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QuiteTheTail

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Posts posted by QuiteTheTail


  1. fejeena, are you sure about the "silent voices" problem in this case? I mean, voice filepaths use the Race IDs not Race Names I think. Besides, the mod worked fine so far, and I never translated the race names in the esp. Although now I'm starting having doubts...


     


    Yes, the "silent voices" affect only mods created on a differently localized version of the game that alter or build over the vanilla races (changing race names). This is not the case with this mod.


     


    P.S.


    I can confirm. I made an export>names.txt and the race names are in my language, so this is ruled out.


     


    Both mp3's are monaural (mono). Well, joint stereo. I think it's the same.


    I cannot release the translated mod with the additional track, you're right fejeena, it's copyrighted.


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  2. I'm translating PGDance mod by tbsk.


    I think I have done an excellent work with the menus and the Readme file, but now I face different problems.


     


    Incorporating my changes in the spell menu for settings (PGDSpellScript) with CSE somehow breaks the plugin. The default sound file for animation 01 isn't playing anymore. I can only listen to the standard Oblivion theme, and athmospherical rumors. I have tried everything (clean save, save/recompile the scripts for the active plugin). Rebuilding the .lip files failed, so I simply restored the default ones.


     


    It's a pity, because I had find (and tweaked in Audacity) the track for animation 02 (now matches perfectly).


    It is now an mp3 file at 44100Hz sampling rate and 128 kbps bitrate, duration 1'48''.


    The default sound file is almost the same, only a bit shorter and the bitrate is different (64 kbps).


     


    P.S.


    To make things worse: I have reinstalled the mod from scratch and restored the load order, but now music won't play anymore (it did before). Is there any reason why mp3 files shouldn't play properly?


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  3. erm, short question (i asked some time ago on some threads and didn't receive an answer)

    Shouldn't this question belong to Clothing Converter thread? Nevermind...

    I don't know any of those body replacers, that's why I refrained from giving suggestions so far. My worthless opinion is that a direct conversion should give better results (using two stages requires creating two lattices, that is more work, and the effects of the inevitable imperfections would sum or even multiply). As for UV search, if the models share the same base texture, enabling it should give better results, in theory at least. (75% fitting is insufficient perhaps).

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  4. I may have already asked this question, sorry... anyway, here it comes again.


     


    Using the function "Compare Plugins" to highlight differences between two mods is rather simple in TES4Gecko. If only the data blocks were more detailed, like in TES4Edit... However, I have little (zero) knowledge about manipulating those data. There are also "Create/Apply Patch" and "Move Worldspace" functions (the latter can be just what I need to reconciliate two problematical mods). Sadly, my attempts to use these features have been unsuccesful so far. Is there a detailed guide somewhere? I'd wish to learn how to use this tool properly. Or a guide/tutorial to perform similar tasks in TES4Edit.


     


    - TES4Gecko version is 15.2


    - TES4Edit version is 3.0.15


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  5. I f we should decide to adopt a dynamic approach, I wonder: changing the bodycode from male to female (or the other way around) will require some work to make the character use the appropriate variant of the equipment (perhaps a simple call to "update3d"?). I am only trying to anticipate the possible problems that could arise, and see if there's an easy way to solve them.


     


    I offer my personal experience as contribution (definitely off topic). Usually I don't use a complete armor replacer. Instead, I have different armor styles for different body types. To make a detailed example, in my game the female ebony armor is always the DMRA version, the iron armor is DM GUTS, and so on. If I equip a female companion with ebony armor, I set her body as DMRA. Of corse, a female marauder in ebony armor will use the DMRA armor but will have the standard (HGEC EVE in my case) body.


     


    If I want to change that, I replace that particular set of armor with a different conversion, and change my companion's body accordingly.


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  6. Will these changes be possible only at character creation time, or can be set at runtime?


    Imagine that at some point you want to change a NPC's voice (or any other feature, for that matters, including genitals or other secondary attributes like hairstyle).


    I would prefer this second approach.


    Scripts should be designed to detect only changes to the extended bodycode (the 'extended' gender).


    Changes to hairstyle and voice would be less critical, as they don't affect directely dialogues and gameplay.


     


    In other words, I would make a clear distinction between essential features (those that have influence on the gameplay) and simple cosmetic features.


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  7. yes, and i think they will.

    if it were moved to female, you'd have female hair and voice choices for your androgynous female / male hair and voice for androgynous male.

    i think its easiest this way.

    For this case, and similar ones, I wish there was a(n easy) way, or an option at chargen time, to have male hair and female voice. That would give an immediate impression of the main attributes of the character, without having to... remove the pants. And here we delve into a matter of personal preferences... I designed my first male transgender character to have female voice, but someone could prefer the male voice.

     

    [EDIT] It would be very nice to have the option to choose which voice files and hairstyles to use, male or female, in every possible combination. [/EDIT]

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  8. i moved the Tomboy or "androgynous female" to the male section, because it's rather masculine in appearance except for the vagina.

    that is because the game will make it more difficult otherwise to make a char look masculine if not selected right away.

    Good point.

    In the end, it doesn't really matter as long as the dialogues and world interactions defined are fitting.

     

    P.S.

    I you have read carefully my previous post, it suggests a simple idea. A script could inspect the custom or standard bodycode(s) in use to decide whether a certain action/dialogue/animation is appropriate for a character or a couple of characters. 

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  9. Adding new/custom bodies to Setbody menus is VERY easy (the Setbody readme file is very detailed about this matter). I am a lazy person, so when I add a new body menu I usually put all the body parts inside, but if you use HGEC, DMRA or other standard hands/feet you can also avoid adding them and point the path to those resources. It helps saving disk space. Here is a sample menu I wrote for the RA-GUTS family (includes "tbsk body" which is a mix of Light GUTS upperbody and RA-GUTS lowerbody). This snippet must be appended to Setbody.ini, and the related meshes put in the appropriate folders:

     

    ;
    ; Samhain's DMRA GUTS and tbsk body
    ;

    ; setting custom packages: Light version
     set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSLight,DMRAGUTS\Light\femalefoot.nif,DMRAGUTS\Light\femalehand.nif,DMRAGUTS\Light\femaleupperbody.nif,DMRAGUTS\Light\femalelowerbody.nif"
     SetStage BombshellQuest 20

    ; setting custom packages: Light version with Manga nipples
     set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSLightMNG,DMRAGUTS\LightMNG\femalefoot.nif,DMRAGUTS\LightMNG\femalehand.nif,DMRAGUTS\LightMNG\femaleupperbody.nif,DMRAGUTS\LightMNG\femalelowerbody.nif"
     SetStage BombshellQuest 20

    ; setting custom packages: SE version (extra buff)
     set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSSE,DMRAGUTS\SE\femalefoot.nif,DMRAGUTS\SE\femalehand.nif,DMRAGUTS\SE\femaleupperbody.nif,DMRAGUTS\SE\femalelowerbody.nif"
     SetStage BombshellQuest 20

    ; setting custom packages: SE version (extra buff) with Manga nipples
     set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTSSEMNG,DMRAGUTS\SEMNG\femalefoot.nif,DMRAGUTS\SEMNG\femalehand.nif,DMRAGUTS\SEMNG\femaleupperbody.nif,DMRAGUTS\SEMNG\femalelowerbody.nif"
     SetStage BombshellQuest 20

    ; setting custom packages: tbsk body
     set BombshellQuest.sCustomBodyItem to sv_Construct "DMRAGUTStbsk,DMRAGUTS\tbsk\femalefoot.nif,DMRAGUTS\tbsk\femalehand.nif,DMRAGUTS\tbsk\femaleupperbody.nif,DMRAGUTS\tbsk\femalelowerbody.nif"
     SetStage BombshellQuest 20

    ; setting custom menu entries
     set BombshellQuest.bCustomMenuIsMale to 0
     set BombshellQuest.sCustomMenuItemText to sv_Construct "DMRAGUTSOpt,.: DMRA GUTS Options :."
     SetStage BombshellQuest 21

    ; setting buttons
     set BombshellQuest.sCustomMenuItem to sv_Construct "*ROOT,1,DMRA GUTS>,DMRAGUTSOpt,DMRAGUTS,0"
     SetStage BombshellQuest 22

     set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,Light,^,Light,0"
     SetStage BombshellQuest 22

     set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,Light with Manga nipples,^,LightMNG,0"
     SetStage BombshellQuest 22

     set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,SE (extra buff),^,SE,0"
     SetStage BombshellQuest 22

     set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,SE with Manga nipples,^,SEMNG,0"
     SetStage BombshellQuest 22

     set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,0,tbsk Body,^,tbsk,0"
     SetStage BombshellQuest 22

     set BombshellQuest.sCustomMenuItem to sv_Construct "DMRAGUTSOpt,1,< Main Menu,*ROOT,^,1"
     SetStage BombshellQuest 22

     

    This is very basic work. As I said, I could have used standard resources already included in Setbody, and found a better naming convention and package ordering. But this is for my personal use, mind you. That's why quality control was "relaxed".

     

    [EDIT] By the way, including redundant parts have also its advantages. If a new version of Setbody alters the package layout, you don't have to worry about it because you use your replica of those assets. Second, often the body parts from original authors are not perfectly identical to those included in setbody, so the only way to prevent body seams is using ALL the original body parts [/EDIT]

     

    The naming convention used by setbody is based on an incremental name construction that reflects the package (folder) structure, which can be very handy in our case. The only caution required is using unique names, not conflicting with already defined body codes.

     

    EXAMPLE:

     

    EG (external folder/package containing all the 'extended genders' - this helps keeping the names 'unique' and menus more organized)

    EG\DMRA (subfolder/package containing the 'extended genders' based on DMRA bodies)

    ...

    the body code would be EGDMRA so far and it's what would be used to create the menus.

    I won't go further adding details because it's really simple.

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  10. I could easily enough split the armor into separate parts, as they're already different parts in outfit studio, but I don't know how to combine them back again afterwards.

    Use Nifskope.

    You can start from a blank nif containing only skeleton bones (you can create one yourself using Block>Remove Branch for every block in a sufficiently complex nif file - by sufficiently complex I mean, it must contain all the bones in the outfit your working at). Then open the output files from Mesh Rigger in different Nifskope windows, and copy/paste Branches from these files into the empty nif. When you're done, use menu Spells to clean the mesh (combine properties, remove bogus nodes, reorder link arrays, etc. Check this link for a detailed procedure: how to clean meshes) and SAVE the file. Always keep a backup of the files you're working at, just in case.

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  11. Can you explanation in detail me(at points)? I cant understand what i must do.

    I know how to import face but im do this nothing happens.ok

    http://www.wryemusings.com/Wrye%20Bash.html#FaceImport

    I don't see how I can help you any further, other than doing the work for you. But I'd rather let someone else do this, as I'm not willing to install mods I don't use just to import a character's face. Besides, you know better than anyone else what mods you're using, and what dependencies you should keep or remove from an existing savegame.

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  12. @ DeadSomething


    I completely missed your intention to extend the default character generation, sorry.


     


    So, if I get this right, every NPC in the game would start with default values for the extended gender (i.e. no extended gender). Those extra values could be modified at any moment through script (why not through a spell - a Magic script?). Looks like a generalization of Setbody to me.  Something that allows the player to pick a detailed ('extended') description of the character's sex, and after that, set a body among the alternatives matching this description.


     


    One thing that bugs me with the current Setbody (or more precisely, LoversJoystick) scheme is the lack of dildos/strapons for the female actors in active position. I mentioned it to movomo once, and he was not contrary in principle to the idea, but proposed to create an addon, much like the one created by Satytist to extend Setbody with the Beast Body menu. He understandably refused any involvement, though: too busy with other projects.


     


    @ Symon


    Knowing that someone from the higher ranks can throw a suggestion or lend a hand from time to time is comforting and encouraging. Thanks.


     


    P.S.


    I propose to correct/extend the list of possible 'extended' genders like this:


     



    Male options:


    - Male (like vanilla)


    male body with penis


    - Femboy


    male body with penis, but less remarked male traits


    (Slender, smoother skin, smaller penis etc. I have in mind the body created by GIGABITE - even though that one is set as female in CS)


    - Hermaphrodite


    male body with vagina and penis


     


    Female options


    - Female (like vanilla)


    female body with vagina


    - Shemale (I suggest finding a different term - Transgender or Transsexual perhaps - because 'Shemale' can be offensive or perceived as such. The same is true for 'Trap'.)


    female body with penis


    - Tomboy


    male body with vagina (I moved this here from the male section)


    - Hermaphrodite


    female body with vagina and penis



     


    And since we are just defining the big picture, I'd include also a vital information (besides, it's already included in some LAPF mods like LoversRapers): sexual orientation. It could help restricting the possible positions/animations that two NPC can play (to such an extent, that it could even prevent the dialogue to progress).


    Ex:


    - "Hey, I need to ask you something..."


           ........


    - "Not interested".


     


    This is the moment we should throw in any idea that could be even scarcely relevant, in my opinion.


    Of corse many things could (and undoubtely will) be left behind in the final implementation.


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  13. Importing the face data is pretty straightforward using Wrye Bash (get this tool, if you still don't have it).

    I learned from this guide:

    http://www.shsforums.net/topic/26340-properly-transfering-faces/

     

    If you have a savegame with the character you want, check what mods were in use, and install them (beware, those mods could conflict with your own, so be careful) or try to remove the dependencies with a program like TES4Gecko (be even more careful). This is absolutely necessary, otherwise as soon as you load the savegame Oblivion will crash, because of missing .esm (master) files.

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  14. The Set Body ( Lovers_Joystick ) meshes don't have the same position / angle as the LAPF meshes. ( of course Body is identical )

    attachicon.gifPenis.jpg

    So if you want a large Penis better use the LAPF meshes.

    With the small /short Set Body Penis meshes the position / angle the difference is not so great. ( don't know if the shot size causes Animation "bugs" )

     

    But with the large SetBody meshes you must adjust many Animation positions.

    I copied the short size files from Setbody, and the anims look acceptable, even with the slight difference in angle. Besides, adjusting positions with the hotkeys doesn't bother me at all. I do it very often, since I have done nothing to uniformate race heights. Wood elves could use a ladder, sometimes, especially with Nords or High Elves :lol:

     

    @ Deadsomething, fejeena

    Mine is just a test, the LAPF resources are perfectly ok, I had no reason to hack those files other than appeasing my curiosity. Having some extra boners options, even not animated, won't hurt. Imagine this case: you create a custom animated penis and want to test it or use it in game. You can use one of the extra options available as a quick way to add your custom replacer.

     

    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...

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  15. when i first installed loverspk, this was also way too confusing to me, so i just left it all untouched...

    there#s still some points in the config that i don't fully understand and just ignore...

    Just try them and see what happens, it all makes sense after a while. I have still some doubts left, as you can see.

     

    @ gregathit, fejeena

    I found a lazy method to "animate" asbonersv5 (to replace them, in fact).

    Simply copying Setbody _AP resources for Robert v5 in the asbonersv5 folder, renaming them to replace the default ones. Those penis resources are not exactly matching (the crotch position is a bit different), but are very similar, and they should work (I haven't tested them in game yet).

     

    P.S.

    They work!

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  16. I don't know if it's possible to just extend on the way the genderdata is stored in the vanilla game or if it has to be added onto that.

    if vanilla stores it in a boolean, then we just use basic appearance as above and add tokens for presence or absence of certain primary and secondary genitalia.

    Only the second option is viable, I think, and it can be quite useful. Setting the sex through the CS restricts you to use only two genders. When I created my first transgender companion I set his sex as male, has he had male genitals, but all the remaining atrributes were female. This was accomplished using Blockead and a custom race (more details here).

    This has several advantages (cum settings are effective on such a character, to make just one example), and dialogues more fitting and immersive. I had also copied vanilla female voice files into the custom race, to make the character more feminine. The downside: such characters can only use male equipment (not fitting to the body) or special equipment, or female equipment designed as unisex (without the female variant in CS) such as Nailflan's Harness Wear or Impractical Bodysuit, for instance.

     

    Using your suggested approach instead, one can mantain the vanilla sex (no more need to create a custom race), set a custom body as female in Setbody, but of corse this would require a massive rewriting of every LAPF mod... and I don't think there is too much interest about these modifications.

     

    If I was a bit more experienced and prepared, I would gladly help you, but I feel that this endeavour would be a bit over my head.

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  17. The male default lower body (animated penis) is robert's muscular body, however support is provided for all roberts bodies that are included in v5.2 (look in the alternate bodies folder).

     

    You'll appreciate the boner bending, believe me.   :P

    I always appreciate a good boner :D

    Seriously, I'll take a look at lapf alternate male bodies. Thanks.

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  18. Or, you can also simply rename the bones.

    There is yet another problem with mirroring. The UV of the reflected side is the same as the original half (they overlap). This is not much of a problem, provided that the texture is symmetrical (and often this is the case). If there are asymmetries in the base texture, however, this must be dealt with.

     

    I'm now using a different tecnique, that preserves bone weights and UV:

    1. separate

    2. remove doubles (taking care of the normals)

    3. mend seams

    4. export.

     

    After removing double vertices in the blend file, the exported nif finallly shows the correct UV:

     

    post-729106-0-31820000-1442838877_thumb.post-729106-0-47410300-1442838887_thumb.

     

    To get both halves in distinct nif blocks, the trick is setting two distinct material properties, and then restore the right value in the exported nif.

     

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  19. We should use spoiler tags when possible, especially for images. Like this:



    [spoiler]your content here[/spoiler]

    Recreating exactly that character face with facegen will be difficult, and I don't use OCO2 (which is required I think). So sorry, I can't help you. If you find a savegame, importing the face data with Wrye bash should be easy, though. 


     


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  20. Ups sorry seems I played Crowning Isle always with "rape is no crime"

    I tried it today with "rape is crime" and it ended in a massacre.

     

    Our Setting are similar. Rape is no crime and rape spell is crime and stop combat during sex ( applies only to sexual Partner, he/she does not fight or cast spells but other NPC still fight )

    [...]

    -----------------------

    A question. You don't use animated penis ?

    should be 1 if you use the LAPF lowerbodies.

    I always thought asboners were animated. That expains some things (like penis popping out of the partner's body etc...).

    What if I added penis bones and weights to them through Nifskope and Mesh Rigger? I rarely use custom bodies for males. If I did, the penis would be animated by LoversJoystick. But in this case, since I use Robert v5 muscular (my default male body) almost exclusively, all depends on the default LAPF mesh chosen, as you said. So the answer is certainly "no". I think I'll have to change that setting.

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