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aEuonym

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  • Birthday 04/24/1985

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  1. Ty for the mod, working wonderfully so far. I do find myself curious about how it tracks the passage of time though. With the default settings for trimesters, i believe it was 24 days each.. using "No boring sleep/wait Menu" to wait 30+ days didnt do advance trimesters at all, waiting over 90 days still resulted in trimester 1. Simply trying to set timescale to a absurdly high number like 50,000 didnt work either, and clogged up something so bad my framerate chugged down to 9 from its normal 50 Using a 5000 timescale it seamed to take about 60 days to advance the trimesters but they did finally go forward.
  2. What he is saying is that, "Hothtrooper44" is who made it.. he simply shortened the artists name to Hoth. There is also an Immersive Weapons mod, made by Hothtrooper44 http://skyrim.nexusmods.com/mods/27644 The other side of what he is saying is that, if you had a custom armor you wanted made. Hoth accepts commissions. The Dragon Knight Armor mentioned above, http://skyrim.nexusmods.com/mods/28287 was commissioned by someone at the Animesuki.com forums.
  3. Appears to be Eyes from "The Eyes of Beauty" and the armor is "Lustmord Vamprie Armor" both can be found on the nexus. Im not sure on the hair or the teeth, or the daggers.
  4. You are correct, due to the way skyrim's _0 and _1 nif system works every outfit/body would only need 2 meshs. the _0 being not pregnant and the _1 being p# for the top end. And it would actually take only 1 nif, in theory. Since the _0 nif can be kept as is really, with the _1 nif being modified for pregnancy. The problem lay in what slider you attach the growth too, Since Weight already increases Hips, Bust and General body thickness (slightly), i don't know if mods are advanced enough yet, or of its even possible to introduce a completely new slider. I suspect that, if its possible to modify the way the engine reads the meshs that it could be done with 4 meshs. a _00 with the first 0 representing low weight, and the second 0 representing not pregnant. and a _11 meshs with the first 1 representing max weight, and the second 1 representing max pregnancy. This would allow for the system to read from all 4 and blend them as necessary. I dont think this is possible though, and pregnancy may end up resulting being tied to the weight slider. Which is alright i guess. Leaving the _0 nif alone and modifying the _1 nif for pregnancy along the weight slider wouldn't be bad now that i think about it. since the _1 is generally max bust as well, the growth of the belly would be accompanied by growth of the breasts as well. and some widening of the hips/legs. and since skyrims console supports a "Set weight" command, it would be incredibly easy for a script to run over time and gradually increase the targets weight.
  5. Skyrim has a new engine to learn, I'm not feeling so keen to jump into it yet, and just didn't get interestind in Skyrim, I've also got a preference for the SciFi Genre as there's not enough progress there in Sex mods, and maybe never will be, I wait more for Fallout4 but it's likely to use the Skryim Engine by the sounds of things so I'll have to learn again and it won't be as easy as copying all the NV scripts over, there also need to be all the Pregnant outfit meshes too and there's a mess of bodytypes to consider too, no equivalent of MCM yet. I've got no issues with anyone copying my ideas over though. There actually is an equivalent of MCM now, it just released recently inside of the SkyUI 3.0 mod. SkyUI is, imho, a must for any skyrim player since default skyrim ui is tripe on a bike horrable. and with it coming paired with a built in MCM now, some of the major mods are already plugging into it. Frostfall and "Wet and Cold" already plug into the MCM, as does one of the "More Hotkeys" mods. I think a few more are utalizing MCM already, or working on utilizing it
  6. Give it time. Things like this dont just popup over night. it took years for Lovers with PK and Sexout to get where they are. Skyrims mods are only just getting started and theres a lot of potential and talent out there to make something awesome out of it.
  7. Finally getting around to showing something of mine. It may not be the best framed shot, i took it on the fly to show someone in a twitch.tv chat. Hopefully ill get some better shots once i get around to getting a pose mod.
  8. Did you make sure to install and run FNIS generator with this? Generally its Install FNIS Install SexiS Run FNIS Generator for Users if you dont run the generator you will either CTD or get no animations. Its random which happens in my experience.
  9. Can understand that totally. Did a bit of digging in geck and manager to add the armor i wanted to the formlist. The Vault 19 Insecurity Armor. It clips very slightly with the back spines, but honestly it looks good in the way it clips, like the armor was modified to allow part of the spines to poke out. the rest of the armor is just small straps on the limbs that dont really go far enough down the arms and legs to hit the mutation parts so it works well.
  10. User29 is there a console command, or a way we can edit/add a set of armor to the approved list for the mutation so it doesnt keep stripping us of anything but leather? i found a few sets that dont look to bad with it that ide like to be able to keep on.
  11. Yeah i extracted the deathclaw_n and still an error regardless of which .dds i place on titus through nifscope. he apperas fine using both of them in nifscope but in game and in geck he texture errors on me. One other thing i thought i might sugest, since a lot of the testing requires breeder free saves. is it possible to make it so that when you talk to User29 in riverside to start the takeover there, that the impregnation also completes promantory and gives you the mutation. Since if you skip prominatory you wont have the mutation which is needed for the expansion questline. i kinda glithced a bit and TFC/TGM'ed into the queen chamber, used rapegame to get the deathclaws friendly and got the mutation from the deathclaw, but since i didnt use the alpha inside, or complete the promontory. when i got to the point of upgrading the mutation in the legion camp, it didnt upgrade.
  12. Finding im running into an issue and search isnt helping.. Im not sure whats happening with Titus. im getting a texture error on him. Opening up his Nif in nifscope points to two textures in the creatures/deathclaw folder trajantexture2.dds deathclaw_n.dds teh trajan texture is there, deathclaw_n is not. judging by the textures in the folder, im guessing that it shouldnt be pointing to trajantexture2.dds and instead to deathclawtitus.dds and the deathclaw_n.dds is probably in the original texture BSA. but im not sure on that yet. right now he only appears all multicolored in game. Edit: Attempting to change the texture point in nifscope to point to the deathclawtitus.dds. Also extracted the deathclaw_n.dds from the bsa and put it directly into the loose files, no change, still a texture error on titus. he appears properly in nifscope, but not in game.
  13. When you did the willow version, did you use the Willow version that Jexsam created or the modified one that i posted in the Rocket thread? There was a flaw in Jexsams version that errors on Willows ref that took a bit of trick to solve. if you used my version, then it may or may not have undone the fix i did which required renaming and retargeting esp to esm and fixing the ref. Which if there is a issue in this version of Rocket, i can fix again or tell you how to fix it. But i have a feeling everytime you modify the willow version that its going to have to be done again. Stupid geck not liking refs from esps
  14. Not sure if thats really the case here.. Loading up GECK and loading FalloutNV.esm Fallout3.esm the 4 NV DLC esms the 4 addon pack ESMs the 5 FO3 DLC esms TTW.esm SexoutNG.esm SexoutCommonResources.esm i can look at Rex and Dogmeat and both use the creatures/dog/skeleton.nif under their skeleton for their ModelList tab. The only differance in their modellist tab is which nif files get applied onto the skeleton.. Rex has yellow eye sets and the Rex nif and rex_skullcap. where as Dogmeat from FO3 simply uses a normal dogskin and blue eyesets. Gonna keep looking at more things like their faction assignments and anything else i can think to look at in geck that i can find or think of, but im kinda flyin blind here.
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