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WappyOne

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About WappyOne

  • Birthday 03/23/1976

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  • *camper*
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  1. can you expain how to install the broodmother mod for oblivion please :smile: i really dont understand

  2. Bringing up the info menu with Shift+<allfours key> tells you stats including unique dogs mounted by.
  3. Er fejeena, 4850 and 4950 defensive only exist/work in LC 2.5.
  4. The problem with stripping arrows/quivers and why Lovers doesn't do it is you can remove it just fine, but you can't re-equip it properly afterwards. A script can only manage to re-equip exactly 1 arrow. Suppose RaperS could do it since it does not re-equip, while Lovers could not handle it.
  5. You can try Player.SetAngle X -89 to force the player to look straight down before tapping use. Might need to wait a frame between SetAngle and TapControl.
  6. That's probably me. Setting RaperS to prevent death to check for rape for everyone will keep stats from working, since it intercepts all damage, checks for rape, then re-applies the damage (but can't source the damage to the original attacker). Change rape prevents death to player/companions only and stats will work.
  7. So close, yet so far. Variables are attached to the quest, not the script. Just like you use the quest name to get a varaible when accessing it directly ( set receivedDog to xLoversBitchQuest.playersDog ), you need to use Get(Ref)Var on the quest form, not the script form. This should work: set rTmp to GetFormFromMOD "LoversBitch.esp" "000ED7" ;xLoversBitchQuest
  8. Yes, first two digits are load order and ignored if given to GetFormFromMOD since it is going to find it by name anyway. I thought you were asking for a check specific to two actors having sex together, which would use xLoversCmnGetPartner. If you want to check if an actor is having sex at all it is simpler and doesn't require a loop. Either check for existance of xLoversPkrIdentifier token (actor is having sex) or test Call xLoversCmnGetReady <refActor> (actor can start sex now, so not having sex, not dead, swimming, sitting, etc.).
  9. 1) Same way: set rTmp to GetFormFromMOD "LoversBitch.esp" 022C03 ; xLoversBitchCanineSlotToken if ( IsFormValid rTmp ) if ( player.GetItemCount rTmp > 0 ) ; Code here will run if player has token indicating gone through Marae's initial bitch training. endif endif2) Yes, xLoversCmnGetPartner: if ( defender == Call xloversCmnGetPartner offender ) ;code if having sex else ;code if not having sex endif
  10. The basic HiyokoGenerator inherits all factions from mother, which can be a bit tiresome as one errant weapon swing and suddenly you're kicked from the Fighter, Mage, and Thief guilds for killing a faction member. For HGBM I set up inheritance a bit differently, at least for the player/companions. Only player faction is inherited when mother is in the player faction... BUT father's factions are also inheritied if he is present at the time of birth. Might be a starting point for what you are looking to do:
  11. Would be nice to have (even very basic) defensive animations for imp, flame atronach.
  12. The only reason I can think of is running the script from a file explorer window is not setting the working directory correctly. Have you tried running the script from a command prompt? ( Run (Win+R) -> cmd -> cd \oblivion\data -> idleanimsmoo_vista_7_8 (You should be able to just type idle<tab> to have windows complete the command) )
  13. I don't know why the Data folder check isn't working for you. You can try changing it to skip that check: Change line 2 "IF EXIST Oblivion.esm GOTO START" to just "GOTO START" To verify it was able to create the links, check that Data\meshes\MOO\Bear\IdleAnims links to Data\creatures\Bear\IdleAnims.
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