• Announcements

    • Ashal

      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.

AsariX

Members
  • Content count

    78
  • Joined

  • Last visited

Everything posted by AsariX

  1. Do NPCs sleep?

    NPCs seem to sleep very shortly. I've seen them go to sleep, and wake up again within a few minutes. Not sure, but they might no longer be "scheduled" to do stuff, but have stuff like beds set up as places to idle instead. I also didn't see any "owned" beds anymore. I can sleep on any bed, and there isn't such a thing as a "my bed" that's off-limits to NPCs either.
  2. Carry weight?

    Pocketed armour pieces add to your carry weight. About 5 per pocketed item I think. I'm still trying to things that might subtract from carry weight. I do try to store all my power weapons as much as I can now, instead of carrying them around. Also wish I could weld the special weapons (minigun, fatboy, etc.) to my powerarmor, so when I leave my power armor, the gun sticks with it.
  3. I believe there's an achievment involved with (lethaly) catching one of those mininukes. Some American Football term I believe.   That said, I found NPCs don't follow me indefinitely. Though it might have something to do with the hilly terrain and me always walking crouched. At some point, they will loose me out of their sight for a moment, causing the detection indicator to switch to "caution".
  4. Red Rocket needs waitresses on rollerskates! It could have a bigger diner and some rooms for rent as well. I hope the Creation Kit will work for me this time (never got it to work for Cryrim), and I might even do it myself! At least, the making it bigger part. Not sure yet about the waitresses on rollerskates.
  5. Fallout 4 Discussion Thread

    Come on people, THINK!   When you make a mod, you have to test it a bazillion times before you release it anyway. That mod, as long as you don't release it, resides on your computer as a bunch of files. But, YOU can run them. Now, the next step is a group of people making a mod together. They will be sharing copies of their files, and they all need to be able to run and test the mod as they work on it.   So, you have files on your computer which add or change something to the game, which you can share with others. Sounds like a mod to me, and doesn't sound like Beth would have much control over it!   The only catch is: only the PC version gets the modding tools, so those working files only work on PC. With the expectancy of adult mods on consoles being very low anyway, that's not a big issue. The only issue some people may have, is whether their mods are somewhat protected on release, or if they'd have to release them as raw sourcecode if they want to work around Beth.   The BIG question for modders however, is whether some kind of script extender can be made for FO4, at least for the PC version. Or whether a script extender is actually even needed, since there is always a small chance that Beth upgraded their scripting engine or integrated SKSE or an equivalent into the engine. Would be nice, if, unlike Skyrim, Fallout 4 made proper use of multiple cores and memory above 4GB.
  6. FO4 spoilers

    Well, it's either that. or everybody would go "Oh, I don't see any, they'll probably get their own DLC again.". Now it'll be more of a surprise if they still get an entire DLC dedicated to them.
  7. (Disscussion) Fallout 4 Adult Mods

    Problem with the Skyrim body editor was, that it put the entire body on one single slider. Make boobs bigger, and belly and butt would automatically follow. It was a very generic "bodyfat slider". The various bodies (and their sliders) from mods sorted that out, and added more localized fat sliders and adjusted/adjustable skeletons (required if you want wide hips that are NOT fat).   On top of that, most mod bodies used way more polygons, which resulted in rounder shapes. Although adding polys also increases the load on your graphics card, properly added polys also make shapes more rounded, resulting in rounder boobs and better defined faces. Better HD skintextures helped a lot with making prettier faces, but with a few strategically placed extra polys, things do look better as well, and under more circumstances (like variable lighting!).
  8. Fallout 4 Discussion Thread

    Well, Hancock doesn't seem too healthy for a romance either. He sticks it in, pulls out, but Han's Cock still hangs somewhere in there.. I soooo see someone making a dildo mod out of that: "Hans' Cock"..
  9. It works a bit different from that. It starts with the base skeleton, and their most important parts: the joints, that's the parts where the "bones" connect and rotate and stuff. The body or skin mesh is layered on top of that, and each vertice has its own unique settings for how it moves depending on the position and rotation of one or more of those joints. That is also how clothes and armor (the next layer) are made: each vertice of the mesh has its own settings for how it moves depending on the position and rotation of one or more joints.   The armor slots are a seperate thing: some of the joints are assigned as "open connection points". They simply give a hook to attach some object. If it's a static, non-rigged object, the entire object will move as if it's stuck to that joint. It will not deform or anything. But a rigged object is meant to deform, and with each vertice having it's own settings for what joints move the vertice around, it's technically even possible to hang a rigged object on the "left wrist joint" (that is the hook to connect the mesh to the body), while the vertices of the object draw their information elsewhere, like, the right leg. (this very example is also an example of very bad rigging, it's totally un-intuitive for the user to wear the right leg of his cargo pants on his left hand, it causes all kinds of mess-ups and excluding effects, like, attaching a left hand glove could then replace the right leg of your cargopants.)   So, the skin deforms relative to the bones, and so do clothes and armor. The difficulty for designers is, to make clothes and armors deform in such a way, that it always stays just above the skin. Not too far above the skin (or the gear would make you look fat or seem to hover around you instead of being worn), but definitely also not below the skin (the skin would clip through the clothes then, clothes and skin do not collide, they just pass through one another. Maybe in 10 years the two will collide properly, making clothes making MUCH easier).
  10. (Disscussion) Fallout 4 Adult Mods

    Heh, I always have that with words and letters. Especially foreign lettering. For all I know, some of those "chinese symbols for love and peace" actually say "I suck cock CHEAP". The biohazard tats are also always good for a laugh. So I'm more a fan of the western traditional tats: dragons, angels, hearts, anchors (though few people I met who carried an anchor had ever set foot on a boat for a job), roses and mermaids.
  11. FO4 spoilers

    Your son became a member of this club and has the time of his life.  
  12. SMUT Books

    Something you could do that should make the older TES players REALLY happy: "The Real Barenziah UNCUT" Originally in The Elder Scrolls II: Daggerfall, there were 10 parts to this series. Some were merged, but one part was very specifically cut out (part III to be precise). The full text is right here: http://www.uesp.net/wiki/Lore:The_Real_Barenziah_%28Daggerfall%29   There were quite a few more edgy stories in Daggerfall, and I'm certain some other stories that lived on to Skyrim received "edits" as well.   Here's a few other interesting Daggerfall books: http://www.uesp.net/wiki/Lore:Banker's_Bet  http://www.uesp.net/wiki/Lore:Fools'_Ebony (part VI is where the fun starts) http://www.uesp.net/wiki/Lore:Rude_Song  
  13. Post your sex screenshots

    One showing group activity (The guild's in a bad state, and I tried to raise the guys' spirits) and two more with some nice scenery, which most of you probably experienced along the way.     ScreenShot38.bmp ScreenShot46.bmp ScreenShot49.bmp
  14. Sexlab Aroused Redux Dec 01, 2015

    And every time someone complains about them, we get to reply: "Yes, we know, and by asking you just volunteered to fix them!" Who knows, maybe we'll eventually run into an animator crazy enough to do just that!
  15. Sexlab Aroused Redux Dec 01, 2015

    If Leito is okay with them being used in their current state, I'd say: include them, with some option to not use them for the people that can't handle some minor animation problems. In the helptext at the bottom of MCM, just state "functional, not finished, not polished". Anyone complaining then gets to be shot.
  16. Lovely suit! If you're going for more adult variations, I'd suggest one where you can unzip the legs and arms to turn it into a swimsuit. Or just unzip one leg for uhmmm asymmetric hawtness or something
  17. Fallout 4 - 3ds Max or Blender?

    Or, failing that, some stand alone tool that can't do anything but import objects in a couple of common formats, optionally rig them to a designated skeleton, and export them in the proper format for FO4. There are already all kinds of options available for texturing, vertice editing and whatnot, so the tool wouldn't need any of that. But a conversion tool with very limited features could have a very simple and intuitive interface because it wouldn't have to bother with all those other features, and end up less buggy yet much more inviting and convenient to use.
  18. (Disscussion) Fallout 4 Adult Mods

    That used to be how armor and clothing worked in previous Elder Scrolls titles, but they dumbed down the system for Skyrim. So I'm more worried they continued down that path for Fallout 4.
  19.   For your second question, Alignment can be changed with some hotkeys from the Sex Lab Framework. k select Actor   l move forward L move backward   : move up ; move down   " move left ' move right   So it's basically the k and the three keys to the right side of it on a standard keyboard, the three keys on the right side invert by combining them with the shift key.     If you go into the MCM menu for sexlab and look at the hotkeys tab, you can find a few more hotkeys. Just use with caution. And you might align stuff perfectly with one character in a specific outfit (remember that changing HDT shoes may alter some things, like offsets too!), but get aweful clipping during sexytime with another. So in general, don't align all your animations too perfectly each time, but rather try to find some "medium" positioning that's mostly okay every time. Especially when alternating between girl/guy sex and girl/girl sex, you'll see some jarring positioning problems if you try to perfect one variation of those two.
  20.   How long did you wait between asking? I'm pretty sure they need at least a day between payouts. The money they earn each day is also not related to how many clients they did.
  21.   Ooooh, that sounds a lot like what I occasionally found: a prostitute (Lydia) got stuck WITH a client. No matter what I tried to tell Lydia, she wouldn't unstuck, until I turned her client into a prostitute, and asked Lydia (who I only took of the job, without setting her back to work) whether she wanted to enjoy the company of her client (now prostitute). After they were done, I took the client off the payrole again, and turned Lydia back into a prostitute, and she started soliciting properly again.   So, somehow, somewhere, there might be a prostitute-client relation that can get stuck, which may lock up a prostitute? The Creation Kit sadly still crashes on me, so I have no way to look into the technical bits of mods I'm afraid (or I would've started making a bunch of brothels based on the Hearthfire Yarl Houses long ago)  
  22.   I have the same with some prostitutes only sandboxing but not soliciting. I haven't really investigated yet, but it seems to vary by prostitute. Just some hunches I have: -Some prostitute might have a special kind of AI package, for example, from some other mod, but maybe also from the original game itself, like vendor NPCs, or NPCs that travel around for quests (though Sapphire always works perfectly for me, and she gets relocated at some point as well). -Prostitutes I added with the new TDF plugin (the one to add 15 prostitutes wherever you want) seem to be more prone to this sandboxing-only behaviour -NPCs added by mods have a higher tendency to get stuck in sandboxing-mode as well, so I never hire Immersive Wenches for example, and just let them do their thing by themselves.   I think in a previous version, when a prostitute picked up a client within the inn, she used to use a bed in the inn, but now, prostitute and client leave the inn and travel to my house for a few minutes. So to witness the sexytime, I have to follow them closely and go through a couple of loadingscreens now, which is a bit of a shame if you ask me.
  23.   The money the city-prostitutes earn is "window dressing", it actually isn't related to any clients they service. Not sure why the money and the action isn't linked, but I'm sure it's designed this way for good reason (could be anything, bugs, infinite loops, impossible to link the two, Papyrus load tripling, don't ask me, but it's intentional design to circumvent some problem, that much I did figure out)
  24.   Someone already did, I think we've got a fight on our hands >.<
  25.   Oh, would that work for Lazz's other buildings as well? Or would each of those require its own bed-patch? (I prefer the smaller Aylied Hideout and Underground Dwelling - Aylied version, while I picked Skystone Castle as a "big" location)