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QuiteTheTail

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Posts posted by QuiteTheTail


  1. Hi!


    I suddenly realized that I'm a LL member since february, and still I had not posted here. I've been posting in any other topic (often in the wrong ones) annoying the folks around with insipid questions and rants - that's why I picture myself as an "Annoying Creature" - it will pass, as soon as I get more experienced. I'm here to acquire a bit of modding know-how, sharing my ideas and screenshots (and who knows... mods, someday?) with the community. And of corse, to have fun. My favorite game is Oblivion, the Oblivion mods I found here are fantastic, and the people too. I believe I will enjoy staying here (I am already).


     


    Thanks for reading.


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  2. Gender change in game is problematic with NPCs. I changed my Immoral Guards (all female ) to my Immoral Guards male Version  and the guards were messed up ( do not remember exactly; nude they still had the female Body ? Seems some things are stored in the save )

    May I ask how do you manage the change (using the console, using Blockhead through script, or another method)?

     

    Reading back previous comments, I see you're rightly concerned about the download size, if we attempted to include variants for EVERY known body in the main package. As I see it, this isn't quite necessary. The easy way to bypass this problem is setting a generous number of empty slots, and a reasonable number of supported body types already included, the most popular ones.

     

    Of corse we could provide addons if there would be enough requests, and more experienced user could create their own content (somewhere in the documentation we could include a guide to create an addon for a specific body type).

     

    I'm in the middle of an interesting reorganization of custom bodies and menus in my Setbody.ini, as soon as I'm done with it I will post my ini file, I think it could be very useful as template. My suggestion is avoiding long directory names, to keep bodycodes reasonably short.

     

    P.S.

    I guess that DeadSomething's idea is using barbed penis (just to make an example) for Argonians but not for human and elf races. This would further reduce the amount of work needed to create the meshes (not every combination would be allowed, at least by default).

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  3.  

    Help!

    What body is this ?

    What armor is this ?

    Thanks :P

     

     

    The armor is the Lady Death outfit. I am not too sure about the body, though. DMRAGuts perhaps?

    I have done some research myself, nice body indeed.

    Annafly is right about the lowerbody, it's from MegaOppai (you can ask her for an open vagina version, or get the original from this package), the upperbody is the standard Manga (the HGEC version). I guess I'll have to set up a new custom folder for Setbody (lowerbodies Manga, Manga Wide and Manga Mega Boobs are not matching).

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  4. yes, addactorvalue is needed by some loversmods, but not many.

    it is a good alternative to placing a token item in a character's inventory.

     

    when modding my current build, i had to accept that setbody is almost a necessity by now if i want different bodies for different races.

    (argonian males with hemipenes, khajiit female with 4/6 breasts, darkseducer, golden saint, dremora males with horsecocks)

     

    so when extending with this, it will even more likely be the base, even if it would be heavily bent to include the new genders.

     

    also i'm finally back to "the internets" after moving and i only uselessly started the browser 416 times without connection :D

    I was looking at a possible extension of MB2 (Masturbate) plugin (I'd like to include some LoversJoysticks mechanics in it) and implementing extended genders beforehand would make this task a lot easier (to set the right animations and meshes). So, I am more than willing to assist you. Let's keep alive this project, I think it's definitely worth the efforts. Have you already done something with menus? I insist on the necessity convenience of making the gender selectable/changeable in game, with other ideas I have in mind for a sort of "orientation" mode (mainly inspired by LoversRapers mod - WappyOne edition, but applied to consensual sex).

     

    As a temporary solution, I think I will create an auxiliary module for MB2, to emulate the gender choice, and store that information somewhere (into an array, possibly).

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  5. I have been trying this mod, and I think it's a nice addition to LAPF for those who use many RHH clothings and armors like myself.


    I have to report a couple of problems, however:


     


    - occasionally the LAPF animation looks off, with one actor position shifted by 90 degrees respect to the other.


    I can't say for sure if the same happened also with the standard Vipcxj's RHH mod.


     


    - often I get a script error in the console (something about a "let" statement failing to evaluate for object xxyyyyy), probably due to the particular outfit I am using, or the related LAPF undressing setting. The outfit is DMknit403B.nif from "AGS-Type2 SMDR Outfits-45729-1-1.7z" (located in meshes\armor\speedbuster\DMKnit4 folder) and I have it set as "unstrippable" (it's a mini-dress that covers only the upperbody).


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  6.  

    As for Setbody, in my opinion it would be easier to make LAPF use Setbody assets, rather than the contrary. But frankly, I don't see a big need of doing it.

    Hey guys... how the heck we ended up talking about boners? This is LoversRapers thread...

     

     

    Easier, sure, as it is only replacing a few meshes.  However, the animations were made to use the LAPF meshes so this would be kinda silly.  Once I get the bulk of LC3 done I'll look at updating the penis meshes for setbody so that everything is consistent.  The larger penis is needed for many of the animations, as they won't penetrate or will look "off" with smaller dicks.  I'd knock this out right now, but I am so ridiculously late getting LC3 done that I can't afford any more distractions or I will never finish.  

     

    I'm in complete agreement with having one standard and everyone sticking to it.   There is no reason not to have this for Lovers.

     

    Thanks for the explanation.

    I obviously neglected to consider the work needed to adapt the animations to a different penis mesh, so one way or the other, there is some work to do. I also agree that the smaller penis is not fit for some animations.

    Uhmm... forgive my ignorance: what is LC3?

     

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  7. This is a seriously ambitious project.

    You've both identified BlockHead as an essential plugin for this project. (I agree)

    Can I suggest you Look at AddActorValues and MenuQue as two more plugins that might help?

    My advice would be to avoid tokens whenever possible. Sometimes there is no option, but they are often used when not needed and the results can be clunky.

    I have a question about AddActorValues. Is there some kind of restriction about the values that can be added? The only mod requiring it that I tried so far was Lovers Satisfaction. It was necessary to add a new Skill in the character's menu. I suppose it could be used for extending the sex attribute, for instance. We could set the 'extended sex' as a short integer to identify and handle every possible case.

    And (sorry for asking the obvious) why MenuQue?

     

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  8. I think "Let the people drink" would be a perfect addiition to this mod. Aqueduct - Bathouse - Imperial City... splendid! And a mod like Basic Personal Hygiene on top of it. I am curious about LTPD, I still haven't tried it because mods that change the LOD simply scare me (you know, installation/uninstallation issues). I never used LOD Generator or the like.


    For instance, I'll never understand how to uninstall Open Cities properly. I'm stuck with it (until my next Oblivion install at least).


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  9. Looks like I completed all the Trainer Guild Quests. But...


     



    Onan is gone to Skingrad for a deserved vacation, and there are no more assignments (although, if you ask Onan for more work, he will tell you you have already one pending). There is one thing I don't understand: how do I reach the final Guild rank, "Fingers of the Mountain" (or "Fingers Big-Bang")? Perhaps this part was still under development?



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  10. Now the sound files work, I recommend using mp3s at 64kb/s bitrate, 32bit, sampling rate 44100Hz. Mono.


     


    There are still a few things that would need to be fixed, though.


     


    1. The flying camera doesn't kick in automatically, and if you open the console to type "tfc" the music track stops playing.


    2. Nothing prevents the Oblivion theme from playing all the time, so it overlaps with the music track.


     


    I have also experienced problems when interrupting an animation using the hourglass, and trying to play again the same animation, or a different one. Could be a problem with how tokens are removed, probably the only way to prevent this is resetting all actors before setting a new dance.


     


    I'm not sure whether the original mod had these flaws, or these are the result of bad CSE editings (included my inability to recreate .lip files).


    Updated Readme:


    PGDance readme_EN.7z


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  11. fejeena, you're making a little bit of confusion. my previous post already explained almost anything.


     


    There are five special tracks/topics for five animations (dance, not dancers! but you corrected yourself afterwards). Five is the max number of animations you can have in the menu: two were defined by the author, the others must be added, or remain unused. All the animations must specify: MotionA.kf, MotionB.kf and MotionC.kf because are designed (and limited) to three dancers. For music, you must rename and add your custom mp3 files.


     


    The music file (one of the possible five) is always assigned to the actor playing MotionA (it doesn't matter if it's the player or not).


    The other two dancers will always use the silent tracks:


    PGDanceQ_PGDTopic_0000AD6E_1.mp3


    PGDanceQ_PGDTopic_00005B72_1.mp3


     


    This is why they are present in the default installation.


     


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  12. Wait, what I said doesn't make sense at all. Sound folders are not separated by animation.

    By default, there are 4 sound files per [race+sex] folder though, which means that three two are supposed to be silent, while the fourth third is the music, perhaps.

    According to the readme, "Background music will be played by allowing the NPC dancing MotionA to talk". It isn't necessarily the player (also 3 NPCs can dance with sound, I think).

     

    This is becoming a bit too complicated for me. I'll have to think it over...

     

    (...after a few minutes of mumbling...)

     

    All right.

    Setting the track from the "Dance Settings" menu forces the actor playing MotionA.kf to use a particular set of .mp3/.lip files.

    Which one, is stated in the following table:

    Dance 01 PGDanceQ_PGDTopic_00003FF8_1.mp3, PGDanceQ_PGDTopic_00003FF8_1.lip
    Dance 02 PGDanceQ_PGDTopic_0000A69A_1.mp3, PGDanceQ_PGDTopic_0000A69A_1.lip
    Dance 03 PGDanceQ_PGDTopic_000053F6_1.mp3, PGDanceQ_PGDTopic_000053F6_1.lip
    Dance 04 PGDanceQ_PGDTopic_000053F8_1.mp3, PGDanceQ_PGDTopic_000053F8_1.lip
    Dance 05 PGDanceQ_PGDTopic_000053FA_1.mp3, PGDanceQ_PGDTopic_000053FA_1.lip

     

    But the author actually implemented TWO animations. This is why in each folder you can find four files, and not three.

    If a third animation was implemented, the sound files included would have been five (three for the music tracks assigned to MotionA actor, and two for the other actors). The sound file/topic for animation 02 is silent for copyright reasons.

     

    Looking closely at the list, the sound files/topics for dance 3-5 have names that you won't find in the base install.

    Instead, there are the files for MotionB and MotionC actors (silent tracks):

    PGDanceQ_PGDTopic_0000AD6E_1.mp3

    PGDanceQ_PGDTopic_00005B72_1.mp3

     

    Simple, isn't it? :wacko:

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  13. Renaming the folders using my localized race names solved the problem with animation 01. Still, I am puzzled because on occasion it worked - perhaps because I had "Nord" and "Breton" or "Khajiit" dancers the actor playing MotionA.kf was a Nord, Breton or Khajiit (the names of these races are identical to english in my language).


     


    Remains the problem with the 2nd track. I suspect 128 kbps is too high as bitrate. I will try lowering it to 64, and using a different software for encoding.


     


    Oh shit...


    there are more than one dancer ? If yes then the first dancer get the voice/music file and the other dancers get the silent files  with lip files. So you here the Music and all dancers have the lip movement/face expressions.

     


    Now I understand. In the second folder I have the "real" mp3 soundtrack for anim 02, and also the "real" mp3 for animation 01. Then I read what you wrote... I have to try using a silent track for PGDanceQ_PGDTopic_00003FF8_1.mp3 in folder "02".


    That will most probably fix all the problems.


     


    This happens when you translate the readme files without actually "reading" them :D


     


    P.S.


    Still I have to wonder: why Breton race has only male voice files? Female use Imperial voice, perhaps?


    As a parting note, track 2 title is "Oppai Ondo", which means "The March of Tits".


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  14. I'm sure I have screwed something. Just in case you want to give it a try, these are my files:


    PGDance readme_EN.7zPGDSpellScript.7z


     


    Now it's not only the missing soundtrack (I will try renaming the folders - but why before it was working?). Now there's something wrong with animation 01. All three actors start in the same place (I mean in the same square, they overlap...) and remain still in their idle, "merged".


     


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