat Armor has a broken variant which goes all the way up to P7, so I'm guessing that one would be best. As for dresses, the only dress that goes up to P6 is the Gambler Slave outfit, that one's a bit too... revealing for the regular companion playthrough.
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Alright, for the integration of Mojave Pimp into Fertile Breeder, I'll need to know which outfit Veronica should be wearing throughout her pregnancy. My preference is either a Merc Charmer outfit, or a Combat Armor (which will eventually break a bit). It has to be an outfit which reaches at least P6 (for the bighorners and deathclaws), so I can't use Veronica's standard robes.
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Here's the entire code I've used for FBF, it makes the bellies of all four NPC's grow overtime and reset at the end of the pregnancy, starting all over again. And the best thing: it just works. If anyone wants to use it, feel free to copy it, there's a blank script in the second spoiler, which holds everything a modder needs.
scn FBF1BighornerScript
short BighornersDelivered
short EmilyPregstate
short DayCount
short CounterStarted
short PaulaPregday
short PaulaInit
short PaulaDaily
short RachelPregday
short RachelInit
short RachelDaily
short QuintinPregday
short QuintinInit
short QuintinDaily
short EmilyPregDay
short EmilyInit
short EmilyDaily
;Pregnancy Regulation (pregnancies last 1/2 weeks, dependant on the character)
;Paula
Begin Gamemode
if GetStage FBF1Bighorner>0 && CounterStarted==0
set DayCount to Gamedayspassed
set CounterStarted to 1
endif
if DayCount<GameDaysPassed
set DayCount to DayCount+1
set PaulaPregDay to PaulaPregDay+1
set PaulaDaily to 0
set RachelPregDay to RachelPregDay+1
set RachelDaily to 0
set QuintinPregDay to QuintinPregDay+1
set QuintinDaily to 0
set EmilyPregDay to EmilyPregDay+1
set EmilyDaily to 0
endif
;Paula
if PaulaInit==1 && PaulaDaily==0
if PaulaPregDay==1
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP0B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP6B3 1
endif
if PaulaPregDay==2
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP1B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP0B3 1
endif
if PaulaPregDay==3
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP2B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP1B3 1
endif
if PaulaPregDay==4
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP3B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP2B3 1
endif
if PaulaPregDay==5
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP4B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP3B3 1
endif
if PaulaPregDay==6
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP5B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP4B3 1
endif
if PaulaPregDay==7
FBF1PaulaREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1PaulaREF.Additem SexoutSOutfitCassP6B3 1
FBF1PaulaREF.Removeitem SexoutSOutfitCassP5B3 1
endif
if PaulaPregDay==8
set PaulaPregDay to 1
endif
set PaulaDaily to 1
endif
;Rachel
if RachelInit==1 && RachelDaily==0
if RachelPregday==1
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem ArmorLeather 1
FBF1RachelREF.RemoveItem SexoutSArmorLeatherP6B3 1
endif
if RachelPregday==3
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem SexoutSArmorLeatherP1B3 1
FBF1RachelREF.RemoveItem ArmorLeather 1
endif
if RachelPregday==5
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem SexoutSArmorLeatherP2B3 1
FBF1RachelREF.RemoveItem SexoutSArmorLeatherP1B3 1
endif
if RachelPregday==7
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem SexoutSArmorLeatherP3B3 1
FBF1RachelREF.RemoveItem SexoutSArmorLeatherP2B3 1
endif
if RachelPregday==9
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem SexoutSArmorLeatherP4B3 1
FBF1RachelREF.RemoveItem SexoutSArmorLeatherP3B3 1
endif
if RachelPregday==11
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem SexoutSArmorLeatherP5B3 1
FBF1RachelREF.RemoveItem SexoutSArmorLeatherP4B3 1
endif
if RachelPregday==13
FBF1RachelREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1RachelREF.Additem SexoutSArmorLeatherP6B3 1
FBF1RachelREF.RemoveItem SexoutSArmorLeatherP5B3 1
endif
if RachelPregday==15
set RachelPregDay to 1
endif
set RachelDaily to 1
endif
;Quintin
if QuintinInit==1 && QuintinDaily==0
if QuintinPregday==1
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem OutfitPrewarCasualwear2 1
FBF1QuintinREF.RemoveItem SexoutSUniquePrewarNegligeeP6B3 1
endif
if QuintinPregday==3
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem SexoutSOutfitPrewarCasualwear2P1B3 1
FBF1QuintinREF.RemoveItem OutfitPrewarCasualWear2 1
endif
if QuintinPregday==5
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem SexoutSOutfitPrewarCasualwear2P2B3 1
FBF1QuintinREF.Removeitem SexoutSOutfitPrewarCasualwear2P1B3 1
endif
if QuintinPregday==7
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem SexoutSOutfitPrewarCasualwear2P3B3 1
FBF1QuintinREF.Removeitem SexoutSOutfitPrewarCasualwear2P2B3 1
endif
if QuintinPregday==9
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem SexoutSOutfitPrewarCasualwear2H50P4B3 1
FBF1QuintinREF.Removeitem SexoutSOutfitPrewarCasualwear2P3B3 1
endif
if QuintinPregday==11
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem SexoutSOutfitPrewarCasualwear2H50P5B3 1
FBF1QuintinREF.Removeitem SexoutSOutfitPrewarCasualwear2H50P4B3 1
endif
if QuintinPregday==13
FBF1QuintinREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1QuintinREF.Additem SexoutSUniquePrewarNegligeeP6B3 1
FBF1QuintinREF.Removeitem SexoutSOutfitPrewarCasualwear2H50P5B3 1
endif
if QuintinPregday==15
set QuintinPregDay to 1
endif
set QuintinDaily to 1
endif
;Emily
if EmilyInit==1 && EmilyDaily==0
if EmilyPregday==1
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP0B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP6B3 1
endif
if EmilyPregday==2
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP1B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP0B3 1
endif
if EmilyPregday==3
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP2B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP1B3 1
endif
if EmilyPregday==4
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP3B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP2B3 1
endif
if EmilyPregday==5
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP4B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP3B3 1
endif
if EmilyPregday==6
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP5B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP4B3 1
endif
if EmilyPregday==7
FBF1EmilyREF.RemoveAllTypedItems FBF1DumpREF 0 0 24
FBF1EmilyREF.Additem SexoutSJuliaChangP6B3 1
FBF1EmilyREF.RemoveItem SexoutSJuliaChangP5B3 1
endif
if EmilyPregday==8
set EmilyPregDay to 1
endif
set EmilyDaily to 1
endif
endThis one's for modders, including comments on how to use. EDITED: 09-09-'15 15:16
scn PepertjePregCycleResourceScript
;Switch out "<NPC>" with the name of the appropriate NPC you want to go through a cycle. (Same goes for anything between "<>", switch out with relative ID's.)
short <Spec>DayCount
short <Spec>CounterStarted
short <NPC>Pregday ;this is the counter that keeps up how far the NPC is in the pregnancy cycle.
short <NPC>Init ;this is an optional switch to make sure the pregnancy only starts when you want it. Useful if it's supposed to happen after a certain quest or once on demand.
short <NPC>Daily ;this makes sure the outfits are only switched daily so the engine doesn't go haywire and continuously add the outfit, to prevent serious lag.
;Pregnancy Regulation
;<NPC>
Begin Gamemode
if GetStage <QUEST>>0 && <Spec>CounterStarted==0 ;this makes sure the counter only starts when the appropriate quest is at the stage you want it to be, can be edited out if you know what you're doing.
set <Spec>DayCount to Gamedayspassed ;this makes sure the counter starts at the current day. <Spec> stands for specific, if you want to use multiple scripts and be able to tell them apart.
set <Spec>CounterStarted to 1 ;this makes sure the counter is set to the gamedayspassed only once.
endif
if <Spec>DayCount<GameDaysPassed ;this checks to see whether a day has passed since the previous update.
set <Spec>DayCount to <Spec>DayCount+1
set <NPC>PregDay to <NPC>PregDay+1
set <NPC>Daily to 0 ;this here allows the outfit update to take place.
endif
;<NPC>
if <NPC>Init==1 && <NPC>Daily==0
if <NPC>PregDay==1 ;checks for the first day of pregnancy, always keep at 1, this is the start of the cycle.
RefID.RemoveAllTypedItems ContainerRefID 0 0 24 ;"<>" symbols around "RefID" and "ContainerRefID" not put in to make it easier to copy/paste in GECK.
RefID.RemoveAllTypedItems ContainerRefID 0 0 26 ;Same as the above, but removes clothes instead of armor like the above line.
RefID.Additem SexoutPregOutfitP0B3 1 ;Again, the "<>" symbols edited out around the outfit's ID to make it easier to copy/paste. Replace with desired outfits. This adds the outfit.
RefID.Removeitem SexoutPregOutfitP6B3 1 ;this line removes the outfit you added in the final pregday.
endif
if <NPC>PregDay==2 ;this is the first day on which the belly begins to grow, can be changed to anything you want. This example causes a daily belly growth.
RefID.Additem SexoutPregOutfitP1B3 1
RefID.Removeitem SexoutPregOutfitP0B3 1
endif
if <NPC>PregDay==3
RefID.Additem SexoutPregOutfitP2B3 1
RefID.Removeitem SexoutPregOutfitP1B3 1
endif
if <NPC>PregDay==4
RefID.Additem SexoutPregOutfitP3B3 1
RefID.Removeitem SexoutPregOutfitP2B3 1
endif
if <NPC>PregDay==5
RefID.Additem SexoutPregOutfitP4B3 1
RefID.Removeitem SexoutPregOutfitP3B3 1
endif
if <NPC>PregDay==6
RefID.Additem SexoutPregOutfitP5B3 1
RefID.Removeitem SexoutPregOutfitP4B3 1
endif
if <NPC>PregDay==7
RefID.Additem SexoutPregOutfitP6B3 1
RefID.Removeitem SexoutPregOutfitP5B3 1
endif
if <NPC>PregDay==8 ;final day of the pregnancy, this is used to reset the PregDay to 1.
set <NPC>PregDay to 1 ;PregDay returns to 1 to start the cycle from the beginning, including the appropriate outfit. Instant effect.
endif
set <NPC>Daily to 1 ;This causes the outfits to be added only once a day to the NPC, otherwise you will experience severe lags because the outfit is being removed, added and equipped every frame you spend in GameMode
endif
end
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Did you get that done? If so maybe Halstrom would like it in his Pregnancy mod, then everybody can use it as a resource for their mods as well.-Dynamic pregnancies, which make certain characters' (the ones added by this mod OUTSIDE of Research Vessel Rho) bellies grow over time rather than staying at the same size.
. Then again maybe not. 
I've managed to insert it into FBF already, but it doesn't work like it sounds. There's a custom timer and tracker for every NPC involved, so it only works for a limited number of characters. I'll forward the script later today so others can take a look at it, but as I said: it works well enough for me
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I can try it. I just need to think to add the key to the player when it will be necessary...
You could add the key once the player has joined the cult or have the door open through scripts at the appropriate stage. (This also means you can remove the invisible walls, for testing purposes, as players are already kept out of the Temple by the locked door.)
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I believe I've figured out why the map marker into the lighthouse leads through the temple: when a quest marker pops up, the engine decides the path on a couple of conditions:
-The shortest route
-The route without locked doors.
When the marker pops up, the only route into the lighthouse without locked doors is through the temple. If one of those doors were locked (say, the door inside the Achab residence), I believe the marker would point directly to the lighthouse instead.
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I had a similar issue with the inside of Camp Golf. I only had a handful of mods loaded, so I did a fresh install but I haven't made it back there to check it. I did use a couple of mods that changed the posters and billboards, not sure if that could have contributed somehow. Minimal experience (and luck) modding FNV.
I don't think that billboard and poster replacers have anything to do with this issue.
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Alright, I'm trying to get one more addittion into Fertile Breeder for the next update, if you have a small thingy you want included, speak now or forever hold your silence (or not, I'm a patient guy).
Current addittions:
-Dynamic pregnancies, which make certain characters' (the ones added by this mod OUTSIDE of Research Vessel Rho) bellies grow over time rather than staying at the same size.
-Patch for Mojave Pimp, allowing you to whore off your female companions to the breeder jobs around the Mojave.
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I've managed to track the issue to the room markers, deleting them fixed the issue. Now I just need to look up whether that does more harm than good or can be marked as a fix.
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Isn't this one of those allow multibounds issue?
I believe multibounds caused issues with GECK, and you're supposed to turn them off ("bUseMultiBounds=1" to "bUseMultiBounds=0"), but I already have them turned off, so I doubt that is the issue. I could switch that around and open the room in GECK again.
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I'll try those things once I'm back from school. Fingers crossed, I guess.
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I'm having a weird issue with a custom room: every door hole and stair seems to be edged by a void wall, which kinda looks like the empty space beyond the cell. I'm not sure what's causing it, maybe someone here can figure out what the problem is. I can pass through the voids just fine and the room beyond it renders properly, but the same wall then pops up behind my character.
The issue at work...
My current guesses are:
-ENB issue
-Improper alignment of sections
-Fallout being Fallout
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Maybe, "All Reset" function is useful to solve glitch, or quest problem... (MCM)
Reset Quest. Remove all mutation, effect, quest item, and so on.
I don't think GECK works like that, you can't reset an entire quest like that as far as I know. The rest are fairly important and shouldn't be deleted if it means breaking a running quest.
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Unless you opened one of the doors marked as inaccessible you shouldn't be seeing the void like that. I just wen't through the whole ship & had no issues, so if it wasn't an inaccessible door then you're likely missing some critical game assets or your save may be corrupted. That might be why steam was having an issue verifying your game cache.Sorry... Bit of an early call on this.
Everything in the ship worked fine until I opened the door out of Ritual's Lab, then I saw this:
Each 'section' is separated by these lack-of-a-rooms. I can go through them just fine, but something is still off.
I'm having that issue too, once you walk through it you should get to the next part just fine. I always figured it had something to do with my ENB configuration :/
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Sorry check back to that thread. I missed typed. I was meaning the mod. (fertile breeder)I elected to go with Ritual's suggestion of redownloading the game entirely for the time being to default everything, then I'll work at double-checking my mods.
I'll check back in a day or two once it's done downloading...
Optional. Once you have a copy of a game downloaded and playable just verify the cache, make a backup and never have to download the entire thing again. Worst thing will be needed is reverification once it was reinstalled. Steam is awesome in this fact.
If you still have the game intact then just use re-verify the cache option. It hasn't reached the level of NUKE and reload yet. So sorry. I will go stand in the corner of my space ship now.

No problem. Somewhat embarrassingly, I forgot I had a pre-mod backup on disk so I cancelled the day-odd download and loaded that up.
Cache verification is being a little iffy though; keeps telling me '1 file with be reacquired' followed by a massive 0 byte download...
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Edit: I tried using NVAC as Gamedude suggested and that seems to have fixed the crashing problems entirely. Praise be upon thee, Gamedude. Don't know how I haven't come across this before...
NVAC solves so many problems, it's strange Bethesda/Obsidian haven't included it yet XD
@ritual, do you have NVAC tucked into your tutorials? Because it should be
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If i start this mod it not break my global game? Or use it on only not important save special for this mod?
As far as I know, this mod doesn't break anything in the vanilla game. The only character who gets seriously affected is Erikur, and his only use in the vanilla game is walking around sandboxing.
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Enter the lighthouse directly. The quest marker leads through the Achab Residence and the temple for some reason.
Thanks
Just out of curiosity, does it work when you lock the door through console commands, turn off the quest in the log then activate it again?
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Enter the lighthouse directly. The quest marker leads through the Achab Residence and the temple for some reason.
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I'm having an issue. I'm trying to get into the Temple of the Deeps for the first time but I can't because there is an invisible wall blocking me. Movetoqt console command doesn't work, says missing quest perimeter.
The invisible walls were originally supposed to keep the player from prematurely exploring the temple. Movetoqt is a command which only works like that in Fallout 3 and New Vegas (Oblivion maybe too, don't know), in Skyrim you'll have to add the quest ID to the command (and maybe the objective as well).
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I don't have an option to create debug files, not something in my field of expertise (even if I knew how to make them, I probably wouldn't know what to do with them anyway, so...)
No, this error isn't known to me. Come to think of it... maybe I've been a bit lax when it comes to keeping everything updated on my end :/ I've recently updated all my mods, so I'll bash through the final quests to see if I'm getting any issues. Until then, try typing this into console: COC FB9ShipInterior, that's where you're taken to. If your game crashes, it means it has something to do with the interior not loading properly.
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From the deeps (redone)
in Downloads - SexLab Framework
Posted
Not yet, I'll get around to it later today.