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QuiteTheTail

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Posts posted by QuiteTheTail


  1. As promised, my Setbody.ini file, completely reworked. All custom bodies now are placed into a nicely separated top-level menu.


    Warning: this file is barely readable if you don't have any experience with menu construction. I suggest reading the relevant Setbody Reloaded Readme's section before attempting to decypher it and adapt it to your needs.


    SetBody sample INI file.7z


     


    I consider it a good basis to develop further the idea expressed in this topic, but two main problems remain:


     


    1. Setbody Reloaded at the moment doesn't provide a way to set custom textures.


    (in my game, as a temporary solution, I use a Textures\BodyAssetOverrides\ModName\PerNPC folder to achieve the result)


     


    2. A penis mesh can be applied easily to female bodies through Nifskope, but the results are far from good (it's not a simple seam, there is a wide gap because obviously these meshes are designed for the male crotch). Possible solutions: merging the penis mesh with the body, or creating a special penis mesh for this particular purpose.


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  2.  

    i downloaded your repackaged version and now went to doanload python.

    the only good file for windows i could find is the 3.5.0 from python.org.

    wish me luck :(

    This page contains all past versions of Python for windows:

    https://www.python.org/downloads/windows/

     

    My 89k version of the tools runs fine with the msi installer for version 3.3.5

    PyFFI files are already included in the archive I posted, and come from PyFFI 2.2.2

    Both installers were for the 32-bit versions of Windows.

    so, how can i get this running with padding?

    Supierce already answered your question.

     

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  3.  

    Better create a alternative dialogue if Hilda is dead. ( ok console commands prid ref ID, resurrect, move to Player works if Hildas Corpse was removed from the game )

    Shit happens :D

    At the quest mark location there is only an abandoned paint horse... no corpses, no sign of a fight. Not even bones!

    From the CS I can read the BaseID of Hlidara, but I need the actual RefID she's got in my savegame.

    Is there a way to recover it? (I'm using Lovers Horse Riders version 2).

     

    P.S.

    Found a solution. I always keep savegames from early levels. I didn't know why... but now I know they can be extremely useful in a case like this. All I have to do is loading one of these early saves, and check the RefID using the console.

    Sorry for the false alarm.

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  4. Greetings!


    I'm new to this section of the forum, I came here for a problem with a spunk texture replacer for LAPF (it is actually from Sexout and ported to Oblivion). To be honest, I have the same problem with the standard LAPF spunk textures. There is a strange flickering (initially I blamed my integrated videocard for it, but now that I installed a better one, the problem persists). I have tried everything: changing the decals duration and max frames per second in my Oblivion.ini, switching from Bloom to HDR in Video Settings... to no avail. Do you have any idea what could be causing this?


    Apparently everyone else is using the LoversSpermSplash mod without any issue. TIA.


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  5. Bad news for you Alquimista.


    According to Blockhead's Readme:


    "An NPC can be affected by more than one override at the same time – The engine has the final say on which animation file gets used (the actual mechanics of the picking logic is yet to be discovered/understood)". So, it's indeed a Blockhead thing, but there's nothing to do about it (at least for now). I think that using scripting (meh...) instead of static overrides could solve the problem, but I'm not even sure. ShadeMe (or Paarturnax, perhaps) is definitely the only one that can answer this question.


     


    P.S.


    A small correction: in the example I made, I said "the BaseID". True only for Oblivion.esm, but in general the BaseID stripped of the FormID must be used. Example: your mod has FormID "0F", and the NPC it adds to the game has BaseID 0F005E64.


    For Blockhead animation override, we will use 00005E64. This is smart, as any change to the load order will be ininfluential.


    The correct FormID is retrieved using the (specifed) mod name.


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  6. i encountered a lot of clipping, but i could not find the function to add some space between skin and clothes.

    this was told to be one feature, yet it seems it has been removed.

    Padding. Good values are 0.1 or 0.2

    Also, running again the mesh rigger on the converted outfit (using the target body as template) is a good idea and can solve some clipping cases. If you experience clipping in one or two isolated points, you can also move them in Nifskope (AnnaFly taught me how to do it). Select the mesh, and select its NiTriStripData/NiTriShapeData node.

    In the details view, expand and browse the vertices in the list, keeping an eye at Nifskope's main window. At some point the vertex will be highlighted (yellow). Try changing the float value for x,y or z a bit to fix the problem and save the file. No need to import/edit/export in Blender.

     

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  7. My attempt to fix in Blender the outfit, based on the correction made by myuhinny:


    Sweet ranger costume B fixed.7z


     


    For the A version of the outfit, you may want to substitute three blocks (the ones who required the major changes):


    dress03, metal01, metal02. You may need to correct texture paths and material properties after.


     


    A word of advice: before using the converter, it's better to clean the nif somehow.


    Even for a novice, it's easy to import a mesh in Blender, remove double vertices and export back to nif.


     


    I removed 408 (!) double vertices from dress03 alone... and had to fix the normals after. A nightmare.


    Metal02 blocks were moved around to match the location of the remaining blocks.


     


     


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  8. Try selecting it in the console, and type


    update3D


    then leave and re-enter the cell.


    I had a similar problem with a Rider recently. The bugger had low health and was stuck in sex position, and based on my LAPF settings, he was invulnerable. The above method worked, I'm not sure about summoned creatures.


     


    Or you can use Refscope to find the responsible token, and remove it:


    removeitem tokenID 1


     


    I'm not sure what's the particular token involved, though.


     


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  9. Round ass for zkec? Don't let Neodee or Risray let you catch saying that...


    As for a HGEC compatible Round Ass, the only one I know is contained in an outdated version of Setbody (electrro's). Used for the ERA body. I think the butt bones are animated with the OP3 method. Here it is:


    femalelowerbody.7z


    Not sure how it will mix with Setbody Reloaded HGEC upperbodies, probably you'll have to shift 1 vertex up.


     


     


    Adapting it to zkec in Blender shouldn't be too difficult. If you need help, I can do that for you.


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  10. i have gotten this mod working and have converted a number of clothing sets. There is one small problem when I go to use the Convert Clothing.bat and when I wish to use the 'Customise Mesh' option. When the options come up I am unable to see all the options for the various parts of the mesh if the mesh has more than 6 pieces to it. There is no way to scroll across, and I cannot make the window wider even at max desktop resolution. Does anyone have any suggestions?

    Personally I tend to "Remove Branch" some of the meshes before processing the nif (as varenne said). Usually decorative elements, belts and straps, little objects that are likely to deform in impredictable ways (usually bad). If the settings are good, I repeat the process excluding some of the meshes already converted, including those that were left out in the first pass. Finally I join all the converted pieces in Nifskope.

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  11. I can. Take a look at this:


     


    ...\Data\Meshes\Characters\_Male\specialanims\blockattack_BLKD_PERNPC_Oblivion.esm_00000007.kf


     


    Explanation:


    - use the "specialanims" folder to take advantage of this particular Blockhead feature;


    - "The first part of the filename must follow the same naming convention as the vanilla game"


    - The _BLKD part is necessary to mark this animation as "Blockhead controlled"


    - The _PERNPC part specifies that the animation is intended for a specific Actor


    - The _Oblivion.esm part specifies the master or plugin that contains the Actor


    - The final _00000007 is the BaseID of the Actor (for the player character the BaseID is 00000007, while the RefID is 00000014)


     


    Hope this helps.


     


    Oh, and this is no secret knowledge: it's all contained in Blockhead's Readme.


    Sure, that document could use some more commented examples, like the one I posted here.


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  12. Surprisingly, this file has followers... I guess I can try and make it a little better then. Thanks for the appreciation, I'll see what I can do.


     


    The boots are clipping a little, I didn't notice until I saw bodysuit 3 and 4 in game (those without leggings). Should be easy to fix.


    Another improvement is obtaining the leggings from a cutted fullbody, like the original (I used a slightly different tecnique). The new idea is that I can use Subdivide on certain areas of the mesh to obtain smoother cuts lines.


     


    I wish I could make a better texture... since I'm not good at it, I guess it can't be helped (for now).


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  13. Has anyone every converted Cicero's jester outfit to Oblivion, or otherwise made a jester's outfit?

     

    There was one computer-breakingly high-poly one, once, uploaded by Lady Faun or someone, but that's gone...

    FLY clothes collection by yuravica should contain an outfit like that. Basically a redesign of a vanilla upperclass dress + hat.

    The only other similar mod I know is the Silent Jester armor (two versions: DMRA-GUTS, or the DMZ original by Darigaz. No hat)

     

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  14. Neovinci's Morrigan Outfit for DMRA GUTS

    View / Download File

    Not my first attempt at converting Oblivion armors or outfits, but this one took me an incredible amount of time (typical for beginners). The boots and the feathers came rather good in the Converter, but some details of the suit, particularly the heart decoration, required manual touch ups. The worst part was straightening the strips and the thong, in the end I rebuilt them from scratch and so there may be imperfections (not perfectly smooth surfaces, a barely noticeable seamline on the pants, texture overstretching).
    I should have done it better perhaps, but in the end I think it's acceptable, and so I share it.

     

    Vipcxj's RHH is required, but there is also a non RHH version of the boots.

     

    This is a mesh replacer only. You'll need the original mod for the esp and the textures.

     

    Download link:
    http://www.nexusmods.com/oblivion/mods/37677/?

     

    1.1 UPDATE (2015-11-17)

    Fixed the normal (non-Real High Heels) boots.


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  15. so to just let you know the most races are working now good with the Light guts body no really big seam problems there. Looks far better then before :) So thanks for your work again.

    I'm glad it works for you. I have very little merit, really.

    All thanks go to Gerra6 for the awesome tools and Blender scripts, and to tbsk for allowing me to post the body meshes here.

     

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  16. Added Vipcxj's RHH support (Lovers Edition, available here) to the Stoneheart Jacket (amazing piece of clothing that one) and to the platform shoes. This makes the esp dependent on Lovers with PK.esm and Vipcxj's (Lovers) esp, so make sure you meet the requirements before replacing:


     


    esp with RHH (Lovers Edition) support.7z


     


    The version of the script used is HHScript (found by trial and error), should be the best option.


    I hope that kosu continues this project, I have some problem with the Tina outfit.


    Wonderful textures, by the way.


     


    P.S.


    I have also rigged the mizugi swimsuits copying the weights from the DMRA GUTS body. I could post them, but frankly I feel I have already overstepped the bounds. Better to ask the authors opinion before.


     


     


     


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  17. I'm trying renaming the models and textures to male instead of female.

    I'm not so sure it would be that simple, probably you will need the Blockhead plugin to make things work. While I agree with you, it was the author choice to set the body as female, and I assume it was done for a reason (although I ignore it).

     

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  18. Just some race and character experiments.

     

    I had discovered Strangers Refine by Ren and AQUARIA (and SJ with various modders) a while back and had come up with a fairly decent character remake from a Ivory Tower vid I like, FUWA Kumi.

    attachicon.gifOblivion 2015-08-22 10-25-33-18.jpg

    attachicon.gifOblivion 2015-04-30 00-13-05-26.jpg

     

    More recently I've been experimenting with Moon Elves by Xenius. I've had these races installed for ages, just never got around to trying them out on a PC. This is based on character data originally from Eirin, imported out of the CM Companion MOD for this race. (Main File 1_1-25231_Companion_Moonelves.rar)

    attachicon.gifOblivion 2015-10-19 13-36-25-11.jpg

    attachicon.gifOblivion 2015-10-19 13-37-08-85.jpg

     

    So I decided to see what kind of results I could get if I took my FuwaKumi character from above and changed her from Strangers race to a Moon Elf.

    attachicon.gifOblivion 2015-10-20 19-46-12-08.jpg

    attachicon.gifOblivion 2015-10-20 19-46-20-04.jpg

    attachicon.gifOblivion 2015-10-20 19-46-30-38.jpg

     

    Fairly satisfied with the results so far but may continue to experiment with face and skin tones. My results with Eirin where a bit darker and better to my liking.

    Interesting idea. It's a bit like genetics in real world, the combinations are limitless and originate unique "flavors".

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  19. I think you're using the vanilla user inteface for menus and bars (I can't say for sure because I don't know all the mods listed in your load order) so the GUI should be fine. Try installing a leveling overhaul like Oblivion XP (there are two versions, one is deprecated. Oblivion XP Update is better) or Realistic Leveling, check if you have the latest version of OBSE and MenuQue installed. Leave bInstallLevelUp=1 in Oblivion.ini and run another test, you have nothing to lose.


    If you keep having problems, a fresh install of Oblivion and all patches and mods hopefully will set you right.


     


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