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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.
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Posts posted by QuiteTheTail
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Edit: And what about the resolution difference? Both of these images are 1650x1080 but the uploaded image is 1440x900. Looks like they have been resized. Might be the reason for the size difference.
MS Paint is not the problem (I created my PNGs with it).
The resize process is almost certainly causing this. The image is manipulated, and the compression algorithm is probably different from yours (the one from MS Paint). It may be also due to applying the PNG compression twice. If you posted a smaller image, I'm sure this wouldn't happen. You can resize the image in Paint to 1375x900 (to preserve the aspect ratio) and then export it to PNG to avoid the problem. Still, I suggest using the JPG format if you care for filesize over quality.
Or, simply let the uploaded image have a bigger filesize.
P.S.
If this is true, resizing PNG images (and perhaps other formats, needs checking) down to 900 width before posting them would save a lot of bandwidth.
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i can't level up when the mod is active, the game crashes when i click exit after choosing my attributes. I've tried modifiyng the InstantLevel on the INI and it stills happens, so i know it's not something related to sleep, but with leveling itself, and i also can't play with characters with level 2 or higher
i've checked if everything is up to date and redownloaded most of the requirements
i'd like to know if someone knows of any mod that causes this to happen, or of a solution
here's my load order, it's a bit of a mess, and is probably even worse now that i was trying to fix the mod by messing with it
Oblivion.esm
Beautiful People 2ch-Ed.esm
Lovers with PK.esm
LoversCreature.esm
OblivionMountProject.esm
x117race.esm
Chanpon.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Oblivion Citadel Door Fix.esp
UOP Vampire Aging & Face Fix.esp
ChaseCameraMod.esp
the punished girlbox.esp
Purge Cell Buffers - Cell Change.esp
Purge Cell Buffers - Loading.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
VipCxj_HighHeels.esp
Acolyte_Of_Kynareth_HGEC.esp
Mixed Maid Uniform.esp
VipCxjHHTest.esp
DMRA BBB Complete Clothing and Armor Replacer.esp
Alluring Potion Bottles v3.esp
Enchanting and Spell Making Altars.esp
OMPexample.esp
Knights.esp
DMRA BBB Knights of the Nine Replacer.esp
Alternative Start by Robert Evrae.esp
EnchantmentMastery.esp
SetBody.esp
MidasSpells.esp
Realistic Arrow Flight.esp
DiabloEF 6 in 1.esp
Kaleencolors.esp
Beautiful People 2ch-Ed Disable BandBlindMask.esp
Beautiful People 2ch-Ed Sheogorath Eye.esp
Beautiful People 2ch-Ed Vanilla Race.esp
Beautiful People 2ch-Ed Merged Hair Modules.esp
Beautiful People 2ch-Ed Merged Eye Modules.esp
Beautiful People 2ch-Ed Merged SKSRENs Hair Modules.esp
Beautiful People 2ch-Ed Merged RoseSims Hair Modules.esp
x117 Merged SKSRENs Hair Modules.esp
Beautiful People 2ch-Ed CustomRace.esp
Beautiful People 2ch-Ed Chocolate Elves.esp
Beautiful People 2ch-Ed Ashara's Sirens and Tritons.esp
Beautiful People 2ch-Ed Cute Elves.esp
Beautiful People 2ch-Ed Nec Mystic High Elf Remake.esp
Beautiful People 2ch-Ed MS Elves - NoSc.esp
Beautiful People 2ch-Ed ENG Race.esp
x117race.esp
x117Race ENG Race.esp
Lop-ears Elf.esp
Lop-ears Elf_mini.esp
Nephs Stock Shoes Real High Heels.esp
Oblivion_Character_Overhaul.esp
All Spells Avalible for Enchanting and Spell Making.esp
boethia custom race.esp
BeautifulCorpses.esp
HorsestoDogs.esp
ZAZHorseRidesYou.esp
ZazMLPG.esp
Bridal_clothes.esp
DLCDMRAShiveringIsles.esp
Lovers with PK.esp
LoversProstitute.esp
LoversAdultPlayPlusforSSP.esp
LoversVoiceSSPplus.esp
LoversRaperS.esp
LoversBed.esp
LoversPayBandit.esp
LoversBitch.esp
LoversCreature.esp
LoversBackup2.esp
LoversRapeSlave.esp
PlayerSlaveEncounters.esp
PSE-PayBandit-Patch.esp
PSELoversBitchPatch.esp
LoversMB2.esp
LoversIdleAnimsPriority.esp
LoversAnimObjectsPriority.esp
Looks fine to me. (Unrelated: LoversRapeSlave.esp can be removed safely since you already have LoversRaperS.esp)
You're using the vanilla leveling, it seems.
Try changing:bInstantLevelUp=0tobInstantLevelUp=1in your Oblivion.ini file (save the changes), and see if that helps.(Oops!)See if you have other mods that can influence the wait/sleep/leveling process, and disable them temporarily.
Did you run BOSS to sort non-LAPF mods?
And if possible, use Wrye Bash to create a Bashed Patch, it usually sorts out many potential conflicts.
P.S.
Try deactivating the suspected mods one at a time and test in game. You'll find the culprit, eventually.
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I've just posted a PNG image in this post. The size of the image is 351 KB (360,168 bytes) but the attachment utility reports it as 1.63 MB! I haven't noticed this before, could this be a problem with the site? Or is there some sort of conversion between PNG formats?
PS. If I download the uploaded image, it is indeed 1.63 MB (1,714,417 bytes).
The size for the above JPEG is reported correctly as 7.78 KB (7,969 bytes).
No filesize change for PNGs on my end.
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Strange. Probably the PNG image attachments are processed and converted before being added to the board (just an idea). Have you tried with the basic uploader (not Flash based)?
P.S.
I have some PNGs posted around here, and the original files still on my PC. You made me curious, I will check them and report my findings. As a side note, I noticed that PNG is advisable when the image contains few, indexed colors (e.g. a console window capture), while JPG is better for complex color palettes.
Another fact often overlooked: the lossless BMP format can be compressed with an archive utility at higher ratios than the usual compressed formats (like JPG). The resulting archive will be surprisingly smaller.
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I was making a racial enhancement mod with Junkacc's egts and head06 also with his stuff. He tried to make neck neams go away and so far I think it's the closest anyone ever got.
However, I'm sorry It's taken forever... also It's no OCO, no extra male/female races, no freckles, factions are less harsh and still no individually edited NPCs though it's not discarded
On the other side, I have enhanced argonians and prettier faces for almost everyone, even orcs who are now darker green, wear "smoky eyes" eyeshadow to give a darker savage look and use head06 so they're humanized. Should be out along the next few months...
No problem, I can wait. My transition to a new cosmetic overhaul will take some time, probably your mod will be ready then.
But enough shameless self-promotion.
Nobody cares about my mod anyways XD
You shouldn't say that, not now that I have endorsed your Combat Stance Reanimation.

I'm uncertain of Junkacc's seamless project's continuity. But you can find some of his files at Nexus
I already got the HGEC EVE and FCOM Replacers (thanks again to DeadSomething for pointing me to them). This is another major change that I can't afford at this moment.
BTW, the main difference between Head06 and the rest is the UV layout. OCO heads use Vanilla UV, if you were using Vanilla, you shouldn't have any game-breaking character changes.
And you can always duplicate you char's race into a custom one that remains using your old race's assets
Oh, I love Nuska's works. However (I might be wrong) the OCO2 head mesh lacks some element of asymmetry that is present in the vanilla character generation, and I wish to preserve. Thanks for the tip about the custom race.
EDIT: Huh.. I'm late again...
Saw the other thread now. Now you can make your one seam mends... I'see If I can too... later
Yeah, LoversLab people are quite helpful. You just need to make the right questions.
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I always wondered what Head06 stood for. It's Throttlekitty's head, available as option in Robert's Male v5 and also in the package I linked. One of the main concerns about migrating to this new cosmetic overhaul is the inevitable change that will affect all my present characters, particularly Cornelia (my avatar). Blockhead could prove to be a valid ally, in case I'm not content with the results. Perhaps I will delay the transition until my next Oblivion reinstall / playthrough.
Too many changes, I'll be forced to rebuild the Bashed Patch.
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Thank you for working on the neck seam, it seems its compatible with most races of MBP, So I will look into this new version with modified Seam, I often use FF Race and Succubus race, So I will test it and checking back later with the results Quitethetail.
So thank you again for the neck seam fix, and say my thanks also to tbsk if you pm him again.

You're welcome, let me now how it goes with your other custom races.
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dolphin
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@myuhinny
Imperial race, vanilla. Same textures for all
charactershuman races, except beast races (not included in navetsea's mod). Dunmer, Dremora, Orcs, Golden Saints and Dark Seducers have their own textures. High Elves are a special case, they use a foot texture mostly based on Golden Saints (I lke it) but unfortunately you need an esp fix in the Bashed Patch to make it work.Sorry guys, perhaps I have found the culprit. (myuhinny was right)
Reinstalling Body Seam Reducer by Luchaire (recommended by navetsea), particularly these files (the only ones I use from that mod):
meshes\characters\_male\body.egt
meshes\characters\_male\upperbodyhumanfemale.egt
meshes\characters\imperial\headhuman.egtseems to mitigate the problem. A minor seam is still present along the legs, but it's much less evident.
Probably the files were overwritten by Robert's Male v5 egt files (the 1st and 3rd file, but certainly not the 2nd).
Still, I'm considering a different set of body textures for vanilla races, and found this:
http://www.nexusmods.com/oblivion/mods/39823/?
I might give it a try. Someone else is already using it?
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Unless I developed a keen eye only recently, I never had such problems with navetsea's "F-INevOblivion skinset for EC and HGEC". Something must have happened to cause this:
It's not related to the particular body mesh used (for the screenshots I used the "reset" feature of Setbody Reloaded, so I assume this is LAPF HGEC E Cup - LL, the standard LAPF body). I have tried others, and it seems that any other body mesh is affected. So, it shouldn't be related to a wrong UV map.
Reinstalling the textures (and running archive invalidation) didn't solve the problem.
Any ideas or suggestions?
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Mods that add foods to COBL dinner/buffet plates in houses and inns?
I have tried Emma's Aleswell Cottage and its COBL addon, it does add foods but only inside the cottage.
Unless I need to merge something in Bashed Patch to do the trick...
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Perfect, thank you very much.
By the way, I accidentally discovered a minor flaw in headhumanrt4.nif (the head mesh I'm using), present in Robert's Male v5 archive/OMOD. The vertex at the nape of the neck (the one with minimum Y coordinate) have a "twin brother" (double) that prevents to select the entire neck seamline/vertex path.
Fixed with ALT+M, Center.
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The neck seam may need a fix, depending on the particular head mesh you're using.
EDIT
Uploaded a new version, with uniformed vertex normals (not sure if it was necessary, but here it is).
I used headhumanrt4.nif (from Robert's Male v5) as template for the neck seam. Should be compatible at least with other Robert's heads, dunno about other types (Throttlekitty, Ren, OCO2...). If you have problems with those, you'll have to fix the VNormals in Blender, or using the Seam Mender standalone tool.
I am always available if you need help.
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Are these files different (i.e. updated versions) of the ones I downloaded from kgtools.org website?
I already have those installed. In the linked post, I have found also the dl link for the "true normals" patch for Blender 2.49b, which I never used so far, and might just be the reason behind my poor results using the Blender scripts. And then there is this passage at post #18:
"Also, after importing a skeleton and parenting it to a mesh, blender creates an "armature parent deform" modifier. Click on "make real" and "apply" before you mend seams, otherwise the script wont work at all. I pulled my hair out over this..."
I would never have guessed on my own.
So, basically I have to review my workflow. I usually import the skeleton last, after using the Mend Seams script...
The kgtools.org site would most likely have the newest versions, but they look to be the same at this time (v1.01).
The true normals version of Blender is required.
Figure 1 - Note that Preserve Imported Normal has been enabled. This is important, otherwise Blender will re-calculate all normals when entering edit mode.
Figure 2 - Shows your RA-GUTS body with the neckline vertices selected.
Figure 3 - Shows a compliant head with the matching neckline verts selected (in general, all compliant heads share the same normals at the neckline).
Figure 4 - In object mode, select your body first and the head second (the head is now the active object and light pink and we'll be copying the normals from the head to the body).
Figure 5 - Head to the Scripts menu and Mesh: Mend Seams.
Figure 6 - Shows the typical options I use. After clicking Done, the script will process and match the neckline normals and you can export as usual.
The following images show the current situation:
Figure 7 - Highlights the normal for one of the verts on the head.
Figure 8 - Highlights the normal for the corresponding vert on the RA-GUTS body (note how it is pointing off in a different direction).
Figure 9 - Shows the same vert on the body after it has been matched to the head using Seam Mender (I've altered the normal draw length for enhanced visibility).

My only worry with True Normals patch is the TAB key (apparently it forces the recalculation of normals). But the TAB key is necessary to switch from Edit Mode to Object Mode... Is there a problem with that? I will dock the User Settings window above the 3D View, like the example above, to make sure the "Preserve Imported Normals" is always selected.
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there's "seammender" in the KGtools.
i never used it, but it is the tool, used for seamlessequipment.
ifg that's not against rules or anything, i can repack and upload the files.
No need to do that, I already have Seam Mender. But...
Based on what I read on the description of "Seamless Heads", "Seamless Equipment for HGEC" and similar mods by junkacc, mending the seams alone is not sufficient to minimize the texture gaps in Oblivion meshes (particularly evident in the neck region). You must also make sure that the vertex normals (the average normal vector of all faces containing a vertex) are identical on both sides of the seam.
My question is: what's the specifical tool or Blender script required to achieve this result?
[EDIT]
There is a "Modify Vertex Normals" bat file linking to modify_normals.py in kgtools that should be just what I'm looking for.
Can anyone provide some hint about its usage? I wish Gerra6 was here...
[/EDIT]
P.S.
I've tried to contact directely junkacc on the Nexus site, but had no reply so far.
https://www.loverslab.com/topic/24393-blender-249b-scripts-package-101-12272013/
Are these files different (i.e. updated versions) of the ones I downloaded from kgtools.org website?
I already have those installed. In the linked post, I have found also the dl link for the "true normals" patch for Blender 2.49b, which I never used so far, and might just be the reason behind my poor results using the Blender scripts. And then there is this passage at post #18:
"Also, after importing a skeleton and parenting it to a mesh, blender creates an "armature parent deform" modifier. Click on "make real" and "apply" before you mend seams, otherwise the script wont work at all. I pulled my hair out over this..."
I would never have guessed on my own.
So, basically I have to review my workflow. I usually import the skeleton last, after using the Mend Seams script...
As for the modify_normals.py component, I believe it is used by Seam Mender itself (even though you can use it also as a standalone tool).
Thank you both for caring.
P.S.
For the neck seam, I understand that some inner knowledge of how .egt files work is also required.
Apparently the management of tri/egt/dds files was the next update Gerra6 was planning.
He also states that the standalone tools should be more reliable than Blender scripts.
Overall, the post linked here is a wonderful source of informations.
@DeadSomething
Post #22 answers all your doubts about using the Make Lattice tool for differently UVeted meshes.
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RA-GUTS Light (tbsk) Body Replacer
View / Download File
This is the Light GUTS body variant used by tbsk, available upon kind permission from the author.
I took the liberty to rename it "RA-GUTS Light" because of the strong affinity with the RA-GUTS lowerbody created by samhain6. The upperbody is the traditional Light GUTS, slightly modified at the wrists to match HGEC hands. Feet are Robert's feet for HGEC.
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Submitter
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Submitted10/16/2015
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Category
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Requires
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I have never, ever mucked with anything to do with heads, helmets or wigs, including stripification(new word!) of them via NifSkope. Helmets and wigs have such bizarre behaviors to begin with! And ears are another pain in the arse!
Yes, but the issue is related to all kind of meshes, not only those requiring tri/egt files. The body meshes that tbsk passed me (and I'm about to upload without modifications, I would only have managed to ruin them otherwise) are all NiTriShapes, and that made me curious. When I asked the reason why, I was pointed to that page.
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Based on what I read on the description of "Seamless Heads", "Seamless Equipment for HGEC" and similar mods by junkacc, mending the seams alone is not sufficient to minimize the texture gaps in Oblivion meshes (particularly evident in the neck region). You must also make sure that the vertex normals (the average normal vector of all faces containing a vertex) are identical on both sides of the seam.
My question is: what's the specifical tool or Blender script required to achieve this result?
[EDIT]
There is a "Modify Vertex Normals" bat file linking to modify_normals.py in kgtools that should be just what I'm looking for.
Can anyone provide some hint about its usage? I wish Gerra6 was here...
[/EDIT]
P.S.
I've tried to contact directely junkacc on the Nexus site, but had no reply so far.
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i.e., NiTriShapes conversion to NiTriStrips, best bet is to review NifSkope forums: example found
And I've never seen a
bonenode like that associated to an entire NiTriStrip like that (but in my NIF work I wouldn't necessarily be looking for it). I would check Blender settings, maybe after reviewing the forums above.Would you look at that?
http://www.nexusmods.com/oblivion/images/149497/?
So, beware when cleaning meshes or exporting from Blender... saving a few KB in filesize is not worth the performance drop. Make sure you read the comment from neomonkeus (Niftools and Nifskope developer).
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You can buy still buy a 7 from Amazon (I hope).
I'll try that, thanks. It will be difficult to find it in my locale, though.
Worth a try, 270 eur are a pretty good sum for Win 10 Pro.
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Thats because its not a bone, its just a node that represents the 'centre' of the mesh.
They are in every mesh and on every nitrishape/strip
It normally sits at 0,0,0 but can be any where and not really matter.
If you want to move it right click and pick transform > edit, this moves the mesh but you can note that the numbers correlate with this node.
You can also recentre it at 0,0,0 without moving the mesh by right clicking and picking transform > apply.
It will give a warning if its skinned.
Thank you so much, Vioxsis. All makes sense now. Having all objects joined simply moved the center of the mesh exactly in that position, instead of the origin. So the method I used is not bad after all, but I guess I'll stick with my old method (snap manually the vertices to the "strandard meshes",
removing double vertices*, export).[EDIT]
(*)
"Do not try this at home".
I had strange texture distorsions at the wrists, neck and ankles (like sculpted/tattoed bracelets) lately. The reason could be either the removal of doubles, or my former ignorance about the "true normal patch"... however, leaving the double vertices after mending the seams is definitely not a problem.
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i.e., NiTriShapes conversion to NiTriStrips, best bet is to review NifSkope forums: example found
And I've never seen a bone like that associated to an entire NiTriStrip like that. I would check Blender settings, maybe after reviewing the forums above.
I found out the reason for the "fake" bogus node. It is due to my deviating from the usual procedure I use to export the entire body. In order to limit the seams, I was suggested to use a different export method (an idea which I had developed further, perhaps exagerating a bit).
The ground concept is based on the observation that meshes with different material properties, or glossiness value, appear as different blocks in the exported nif, even if ALL the objects are joined. So I had set:
lowerbody: glossiness 60
upperbody: glossiness 80
hands and feet: glossiness 100
head: no need to set a different gloss value, is already distinct by material property (it's not "skin")
Before exporting:
Select all objects (A)
Join Objects (CTRL+J)
Finally, import the skeleton and export to nif.
I was told to use the trick only for the head mesh, but I extended to the other body parts, which led to this odd result.
Doing it all again with my usual method the fake bogus node is no more present.
I'm halfway from obtaining a seamless (I hope) set for all 4 body variants.
More to come.
P.S.
Thanks for the link.
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Moving Lovers and Tamago stuff after the Bashed Patch? (I'm preparing to be disproved...)
P.S.
** = "Technically mergeable, but has NoMerge Tag. Imported in Bashed Patch"
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From Win 7 you can upgrade for free to Win 10. Still not SO outdated

Oblivion plays better on W10 than on W7, at least on my machines. Same with Skyrim.
Thanks for the contributions.
However, I think I can close the topic and mark it solved.
In the meantime Microsoft Store has stopped selling 8.1 and 7, to push the sales for Windows 10.
It seems I have no choice now.
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Player Slave Encounters V0.694 (Updated 23 Aug 14)
in Downloads - Lovers with PK
Posted
Perhaps you can solve the problem in a less radical manner. If you give up now you'll miss the occasion to learn something new about sorting/troubleshooting mods. Try at least my last suggestion (deactivating the mods one by one). It won't take too long, and if doesn't help you can go on and make a clean install (which will certainly require more time).