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Posts posted by Symon
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Estrus Curse doesn't work that way. It's more than just a simple cast on target. You then need to keep the crosshair centered on the target and hold or press keys (It's a while since I used the Curse).
That's why it isn't simple to enable it on the player. It would have to be converted to sequence through the stages according to time passed, making it more like the roper style animations.
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Ah, understood. The good news is that I looked at doing it a while ago and intend to do it when I have time. The bad news is that it isn't intuitively obvious how to implement it on the player. Didn't surprise me as if it had been straight forward, it would have been available from the outset.
Don't hold your breath but I intend to try sometime.
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The Estrus Self series of spells ARE cast on self, i.e. the player. What problem do you think you have? Do you mean you want a mod to have NPCs cast Estrus spells on the player? Pretty dangerous as Estrus Traps shows.
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still have had no luck getting the mod to stop kicking you out of first person.
This is for several reasons. Firstly, the animations almost certainly use the third person skeleton, so you need to be in third person or they may not work as intended.
Secondly, the mod may do an Update3D and usually you want to redraw the third person skeleton and meshes, so you need to be in third person before it is called.
Support for first person animations is not well developed.
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All the shoulder pads would create terrible collision problems with the doors!
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You should investigate the OBSE plugin 'Blockhead', specifically the ability to set head nif, tri, egm, egt and dds files by race and sex, NPC baseid or script.
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It gives a good impression of the animation. Looking very different from the usual fare, which is good. I can see myself using this one.
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Here's stage 1 of an all-new animation involving a throne... Though possibly not quite how you'd expect.If, as it looks like he's chained to the throne, it's the sort of thing I'd expect to see more of in a world with powerful sorceresses!
Much more interesting than much of the usual fare.
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The problem is I have no earthly idea on how to add the actual object. How in the world do you get the corn (or whatever object) to show up while the animation is playing?
I'd look at using an anim object at first. (http://cs.elderscrolls.com/index.php?title=Anim_Object)
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I checked amount of the scripts in CS. Mighty Magicka Reborn 4 plugins have roughly 80 scripts. Supreme Magicka has over 100 with only one plugin. I kinda am astonished by the number of the scripts
. I wonder if I should use the mods at all. I may go with just Midias Magick only and UV 3 feature of charged spells.Don't let it concern you. That's because SM has many scripted spells. I've used it constantly along with LAME (they are compatible) with no issues.
A good friend switched from Midas to SM/LAME and noticed a marked INCREASE in stability.
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That's what I get for posting too early in the morning. (grin). I meant equipitemsilent. etc, but managed to write add.
My memory is that additemNS suppresses message spam and that there is no equip sound. Is my memory that faulty? I'll have to check, but I'm sure I've added thing to characters with additemNS and then equipitemsilent with no messages and complete lack of sound effects.
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additemsilent and removeitemsilent are your friends!
Improved versions of additemNS et al in OBSE20.
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Player.AddSpell FuroSandboxRemoveEffectSelfSpell
Player.AddSpell FuroSandboxRemoveEffectSpell
These will only work if you have the OBSE plugin that allows editor ids to be used in the console (Beth were SO lazy!!!)
Player.AddSpell XX006e74
Player.AddSpell XX006e75
Where XX is the modindex for the mod.
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Some of those are very pretty!
As a matter of interest, why DON'T you use a DarNified UI? I can't cope with the vanilla interface at all. Far too lacking in space!
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Good to see you back Gerra!
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Blockhead currently (amongst other things) will personalize racial or npc textures, even when clothed and body meshes when unclothed. It's superb but not pure magic.
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Sexuality and Magic
The existence of magic adds several unique aspects to sexuality in Tamriel. All human cultures have practiced body modification to various degrees. From ancient practices such as tattoos, scarification, branding and piercing to modern plastic surgery. Alteration magic gives the peoples of Tamriel some unique options in addition to flawless control of fertility.
All sexes generally use magic to enhance appearance if they can afford it or know the spells. Most residents don’t get blocked pores, greasy patches, eczema or suffer from offensive odours. Naturally men and women enhance their sexual attributes according to current fashion or personal preference.
Male fashions are generally more static and somewhat more basic than female. Impressive male genitals and an ability to maintain an erection are fairly standard enhancements utilised by all but the poorest. These can be supplemented by various additional modifications depending on the desires of the man and/or his partner(s). Examples include ejaculate with a taste enjoyed by a partner or of a particular colour, consistency or quantity. Those of a sadomasochistic bent might have genitals that feel painful when erect or ejaculating. Nipples that become especially hard when aroused are popular in certain quarters.
Female fashions are generally more emphatic and less restrained than male. Popular modifications include genitals or breasts that swell prominently when the woman is aroused (regarded as a useful hint to a male partner), enlarged nipples and clitorises, extreme tightness, unusual coloured genitals, the list is quite long. Again, several modifications are popular with those of a sadomasochistic bent, such as parts of the body that feel pain to match any pleasure in equal measure.
Some couples enjoy using spells to bind a partner to them. For example, preventing a male partner from gaining any release from solo masturbation is regarded as an enjoyable way to show a man where his duties lie by more than a few women in Tamriel.
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It's unusual for the upper and lower bodies not to join cleanly, but I have seen examples where they don't (usually items of armour). I generally either discard the troublesome item or redo it in Nifskope if possible and Blender if not.
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The issue here is that HGEC is a victim of it's own success. There are too many different versions of each variant.
There's not just the UVMapping and waist issues mentioned here. There are different hand and feet with gaps and seams. Then there is the endless difference in material properties. (Which annoys me most).
(Sigh) I find I just have to set to work in NifSkope and Blender and correct things to my liking, as there just is NO 'standard'.
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So far It's running well for me. No problems. Textures and meshes swapping when appropriate like a dream.
One thing I did when getting it working was setting the features I wasn't using (yet) to 'off' in the ini. My first try at the idle swapping produced a regular CTD, so I punted on those for the while. See if it still happens if you turn everything except mesh/textures swaps off.
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Mods that require setbody use 'GetFormFromMod' function and should explicitly specify formID of the function. If I rewrite thd mod from empty plugin, would they still work if I change the formID of those functions with Tes4Edit?One more.. what do you do to update the actor after calling SetBodyAssetOverride? Haven't tested this yet. I don't want to use Update3D as it resets animations, should find another way. Equipping/unequipping a no-slot clothing would work?
It would depend what those mods are calling. (Not really looked at set body). If it's a function, it might be possible to rewrite it to take the same parameters and have the same formid as the current version. Pity Gerra6 is still absent.
As to Update3D, it's required and I use it in ASX extensively. You only need to call it once though when you set a mesh or texture override and usually it would be called very early (so to speak), so I'd imagine you ought to be able to arrange it not to disrupt a running animation. (e.g. before any animations start).
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My advice would be to start from scratch. That way you can leverage all the recent advances in OBSE. Maybe look at MenuQue for the menus?
For example, I needed body part swapping functions for ASX. Tricky, but I was very pleased with the end result. I'm busy tearing it all out now and replacing it with tiny, simple functions, much better. Don't be afraid to discard that which now doesn't work so well.
There's much that could be looked at. For example every token should be looked at and the question asked 'is this really needed?' Any use of PickIdle should be replaced with PlayIdle.
Oh, have you noticed that the texture swapping module, WORKS with the skins on armour and clothing meshes too? Tattoos and scars end up visible when you wear clothes, not just when nude!
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That's right. Just turn LoversPK 'off' by de-activating all the esms and esps.
As for the shield, never laid my hands on it I'm afraid.
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The framework ought to support it.
Nothing will stop creature animations being included and invoked. Creatures will be accepted as npc refs. Intelligent creatures will be supported and a 'beast' is just an 'unintelligent' creature, so you should be ok.
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LAPF
in Downloads - Lovers with PK
Posted
Not working with skinned (rigged) meshes doesn't surprise me.
I'd seriously look at what you can achieve with Blockhead.