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QuiteTheTail

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Everything posted by QuiteTheTail

  1. 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.
  2. 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.  
  3. 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.  
  4. 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.
  5.   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.
  6.   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.
  7. 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.
  8. 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.
  9. 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.
  10. Actually I launch the vanilla CS using a batch file: obse_loader.exe -editor placed in the same folder of obse (Oblivion folder).
  11. 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.
  12. 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>
  13. 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.
  14. 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?
  15. 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.
  16. Adjusting positions

    Can someone please sort out this mess? I'm so confused!   Probably this comment contains the most accurate informations.
  17. 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.
  18. Spunk Textures for LPK

    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.
  19. Setbody Reloaded

    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
  20. Spunk Textures for LPK

      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.
  21. Spunk Textures for LPK

    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.    
  22. Spunk Textures for LPK

    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.
  23. 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.