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cecik
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Posts posted by cecik
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You have 'BelthansQuoVagis.esm' and 'Follower Amata ULTIMATE.esp' in your load order.
Did you check if these mods are converted to work with TTW?
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If you want to play Fallout 3 with the 'benefits' of Sexout, you could consider installing Tales of Two Wastelands
It combines the 2 games into one game based on New Vegas, so every mod for NV (incl. Sexout) will work with it.
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Better ask this question in the Tryout support thread. No doubt you will get an answer much quicker
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You can't (and don't need) to uninstall SCR in FOMM when running thru MO.
Just install your new version of SCR in FOMM like you install any other mod.
FOMM will probably will show a message that the mod allready exists, just choose overwrite or create new.
When finished close FOMM and create a new mod from the Overwrite folder in MO and you're good to go.
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There are a few mods specifically created for gay male, a.o.:
'Isle of Mara' by Quimboles (slavery mod)
'Castle Pond Gay' by ffabris (has made more gay orientated mods, check his signature)0 -
You could consider to use FOMM as mod manager for Fallout 4
Just need to make sure to set NMM to ignore Fallout 4
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Thanks for the update, Goubo.
Installed it without problems (on a game without a previous version installed)
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The 'stalking' mod is Sexout Assault (which also has a combat rape scenario), combat rape based on HP is in Unethical Deeds i think
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13 minutes ago, Jeffrey Lane said:gotta love that Dogmeat description tho.
I was more looking at 2 others:
Cait - Redheaded Irish lass hooked on chems
Hanckock - a 'wannabe' Pirate of the Caribean
Could to interesting conversations:
Cait: "Where is the Jet"
Hancock: "where is the rum"
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1 hour ago, joge1143 said:i know this is a longshot, but i am brand new to this type of gaming. i have downloaded files, downloaded a mod manager, but i can't seem to get anywhere. can someone point me to a site that explains mod gaming for dummies? i want to play Isle of Mara, and have been trying to figure out how to download and install to play the game, and i can't get anywhere. any help would be greatly appreciated. thanks
Since you're completely new to modding, i'd suggest you to watch some of Gopher's videos on Youtube
(search for 'Gopher Skyrim Tutorials')
In his videos he gives step by step instructions, how to setup your Mod Manager, how to install SKSE, etc. etc.
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It's been a while since i've been testing a few things myself, but this is what i remember for it:
- ActorB is the receiving actor (as in 'cum receiving' actor)
- For question 1: You don't need the 'flags' statement if you don't use it (if the array isn't initialized or empty, Sexout will ignore the statement)
- For question 3: Anim 2003 is a animation from the ZAZ pack, so i think you need to add "Plugin"::"ZAZ" to your Sexout call
As for anim 5301 this should work with the call you made (Vanessa would be the girl in the middle)
But there are 2 animations with that number (one from Sexout and one from Amra) and, if i remember well, they are the same except Amra added some extra
movement to it (breast, penis and facial expressions)
Like i said this is all from memory, so if i wrote down something that's incorrect, i hereby apoligize in advance
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I remember that i have had issues with ENB as well (can't remember whether it was with Skyrim or FONV).
I do remember that D/L and installing DirectX 9 fixed it for me.
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To get rid of grey faces (and avoid them):
1. Reinstall Skyhunks and place it somewhere in your load order (or run LOOT)
2. Start TES5Edit, wait till it's finished
3. Right-click left pane and choose 'Apply filter for conflict losers' (wait for it to finish)
4. Expand Skyhunks in left pane and see if any NPC gets overridden
5. If not, you're good to go
6. If one gets overridden, check which mod overrides and drag Skyhunks below that mod
The final step may cause mod(s) to work correctly. To 'correct' this:
1. Start TES5Edit again and wait till it's finished loading
2. Right-click left pane and choose 'Create Merged Patch' (hidden behind bottom option in first popup)
3. Ignore warning and follow instructions
4. Exit TES5Edit (make sure you 'Merged Patch' is saved)
5. Activate this patch in your load order
Hope this wlll help.
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I think both Rydin (NSAP) and Dentarr (MNC) are aware of these new animations. So we only have to have some patience until they find the time to add them to their respective (sub) framework.
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Since your new to modding Skyrim i think the best advice i can give you is to get you started is to watch some of Gopher's video's on Youtube.
(search for 'Gopher Skyrim Tutorials')
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For matchmaker, does the order you cast the spells matter at all then? If I target female npc, then male npc, then me, does it load them into the array in that order, or sort them after I've cast the spell?
We've had the discussion about the leito male-female-dog animations, and having to cast targets in the correct order... or is that what you're saying about the SortActor function, and "not considering the expected sex"?
Yes, MatchMaker has a special way to construct the animation parts.
Every time you cast the spell, the target actor will be added to the list of actors. In order.
Then after a while, Matchmaker grabs all the actors in the queue and apply the animation to them.
But before this, it executes the "SortActors" function. That brings to the first positions the females.
SortActors is a pretty old SexLab function to sort the actors in an array to place them in order by "priority". If the priority is not specified, then the females go first, and then the males.
More I read this thread and more I think I will make a SexLab function to sort the actors "By Animation", so when the animation is selected (and so the preferred genders for each position are known), then the sort actor will try to put the actors respecting what the animation definition specified.
I've been following this discussion and it's starting to make me feel a bit 'uneasy'. So therefore a question about this function you are thinking of:
What are or will be the criteria to determine the 'preferred' gender for each position in an animation?
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It's a known issue in FO and there is not really a 'fix' for it to prevent it.
Best you can do in case this happens is either reload a previous save or target the actor in console and type 'resurrect 1" (without the quotes ofc)
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I assumed they were like the Tryout scanners, where the affected party would attempt to approach the player if they pass a condition. I'm pretty sure that's happened to me before, anyway.
In any case, forgot about Tomm's goodbye post, whatever.
That's exactly what the scanners are for.
They 'scan' the active cell if there are (in this case) raiders or mutants nearby and if so, it will make them approach the player to ask (well, this case 'demand') the player for sex
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Don't just wait, 'work' your way to freedom
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Sorry, that's not true, you probably mixed this up with wsex
the mods with msex are Mavia's mods with add content based on Sexout
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Can't get the Dog Training to start either.
Dialogue runs normal, only after PC accepting the job, nothing happens.
When interacting with Thaena immediately after this, the opening dialog 'Can we talk about our business' shows up again.
From my (very) limited knowledge of the CK, it seems that the result script(s) in (final) dialogue fail to trigger
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You do know a strapon has two ... um ... ends, right?

Shame that a belt with a permanently attached strapon was never created

How about a 'standard belt' with separate strapon with a convenient 'Plug 'n Play' connection?
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Here's the mods I used that was in common with yours, the profile has been deleted so I can't be 100 % sure on this however;
High Heel system
Wintermyst
WAFR
CCOR
SIC
Apocalypse
Ordinator
More Interesting Loot
none of the ones that "could" be it sound suspicious at all.
WAFR has exactly one script, but it sounds oddly related to the issue:
Scriptname WAF_ArmorSwapScript extends ObjectReference
Armor Property ThisItem Auto ;this is the item that this script is attached to
Armor Property NewItem Auto ;this is the item we want to swap it for
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
if akNewContainer == Game.GetPlayer()
Game.GetPlayer().RemoveItem(ThisItem, 1)
Game.GetPlayer().AddItem(NewItem, 1)
endIf
endEvent
I say this because the stack dumps looked like this:
[10/07/2015 - 10:23:16PM] Dumping stack 26892:
[10/07/2015 - 10:23:16PM] Frame count: 0 (Page count: 0)
[10/07/2015 - 10:23:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
[10/07/2015 - 10:23:16PM] Type: Normal
[10/07/2015 - 10:23:16PM] Return register: None
[10/07/2015 - 10:23:16PM] Has stack callback: No
[10/07/2015 - 10:23:16PM] Stack trace:
[10/07/2015 - 10:23:16PM] [alias PlayerRef on quest zbf (0E0137E6)].zbfslot.OnObjectEquipped() - (requested call)
[10/07/2015 - 10:23:16PM] [param 0]: [Potion < (3A4FD2BC)>]
[10/07/2015 - 10:23:16PM] [param 1]: None
[10/07/2015 - 10:23:16PM] Dumping stack 26899:
[10/07/2015 - 10:23:16PM] Frame count: 0 (Page count: 0)
[10/07/2015 - 10:23:16PM] State: Waiting on other stack for call (Freeze state: Freezing)
[10/07/2015 - 10:23:16PM] Type: Normal
[10/07/2015 - 10:23:16PM] Return register: None
[10/07/2015 - 10:23:16PM] Has stack callback: No
[10/07/2015 - 10:23:16PM] Stack trace:
[10/07/2015 - 10:23:16PM] [alias PlayerRef on quest zbf (0E0137E6)].zbfslot.OnItemRemoved() - (requested call)
[10/07/2015 - 10:23:16PM] [param 0]: [Potion < (3A4FD2BC)>]
[10/07/2015 - 10:23:16PM] [param 1]: 1
[10/07/2015 - 10:23:16PM] [param 2]: None
[10/07/2015 - 10:23:16PM] [param 3]: None
Both share the common theme of "item remove" and "item equip". But i dont know enough about the inner workings of papyrus to make a solid judgement here.
I'm defenitely not an expert in Papyrus, but reading the fragment of the log, i notice that something is really 'freaking out' ZAP.
zbf is the editorid of quest Zaz Animation Pack, which mod i think is at postion 0E in your load order.
it struggles with an item starting with 3A.
Call this a calculated guess, but if you check the mod located at position 3A, you may find the culprit of your stack dumps
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Fallout NV Save Game Structure
in Fallout General Discussion
Posted
Just make sure to install 'FNV 4GB loader', 'New Vegas Anti Crash (NVAC)' & 'New Vegas Stutter Remover (NVSR)'.
With these mods you will have a stable FNV install.
And don't install too many mods, try to keep it below 100 - 130 mods (depending how script-heavy the mods are)