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      SITE MOVED - IN READ ONLY MODE   12/08/2015

      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.

Symon

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Posts posted by Symon


  1. Here's a screenshot of the menu from ASXChains.
    post-80-0-23876800-1442654654_thumb.jpg
    Now ASXChains is basically just a pose mod, with a few refinements. Things that you'll notice.
    1. Although a misc item is required to invoke on the player at times when the engine believes you 'in combat', the Inventory menu will close automatically.
    2. It uses PlayIdle so should be much more robust then pose mods that use PickIdle.
    3. It isn't limited to just one target. You can chain the entire Imperial City and yourself if you like.
    4. It's easy to invoke different animations based on the Sex or Race of the target. (So you can use an animation with embedded sounds appropriate for the target sex).
    5 The menu is not only more attractive it allows much faster selection. No wading down menu chains.
    6. The menu gives information on the selected target, including who the current target is.

     

    In other news, I've been converting some items of Skyrim geometry to Oblivion.

     

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  2. I thought about arranging ZAZ's Pony as a rideable 'creature' some time back.


    In theory, it's doable.


     


    1. Create the Mesh in Nifskope by adding the required mesh parts to the body of you choice. e.g. head, body carriage clothes etc.


    2. Rename the skeleton to the convention used by ridable horses/creatures i.e Bip02


    3. Add the required extra nodes for riding.


    4. Setup scripts to adjust the player ride animation to sitting types when mounting/unmounting.


     


    Haven't had the time to look into it much yet.


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  3. Blockhead looks in 'its own' directories.


     


    Data\meshes\Characters\BodyAssetOverrides\PerRace\F\ (or \M\ for males)


     


    Name the 4 mesh parts as per the documentation. e.g. MyRace_upperbody.nif


    You can replace any or all of foot/lower body/upper body/hands


    You can replace e.g. just the upper body if you need, no need to replace all 4 parts.


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  4. Would i need to open up CK for that? or its purely ini and scripting work?

    Thanks

     

    Neither.

    It's just name the meshes for the race correctly and place them in the right directories (which you might need to create with Explorer).

    Probably the simplest modding you can do.

     

    Be aware that if you are using another Blockhead mod that uses scripting, this body mesh change will be over-ridden by any scripted body change. It won't cause a problem but it can/will over-ride the race specific meshes defined this way.

     

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  5. I think the Blockhead documentation only gives hints to be honest. Practical examples would be better.


    You probably want to use Tier 2 for race, and this is the simplest way to use Blockhead.


    So:


    To overide breton female upperbody meshes:


     


    ~Data\meshes\Characters\BodyAssetOverrides\PerRace\F\breton_upperbody.nif


     


    Note that the mesh name is NOT femaleupperbody.nif as you might expect.


    To overide male drenai lowebody meshes:


     


    ~Data\meshes\Characters\BodyAssetOverrides\PerRace\M\draenai_lowerbody.nif


     


    One of the things that Blockhead DOESN'T mention is that with most body replacers you might be using, the only texture you want to override is the 'foot' texture.


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  6. Hello,

    I seem to have an issue with grosson mode. I set it to 1 but I am not sure what triggers having sex with the creatures. Can anyone help?

     

    The default of 'grosson off' merely turns off the wretched dog from following you, your horse IF you have one also getting involved and an unhealthy fixation with the dead.

     

    Turning it back on re-enables those features. It doesn't institute general 'creature sex'.

     

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  7. Maybe, maybe not.


     


    Remember that incarceration as a punishment for offenders is quite a modern invention. (2-300 years or so).


    Prior to that, convicted felons were punished fairly immediately. Capital, corporal or a fine of some kind.


    Jails were for keeping the accused or the guilty while they awaited trial/punishment or interrogation, often with at least the threat of torture.


     


    With the collapse of civilization, it's quite plausible that Harkness does at least some summary execution, or delegates it.


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  8. For armor and clothes mods that have those dam chests all over the IC I just put the assets into folders ...................

     

    They are irritating aren't they? Almost as irritating as the ones that come with a quest script to dump the armour into your inventory at game start. (For more points they do it right at the start of Chargen.)

     

    That's the thorough way to deal with them. I just move them into the testinghall, where they should have been placed anyway.

     

    I suppose it helps the people who can't type coc testinghall.

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  9. Honestly, there isn't much to mod.


     


    It uses 10.1.0.0 Nifs and dds textures, all easy enough to change.


    However, the game isn't designed to be modded at all, so you can't do much with it other than alter the appearance of the characters,


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  10. You can be surprised at what can cause a crash to desktop!


     


    Here's a real example that I had.


    Using a new player race for the first time, I had crashes on Autosave when transitioning to Interiors.


     


    As a quick aside, the Autosave/Save over advice is a total myth. They have ZERO effect on stability. I've used the convenient autosaves and keep 10 or so rolling save slots for a VERY long time with no issues. I have an extremely stable Oblivion rig. Oblivion IS sensitive to saving rubbish though, and a fault with your running game often manifests as a crash upon a save. Crashing on a save attempt is a sign something is wrong with your current game, not with the save process! If you need further proof, Wrye, the greatest Morrowind and Oblivion Modder of all time uses autosaves in Wryemorph to make it work. If autosaves were buggy, Wryemorph would be unusable. Trust me, it isn't.


     


    Back to my crash. Conventional wisdom is that this is a fault with the save process. I of course went looking for the real reason.


     


    A few minutes checking revealed - the fault was missing ear textures!!!!!!!


     


    Oh they were there, but someone had hard coded c:\program files\etc etc as the texture path in the NIF! As my game runs from e:\Oblivion, this is effectively missing textures and, probably the culprit here, normal maps.


     


    Fixed the texture path in the ears and everything was fine. The crash went away.


     


    My technique for dealing with a CTD - look at new mods you've just added or mods that effect the area where the crash manifests.


     


     


     


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  11. Just another update on our slow but steady progress.


    I've been delving into Menuque and Obvlivion XML. After much experimentation, I have this:-


    post-80-0-64482400-1428164284_thumb.jpg

    The buttons hi-light like Normal Oblivion buttons and the status text changes as you click the buttons. That menu is for diagnostics and testing but all the in-game menus are planned to be similar.


     


    (I sometimes think that rewriting LoversPK to use Blockhead and Pickidle would have been a faster course, but hey.....)


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