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TechBaNe

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Posts posted by TechBaNe


  1.  

     

    P.s. I played about half of Dark Souls 1 without using lockon because I didn't think it would be very helpful anyway. Boy was I wrong. ;)

    We had completely different experiences then. I found lock-on was great for small crowds of large guys that I needed to circle strafe, but it was massively crippling in large mobs and was an absolute death wish in Sen's Fortress, Anor Londo and beyond.

    Hahaha, well, to be fair, if I was in a large group, it was mostly used for frontal assaults, like hitting the most centralized guy with a greatsword so I hit most everyone else too. Then it also comes in handy for ensuring your block is perfectly aligned with the enemy who is striking. I also think I almost always had some sort of magic late game in all my playthroughs, whether pyromancy or sorcery. So lockon is ALWAYS helpful with that lol.

     

    For magic, lock-on was indispensable, too bad my first build was Giant Dad, and my second build was inspired by Zso Sahaal (bonus nerd rep if you know who this guy is).

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  2.  

    P.s. I played about half of Dark Souls 1 without using lockon because I didn't think it would be very helpful anyway. Boy was I wrong. ;)

     

    We had completely different experiences then. I found lock-on was great for small crowds of large guys that I needed to circle strafe, but it was massively crippling in large mobs and was an absolute death wish in Sen's Fortress, Anor Londo and beyond.

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  3. someone played this please where to go to start the quest ?

    i can't find where i suppose to be maybe a map marker screenshot  thanks

    Talk to merchants and inn keepers in Whiterun for rumours about Angrim. That should give you a general idea of where he is. Look for his underground hideout and talk to him. 

     

    Hint:

    It's near where you fought Mirmulnir

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  4. Kimy is there a chance that you'll hook into the Angeli Devious Expansion suits? While the helmets/gasmasks may not be your thing, the rubber suits themselves do look really well done, are Devious Device compatible, CBBE-based with some bodyslide files, and the permissions allow you to do what you want as long as you don't repackage/repost the mod's contents (without permission).


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  5. Eh, this may seems foolish since I am not coder, just studied programation language, but it seems that CANS change the sizes based only on requests from the mods, right? And this is the concern because they ask changes and confirmations fo the size all the time, am I right? So if you are making patches for each mod, wouldn't it be conviniently that these patches take note of the change requests, and in fact, only ask to update the sizes when needed?

     

    For example, Fill Her Up only changes sizes of the belly after orgasms and during and after cum releasing, so, there is no need to keep updating the size of the belly all the time. Its patch could take note of the request and only update in the said situations. For Soulgem Oven, that micro-changes are almost invisible, so its patch should ask to update the size only let's say, each 6 in-game hours (maybe less) and when milking or birthing, in what you would have something to really change. So assuming that the patches are already made case by case, this could be a solution.

     

    Sorry if I am talking garbage.

    No such thing as a garbage question. As for many of these mods, they update on event only as a constant check would kill the system even without CANS managing things. Fill Her Up isn't always checking the size, it stores it in a variable that is checked when something forces a change (expel cum/ whatever event passes) or a countdown ends and tells the mod to update the variable. It's the same for every pregnancy mod. Only the update interval changes between them. CANS checks for these events by way of script calls embedded in the events and intercepts the changes before the original mod can apply them and processing them through CANS's own internal logic.

     

    Sorry guys for not updating for a little while, I'm a little bogged down with studying for exams right now, so I haven't had a chance to do much with skyrim.

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  6.  

    This mod is amazing i gave my son/follower some of the big leg meat and he loved it lol thanks for this!

     

    how do you give a follower a bit of "meat" and then get them to show them eating it?

     

    just put it in they're inventory?

     

    That's part of it, but on it's own nothing'll happen unless there's a script that tells them to eat it. You should get iNeed as it'll give NPCs a needs schedule and they'll eat most foods in their inventory automatically.

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  7. Oh i have a question please

     

    i use the UNP body.

     

    Could someone give me a very simple ( as i am not very technically minded) explanation how i get my UNP player to visible show a preg belly? i see various option in the BF menu regarding how it can show. 

     

    do i need any other MODs to make this happen on her? I guess also it has to be vanilla clothing too. I dont use any sliders MODS. she is literally how she came out of the box ( ie. at beginning of game i set her weight slider) and i am using the skinny UNP body.

     

    It just be nice to show a growing bump. :( i am in 3rd trimester with a lycans ( werewolf baby) in me and not even the slightest bump. flat tummy which is odd :(

    Open your body mesh (the femalebody_0/_1.nif file) in outfit studio or nifskope and look to see if it has a belly node. Do this by clicking on the drop-down menu and looking for "Txt NPC Belly" in the Value column. That is a bone that is required for belly scaling if you are using node scaling body and not using a weight-slider scaling body. It also needs to be present in any armour you intend to wear.

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  8. For that, you have to think very long and hard about how you'll implement that as I'm sure one of the worst experiences possible in skyrim would be being forced to inch your way across the map (since many already find it near insufferable to travel in an overencumbered state, as evidenced by the fact there are so many strength potions already included in the base game). 


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  9.  

    Version 4.20

    EC+ has been updated to use Net Immerse Override and pregnancy node scaling is now compatible with other mods that change node scales using NIO.

     

    This means that NiOverride and XPMSE are required for pregnancy scaling to work in EC+ 4.20

     

    Thanks to t3h0th3r for providing the updated code!

     

     

    V4.20

    • Updated to use NIOverride for node scaling - EC is now compatible with other mods using NIO
    • Code Optimisations
    • XPMSE & NIOverride added to MCM Version Check page

     

    Is a clean save required for this upgrade from 4.11?

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  10.  

    ~snip~

     

    +1m to what WaxenFigure said

     

    One other thing, make sure when you set up MO that you think carefully about how you organise your computer's disk space.  If possible, keep your downloaded zip/rar/7z files containing the mods on a seperate disk from the one on which you actually run the game. 

     

    In simple terms - it should be more obvious when you do it, but I missed it on my initial setup - MO extracts the downloaded files content to a directory/directories that run parallel to that main game Steam files, one that is best set up on the same disk as Steam, but outside of the main Steam directory.  So for every mod you install, you will end up having BOTH the source file and the MO extract - assuming you keep the source file, of course, but part of MO is that it has a 'tab' in which the source files and their install status are visible, so it's better to have them, than not  

     

    I presently have 23gb of downloaded files that I have used MO to install and manage.  Those are all on my, secondary, storage disk.  MO can see them, and I can reinstall any mod again from there.  But I have used MO to extract the working files to the SSD my game is set up on.  The MO extracts in use on my game disk, for those same files, currently take up 65gb there.  My SSD isn't huge, and having the source files there too would actually fill it completely

     

    Of course, if you have only one disk, then you can only use that, but otherwise, taking a bit of time to do some early planning of your set up is more than worthwhile  

     

     

    This is where I'd say, if you are really dedicated to modding any game, it's time to get an external drive to offload all of the source files. Even a $20 USB stick can be useful.

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  11. As a note, you NEED to do the clean save to remove any running scripts on your save file whenever it is explicitly mentioned by the mod author. These orphaned scripts, if left in your save will eventually lead to a dead save file. The unfortunate downside is that you pretty much lose all progress you had in the mod. Sadly, there is no way around it if you want to make major upgrades, and especially if you are upgrading several mods at once, and want to keep playing the same character. The quickest and safest way to upgrade is to start a new game, and that's why there's barely anyone on these forums who makes it past level 20 on any one character.


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  12. Well, I'm currently using those scripts in the zip file and haven't had a CTD related to them yet. I've also checked my papyrus log and the calls are being registered (you just have to have something with node scaling otherwise it'll call a none object).


     


    A word of caution: Mana Tanks has a very high update frequency (linked to the loss and regeneration of your health/magicka/stamina). I'd advise reducing this in the MCM to something higher than a 15 second update interval.


     


    Have not tested Fill Her Up yet.


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  13.  

    I tried to open Fill Her Up in the CK outside of MO. There seems to be a problem with reading any of the scripts' properties. Every time I click on a script associated with Fill Her Up, I get warnings like these:

    SCRIPTS: Cannot open store class "SKI_ConfigBase", missing file?

    SCRIPTS: Error: Unable to link "SKI_ConfigBase" - the parent of "sr_inflateConfig"

    SCRIPTS: error: Failed to ind variable ::CurrentVersion_var used in sr_inflateConfig.OnVersionUpdate()

     

    and a bunch of others like those.

     

    I made sure that all of the mods listed as master files (and their assets) were up to date and extracted to the data folder (making sure that they were all out of their BSAs), and I do have all of the SkyUI scripts and sources in my data folder. I'm out of ideas, short of rewriting the script from scratch.

     

    You need the SkyUI UDK. I think there's a link on their nexus page

     

    Derp. I should have thought of that. Just goes to show what a few days of sleep deprivation does. Got Fill Her Up to compile. Going to sleep 

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  14. I tried to open Fill Her Up in the CK outside of MO. There seems to be a problem with reading any of the scripts' properties. Every time I click on a script associated with Fill Her Up, I get warnings like these:

    SCRIPTS: Cannot open store class "SKI_ConfigBase", missing file?

    SCRIPTS: Error: Unable to link "SKI_ConfigBase" - the parent of "sr_inflateConfig"

    SCRIPTS: error: Failed to ind variable ::CurrentVersion_var used in sr_inflateConfig.OnVersionUpdate()

     

    and a bunch of others like those.

     

    I made sure that all of the mods listed as master files (and their assets) were up to date and extracted to the data folder (making sure that they were all out of their BSAs), and I do have all of the SkyUI scripts and sources in my data folder. I'm out of ideas, short of rewriting the script from scratch.

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  15.  

     

     

    Still haven't gotten my answer and this problem is also with the other mods I upgraded at the same time: Sanguine's Debauchery and Death Alternative. Why can I not for the life of me get the mod MCMs to appear on the list

     

    Create a new save, exit the game and run this save cleaner as administrator. Save the cleaned file. Then load the file and open the console and enter:

    setstage SKI_ConfigManagerInstance 1

     

    If you remove a mod mid-game, make sure you clean the save file, or start a new game.

     

     

    I found another solution by reinstalling the old versions so the McM menu would update and then upgrading without doing a clean save so the menus would remain. But unfortunatly I deleted my old version of Milk mod so I can't use this mod anymore.

     

     

    so I installed the Save Cleaner but I have no idea what I should choose for the cleaning. is it: fixscriptinstences, Clean others, Del. Broken activities, or Clean Formlists?

     

    1st) after loading your save, press "FixScriptInstances". This removes all unattached scripts.

    2nd) Press Del. all #. Removes all classes marked as orphaned. (may remove valid classes, not that it's happened to me before.)

    3rd) press "Del. broken actives". This resets/erases variables that were pointing to orphaned scripts.

     

    Save your cleaned save, and launch.

     

    Remember that you can't be dumb about it. If this is your first go at it, I'd reload the file before saving the changes just to see exactly what you removed. It will tell you how in the dialogue box. If any of it doesn't correspond to MME, SD+, or DA, then you have to go back and remove things individually. There is no real fool-proof "easy way" to get a truely clean save, just like there is also no fool-proof easy way to get a truly stable load order (even with LOOT you still have to make exception rules and place things manually).

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  16. Still haven't gotten my answer and this problem is also with the other mods I upgraded at the same time: Sanguine's Debauchery and Death Alternative. Why can I not for the life of me get the mod MCMs to appear on the list

     

    Create a new save, exit the game and run this save cleaner as administrator. Save the cleaned file. Then load the file and open the console and enter:

    setstage SKI_ConfigManagerInstance 1

     

    If you remove a mod mid-game, make sure you clean the save file, or start a new game.

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  17.  

    Just saw a question on the DDI thread where someone was asking about their "Charity" belt, I was wondering what that was until I realized it was a typo and should have been "Chastity" but that gave the idea of items that have to be removed by a beggar instead of by a blacksmith.

    Extend that and make some "Royal" devices that require a Yarl to remove and you've got a way to force the bound victim to offer herself to both ends of the spectrum.

    Hmm, beggars are basic needs people and may chose sex or money to set you free but Yarls are already rich and powerful so they may want you to entertain them and their court by doing someone in their court in front of everyone (instead of doing the Yarl) or may want you to take up one of the Radiant quests (while still bound) before freeing you.

    Just more ideas to consider as if you had any lack of them to choose from, the mod is fine as is.

    I like the idea but, logically, how would a beggar be able to remove a device that others can't?

     

    The device decides to unlock magically only for a certain charitable soul? Maybe have a certain threshold that you have to meet in "charitable donations".

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  18.  

     

    Is there no way to have the item just sit in the inventory and not be equipped? Is there a specific reason it needs to be equipped?

    I'm currently testing that. I assumed that it wouldn't do anything without being equipped, but the more searching I do the more that looks pointless. At the moment though it serves the purpose of having a setup and ending event when equipping and unequipping, as soon as I write a better function I'll push out 0.9.1 with a replacement.

     

     

    Of course the real question is why is an item needed?  Did you attach a magic effect to it?  If so you can cast a spell via script and set a magic effect that way and eliminate the need for an item altogether.

     

    That's the way it originally was, but he's testing the item option out to see if it's better for ease of use.

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  19. When are the patches for other mods going to come out?

    That depends on how complicated the scripts are, who's working on it, and how much time they have. milz is adding CANS support to Beeing Female and hopes to have it out this weekend, so that's likely to be the first one out. Fill Her Up, Soul Gem Oven 2, Milk Mod Economy, and Mana Tanks are currently being worked on, and need to be tested (not to mention fixed for some problems mentioned earlier in the thread). So it's a matter of interest and people willing to chip in.

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  20. Thanks Pinute !

     

     

    Use TESVEDIT to open ALL your mods and examine the Races, find which mod turns off the child flag and eliminate that mod.  Also check Braith, if there's a mod that makes her no longer flagged as a child then remove that mod.  Braith is being used as the Canary in the coal mine now, if she isn't properly marked as a child then you have a mod that shouldn't be used with any Sexlab mod, not just this one.

     

    Well, I don't really know what to see in all those lines... Can someone explain me how to proceed ? All the mod havn't the 'Race' line, and what lines exactly I search in this part ?

    example:

    hx5f3QG.jpg

    Under CNAM - Class it should say: Child "Child" [CLAS:00013279]

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  21. What about making the object a Quest Item for a C.A.N.S.-generated quest? The only wrinkle would be the need* to add a "clean-up/uninstall" button to C.A.N.S. that would end the quest and delete all of those items before someone removes the mod.

    It might also be wise to test what happens if a PC or NPC steals the item, or has more than one in their inventory. There are a lot of mods that mess with inventory settings in weird ways...

    * You wouldn't NEED to, I guess, but the alternative is to leave a whole bunch of NPCs with useless items and phantom quests, which is sloppy.

    Is there a way to set the item to being invisible in the inventory menu?

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