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Posts posted by Nessa
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Isn't the Primm Girl outfit sold by ... um... the guy in the big dino? (I haven't played FONV lately so I'm forgetting all the NPCs.) I'm fairly certain I had that one sold at more than one place. But perhaps not.
Easiest way to get a list is to run FNVEdit on your setup and note the baseID's. Which reminds me, when I return to FONV again I need to have a look at this again. Have a few updates for it sitting here.

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@ Vaul
Come to think of it, a skeleton replacer probably is required. I think it's just a case of everybody using one so often I just forgot to include that in the requirements. You would just need a skeleton with proper bones in them. Anything used by the various Type3 bodies (or TypeN of course) will work fine. You don't actually need "bouncy" anims or anything.
I need to go over the dialog options again to ensure things are working. The unlimited ammo option is on the bug list.
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@RDKateran
Now that is odd. I'm going to do a new install of FONV soon and I'll see if I run into any of that kind of wonkiness. Sound files can sometimes be troublesome.
@Everybody
Things are pretty messy for me with RL stuff at the moment. I don't know how long it's going to be till I can get back to this. (Worst case scenario is this winter.
) I'm trying to get a laptop going so I can mod on the go but am currently wrestling with even being able to use bloody Win8. (I've at least got that vile Metro destroyed and never EVER coming back! SO that's something!
) ANYWAY, updates may take a bit.In the meantime, if anybody wants to help out, check out OWB and see if that is working at all.
I'll still be checking in here of course. 
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Hi. Luchaire here. Apparently this mod is based on my Fallout 3 Type V body.
Thank the gods.
I just started playing FO:NV for the first time (don't look at me like that - I got burned out on Fallout 3!) and was absolutely dreading the idea of having to do any body mod work. It's just not any fun any more.
So, thanks for this! Just installed it and looking forward to checking it out in game.

LUCHAIRE!!!!!
You are very welcome! Without Type V, Type N never would have happened!! Not to mention all the TGND stuff as well! So thank you!!!
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@Power
So far as I know, an esp isn't required for FO3. That's why there isn't one. For that it's just a straight replacer. That said, I've never actually checked it myself. (I use TypeV for FO3 oddly enough.
)Unless we're talking TTW, in which case yes an esp is needed. (I use TTW!
)
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@Swanky
There is no necklace on the main "without apparel" body. Necklaces are on most of the outfits.
That's why when you put an outfit on a necklace appears.
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Well, it seems there could be some issues with Zeta and the spacewalk. And to my knowledge nobody has gone through OWB yet either.
I've got the preliminary work done for Dead Money and the infamous Pitt. Though... I'm loathed to play through either of those DLCs as they... well let's just say I hate going through them!

Oh yeah, and I think I may have fixed the crazy Point Lookout thing. Need to test it a bit more though and see if I can break it.
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Necklaces are really easy to remove actually. Just find the "necklace" object in nifskope and use the menu command "Remove Branch." There aren't any scripts related to them. There's enough scripts mulling about in FONV as it is.

@Swanky
I've actually known about the leathers for some time. Nobody's ever mentioned it till you.
There are actually a couple others as well that go bonkers with some views. I'll probably eventually fix them when I get in the mood though.
I never use the leathers myself which is likely why they haven't been fixed yet. 
As for Powder Gangers, didn't I change all those to be tight fitting and skimpy? I guess I'll have to go back and look again. The "pants" version was only for guys. I know I made a version of that one for girls. It's one of the reasons there is an esp.
EDIT: Yeah, all the Powder Ganger stuff is skimpy. The shirts are slightly bulky but that was by design. (The vanilla ones were just terrible by the way. They needed to hire a new modeller.) The one with the coat defies the laws of physics even. (There is no way that would stay closed. LOL!) Are you sure another mod wasn't interfering?
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They should be compatible. I haven't really messed with any vanilla textures. Except for outfits I've totally made from scratch (a couple vanilla outfits were just horrid) there shouldn't be any major problems.
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OK latest update should fix the Whitehorse armor. I just realized I had 2.45 sitting there ready for release but apparently forgot!
:blush:
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@smh
I'll put that down on the list "things to look at". I don't recall doing a lot of testing with that armor. (But then, it's been awhile!!)
EDIT: Just checked, sure enough there was a mis-named body part in the nif. Next update should fix the problem. Thanks for the heads up!!

@Anubis
Be sure to hunt around for additional TGND stuff as well when you get to Oblivion. I haven't updated the list on the main page in awhile.

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Skyrim Tamriel Worldspace: 3808 x 3008 [ 119 x 94 TES4 size cells ] = 6.9km x 5.4km = 37.6 sq km = 14.5 sq miles
Oblivion Cyrodiil Worldspace: 4288 x 4128 [ 134 x 129 TES4 size cells ] = 7.7km x 7.4km = 57 sq km = 22 sq miles
Morrowind Vvardenfell World: 2688 x 2816 [ 84 x 88 TES4 size cells ] = 4.8km x 5km = 24 sq km = 9.3 sq miles
Fallout3 Wasteland Worldspace: 6304x6400 [ 197 x 200 TES4 size cells ] = 11.3km x 11.5km = 130 sq km = 50 sq miles
Fallout3 New Vegas WastelandNV: 4096x4128 [ 128 x 129 TES4 size cells ] = 7.3km x 7.4km = 54 sq km = 21 sq miles
In game perception is strange. While I really had the perception FO3 was bigger than NV, I couldnt' say the same compared to Skyrim, Skyrim seemed very big to me...
It would be interesting to know an approximated playable area. I remember I've read that even if FONV had 16 quads, almost the whole external ring was unplayable area, leaving the playable to not much more than 4 quads.
Also... if I think to all the mountains around Skyrim, I think to huge mountains that don't require a lot of extra cells to generate a decent LOD (walls of mountains everywhere...). But if I think to the area around FO3, the first thing that comes in my mind is a lot of flat land blocked by invisible walls (south or north edges of the map, for example), it requires a good amount of cells to be LODed correctly. Pretty sure that even if FO3 is huge it also has a lot of unplayable area, prolly definetely more than other games - just my in-game feeling, I never did math on GECK / CK
That is interesting how games "feel". I felt FO3 was reasonably large but it felt smaller than Oblivion. Oblivion felt like the largest of any Bethsoft games to me. (Bear in mind I also had mods for Elsweyr and Valenwood so my view isn't that of vanilla Oblivion.) FONV felt extremely small to me. Skyrim I felt was medium sized. There's always some huge mountain sucking up space so it felt to me like the traversable land wasn't too large.
Here's another thing I find interesting. When you're at one end of the map in each of these games and you have to go to the other end, which game elicits a bigger groan?
FONV: No problem, be there in a few minutes.
FO3: Ugh! Fine...
Skyrim: I have to go by that stupid mountain AGAIN!?
Oblivion: Make it stop!!!!!!! (Unless of course you have that Arcane University teleportation thing set up.
)
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I don't know if its vanilla or if it was mod added, but I once opened a sewer cap on the Strip and found an NCR jail in the tunnels. Locked up gamblers and everything.
Oh, and if you have Wild Wasteland active the Securitrins can occasionally be heard saying "dead or alive, you're coming with me." That one I know is vanilla, its in the wiki.
Well there we go then! All we need is a jail and to modify the behavior of the bots.
For the record Bittercup equipped her space suit just fine for me during Zeta...
My initial look at the script didn't turn anything up. I'm going to need to do some more testing to see if I can get her to forget it. FONV can skip script lines though. I could put in a reoccurring check to make sure she's got it on.
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I agree. Any of the other settlements would just shoot on sight. Megaton could be a hole in the ground. Rivet City could just be another section of the carrier. (They barely used any of it to start with.) As for TenPenny.... Hmm...
At least that's all in the DC area. Though... now you've got me thinking about the Mojave. It does seem a tad odd that places like New Vegas don't have jails. I mean, a shot up gambler is bad for business.
And all the robots are policemen basically. A "come quietly or face retribution" would make more sense. Might even be able to cobble together existing dialog so it really fits in.Might be worth a look to see how much of that crime system is intact and how much trouble it would be to reinstate it.

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Actually the whole thing got me thinking about making a jail mod.
The trick would be the stealing part. Probably doable though. And unlike dorky unmodded Oblivion (or Skyrim ugh) you would be actually punished instead of just a stupid cell. Be a good excuse to use all those stocks furniture and such.
I think somebody made a workable raider cage thing too. (Or maybe the vanilla one works, can't recall at the moment.)What a shame there aren't any Vault City like settlements. The vanilla Enclave stuff would be perfect.

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Hah, really? I never did get a chance to check that. I'll have another look at the scripting for that part.
I know Bittercup likes to be tough but WOW.

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I never did get that actually. It's post apocalyptic DC. Jails don't even exist.

Ahem, I'm back on the case as it were. Running into some issues with Dead Money. Namely that I really hate it and I know I'll have to go through it.
But go through it I must.
If for nothing else than to use the outfit I made for her. 
By the way, as anyone had a chance to run through Old World Blues with her yet?
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Been stuck in a rather nasty move so I've been out of it for a bit. I'll have a look and see if I can find what these errors are. I seem to recall fixing something like this awhile ago with dialogues.

EDIT: Well I don't know what I was on when checking it the last time (OK, so I was a tad stressed at the time) but I'm getting the errors too. Looks like it's a variable issue in the script. I'll have a look and fix it up.

EDIT2: OK, I'm weirded out at the moment. The errors are from packages and dialogs that reference Bittercup, but... it's acting like it's looking for vanilla's Bittercup script which is "BigTownResidentSCRIPT". That's been replaced in my version and as such should not be an issue. I'll keep digging....f
EDIT3: Think I've got it. I apparently need Bittercup's reference in her house to be "touched" by the esp in order to make things... work. Kind of. But they work anyway if I don't do this.
Try this new esp and see if you run into the errors:And a huge thanks to Keyser for finding this and bringing it to my attention!!

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Huh, just checked on my version and there aren't any errors. I'll download whatever the heck I released and check that out too when I get a chance. Might have given everybody the wrong esp. (It's happened before!!)

EDIT: What am I thinking? Just check out my current version: bittercup_comp.esp Are you getting errors with FNVEdit on this one too?
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At last! A decent male romance mod!!!!!!
:heart: 
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Well I'd switch to Mikoto for myself but I'm already sort of locked in with Ling's Pretty Things at the moment. I prefer some of those faces to NV Redesigned or whatever name it's going by now. (Why do people change the name of mods so often???)

Unless of course Mikoto's would work with that. At some point I'll have to check.
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Whoops! Forgot to clean things up with FONVEdit! (I've been using Oblivion's CS lately which is less.. "persnickety". Sorry!)

Next up is Dead Money and well... actually testing a few of these DLCs myself. The goal is wipe off the BETA tag by the time things hit 2.0.
:blush:EDIT: I keep posting something and then remembering I forgot to mention stuff!
Regarding Dead Money. I'm thinking of giving the player the option to tell Bittercup to hang back with any of the vanilla companions during the casino opening scene. For instance she can stick around with Dean as an optional way to talk him into staying there. Or she can stick around with Christine and make sure she gets out of there. I suppose even sticking around with the stupid mutie as well. Might add a little more immersion.
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What's up with Ling's anyway? Did it disappear from the Nexus or something?
Just managed to test the new dialog for swimming and it seems to work. Next second I get I'll upload the new version.

EDIT: Apparently I found THAT second!

New version includes...
- OWB handling but please note I haven't actually tested it yet. It may fail horribly. She's supposed to warp to X-something medical facility where the player must save her. Only it's behind a forcefield so you need the zappy gun thing first. I should also note this is the first time a vanilla cell is directly edited. I figured it was just simpler than writing a bunch of code to warp all the changes I needed to the cell.
- Swimming is confirmed to work. She has a new custom TypeN bikini I made but you can change it via the tactics dialog.
- More idle chatter. She now makes comments about walking around in the buff. (If the player or some other mod removes her gear.)
0 - OWB handling but please note I haven't actually tested it yet. It may fail horribly. She's supposed to warp to X-something medical facility where the player must save her. Only it's behind a forcefield so you need the zappy gun thing first. I should also note this is the first time a vanilla cell is directly edited. I figured it was just simpler than writing a bunch of code to warp all the changes I needed to the cell.
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Sure, go ahead when you're done with it. Are you intending to require Mikoto's or just grab a specific hairstyle?
I'm hoping to have a chance FINALLY to see if my scripting works for Bittercup's swimming dialog today.

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[WIP] Another Kick in the Head - TTW Extension (Currently Broke)
in Downloads - Fallout Sexout
Posted
OK... so I decided it was time to get back into FONV in a big way. Loaded up all the latest stuff and.... my updated version doesn't work at all!
So then I thought: "Well I broke something!" Turns out I didn't as the older version doesn't work either. Oops!
So I've pulled it until I can get it functioning again. I did upload the latest Data part at least. Hopefully I'll solve everything and get the new one up but the way my schedule has been lately, no promises!