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Everything posted by QuiteTheTail
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Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Another thing I've noticed, is that Setbody/LoverJoystick seem to have no effect on xLovers spells. The penis setting applied is the one from LoverswithPK.ini. I use a custom body type integrated in the Bombshell menu. I was expecting my custom femalelowerbody_AP.nif to show up (works this way with ani2 animations), but I was wrong. movomo knows for sure. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
These are the relevant parts of xLoversMB2QuestSC I added or edited ;line 31 short sPcFutanari ; used to check if Player character is futanari ... ;line 110 set sPcFutanari to 0 ; default value in case LoversMB2.ini file was missing ;line 247 if(player.GetIsSex Female) if !(sPcFutanari) set rPlayerBoners to rFemaleBoners elseif ( FileExists "Data\Meshes\clothes\as\NormalAnimFuta.nif") && (sBoners != 2) debugPrint "xLoversMB2 - Futanari is find" set rFemaleBoners to xLoversPkrFutanari001 elseif( FileExists "Data\Meshes\clothes\as\NormalAnimFuta.nif") debugPrint "xLoversMB2 - Hutanari is find" set rFemaleBoners to xBone1 elseif ( FileExists "Data\Meshes\clothes\as\NormalAnimFuta.nif") debugPrint "xLoversMB2 - Futanari is find" set rFemaleBoners to xLoversPkrFutanari001 endif endif Something else must be changed though. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
We are of one mind. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Changed lines starting at 243 in xLoversMB2SpellSelfSC as follows: ; set erect cock if(rPlayerBoners) if(player.GetIsSex Male) || ((player.GetIsSex Female) && (xLoversMB2Quest.sPcFutanari)) player.equipItemNS rPlayerBoners endif endif Compilation was successful, but still the animation picks stages from the female group, and lowerbody mesh is the default one. There must be a reference somewhere else, probably in xLoversMB2QuestSC script. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Yes, I think it's definitely necessary since the only LwPK setting that could be related (Woman in attacking position grows penis) controls couples animation, here we're talking about self jerking. Unless masturbating is contemplated in LwPK, and is considered as a self-attack Of corse the modded script(s) must declare, initialize and use the new variable at some point. Oh, and the default value is intended for non futa female PC. Must be set to 1 for testing. EDIT Keeping LoverswithPK.ini as it is and introducing a new variable in LoverMB2.ini is better in my opinion, because keeps things separated. As a player, one may prefer to use the futa lowerbody option for "binary" animations, and leave the female animation (and lowerbody mesh) for the masturbate spell. Adds more freedom of choice. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
This is the additional .ini setting I'm using in my "experiments" (must be added to LoversMB2.ini) ; set female PC as futanari, has no impact on male PC ; default: 0 set xLoversMB2Quest.sPcFutanari to 0 Better to leave all other options untouched. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
QuiteTheTail replied to gerra6's topic in Modders Resources
Don't know if this may help, I'll give you my two cents. Clipping along the sides, if I understand it correctly, can be limited using Customize Mesh in the first step, and later using a Y constraint on the relevant piece of armor/clothing. The solution for your second problem could be removing the skin meshes from your model, converting the rest of the model, and finally pasting the target body mesh in it with Nifskope. It's just an idea, I'm not sure it will actually work. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Thanks for the clarifiation. So 100% means "100% ratio of NPCs". About your case (referred to fejeena), I'm a little confused. Indeed there are so many settings... I understand you either have the "female attacker grow penis" disabled (unless also this setting works only for NPCs, as I'm starting to doubt) or use the "reverse rape" ini entry set to "always on". Nevermind, this is getting overly complicated to me. *head spinning* Thanks varenne for taking the time to look into this, and for the clarifiation too. I'm going to grab my copy of CSE. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
The real problem with the current approach is the following. Looks like there's no middle between: 1) make all female chars futanari (100% chance, to make sure that PC is included) and 2) disable futanari. A weird solution to use a value for chance <100% would be saving the game before casting MB on self for the first time, and reload each time the result is different from the one wanted. Anyway, whatever you set or do is irrelevant, as PC will continue to use female animations. Almost forgot, sorry for putting this so bluntly... the ordinary mesh for my character has a limp penis attached (Blender surgery). That doesn't qualify HER (from a CS point of view) as a futanari, strictly speaking. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Great intuition. As for the code snippet, it may be bullshit or not, but the condition (AllowFutanari==0) looks to me, unless I'm misunderstanding, equivalent to say "using PC (futanari) male animation AND allowing futanari NPCs are mutually exclusive conditions" (which is not the intent). Sorry, I missed the change in the condition of the first if statement. Now I get your point. If you ask my opinion, it should work. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Actually I launch the vanilla CS using a batch file: obse_loader.exe -editor placed in the same folder of obse (Oblivion folder). -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
fejeena pointed out that some animations are specific to a gender (like the one we're discussing here). So editing the script alone is not enough. To be honest, I don't know if recompiling is needed. Mine was a guess. -
Adapting Masturbate lesser power script for futa PC
QuiteTheTail replied to QuiteTheTail's topic in Technical Support - Lovers with PK
Clipboard panic... and I have problems editing past comment (perhaps because of the code tag). Once again, original script: scriptname xLoversMB2SpellSelfSC ;r20110122 ;- Initial release. ;r20110123 ;- 2nd release ; bug fix : only female can equip bottom ;r20110129 ;- 3rd release ; change : record boner item count ; bug fix : modav -> modav2 ; bug fix : Ammo ReEquip is fixed ; ; stage short sStage short sDone ; equipped items ref rEquippedTop ref rEquippedBottom ref rEquippedTopAndBottom ref rHand ref rWeapon ref rAmmo ref rShield ref rPlayerBoners ; misc vars short sKeyPressed ; which key was pressed short sCameraView ; was the player first person or third when masturbating started float fTimer ; currently running timer float fVoiceTimer ; timer for sound effects ref rTmp ; temporary reference used in various places float fTmp ; temp float variable short sTmp ; temp short.. we're on a roll here short sReady ; player is ready ref rPlayer ; fucking bs short sNumActors ; number of actors allowed to follow player short sFatigue ; fatigue before starting short sBoners begin ScriptEffectFinish debugPrint "xLoversMB2 [%n] - cleaning up" rPlayer set rPlayer to player ; release any actors following the player if(xLoversMB2Quest.sAllowSpectators) set rTmp to getFirstRef 69 1 while(rTmp) ; is the actor following the player? if(rTmp.getIsCurrentPackage xLoversMB2FollowPlayer) ; stop it rTmp.stopLook rTmp.removeScriptPackage ; resume doing whatever rTmp.playGroup idle 1 endif set rTmp to getNextRef loop endif set xLoversMB2Quest.sDisallowAdvanceStage to 0 set sStage to player.getItemCount xLoversMBStage if(sStage) ; we actually did something ; reset stage and remove any tokens while (call xLoversCmnSetItemCount rPlayer xLoversMBStage 0) call xLoversCmnSetItemCount rPlayer xLoversStageM 0 call xLoversCmnSetItemCount rPlayer xLoversPkrFlagTFC 0 call xLoversCmnSetItemCount rPlayer xLoversPkrIdentifier 0 call xLoversCmnSetItemCount rPlayer xLoversPkrStep 0 loop ; reset camera position con_tfc if(sCameraView != 1) ToggleFirstPerson 1 endif ; reequip weapons and armor if(xLoversMB2Quest.sLeaveVulnerable == 0) ; clear erected cock call xLoversCmnDeleteAllChinupoItem rPlayer ; re-equip clothing if(rEquippedTopAndBottom) player.equipItemNS rEquippedTopAndBottom endif if(rEquippedTop) player.equipItemNS rEquippedTop endif if(rEquippedBottom) player.equipItemNS rEquippedBottom endif ; re-equip hand armor if(rHand) player.equipItemNS rHand endif ; re-equip any weapons, ammo, or shields if(rWeapon) player.equipItemNS rWeapon endif if(rAmmo) set sTmp to (player.GetItemCount rAmmo) set sTmp to sTmp - 1 if(sTmp > 0) player.RemoveItemNs rAmmo sTmp endif player.equipItemNS rAmmo set xLoversMB2ActivatingAmmo.sAmmo to sTmp set sTmp to sTmp - 1 if(sTmp > 0) player.AddItemNs rAmmo sTmp endif set sTmp to sTmp + 1 if(sTmp > 0) set rTmp to player.PlaceAtMe rAmmo, 1 set xLoversMB2ActivatingAmmo.rAmmo to rTmp endif endif if(rShield) player.equipItemNS rShield endif ; revive player ; TODO: there should be a better way to do this set sTmp to player.getActorValue fatigue set sTmp to (abs sTmp) + sFatigue else set sTmp to player.getActorValue fatigue set sTmp to (abs sTmp) endif ; make the player playable again player.modActorValue2 fatigue sTmp if(rPlayerBoners) while(call xLoversCmnSetItemCount rPlayer rPlayerBoners sBoners) loop endif if(rAmmo) && (xLoversMB2ActivatingAmmo.sAmmo) StartQuest xLoversMB2ActivatingAmmo endif player.SetGhost 0 player.SetUnconscious 0 endif debugPrint "xLoversMB2 [%n] - done" rPlayer end begin ScriptEffectStart set rPlayer to player set rPlayerBoners to xLoversMB2Quest.rPlayerBoners ; check if the player is ready ; is target ready? let sReady := call xLoversCmnIsready rPlayer if(sReady == 0) player.dispel xLoversMB2SpellTarget endif debugPrint "xLoversMB2 [%n] - passed checks, starting up" rPlayer ; init vars while (call xLoversCmnSetItemCount rPlayer xLoversMBStage 0) call xLoversCmnSetItemCount rPlayer xLoversStageM 0 call xLoversCmnSetItemCount rPlayer xLoversPkrFlagTFC 0 call xLoversCmnSetItemCount rPlayer xLoversPkrIdentifier 0 call xLoversCmnSetItemCount rPlayer xLoversPkrStep 0 loop if(rPlayerBoners) set sBoners to player.getItemCount rPlayerBoners call xLoversCmnSetItemCount rPlayer rPlayerBoners 1 endif set sFatigue to player.getActorValue fatigue set sDone to 0 ; unsneak, put weapon away if(player.IsSneaking) player.SetForceSneak 0 endif if(player.IsWeaponOut) player.setAlert 0 endif ; set the player so s/he cannot be harmed player.SetUnconscious 1 player.SetGhost 1 ; players equipped top and bottom, for removal if(player.GetEquippedObject 18) set rEquippedTopAndBottom to player.GetEquippedObject 18 elseif(player.GetEquippedObject 19) set rEquippedTopAndBottom to player.GetEquippedObject 19 elseif(player.GetEquippedObject 20) set rEquippedTopAndBottom to player.GetEquippedObject 20 elseif(player.GetEquippedObject 21) set rEquippedTopAndBottom to player.GetEquippedObject 21 else set rEquippedTop to player.GetEquippedObject 2 set rEquippedBottom to player.GetEquippedObject 3 endif ; unequip clothing if(rEquippedTopAndBottom) set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom endif endif if(rEquippedTop) && (player.GetIsSex Female) ; only female unequip top set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTop if(sTmp == 0) player.unequipItemNS rEquippedTop endif endif if(rEquippedBottom); set sTmp to call xLoversCmnIsBodySizeEquip rEquippedBottom if(sTmp == 0) player.unequipItemNS rEquippedBottom endif endif ; set erect cock if(rPlayerBoners) && (player.GetIsSex Male) player.equipItemNS rPlayerBoners endif ; unequip hand armor if(player.GetEquippedObject 4) set rHand to player.GetEquippedObject 4 if(IsArmor rHand) && (xLoversMB2Quest.sAllowUnequipHands) player.unequipItemNS rHand else set rHand to 0 endif endif ; unequip any weapons, ammo, or shields if(player.GetEquippedObject 16) set rWeapon to player.GetEquippedObject 16 player.unequipItemNS rWeapon endif if(player.GetEquippedObject 17) set rAmmo to player.GetEquippedObject 17 player.unequipItemNS rAmmo endif if(player.GetEquippedObject 13) set rShield to player.GetEquippedObject 13 player.unequipItemNS rShield endif debugPrint "xLoversMB2 [%n] - saved equipment" rPlayer ; save and change camera mode set sCameraView to isThirdPerson if(sCameraView != 1) ToggleFirstPerson 0 endif con_tfc debugPrint "xLoversMB2 [%n] - reset camera" rPlayer ; tell xLovers to start call xLoversCmnSetItemCount rPlayer xLoversStageM 0 call xLoversCmnSetItemCount rPlayer xLoversPkrFlagTFC 4 call xLoversCmnSetItemCount rPlayer xLoversPkrIdentifier 2 call xLoversCmnSetItemCount rPlayer xLoversPkrStep 4 call xLoversCmnSetItemCount rPlayer xLoversMBStage 1 debugPrint "xLoversMB2 [%n] - xlovers notified" rPlayer ; initialize timers set fTimer to xLoversMB2Quest.fTimeOut set fVoiceTimer to xLoversMB2Quest.fVoiceTimeOut ; done with setup player.pickIdle end begin ScriptEffectUpdate ; so we don't have to go through player's inventory so many times set sStage to player.getItemCount xLoversMBStage ; not a valid stage? if(sStage == 0) ; we're done player.dispel xLoversMB2SpellSelf endif ; more or less pause if console is open or player is interrupted if(IsTextInputInUse || IsConsoleOpen) return else if(onKeyDown xLoversMB2Quest.sAdvanceStageKey) && (xLoversMB2Quest.sDisallowAdvanceStage == 0) set sKeyPressed to 1 elseif(onKeyDown xLoversMB2Quest.sPreviousStageKey) set sKeyPressed to 2 elseif(onKeyDown xLoversMB2Quest.sToggleTopKey) set sKeyPressed to 3 elseif(onKeyDown xLoversMB2Quest.sToggleBottomKey) set sKeyPressed to 4 elseif(onKeyDown xLoversMB2Quest.sChangePositionKey) set sKeyPressed to 5 else set sKeyPressed to 0 endif endif if(sDone == 0) ; during mb ; did the player force a stage change? if(sKeyPressed == 1) set fTimer to 0 debugPrint "xLoversMB2 [%n] - forced next stage" rPlayer elseif(sKeyPressed == 2) ; cannot go before first stage if(sStage > 1) ; remove counter player.removeItemNS xLoversMBStage 1 ; show next animation player.pickIdle set sStage to player.getItemCount xLoversMBStage debugPrint "xLoversMB2 [%n] - forced previous stage, %g" rPlayer sStage ; reset automatic timeout set fTimer to xLoversMB2Quest.fTimeOut - xLoversMB2Quest.fDegradeTimer * (sStage - 1) endif elseif(sKeyPressed == 3) ; toggle top ; see if the player is wearing anything, update the saved variable while we're at it if(player.GetEquippedObject 18) set rEquippedTopAndBottom to player.GetEquippedObject 18 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom endif elseif(player.GetEquippedObject 19) set rEquippedTopAndBottom to player.GetEquippedObject 19 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 20) set rEquippedTopAndBottom to player.GetEquippedObject 20 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 21) set rEquippedTopAndBottom to player.GetEquippedObject 21 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 2) set rEquippedTop to player.GetEquippedObject 2 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTop if(sTmp == 0) player.unequipItemNS rEquippedTop else set rEquippedTop to 0 endif else ; pretty sure player is topless right now, put something there if(rEquippedTop) player.equipItemNS rEquippedTop elseif(rEquippedTopAndBottom) && (player.GetIsSex Female) ;only female can equip bottom player.equipItemNS rEquippedTopAndBottom endif endif ; update equipped items if(rEquippedTopAndBottom) && (player.GetIsSex Female) ;only female can equip bottom set rEquippedTop to 0 set rEquippedBottom to 0 elseif(rEquippedTop) set rEquippedTopAndBottom to 0 endif debugPrint "xLoversMB2 [%n] - toggled top" rPlayer elseif(sKeyPressed == 4) && (player.GetIsSex Female) ;only female can equip bottom ; toggle bottom ; see if the player is wearing anything, update the saved variable while we're at it if(player.GetEquippedObject 18) set rEquippedTopAndBottom to player.GetEquippedObject 18 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 19) set rEquippedTopAndBottom to player.GetEquippedObject 19 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 20) set rEquippedTopAndBottom to player.GetEquippedObject 20 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 21) set rEquippedTopAndBottom to player.GetEquippedObject 21 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedTopAndBottom if(sTmp == 0) player.unequipItemNS rEquippedTopAndBottom else set rEquippedTopAndBottom to 0 endif elseif(player.GetEquippedObject 3) if(rPlayerBoners) && (rPlayerBoners == player.GetEquippedObject 3) if(rEquippedBottom) player.equipItemNS rEquippedBottom elseif(rEquippedTopAndBottom) player.equipItemNS rEquippedTopAndBottom endif call xLoversCmnSetItemCount rPlayer rPlayerBoners 1 player.pickidle else set rEquippedBottom to player.GetEquippedObject 3 set sTmp to call xLoversCmnIsBodySizeEquip rEquippedBottom if(sTmp == 0) player.unequipItemNS rEquippedBottom else set rEquippedBottom to 0 endif endif else ; pretty sure player is bottomless right now, put something there if(rPlayerBoners) player.equipItemNS rPlayerBoners call xLoversCmnSetItemCount rPlayer rPlayerBoners 2 player.pickidle elseif(rEquippedBottom) player.equipItemNS rEquippedBottom elseif(rEquippedTopAndBottom) player.equipItemNS rEquippedTopAndBottom endif endif ; update equipped items if(rEquippedTopAndBottom) set rEquippedTop to 0 set rEquippedBottom to 0 else set rEquippedTopAndBottom to 0 endif debugPrint "xLoversMB2 [%n] - toggled bottom" rPlayer elseif(sKeyPressed == 5) ; change position player.pickIdle debugPrint "xLoversMB2 [%n] - changed animation" rPlayer endif ; start winding down the clock set fTimer to fTimer - GetSecondsPassed ; if female play audio clip if(player.GetIsSex Female) set fVoiceTimer to fVoiceTimer - GetSecondsPassed if(fVoiceTimer < 0) ; play the sound depending on which stage if(sStage < xLoversMB2Quest.sFemaleStages - 1) call xLoversCmnPlayVoice rPlayer sStage 0 elseif(sStage < xLoversMB2Quest.sFemaleStages) call xLoversCmnPlayVoice rPlayer 4 0 else call xLoversCmnPlayVoice rPlayer 5 0 endif ; reset the timer set fTmp to xLoversMB2Quest.fVoiceVariableMin + xLoversMB2Quest.fVoiceVariableMax set fTmp to fTmp * (getRandomPercent / 100) - xLoversMB2Quest.fVoiceVariableMin set fVoiceTimer to xLoversMB2Quest.fVoiceTimeOut + fTmp endif endif ; finish staged automatically if(fTimer < 0) ; add another stage counter player.additemNS xLoversMBStage 1 ; show next animation player.pickIdle set sStage to player.getItemCount xLoversMBStage debugPrint "xLoversMB2 [%n] - now on stage %g" rPlayer sStage ; reset automatic timeout set fTimer to xLoversMB2Quest.fTimeOut - xLoversMB2Quest.fDegradeTimer * (sStage - 1) ; check if player is done next stage if(sStage >= xLoversMB2Quest.sFemaleStageEnd || sStage >= xLoversMB2Quest.sMaleStageEnd) ; no more stages of animations, go to exhausted state player.additemNS xLoversStageM 5 set fTimer to xLoversMB2Quest.fUnconsiousTimeOut set sDone to 1 debugPrint "xLoversMB2 [%n] - no more stages" rPlayer endif endif else ; exhausted ; run once when player hits exhausted state if(fTimer == xLoversMB2Quest.fUnconsiousTimeOut) player.additemNS xLoversMBStage 1 debugPrint "xLoversMB2 [%n] - exhausting actor" rPlayer ; momma said knock you out player.modav2 fatigue -10000 endif ; wait to wake up set fTimer to fTimer - GetSecondsPassed ; wakey wakey if(fTimer < 0) && (sDone == 1) debugPrint "xLoversMB2 [%n] - cleaning up now" rPlayer set sDone to 2 player.dispel xLoversMB2SpellSelf endif endif ; have people gather around to watch set sNumActors to getGameSetting iNumberActorsAllowedToFollowPlayer if(xLoversMB2Quest.sAllowSpectators == 1 && player.getNumFollowers < sNumActors) ; go through actors in the same cell set rTmp to getFirstRef 69 1 while(rTmp) ; can't fit any more actors, done if(player.getNumFollowers == sNumActors) break endif ; only allow actor to follow target if they pass checks set sTmp to 0 if(xLoversMB2Quest.sUsexLoverCmnIsReady) let sTmp := call xLoversCmnIsready rTmp else if(rTmp.getDisabled == 0) if(rTmp.getDead == 0 && rTmp.getUnconscious == 0 && rTmp.getSleeping == 0) if(rTmp.isInCombat == 0 && rTmp.getKnockedState == 0 && rTmp.getIsCreature == 0) if(rTmp.getLOS player && rTmp.getDistance player < xLoversMB2Quest.fSpectatorMaxDistance) set sTmp to 1 endif endif endif endif endif ; actor is ready and not already following the player if(sTmp == 1 && rTmp.getIsCurrentPackage xLoversMB2FollowPlayer == 0) ; make it less likely to be seen at longer distances, linear relationship for now set fTmp to xLoversMB2Quest.fSpectatorNoticeChance * (rTmp.getDistance player / xLoversMB2Quest.fSpectatorMaxDistance) if(getRandomPercent < xLoversMB2Quest.fSpectatorNoticeChance - fTmp) ; ok, actor is set to follow player rTmp.look player rTmp.addScriptPackage xLoversMB2FollowPlayer endif endif set rTmp to getNextRef loop endif end ;<CSEBlock> ;<CSECaretPos> 10792 </CSECaretPos> ;</CSEBlock> -
[MONSTER-GIRL] coc 1.4 (PLAGUE.Patch 27.11.2013)
QuiteTheTail replied to Emily's topic in Oblivion Adult Mods
Oh, what a shame. Thanks myuhinny for replying to my comment. I'll see what I can do on my own, or else I'll simply uninstall the mod. EDIT As for the ban, I thought it was a sort of joke in the user signature. I see now that I was wrong and, after reading through the previous comments, I can only agree to the decision operated by the staff. -
[MONSTER-GIRL] coc 1.4 (PLAGUE.Patch 27.11.2013)
QuiteTheTail replied to Emily's topic in Oblivion Adult Mods
Hi Emily, I wish to thank you for your efforts in delivering and mantaining this wonderful mod for us to enjoy. It would be kind of you to answer a couple of question I have regarding Monstergirl-CoC. First, the esp I'm using (patch file 28-07-2013) contains some dirty edits (about 40). I wonder whether they are intentional, and required to make the mod work (as it is for most overhauls) or it would be safe to clean the esp using TS4Edit. Second question: I'm aware that Monstergirl introduces several changes to SPEL records. In order to preserve my former spells (I installed the mod while playing an existing game), I have moved Monstergirl-CoC.esp before Oscuro's Oblivion Overhaul.esp in my load order. OOO spells should have priority now, nevertheless there's a problem with Bound Boots and Bound Cuirass (they keep being overridden). Bound Boots (or Bound Tendrils, as they are called now) are replaced by Infestor Spines (amulet slot). Is there a way to fix this? -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
QuiteTheTail replied to gerra6's topic in Modders Resources
So, even adding details (using the subdivide Blender command, for instance) in regions of the target armor that could use more (like breast) - a sort of pre-processing - is pointless... When converting my dresses I noticed that including hands in the lattice distorted the arms termination, close to the wrists. Taking them out works fine instead. Another trick I found useful (especially when converting for mid-large breasted bodies) is leaving deselected the z-constraint for the breast region. This way, the transform is locally spherical, as it is intended. Using a z-constraint there would squash the breast horizontally. -
Thanks!
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Can someone please sort out this mess? I'm so confused! Probably this comment contains the most accurate informations.
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New Clothing Body Style Converter Beta v0.89f (10-26-2014)
QuiteTheTail replied to gerra6's topic in Modders Resources
I didn't know that Make Lattice tool could merge the body parts for me, so I used to merge in Blender and finally import the skeleton before exporting to .nif format. The old Coronerra skeleton, hence your interpretation makes sense... missing bones, perhaps. ----------- EDIT Not possible: In Nifskope, I always make sure there are no such problems using Spell --> Optimize --> Remove bogus nodes ----------- Besides, I'm not certain I understand all the technical details you're delving into, myuhinny. I'm less more than a noob. Have you checked the attachment? From your comment I presume that my first attempt was a complete failure. In simple words, you're telling me that my target mesh is too different from the desired output, is that right? The part stretched was in the middle of the lower part of the upperclass dresses. Renouncing to rig that part (that is, copyng only weights from BBB bones) makes the final texturing more than adequate for my needs. EDIT Thank you very much, your subsequent post answers any other doubt I had left. -
Maybe the tiles in Benirus Manor are broken and rain pours in, I have to check. Seriously, I don't have that mod, but it's always good to know. For sure I won't delete Warcry. My FCOM setup is finally working after much struggle, and installing LAPF is proving by itself quite the challenge. An interesting and stimulating one though, so I take the risk. With the help of the commnity, of corse. Now that I got to see the effect in game, I must compliment the author. Very realistic indeed.
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A contribution, a little Blender exercise of mine (but it's not a simmetrical mesh, which I've heard is one of your quality requirements). Do with it as you please. DM upperbody tweaked for GUTS.7z
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Forgive me, If you look back at my last comment you will see how I (we) solved the problem. I have this bad habit to editing my comments a hundred times.
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I have never ever seen that menu and I've searched everywhere. This proofs at least that LSSEx is not installed correctly. Good news: Setbody is ok, I just had screwed the sintax customizing the .ini file. I'm cycling my esp around, I'll come up with something. The beast will be slain. EDIT Now I'm affected also by the infamous post multi-editing bug. Seriously, initially I had also the normal maps installed, and they didn't make a difference. EDIT2 "This proofs at least"... that I'm a stupid dog! I searched everywhere... in main LAPF setting. I had missed the lesser power Cum Settings (it's easy, there are so many of them). [Not entirely correct -see #34 something I changed in my load order made possible to open the menu] And I had "don't dispay if lover/attacker is female" on (I'm playing a female char). I have set a generous duration, and... it's FIXED. The only minor issue left is a sort of intermittance (the cum layer flickers). We're back at the potential conflict with WarCry, or maybe a little tweaking at Oblivion.ini could do the trick. A huge thanks to everyone involved.
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Ok, back home from work and motivated. Moving LSSEx under the bashed patch unfortunately doesn't work, and puts Setbody out of combat. I will have to try something else. @ fejeena: Yes, it's set to "None a t all". And none at all it remains, indeed. UPDATE This is odd. Wrye Bash irritates me, at times. How can a suspicious esm-less esp (by all means not merged), once disabled, be assumed as a master for Bashed Patch? It's a very old alternate start mod, the only sensible explanation is it adds something to my current savegame (such as the ownership of Arborwatch). I have to get rid of anyway... guilmaster of the fighters guild with 7.000.000 g montly income and an arsenal of enchanted weapons... houses repriced as vanilla... Enhanced Economy and OOO pratically ignored. I will give a shot with a new game.
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New Clothing Body Style Converter Beta v0.89f (10-26-2014)
QuiteTheTail replied to gerra6's topic in Modders Resources
Amazing tool, I'm still trying to figure out the best settings to take the most out of it, but it's easy to use and the results are impressive. Some final touch in Blender is in order. If you wish I can provide a lattice for converting HGEC (E-Cup, LL) to GUTS Manga, but first I need some feedback. Here are some pieces from the vanilla Oblivion stock, plus a couple of unisex pants. I obtained them using a torso-legs only lattice for best results: meshes.7z There's also the blades armor (not rigged, I don't like bouncing metal). I'm much more satisfied with the clothing, I must say. I have to ask: both the Make Lattice tool and Convert Clothing have settings for Vertex Search, Search Distance and Vertex Normals Weight. Must they necessarily match? Another question is about the mesh rigger: I tried to add the bouncing butt to the uperclass\05\shirt.nif copying the bones from a guts lowerbody I had, but I had no idea what bones copy the weights from. I know now it must have been OP3 (the mesh I used it's quite outdated). Not knowing what to choose, I tried copying weights from ALL bones, but the texture was streched oddly in the output. Oh yes, and there is the hard limit of 6 meshes. The GUI could use a horizontal scrollbar.
