-
Announcements
-
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.
-
icecold29
Members-
Content count
61 -
Joined
-
Last visited
Posts posted by icecold29
-
-
Armor Conversion Request:: If somebody has spare time.
I want to use the body suit on random NPC , I am trying to use this on a Nord NPC.
This was created by Stroti This was created a new beast/creature similar to Xivali, I just want to use Nif as a body suit, but the meshes skeleton is different so it starts leaking out whenever i equip this on NPC, this is hellboy creature, 1 Nif and its dds files , i have included latest LAPF skeleton in archive to which i need it converted too.
HellBoy.7z Files in Question
0 -
edit :: Call by Uid work
working script if anybody needs it..
;;LAPF animation 169 (or Daedra Sutra number 95);; usage like :: Call PSOMilKNpcFndup GetSelf 169Scn PSOMilkNpcFndupref me ; This comes from using getself at dialog or create a persistant ref and pass it as parametershort spos ; initialize spos variableBegin Function { me spos };;Setting SPoslet spos := call xLoversCmnGetMotionNumberByUMID 100169 ; lover common call by umid this calls correct motion {for rename ini}set xLoversQuest.offence to player ; active participantset xLoversQuest.defence to me ; passive participantCall xLoversCmnInitQuestInterface ; initialize quest interfaceset xLoversQuest.Offence to player ; set variables of lovers questset xLoversQuest.Defence to meset xLoversQuest.SPos to sposCall xLoversMainSafeStart ; start function callRemoveMe ; remove after finishEndthis gets me a close enough position thanks ...
0 -
^^ Thanks Greg but how do i call Motion 169
This gives error
passing npc ref to function like call functionname getself 169
Begin Function {NPCRef AniNoCall}Call xLoversCmnInitQuestInterfaceset xLoversQuest.Offence to Playerset xLoversQuest.Defence to NPCRef;umid = 100169;Let AniNoCall := xLoversCmnGetMotionNumberByUMID 100169 ; Hardly works with Umid callset xLoversQuest.SPos to AniNoCallCall xLoversMainSafeStartRemoveMeEnd
0 -
Animation conversion Request:
---------------------------------------
If anybody has time please consider:
I Need Conversion/fixing of Old Animation of Sexdarkness {Milk Sucking Animation to be precise} so that it works in conversion of sexdarkness for lovers with PK. I found FemaleMB kf in labrat thread that works. but that was only for one participant, this need 2 a NPC and Player.
Alternately if animation already exists that will run fine with Lovers for PK pls point that to me.
Any advise how to get this animation working will be appreciated. I know absolutely nothing about animations. The files from mod is attached. it has six kf files stage 1 to 3 , i will prefer just one. and length of animation to properly halt the animation using timer and force a diffrent default one {Animation reset.} PSO they do it with default facegen.kf , i don't know what it contains.
I am finished with the rest of the conversion, just cannot get this animation working.
Thanks in Advance
PSO.7z Files from orginal mod
0 -
Just finished playing this update. Intalled oblivion after a very long time...
here is a fix for those experiencing problems with plugin.
Hints/ spoliers / walkthough included...
- recompiled all scripts --> posing problems with quest not working
- added quest markers --> thats for myself i hate to look around
-added a scroll to get rid of curse--> because v 3b main curse quest is still unfished {at source}..
this uses file in this post as base...
-ice29
3 -
So I found out my Skyrim.esm is ghosted' date=' would that be the problem or would that mean most/all my other files are as well? o_o
[/quote']
I did tell you to check if nothing in ghosted in Post #7 {I learned it the hard way when i have to re install thinking my install is corrupt happen to me by launching TES Mod Manager for managing obmm archive for skyrim.. since then i have chucked everything out and decided to use Wyre smash instead.. At least it does not ghost it by itself. Converting all the installs to BAIN is time consuming but will get there eventually.. hope you didn't have to reinstall too
0 -
When I build a bashed patch with this version 02d getting this
LoversImmoralSisters.esp: Unexpected subrecord: 'SPEL.OBME'
Error loading 'SPEL' record and/or subrecord: 03002A85
eid = u'kzsAbImmoralSisters'
subrecord = 'OBME'
subrecord size = 32
Error in LoversImmoralSisters.esp
This uses OBME{Magic Extender} which is an addon and not vanilla feature.. probably not a good idea to bash this plugin.. Seems like Wyre Bash does not recognize OBME tags..
0 -
...
Frankly I'm begining to question the mindset that creates mods dependant on a race mod so incredibly large and complicated. For that matter' date=' I question my sanity when considering using mods that do so.
...
[/quote']
You need to understand the concept of MBP as for Japanese Modders.. I was rather ingenious to remove resources dependency by using a big common resource.. Of course it can be argued that why not use Default races... In light of so many vain mods {read cosmetic and armors, bodies} it becomes silly to question the priorities of the mod user, Using Default is simply unacceptable... As a person we are vain in all our glory, We like the beautiful stuff, Even if we deny that.. I for one only use MBP from this thread.. Kudos for OP and Members who chipped in.. I never had any race missing problem... MBP has them ALL {ALL Popular Races in One}and If it doesn't then i was not that important to begin with...
Now coming to your astonishment on OP forgetting to Pack some of the textures ... Now what kind of Frivolous exercise will be for modders to pack every resource and issues pacth every time they release a mod.. They are free to release only small ESP's , People do not complaint when they get a whole lot of game hours from few KBS of data forgetting the gruesome MB's it took to make that possible...
Sure MBP can do with some love... as a lot of redundancy in the pack... but then who is going to do this in this digital age of Faster internet and Cheaper DiskSpace... Sure Some get the blunt end of both but then ... they are only few.. misfortunate ones...
0 -
CRC-Cyclic redundancy check.... or alternately Md5 # both can be generated through command line utility and confirms file is transferred from DTE to DRE without any change when transferred over a channel..{DTE-DataTransferEnd/DRE-Recieving} If it does not launch without SKE_LOADER then your install is corrupt.. Check if all BSA's are intact and nothing is ghosted... and then reinstall this time to another location like C:\Skyrim and use Wyre Smash to generated md5 so it indicates in future if something is corrupt
You can also remove/rename to see if it helps..
My skyrim directory for Refrence.. it it helps...
Or somebody more knowledgble can guide you, I am a noob too if you didn't guess..
0 -
Hmm... Strange.. Does your game launches without SKSE ?
What version it displays in game...
Get Latest SKSE from here
http://skse.silverlock.org/beta/skse_1_05_11.7z
and latest Update from bethseda redownload and check ...
POST your CRC for the files and see if it matches other users here...
BOTH SKSE and TESV.exe
alt you can get CRC from bethseda site and verify the files..
0 -
This is a version conflict between your TESV.exe and Skse_loader.exe {skse_loader} works by overwriting the memory block of TESV.exe so every other builds may not use same memory blocks as previous.. hence you have to update skse_loader.exe every time you update TesV.exe and vice-versa for downgrade. Do not mix the two every release of TESV.exe has a corresponding skse_loader release... so match the two and error will go away.
Check:
Right click on TESV.exe ->properties->details{file version 1.7.7.0}
skse_loader->properties->details{file version 0.1.5.11}
Check in folder there should be skse_1_7_7.dll {This is from my present install}
0 -
I've never gotten her eyes to work' date=' no matter what I did. So I've just lived with her eyes being black.
[/quote']
Why She Uses Evy Race Eyes and Textures no reason for Black Eyes if Evy Eyes Are Installed..
You need following At most
EvyEye_000 to EvyEye_005{EvyEye000COPY0000 to EvyEye005COPY0000}
EvyGlow_000 to EvyGlow_005{EvyGlow000COPY0000 to EvyGlow005COPY0000}
Note: He is renamed the original as copy so resources files have to be matched or picked up in CS..
0 -
Nope no changes to existing races...
Don't know how to change races..Only scripts I can handle rest is pretty much beyond me...
Try changing the load order and see if it help..
putting it a little bit lower to give it priority
About settings they are from the ini file so they reset to default when ini is rerun or game is re-initialized... for permanent settings changes should be made to ini..
I am still not getting any CTD's this is futile... i might be looking for problems not there... or somebody with more knowledge can look into it...
0 -
I updated Post #106 with Final ReDone version from me..
Ini{NEW One... Continue using original} is redundant with introduction of I game menu..{drawback:every thing has to be switched on from start..}
About Crashes : I donot know... I took utmost care not to change existing code / functions... instead of commenting out things... I added extra code{conditions} to existing checks.. If the crahes are inherited from original plugin, I simply am not skilled enough to fix them...
BTW: I did not experience any crash till now... But mY oblivion install is just 4 days old...So there is that...
0 -
Nice' date=' but how to find those maid's copys?
[/quote']
just Look around..
there is
command MyPersonalmaidRef.moveto player
So when one disappears other one will be standing just beside you..
bug resolve just in case
Open console..
Look for this line
ic29::MyPersonalMaidRef = MaidName(MaidId)
notedown the id it will be FF??????
then give command
FF??????.moveto player
0 -
I redid this plugin making some changes to ini and scripts
It diables/toggle some original Checks.. See ReDone Changes..
;;-----ic29 overide Annoyances -----
set aaaCaptiveMaiden.MCSBanRemove to 1
set aaaCaptiveMaiden.MeltAfterRescue to 1
set aaaCaptiveMaiden.EnableLPKComfort to 1
Attachment Updated...
ReDone(Changes)
[Change Log from Original HanPL Translation...]
->Fixed Missing Dialog for Personality Type 2 {She is abnoxious now, Plz Be the Gallant Knight and do note Rape/kill/abandon/Enslave and Sell her..}
->Fixed Other missing/untranslated Dialog according to personality Type..
->Fixed Diary Text So events will display correctly..
->Re-enabled Help Message text more colorful this time..
->Fixed Giberrish names, err.. from importing "Random" name list from wikipedia
->Added a Choice "Comfort Maiden" for LoversAdultPlay* handle (Temp. rise Disposition to 100) so that event can play {Except for Personality 99}..
->Removed MCS Ban
->Added Facility of Cloning maiden before she is disabled...
->Added a Menu Option to All three Changes Along with Fast Travel Ban Removal and Spawn Chance Change{Int&Ext} for Captured maidens...
->Options are configurable Via Clicking on Captured Diary In Inventory Mode...
If Anybody have issues pls PM me or leave feedback I am no longer working on this Plugin
thanks in Advance
Regards
Does finally someone find how to avoid the captives maidens vanish (after been escorted to town) or die (when using MCS on them)?
I need some maids to keep all my empty houses clean! ;D
0 -
add:
I mean MBP updated to latest resources there is a thread here in Loverlab that have a torrent 1gb one... that will still need textures for diablo, elf ears, human race, siren some more i made a texture patch so i did not remember all...
Open the plugin in CS ...click on NPC if face / body shows up correctly there it will show up correctly in the game... else edit the NPC to use existing resources you have on disk... there are not too many of them.. and you need to edit only the missing ones not the one that are already there...
purple faces means missing texture- Open resource mesh in NifSkope and see what texture it needs... Put the texture at required place,or change to existing texture..
Missing Arms and legs will mean : Improper Meshes as Missing meshes will be indicated in the game again Nifskope is required for actually rendering the mesh and its texture...
hmmm... seems like lot of work for a plugin... you can always edit it to use vanilla races... from bsa archive... Or somebody with more knowledge can help you...
0 -
So it turns out this mod doesn't work with Oblivion the L World. Doing so results in horrifying purple handed people with levitating teeth instead of faces.
I don't think so, this mod do not edit any NPC... It uses MBP++ for its NPC's all added to game... So if you are having problems with NPC...it must be because MBP++ is not installed it also needs its chocolate elves variant too...
Easy way:
update skeleton to BBB ragdoll edit by Killermonkey and install MBP++ easier to do...
Needs CS:
Edit all NPC to deselect MBP++ and use Vanilla Races..
0 -
wonder if this came along well or got put on hold
...Did the initial translation of V5.. Need Resources to test this... Anyway willing to help?
0 -
I certainly will need testers. Just looking through this mod it is as big or bigger than Bravil Underground as far as dialogue (1' date='000+ lines). I can't even imagine how long this must have taken IceCold29 to translate.
...
[/quote']
It took 8 hours to translate RU to EN (using Egg Translator) and seemed like forever to revise... until i got distracted...
A note "About male characters issue" - Originally this mod has several dialogues for female characters too, but when you will play this mod and realize why author abandoned the Female part in last as it was so big mod and Voiced too including the players voice..., So if the player is female and say dialogues in male voice then... it will look weird,
The mod add a new world, There are leveled list.. and It feels and plays like a totally different game as there are no options to select dialogue you wanna say to NPC... Doesn't mean you cannot make choices actually choices form integral part of the play... Everything is Script Driven.. more than 439 scripts (IIRRC) The clothes don't make this mod big but new locations, resources and Weapons/ monsters/buildings/Misc Items all differ slightly or vastly from Oblivion example Drowners, ghouls, fledgers and Striga from Witcher world are among some monsters... Daytona and Nighttona, Kikimore, Walking tree are some other monsters...
I asked Greg to keep this as open translation project,As I was impressed with the treatment and game play in this mod and Simply this mod is brilliant work.. And I will say that don't pass by just because its a male character only... I create characters like every other week play and forget about them... I was level 2 when i played this mod and level 15 when in beat this... so i think this qualifies as some small game in itself...
Thanks for looking
Regards
0 -
I just had an error in OBSE' date=' so I looked into the file obse.log and I found the following message:
** Script Error: Script 9704416b in file "LoversImmoralSisters.esp" **
Too few args for format specifier
Anybody able to identify this?
[/quote']
Open in CS following script... RefActor Missing from parameters supplied.. chnage line no 38 and 159 , recompile and save...
----------------------------------------------------------------------
scn kzsFuncTravelMoveMarker2NextPlace
....
Line no 38-set cCurrent to sv_Construct "%n is headed to %z." refActor refWork
....
Line no 159-set cNext to sv_Construct "%n is headed to %z." refActor refWork
----------------------------------------------------------------------
0

CSE and Windows 10
in Oblivion Technical Support
Posted
i fixed it by launching as administrator