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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.
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Posts posted by uglycat
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I love the extreme effects, one of the best things about this mod, honestly. A toggle to disable them wouldn't be a bad idea though, but yeah, I think they're fantastic. Really wild and distracting as it should be.
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Is this normal:

I took only a single skooma based potion (the magicka boost one) and I got the usual screen effect. Then suddenly my screen faded completely black. It cleared up after a short while and I continued on (still with some visual effects) and then it started going 'cross-eyed', gradually increasing more and more until it ended as you see above.
I managed to stumble into a bed and sleep, but the effect hasn't gone away, even after sleeping for a full day.
Is this intentionally some random effect? It *is* pretty damn cool, like I got some bad skooma or something...
Edit: Ok, it cleared up eventually. Seems based on realworld time, not game time?
Anyway, is this how all skooma uses are supposed to look like? Usually the effect cuts out after 10-15 seconds or so. Anyway, great job on this awesome mod. Tons of fun!
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haha yeah, the invisible town. man... the first time that happened, i was squinting at the chameleon effect trying to figure out what it was when joburg kicked in.
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been using this for a little while now. very cool and doesn't muck anything up!
only, there were a few models missing from the archives.
mostly, i know definitely the cutting board and mixing bowl was missing (when you drop them, they were WTF meshes). i checked, and it was looking for models in the /craftybits/ folder, so i just went and downloaded craftybits and extracted all the models from that mod which seemed to fix it. i'll post again if i mind more missing meshes.
edit: some more models are missing, these ones for "cyrodiil milk", "cyrodiil coffee milk" items in the meshes/drink/gyuunyuu/ folder, and google hasn't turned up anything.
also, there appears to be other missing meshes from the craftybits folder (meshes/craftybits/WaterMag.nif and outdoorfirepot02.nif) but i don't know where to get that, since i already extracted the craftybits meshes and textures.
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thanks a lot for this translation! i didn't want to get this initially, until i read that it doesn't modify fatigue.
going to try this out right now.
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interesting side effect, if you use kokumaromilk and you're playing on a lower realism setting where you can move sperm around... you can impregnate yourself!
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technically we're both right. joburg is what initiates the masturbation-while-observing-sex, but it can't do that unless MB2 is installed.
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i'm almost certain that is part of joburg.
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omg yes! i _love_ the hellgate armours and have been dying for someone to do this! thanks, truly!
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noob question!
xme: receiver/victim
zme: giver/attacker
correct?
is there somewhere i can find xlovers documentation maybe..?
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i guess i'm a total nerd, but *every* time i read this topic title, i keep thinking of a vagina that's open source.
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try going back to chorrol, in the dog shop. find the empty cage for the hellhound and use it and select 'return to cage' (or whatever). this should put the hellhound in the cage regardless of if he's with you or not. i think... i seem to recall this happened to me too...
OR
you can use MCS and just use the 'call up from hell' temporarily after leaving, then dismiss the hellhound off the MCS list.
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re: aging, no, they stay the same x117 race/child race until they poof out of existence after some (very large) number of days in game.
the aging aspect is actually one thing i'd love to see, not necessarily infant stage, but able to at least see them grow out of the x117 race into an adult race.
course, it'd be weird when THEY die of old age and you just keep on chugging along.
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that's odd, i've edited dialog in 3 or 4 mods now, and i've never had any problems with it. i learnt that as long as i don't use that 'compile all scripts' button, i'm safe. do you see the filesize jumping upwards by a lot when you save it after editing the single line?
you can find out if it's actually including more data or not, and if not, try to pinpoint exactly what you're changing that's causing stuff to blow up.
sorry i can't be more helpful.
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anyone had any issue where your child would just poof out of existance about 30s to 1min after waking up (right after child birth)?
if i log the child into MCS, the entry will show up in the MCS book, but when the child poofs, the entry goes blank.
by 'poof' i mean, i'll be looking right at them and they just disappear without any effects or anything.
correction: the entry in the MCS book will read 'no name' but you can still click on the entry and get the sub menu with the option to 'Call up Even from Hell'. If you do that, the game crashes. Looks like the child is somehow getting removed in a non-standard way and the MCS mod doesn't realize it and lets you 'call up' an empty slot or something.
edit: i think i know what happened... i used 'take all' to first clear out the inventory and i must have removed the umbilical cord and forgot to put it back.
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yeah, i thought it was in magic too, since that's where i learned about the setting (in the book you buy). but when i sifted through the scripts, it's not mentioned once.
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the correct variable is xLoversRapeSlaveQuest.InfamyDisabled (note the .)
this is not actually a part of loversMagic, btw. It is part of the original rapeSlavePlay mod.
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oh yeah, i definitely had a feeling it was some load order issue.
i'm following one of the load order guides that was posted here, but there have been new versions of a fair amount of mods since then, so there's probably issues that cropped up over time.
it's not a critical issue for me as i use the MCS so i can get them to follow that way instead.
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i've also noticed missing dialog from rapeslaveplay after turning this mod on. not sure why. i looked into the esp a bit, but just ended up confusing myself.

also: i forgot to do this earlier, but thanks to all 5 of you, Ashal, Nightwynd, Merctime, HoroBoro, Groovlus, for doing all the translation. like i said, i poked around the esps, and there are just lines and lines and lines of dialog that had to get translated. fantastic job.

and of course, thanks to the original author.
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Jay, i can at least confirm that it's something on your end, as i haven't experienced that problem.
i have mine loaded right after adultplayforSSP. (with a load order very similar to the guides)
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100% compatible afaik.
edit: however, if you are using the drop weapon + damage armour version, you will still cause that to happen on a sex slave.

been trying to figure out how to fix that...
in xLoversRaperSStartRape script, there's two large if blocks that first checks if it is a creature that is doing the rape otherwise there's an else block for a human npc.
i tried changing the else to be an else if like so:
else if (zme.GetItemCount xLoversPkrFlagSlave != 0) && (xme == Player)
but it doesn't seem to work...
from what i understand, zme is the victim, and the xLoversPkrFlagSlave items are flags that indicate if the npc in question is a slave. (xme == player just checks that it is the player who is the attacker).
but yeah, didn't seem to do anything.
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oh sorry, i don't know then. the mod must use a different method to determine if you're clothed.
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i don't know how to modify this mod, but an easy way to get people to treat you as nude when wearing armour is to modify the armour itself, change it's value and weight to 0.
this makes the game treat you as nude. note: NPCs will not wear 0 value 0 weight items.
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hahaha... i was gonna say: we need a version with those mountain lions........ ¬_¬
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[Abandoned] Devious Device - More Devious Quest
in Downloads - SexLab Framework
Posted
Just curious to know if this is a common issue:
When slut madness triggers, the player will run towards an npc, however the run is kind of in fits and starts and it usually stops just a little bit too far away for the dialog to trigger, so it waits for several seconds then teleports the player ontop of the npc before triggering the dialog as normal.