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<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/1130-a-look-into-some-of-my-modding-and-indie-work/</link><description><![CDATA[<p>
	Just me rambling on about my attempts to develop an indie game project.
</p>
]]></description><language>en</language><item><title>Tutorial: Skyrim followers prostitute themselves with Radiant Prostitution and Extensible Follower Framework (EFF)</title><link>https://www.loverslab.com/blogs/entry/18068-tutorial-skyrim-followers-prostitute-themselves-with-radiant-prostitution-and-extensible-follower-framework-eff/</link><description><![CDATA[<p>
	Just a quick writeup on how I got my followers to prostitute themselves automatically. <strong><em><span style="color:#e74c3c;">Note: I set this up using Skyrim SE, but it should work with Skyrim LE. You have to use that game's versions of Radiant Prostitution and <a href="https://www.nexusmods.com/skyrim/mods/12933" rel="external nofollow">EFF</a></span><span style="color:#e74c3c;">. Can't promise my custom patch will work with LE.</span></em></strong>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><em><strong><span style="color:#ffffff;">What you'll need:</span></strong></em></span>
</p>

<p>
	 
</p>

<p>
	<a href="https://www.loverslab.com/files/file/17325-radiant-prostitution-gigolo-se/" rel="">Radiant Prostitution</a>
</p>

<p>
	<a href="https://www.nexusmods.com/skyrimspecialedition/mods/7003" rel="external nofollow">EFF - Extensible Follower Framework</a>, Or any other follower mod that makes your followers 'sandbox' on their own (i.e. Auto idle, wander around aimlessly interacting with objects)
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><span style="color:#ffffff;"><em><strong>Optional:</strong></em></span></span>
</p>

<p>
	 
</p>

<p>
	This patch for EFF will limit the followers Auto Idling to just 'Safe Areas' (Cities, towns, Inns, civil war camps, and orc strongholds). It also increases the distance from the player followers are allowed to sandbox, increasing the odds they will prostitute themselves. Make sure its listed after EFF in your mod load order:
</p>

<p>
	 <a class="ipsAttachLink" data-fileext="esp" data-fileid="1611903" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1611903&amp;key=17aca7d995f4b1b377742ed480a4a27f" rel="">EFF_LimitedSandboxing.esp</a>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><span style="color:#ffffff;"><em><strong>Actual Tutorial:</strong></em></span></span>
</p>

<p>
	 
</p>

<p>
	- First make sure the MCM settings for EFF has <strong><em>'Auto Idle'</em></strong> enabled. I also recommend disabling <em><strong>'NPC Schedule'</strong></em> on Radiant Prostitution so your followers will work at any game hour instead of just 5 pm to 3 am:
</p>

<p>
	<img alt="ho4.png.581b22260597c8d96f4511389cc6871c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1611898" data-ratio="56.25" width="1200" src="https://www.loverslab.com/uploads/monthly_2023_01/ho4.png.581b22260597c8d96f4511389cc6871c.png" /><img alt="ho5.png.5db274504ea07702ce200d7fcdc72935.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1611899" data-ratio="56.25" width="1200" src="https://www.loverslab.com/uploads/monthly_2023_01/ho5.png.5db274504ea07702ce200d7fcdc72935.png" />
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	-Next you will need to acquire a '<em><strong>Sanctified Amulet of Dibella</strong></em>' for your prostitute follower to wear. Sadly that will consume their Amulet equipment slot. As far as I know the <em><strong>'Working Clothes'</strong></em> feature will not work:
</p>

<p>
	<img alt="1390645087_ho(2).png.8ae332963416679175389f4a85ecc226.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1611896" data-ratio="56.25" width="1200" src="https://www.loverslab.com/uploads/monthly_2023_01/1390645087_ho(2).png.8ae332963416679175389f4a85ecc226.png" />
</p>

<p>
	 
</p>

<p>
	The normal way to get one of those amulets is to have the player do prostitution work for an Inn at least once. Then when asking to work again you'll get the dialog option to <strong><em>'Find new talent'</em></strong>. The innkeeper will give you one of the amulets. If you are unwilling to prostitute your player you'll have to use console command cheats to acquire an amulet.
</p>

<p>
	<img alt="ho.png.53f41f39e9fb5083ffb8275df8b152e3.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1611897" data-ratio="56.25" width="1200" src="https://www.loverslab.com/uploads/monthly_2023_01/ho.png.53f41f39e9fb5083ffb8275df8b152e3.png" />
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	- Next simply get your follower to equip the amulet. Make sure they do not have any other amulets in their inventory as they have a habit of favoring other amulets. You should be good to go. Enjoy your wench companion!
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<em><span style="font-size:20px;"><span style="color:#ffffff;"><strong>Other Notes:</strong></span></span></em>
</p>

<p>
	 
</p>

<p>
	- Works for both female and male followers. I do not believe it will work for creature followers but I haven't tested that <img alt=":flushed:" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/flushed.png" title=":flushed:" />
</p>

<p>
	 
</p>

<p>
	- Since the odds of a follower prostituting themselves is RNG based things can be a bit inconsistent. At times your follower will be constantly soliciting themselves. At other times they will behave like they are off duty or something. Expect uneven results.
</p>

<p>
	 
</p>

<p>
	- The followers get paid for prostituting themselves, but don't expect them to make you rich. I think the most I've seen one of my followers build up was about 1300 gold after serving many clients.
</p>

<p>
	 
</p>

<p>
	- Not sure how to toggle sexuality. Forgot to test that. <span style="color:#ffffff;"><strong>EDIT:</strong></span> There does not appear to be a way to edit sexuality for Radiant Prostitution, so your prostitute followers will behave in a bisexual fashion no matter what their Sexlab sexuality has been set to.
</p>

<p>
	 
</p>

<p>
	- If you are going to be spending time doing busy work at a town/inn command your prostitute follower to 'Relax' via the EFF command wheel. That will cause them to wander much more freely. Increasing the odds they will search for clients. Command them to follow you again when you are ready to leave.
</p>

<p>
	 
</p>

<p>
	- If you have other followers you haven't setup as prostitutes your whore followers will sometimes solicit themselves to the non-whore followers. Not much that can done about that.
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">18068</guid><pubDate>Tue, 10 Jan 2023 21:20:00 +0000</pubDate></item><item><title>My personal overhaul of Skyrim SE: Fashion Gallery</title><link>https://www.loverslab.com/blogs/entry/18022-my-personal-overhaul-of-skyrim-se-fashion-gallery/</link><description><![CDATA[<p>
	<em><span style="color:#c0392b;"><strong>WARNING:</strong></span></em> Lots of picture files. If your on a potato smart phone enter at your own risk.
</p>

<p>
	 
</p>

<p>
	Its rambling time. I never really followed up on my overhaul blog. While I don't intend to go into any deep details at this point the transfer to SE went really well for me. There were problems to overcome, but now that I got it running it works infinitely better that my busted copy of Skyrim LE. My current playthrough rarely crashes: as opposed to my copy of LE which had an '<em><strong>out of memory'</strong></em> crash about every 10 minutes of play by the time I gave up on it.
</p>

<p>
	 
</p>

<p>
	For fun I thought I'd upload a gallery of many of the various replacement costumes I put in the game. At this point I've replaced most of the vanilla, non-expansion clothing and armor with new stuff.
</p>

<p>
	 
</p>

<p>
	Most of them come from various user-made custom outfit mods. Some are mash-ups and/or use custom made textures I created. Divine Elegance saw a lot of usage. There are four different guard outfits, giving the hold more variety.
</p>

<p>
	 
</p>

<p>
	I took advantage of Sexlab Survival's Bikini Armor system, applying it to the skimpy outfits which also have inferior protection. But the bikini license is much cheaper than the standard armor license along with the bikini armor training system making skimpy costumes become better for the player to wear in the long run.
</p>

<p>
	 
</p>

<p>
	But anyways, on to the gallery:
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="1604012" data-ratio="56.25" width="1200" alt="183118382_bandicam2022-11-2804-33-39-279.png.971cdcedecfc0bc53925080f9e7ea97a.png" src="https://www.loverslab.com/uploads/monthly_2023_01/183118382_bandicam2022-11-2804-33-39-279.png.971cdcedecfc0bc53925080f9e7ea97a.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604013" data-ratio="56.25" width="1200" alt="1509000091_bandicam2022-12-0804-09-36-058.png.1cb5555b723fceb051638bd8db9c30a8.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1509000091_bandicam2022-12-0804-09-36-058.png.1cb5555b723fceb051638bd8db9c30a8.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604014" data-ratio="56.25" width="1200" alt="1336505490_bandicam2022-12-0902-49-59-387.png.66d8b12365d0968710ca02914d8d3607.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1336505490_bandicam2022-12-0902-49-59-387.png.66d8b12365d0968710ca02914d8d3607.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604015" data-ratio="56.25" width="1200" alt="775912020_bandicam2022-12-0903-13-33-210.png.c49459974851d04d1cf29afcb3e0fc11.png" src="https://www.loverslab.com/uploads/monthly_2023_01/775912020_bandicam2022-12-0903-13-33-210.png.c49459974851d04d1cf29afcb3e0fc11.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604016" data-ratio="56.25" width="1200" alt="1429253262_bandicam2022-12-0905-30-07-125.png.432cc3728554c9891f4cfc59edacf8d5.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1429253262_bandicam2022-12-0905-30-07-125.png.432cc3728554c9891f4cfc59edacf8d5.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604017" data-ratio="56.25" width="1200" alt="1460308002_bandicam2022-12-1004-07-21-808.png.2dc54823b88add587b3cce0fd76fb771.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1460308002_bandicam2022-12-1004-07-21-808.png.2dc54823b88add587b3cce0fd76fb771.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604018" data-ratio="56.25" width="1200" alt="316448077_bandicam2022-12-1103-08-30-301.png.6884ee4074ae88abc1a27dcfb255cb38.png" src="https://www.loverslab.com/uploads/monthly_2023_01/316448077_bandicam2022-12-1103-08-30-301.png.6884ee4074ae88abc1a27dcfb255cb38.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604019" data-ratio="56.25" width="1200" alt="225544682_bandicam2022-12-1103-27-13-119.png.c42b5520704124c652fd8c01ac50e8b8.png" src="https://www.loverslab.com/uploads/monthly_2023_01/225544682_bandicam2022-12-1103-27-13-119.png.c42b5520704124c652fd8c01ac50e8b8.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604020" data-ratio="56.25" width="1200" alt="1052459897_bandicam2022-12-1405-13-34-282.png.8b4ed3e2714b12100b5d088534bb900c.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1052459897_bandicam2022-12-1405-13-34-282.png.8b4ed3e2714b12100b5d088534bb900c.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604021" data-ratio="56.25" width="1200" alt="1775848813_bandicam2022-12-1506-04-18-586.png.694e0135ec98eb0888487fc916804614.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1775848813_bandicam2022-12-1506-04-18-586.png.694e0135ec98eb0888487fc916804614.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604022" data-ratio="56.25" width="1200" alt="1611050930_bandicam2022-12-1506-07-19-916.png.62208453c90df0d5bcd5b9b78847c281.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1611050930_bandicam2022-12-1506-07-19-916.png.62208453c90df0d5bcd5b9b78847c281.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604023" data-ratio="56.25" width="1200" alt="461331939_bandicam2022-12-1605-18-13-867.png.2d5056e3e21fc6668c4c6af04d461e74.png" src="https://www.loverslab.com/uploads/monthly_2023_01/461331939_bandicam2022-12-1605-18-13-867.png.2d5056e3e21fc6668c4c6af04d461e74.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604024" data-ratio="56.25" width="1200" alt="68483229_bandicam2022-12-1605-18-23-505.png.6f20869b8e22e5257a2ac4af897620f5.png" src="https://www.loverslab.com/uploads/monthly_2023_01/68483229_bandicam2022-12-1605-18-23-505.png.6f20869b8e22e5257a2ac4af897620f5.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604025" data-ratio="56.25" width="1200" alt="1092135831_bandicam2022-12-1721-34-59-917.png.42b81c5bd16926730e4851de6480818c.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1092135831_bandicam2022-12-1721-34-59-917.png.42b81c5bd16926730e4851de6480818c.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604026" data-ratio="56.25" width="1200" alt="150723111_bandicam2022-12-1722-45-34-177.png.bde90e3263cc57fb68b726a79ee8b481.png" src="https://www.loverslab.com/uploads/monthly_2023_01/150723111_bandicam2022-12-1722-45-34-177.png.bde90e3263cc57fb68b726a79ee8b481.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604027" data-ratio="56.25" width="1200" 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alt="1567096705_bandicam2022-12-2004-33-40-842.png.b968fda2f05c46d982a4281449410c7e.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1567096705_bandicam2022-12-2004-33-40-842.png.b968fda2f05c46d982a4281449410c7e.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604040" data-ratio="56.25" width="1200" alt="439091870_bandicam2022-12-2600-10-31-419.png.9373ddce96cb6476fffdf1edcdf723fb.png" src="https://www.loverslab.com/uploads/monthly_2023_01/439091870_bandicam2022-12-2600-10-31-419.png.9373ddce96cb6476fffdf1edcdf723fb.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604041" data-ratio="56.25" width="1200" alt="778875232_bandicam2022-12-2706-57-23-777.png.cdec11bd62e815a9a773568b996baa1e.png" src="https://www.loverslab.com/uploads/monthly_2023_01/778875232_bandicam2022-12-2706-57-23-777.png.cdec11bd62e815a9a773568b996baa1e.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604042" data-ratio="56.25" width="1200" 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alt="1444695153_bandicam2022-12-3106-21-39-200.png.b78a10e09ec5b881a2d9c74e88e4c4d4.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1444695153_bandicam2022-12-3106-21-39-200.png.b78a10e09ec5b881a2d9c74e88e4c4d4.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604046" data-ratio="56.25" width="1200" alt="722179049_bandicam2023-01-0218-24-04-792.png.c2741c314f7eca6faffbfb7bdf29bef0.png" src="https://www.loverslab.com/uploads/monthly_2023_01/722179049_bandicam2023-01-0218-24-04-792.png.c2741c314f7eca6faffbfb7bdf29bef0.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604047" data-ratio="56.25" width="1200" alt="1822603429_bandicam2022-12-1403-21-46-663.png.3d4cf7417578ec6d861f3ae058dd9c4d.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1822603429_bandicam2022-12-1403-21-46-663.png.3d4cf7417578ec6d861f3ae058dd9c4d.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604048" data-ratio="56.25" width="1200" alt="168830742_bandicam2022-12-2205-27-26-398.png.338db62ebffe538057767158d2844c76.png" src="https://www.loverslab.com/uploads/monthly_2023_01/168830742_bandicam2022-12-2205-27-26-398.png.338db62ebffe538057767158d2844c76.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604050" data-ratio="56.25" width="1200" alt="1877693410_bandicam2023-01-0300-18-38-284.png.e2a3ac75ce81f94c3dafc568759ce412.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1877693410_bandicam2023-01-0300-18-38-284.png.e2a3ac75ce81f94c3dafc568759ce412.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604051" data-ratio="56.25" width="1200" alt="613228878_bandicam2023-01-0300-00-52-459.png.493f0a902bce64e98d64970aaa279dd0.png" src="https://www.loverslab.com/uploads/monthly_2023_01/613228878_bandicam2023-01-0300-00-52-459.png.493f0a902bce64e98d64970aaa279dd0.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604052" data-ratio="56.25" width="1200" alt="1540936275_bandicam2023-01-0302-19-09-934.png.af10ecf961cd7865a3f1d9ab7f47b786.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1540936275_bandicam2023-01-0302-19-09-934.png.af10ecf961cd7865a3f1d9ab7f47b786.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604053" data-ratio="56.25" width="1200" alt="1100540396_bandicam2023-01-0302-19-39-442.png.c15eaac29fce4f33aa78c8997785838e.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1100540396_bandicam2023-01-0302-19-39-442.png.c15eaac29fce4f33aa78c8997785838e.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604054" data-ratio="56.25" width="1200" alt="1300746335_bandicam2023-01-0303-02-21-968.png.f33dc332d80204762779523dd193a66a.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1300746335_bandicam2023-01-0303-02-21-968.png.f33dc332d80204762779523dd193a66a.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604055" data-ratio="56.25" width="1200" alt="131760994_bandicam2022-12-0205-09-09-926.png.a1fb7df07a2f4948cdf40ea1c0d3a807.png" src="https://www.loverslab.com/uploads/monthly_2023_01/131760994_bandicam2022-12-0205-09-09-926.png.a1fb7df07a2f4948cdf40ea1c0d3a807.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604056" data-ratio="56.25" width="1200" alt="1085845082_bandicam2022-12-0205-09-52-032.png.fe34a4b170dab25c304a1968d7a22979.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1085845082_bandicam2022-12-0205-09-52-032.png.fe34a4b170dab25c304a1968d7a22979.png" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="1604057" data-ratio="56.25" width="1200" alt="1030741482_bandicam2022-12-0205-15-18-330.png.973d8e9cb92982262162f95aaef78d1b.png" src="https://www.loverslab.com/uploads/monthly_2023_01/1030741482_bandicam2022-12-0205-15-18-330.png.973d8e9cb92982262162f95aaef78d1b.png" />
</p>
]]></description><guid isPermaLink="false">18022</guid><pubDate>Tue, 03 Jan 2023 10:57:15 +0000</pubDate></item><item><title>Skyrim SE: Setting myself up for the Special Edition</title><link>https://www.loverslab.com/blogs/entry/17634-skyrim-se-setting-myself-up-for-the-special-edition/</link><description><![CDATA[<p>
	After a long absence I took a renewed interest in Skyrim and concluded: yep, its time to pack in regarding Oldrim. No matter what I switched around in my INI settings, how I ordered my mods, or how many mods I disabled the game kept crashing so much to the point of being unplayable. I finally concluded that my personal overhaul mods must be too much and to poorly optimized for Oldrim's 32bit setup to be handle. My version of Oldrim might as well have been called <span style="color:#ffffff;"><u><em><strong>SkyrimOM: The Out of Memory Edition</strong></em></u></span> <img alt=":tongue:" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/tongue.png" title=":tongue:" />
</p>

<p>
	 
</p>

<p>
	I finally concluded that only path forward was to scrap my old work and start over. Since I'm doing that I might as well move on up to the 64 bit edition so at least the damn thing has all my PC's available RAM to work with. And thus making my person edition of the Special Edition has begun. For fun I decided to blog my setting the game up for the two people on the planet that actually care.
</p>

<p>
	 
</p>

<p>
	<em><span style="color:#ffffff;"><span style="font-size:20px;"><u><strong>CHAPTER 1: Getting this buggy POS to work:</strong></u></span></span></em>
</p>

<p>
	 
</p>

<p>
	To confess I purchased the Special Edition years ago but never touched it due to its significantly inferior mod support at the time. So it rotted in my Steam list as I continued to build upon Oldrim. So a week ago I reinstalled it onto my PC only to find I was stuck with a version that doesn't even properly support RaceMenu. Thankfully I found a tool that can <a href="https://www.nexusmods.com/skyrimspecialedition/mods/57618" rel="external nofollow">downgrade</a> my version from the cashshop edition... *cough* I mean "Anniversary Edition" to the last Special Edition version. So that's the version I will be building on. Maybe I'll upgrade when Bethesda has stopped with its cash shop upgrades and we get a final version all the modders can update to.
</p>

<p>
	 
</p>

<p>
	In my previous version (circa 2015) I wanted to mod vanilla Skyrim beyond recognition. So I installed Tropical Skyrim, the SkyRe overhaul patch, and a ton of item/costume replacements. For my new version I just want an adjusted version of Skyrim. So I installed a summer weather mod, scrapped any interest in SkyRe, and my costume replacements will be different but closer to vanillla Skyrim.
</p>

<p>
	 
</p>

<p>
	So I downgraded. I know how to hack mods that have no master files to at least include Skyrim.esm so SkyrimSE doesn't just forget you included those mods every time you load up the game. All kind of things bashed into working order because I am stubborn enough to make them work. So annoying, no wonder why modding is often closed off to those hardheaded enough to work through all the BS. <strong>TLDR: If you have a mod that SkyrimSE keeps disabling make sure it has Skyrim.esm as a master link.</strong>
</p>

<p>
	 
</p>

<p>
	The next step will be replacing various costumes. Still kind of leaning Skyrim style but different. And I'm making them with Sexlab Survival in mind so they will be a mixup between 'cute' sexy and 'shameless bikini armor' sexy mixed in. As well as the males looking a bit better because I like the Conan look and after a while they start to fall too far behind on the attractive scale.
</p>

<p>
	 
</p>

<p>
	In conclusion I continue to understand why so many 'normies' do little, if any, modding of these games. All the things I only got through because I'm stubborn and skilled despite it all just being the basic infastructure makes me wonder how anyone new could stand to try to set this shit up. I had to mod the EXE itself to get a bunch of the most basic mods to work for cripes sake.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><span style="color:#ffffff;"><em><u><strong>COMING UP: New weapons and a ton of costume replacements. Stuff worth actually screenshotting.</strong></u></em></span> </span>
</p>
]]></description><guid isPermaLink="false">17634</guid><pubDate>Sun, 23 Oct 2022 06:58:00 +0000</pubDate></item><item><title>Modding new Enemies for Duke Nukem: A look at what I was doing back in the late 90s.</title><link>https://www.loverslab.com/blogs/entry/9792-modding-new-enemies-for-duke-nukem-a-look-at-what-i-was-doing-back-in-the-late-90s/</link><description><![CDATA[
<p>
	Well Ion <em>Maiden</em> was released this week. Enjoying it well enough. I was also delighted to hear it is created from the Build engine as well as being built directly from EDuke, thus should be fully moddable.
</p>

<p>
	<em><span style="color:#ffffff;"><strong>EDIT: And then 3dRealms turned out to be woke douchebags who bent over backwards for the vermin at ResetEra as well as censoring any dissenting opinions on any forums under their control. So scratch modding this game. But I'll leave this blog up showcasing my 90s modding of Duke anyways.</strong></span></em>
</p>

<p>
	 
</p>

<p>
	Thing is while I'm not familiar with the newer builds of EDuke I actually did a great deal of modding of Duke Nukem. Especially in the context of porting enemies from other games, programming them in with the limited scripting system Duke provided for modders to use. Sadly I never uploaded my work, due to having a dial-up modem potato internet at the time (Uploading a 50 meg+ mod on a 56K would take nearly a day, as well as time up the phone line the entire time).
</p>

<p>
	 
</p>

<p>
	Once I finish playing through Ion I'd love to create an enemy asset pack from DOOM and/or Wolfenstein for the modding community to use as they wish. For the time being I decided to dust off some of my ancient Duke mods just to have a look at them. They'd make a great starting point afterall, being I already programmed the rosters of both those games. Haven't really touched them since the turn of the century too, so was a nice chance to take a scroll down memory lane and get a glimpse of my early programming days.
</p>

<p>
	 
</p>

<p>
	<span style="color:#ffffff;">(From this point on when I refer to <strong><em>"Vanilla"</em></strong> I'm referring to Duke Nukem 3D with the Atomic Expansion, which was far more limited in what could be mod coded in than EDuke32).</span>
</p>

<p>
	 
</p>

<p>
	And well, there was some good news and some bad news. The good news is I was able to get both my Wolfenstein and DOOM conversion packs working with the modern version of EDuke32. Bad news is they are much rougher than I remember, lol. Among other things Vanilla had a lot of hardcoded features that could barely be edited, if at all. Weapons and projectiles in specific were limited to only being able to alter their damage, ammo qualities, and the way enemies/players reacted when struck by them. Another problem was it was only possible to spawn new objects in the direct center of the object spawning them, causing all manner of ugly alignment issues. Scaling was a little clunky too, causing monsters to often start out huge and only becoming their proper scale after they began to pursue the player.
</p>

<p>
	 
</p>

<p>
	Duke's palette isn't exactly well matched to DOOM or Wolfenstein either: part the joys of being limited to only 256 colors in a game. Though I've actually gotten good at manually converting palettes so anything I bring over to Ion should at least get a quality color conversion.
</p>

<p>
	 
</p>

<p>
	But anyways I created some videos showcasing both my Wolfenstein and DOOM asset pack for Duke Nukem. Keep in mind they are really just demonstration videos of the enemies in action, rather than fleshed out stages.
</p>

<p>
	 
</p>

<p>
	Here's a glimpse of my Wolfenstein port. And yes I'm playing with God Mode on, only making a minimum effort to hide it. Just wanted to show the enemies in action:
</p>

<div class="ipsEmbeddedVideo">
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<p>
	 
</p>

<p>
	One thing that was impressive about this asset pack is the amount of optimization I put into the enemies. Vanilla have a very small hard cap on the amount of custom code your allowed to add, only allowing room for about 20 enemy scripts. I managed to create a roster of over 40 enemies by making them clone a couple of basic scripts, using exceptions scripts for their unique behaviors. I actually ended up running out of art space, another of Vanilla's limitations.
</p>

<p>
	 
</p>

<p>
	An actual demo stage I create. Well by created I mean its a ported DOOM2 stage I heavily modified. <span style="color:#ffffff;"><em><strong>WARNING:</strong></em></span> Lots of explosions and enemies yelling. Apparently 90s me just wanted to create an insane showdown stage:
</p>

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<p>
	 
</p>

<p>
	 
</p>

<p>
	And here's a demo of my DOOM mod. This one is much more of a mess. Partially because I adapted it to a very early build of EDuke. One that is stuck in that Windows 98 era limbo in that it won't run on a Windows 7/8/10 PC yet also cannot be emulated in DosBox. So I had to port it to modern version of EDuke32, which runs it but with in a rather buggy matter. It also shows just how little you could do with weapons/projectiles in Vanilla, with all the DOOM weapons and enemy projectiles being clunky sprite swaps (The Manacubus fireballs are particularly cringe worthy). The early build of EDuke I built it with hadn't covered that yet. One interesting thing of note is I created a custom palette for this set that is much closer to DOOM's palette:
</p>

<p>
	 
</p>

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<p>
	Honestly I cringed a bit when I was playing through this. It shows a lot of my lack of programming experience back then, so many rough edges, such as the monster animations being too slow/fast. Guess I'm being self conscious about it. Part of it could just be the newer version of EDuke I ported it too (I'm pretty such the RNG system was changed). But it will at least make a good point of reference for porting the DOOM cast to Ion, will just need a lot of cleaning up. And I won't be bothering to port the player weapons, which will save some headache (As much as I like the DOOM shotgun Shelly wouldn't look right with DOOMGuys big, hairy arms, lol).
</p>

<p>
	 
</p>

<p>
	Just for fun I uploaded a video of a tech demo stage that shows some of the more surreal stage effects you can make with the Build Engine. Build has no issues with multiple rooms occupying the same physical space, which can create some trippy situations:
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
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<p>
	 
</p>

<p>
	 
</p>

<p>
	For now I'm going to enjoy playing through Ion. Poked around in its files a bit already, it is open scripted which is good news (Blood and Shadow Warrior were not, making modding in new AIs impossible for those games in their vanilla form). I've also started on making a some conversion palettes for converting DOOM assets to Ion's palette. Its mostly a clean conversion, but shades of blues and flesh tone red/pink had to go through some adjustments:
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="753208" href="https://www.loverslab.com/uploads/monthly_2019_08/_ZTest.png.37950f31a784e6964c47a159c116f5b2.png" rel=""><img alt="_ZTest.thumb.png.b1ef1bebbe3c1f5ae1f588cb469af53c.png" class="ipsImage ipsImage_thumbnailed" data-fileid="753208" data-ratio="121.08" width="892" src="https://www.loverslab.com/uploads/monthly_2019_08/_ZTest.thumb.png.b1ef1bebbe3c1f5ae1f588cb469af53c.png" /></a>
</p>

<p>
	 
</p>

<p>
	Here some early tests. In the case of the Caco and SS (just to showcase shades of blue) the left image is the DOOM original, the middle is what happens if you try to auto convert them to Ion's palette with an art tool and the right is my test manual conversion. Still experimenting around to get the best effect, but as you can see the loss of shading is much less in my version.
</p>

<p>
	 
</p>

<p>
	In the case of the Pinky demon it becomes more of an issue. The top is the original version, the bottom are three different conversion tests I've done. The one on the left looks probably the closest, but may not hold up well to Ion's light mapping. Welcome to the joys of the days before 32 bit palettes <span><img alt=":P" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/tongue.png" title=":P" />....</span>
</p>

<p>
	 
</p>

<p>
	<span>I also created a Star Wars themed asset pack (You play as vanilla Duke, not a Jedi through) as well as a "Hey that enemy is cool. Let's port them!" pack too. I can upload demo videos of them as well on request.</span>
</p>
]]></description><guid isPermaLink="false">9792</guid><pubDate>Sun, 18 Aug 2019 08:33:00 +0000</pubDate></item><item><title>My Unity Alphas.</title><link>https://www.loverslab.com/blogs/entry/8279-my-unity-alphas/</link><description><![CDATA[
<p>
	Hey there. In case any one cared I've done a lot game modding over the past 20 years, My Mugen creations or work on the ill fated Mushroom Kingdom Fusion project probably being the most note worthy. Over that time I've always wanted to create my own indie games and cross the line into commercial game development. If only on a small scale creating humble little projects aimed a niche old-school audiences with similar tastes to my own<span class="ipsEmoji">?</span></p>

<p>
	 
</p>

<p>
	At the most I'm experimenting with a project I think I might finally be able to follow up to completion. Its will be a simple platformer game with an 80s "Sword and Sandals" style fantasy type theme while the play mechanics will very similar to the NES cult classic: <a href="https://www.youtube.com/watch?v=O2q-W5PgS1g" rel="external nofollow">Power Blade</a>. I don't have much to show at the moment, but I am making progress so stay tuned. Just a warning though the art style will be a bit experimental but more on that later...
</p>

<p>
	 
</p>

<p>
	For now I thought I'd show up a number of alpha test engines I built in Unity, both to figure the engine out and because I have an ADD style problem drifting from project idea to project idea, lol. The main reason I chose Unity was because the development kit of the other major option, the Unreal Engine, simply refused to run on my PC at the time I decided to choose one. A great way to get started, I know <span class="ipsEmoji">?</span>. But anyways, on to showing my work.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:16px;"><u><span style="color:#ffffff;"><strong>DISCLAIMER:</strong></span></u></span> These are all early alpha tests, so expect very little content, a lack of sound/music, lots of place holder public domain assests, etc. I am also hiding all the youtube videos of my works under spoiler tags for the sanity of those trying to browse this blog with a cellphone/potato/atari 2600/etc.
</p>

<p>
	 
</p>

<p>
	I don't plan to follow though on any of these projects, so if you want the source code to any of them drop me a PM. Don't mind others building off them.
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db;"><u><strong><span style="font-size:20px;"><span style="background-color:#ffffff;">SCI-FI PLATFORMER:</span></span></strong></u></span>
</p>

<p>
	 
</p>

<p>
	This game was modeled off the platformers off early era computers, such as <a href="https://www.youtube.com/watch?v=pslbO6Fddhw" rel="external nofollow">Pitfall</a>, <a href="https://www.youtube.com/watch?v=jHzW7T-bwBc&amp;t=179s" rel="external nofollow">Bruce Lee C64</a>, <a href="https://www.youtube.com/watch?v=TU-h8zLM2jA" rel="external nofollow">Montazuma's Revenge</a>, etc. It recreates the static screen effect as the player explores about, avoiding obstacles, goons, and low level puzzle solving to access further into the fortress:
</p>

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<p>
	One interesting note is the game uses a manually coded collision system I created by heavily modding the collision system taught in the tutorials of a <a href="https://www.youtube.com/channel/UCmtyQOKKmrMVaKuRXz02jbQ" rel="external nofollow">fellow Unity Creator</a>. It allows greater flexibility for a platformer game than Unity's default collision system. As well as being less memory intensive since doesn't require a "rigid body" or other fancy 3d collision checks. All my platformer projects were built out of this custom collision system.
</p>

<p>
	 
</p>

<p>
	Also the sound effect made when the player fires her gun is a custom effect made by me. Can anyone guess how I made it?<img alt=":classic_rolleyes:" data-emoticon="" src="https://www.loverslab.com/resources/emoticons/default_rolleyes.gif" title=":classic_rolleyes:"></p>

<p>
	 
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:20px;"><u><strong><span style="background-color:#ffffff;">Mega Man Engine:</span></strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	Me recreating the basic frame work of Megaman, cause why not?:
</p>

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<p>
	 
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<p>
	There are two major accomplishments of this project: one being that the palette swapping effects are handled by a shader. In other words all the color swapping is created via code instead of having a ton of duplicate spritesets for every color Mega Man assumes. As is the case for most modern Mega Man fan games being modern machines don't handle palette swapping as easily as the old world consoles.
</p>

<p>
	 
</p>

<p>
	The being that it uses a custom coded animation system, as Unity's 2d animation is a clunky, shoehorned adaption of its 3d animation system. It also includes some fancy features like being able set custom loop points, start mid-animation, frame events (like shooting a bullet), etc.
</p>

<p>
	 
</p>

<p>
	<span style="color:#3498db;"><span style="font-size:20px;"><u><strong><span style="background-color:#ffffff;">GAUNTLET CLONE:</span></strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	Yep, its a Gauntlet clone. Just a warning to anyone who would request this engine's source code... it's a mess:
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<p>
	 
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<p>
	<span style="color:#3498db;"><span style="font-size:20px;"><u><strong><span style="background-color:#ffffff;">Fantasy Platformer Attempts:</span></strong></u></span></span>
</p>

<p>
	 
</p>

<p>
	Two attempts at creating a fantasy platformer. To most people my ideas for a such project would most closely resemble Castlevania. Though actually I would be taking a lot of influence from a number of more obscure games I'm quite fond of, such as <a href="https://www.youtube.com/watch?v=LeQA6f8KHfc" rel="external nofollow">Rygar</a>, <a href="https://www.youtube.com/watch?v=ZzKStmMAiHM" rel="external nofollow">Black Tiger</a>, <a href="https://www.youtube.com/watch?v=kFBs3X2LVAc" rel="external nofollow">Rastan</a>, and <a href="https://www.youtube.com/watch?v=ec4HmMeISBw" rel="external nofollow">Legendary Axe 2</a>. At the time I was planning to use 3d as it would be easier to find artists and resources to get started with. But at this point I would go 2d, even if it means converting 3d assests into 2d sprites:
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<p>
	 
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<p>
	In the project in the second video I did manage to recreate the layered background effect from the PS Vita port of Castlevania X. In which there are platforms actually further in the background than others to help with the sense of depth issues. The player and enemies are subtly automatically adjusted to these platforms when they step on them.
</p>

<p>
	 
</p>

<p>
	But anyways that's all for now. I'll update this blog when I have more to talk about. Maybe sometime I'll do one on my Mugen characters.
</p>
]]></description><guid isPermaLink="false">8279</guid><pubDate>Mon, 28 Jan 2019 09:49:53 +0000</pubDate></item></channel></rss>
