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movomo

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About movomo

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    Sexual Intercourse

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  1. The first and foremost reason as to why the normals appear messed up is because the verts are messed up. In this case, it merely seems to be only a single spot of double. Just merge the two verts there and seam mend again.
  2. Ah! for that, I'll make a list of hardcoded vanilla creatures and make an option entry in the ini file with default 'on'. Currently: Blossom, Amelion family, other Water's edge residents, Shadowmere.
  3. The penis will probably have to be at the end of the belly, not in the crotch. The penis at the crotch may be better to switch position with the 'web dildo' there.
  4. That was fast! I'm a bit busy these days, and not motivated enough to squeeze time. But do continue! If you're not too familiar with graphics tools, I think starting from vanilla Spider Daedra is a good idea. I've been making female ones from almost scratch based off human bodies, but that way takes much time.
  5. Why not? If you can spare time. As long as the models aren't too far from vanilla, rigging can be done.
  6. Actually, I tried requesting male creature variants to a friend, someone who can sculpt male body with much more enthusiasm than myself. Sadly it was refused.
  7. That depends on whether the specific rape mod allows raping male. I don't have any plan to systematically disallow male victim. That would be unfair.
  8. Sorry, I've been in my annual Diablo 2 spree. I trashed another 3 characters in the hall of valor. I really have to note what you've said and have a look when I'm in the right mood. A normal female and futa female at the same time? It's not possible now? (I've been away from this for a while) I'll have to check the code later. Thanks for the heads up. At the moment, those spells are added only when debug mode is enabled. So I think it should be added to spellbook regardless of genderbender. It's just that debug is enabled by default in the early versions. But if you wish, we could always test your mod name before giving the sex change spell even if debug is enabled.
  9. The only real thing you really must salvage from any save file is your character's facegen. Shame if you had any irreplicable data such as specific hiyoko.... buuuuut I guess you could redo most of your history stuff again. That tona mod compilation doesn't have any problem iirc. Nothing can go wrong. I have it enabled all the time. Usually such clothing/npc/place mods are not capable of damaing save files. And something is weird about Dynamic Map... because I've been using it for years too. Without any serious problem. The only time it generates runtime errors is when I started a new game, and I know why and even where it happens. It's just a null array issue due to coding oversight, it's harmless and should go away as soon as you save and load once.
  10. Teasing with screenshots can be dickish, I agree. I've seen several of those who enjoy exclusivity myself. But then there are those pricks who think I owe them anything... Sorry Nepro, not talking about you. But I can't be much supportive here. Someone on Nexus told me I'm bad because he could not get a male version armor. You can't say I'm not a man of creativity and sharing spirit man.... But this particular recent incident offended me to no end, made me rethink all my tes modding years. I've always been all out sharing but in the end I'm terrible because I did not dedicate even more of my time making a male armor... in fact I'm going to hide all my Nexus stuff to save future troubles as soon as I feel less lazy. It was this late that I truly realized that I don't really care whether my stuff is popular or whether my stuff works well. If the mods I released purely out of grace cause trouble for me, I won't. I can sleep equally well with or without a thousand dl count. And I can understand if others decide not to share in the same vein. Oh, and about this permission business which I too think is unnecessary.... I guess tes community is not all that terrible. You're right about Infinity games, but have you ever played Diablo mods? They don't release their mods' data table files (which are just tab-delimited text files) to "protect" the modder's work - most of the time they'll only provide the compiled and interleaved binary versions -, never release the dll source code for the same reason. Now guess how protective they'll be about their entire intellectual properties, their mods. Seriously, I'm sure they could have developed any mod they wanted if Blizzard themselves were more determined to "protect" their data tables which are legally Blizz's property this time. All in all, I think we are not half bad. At least we (are forced to) release the source code.
  11. scn FnOnHitByPlayer ref target ref attacker begin Function { target, attacker } ; we know the attacker must be the player, but the argument is still required print $target + " was hit by the player" end ------------- scn FnOnPlayerRestoreHealth ref target long effectCode begin Function { target, effectCode } print "The player has been hit by a restore health effect" end -------------- scn FnOnLoadGame string_var filename begin Function { filename } print "Loading game from " + $filename end --------------- scn SomeQuestScript begin gamemode if getGameRestarted SetEventHandler "OnHit" FnOnHitByPlayer second::PlayerRef SetEventHandler "OnMagicEffectHit" FnOnPlayerRestoreHealth first::PlayerRef second::"REHE" SetEventHandler "LoadGame" FnOnLoadGame endif end These examples are right from the obse documentation. I'm not sure what exactly you meant by asking for use cases. What you're trying to use this for is the use case... applying effects to physical hits. Additional critical damage whenever hit, make the target flee whenever hit, make the target fly whenever hit, all the same. Note: Despite what it says, the filters (first/second or ref/object) pairs must be passed as per the stringmap key::value pair systax. That is, first::PlayerRef or ref::PlayerRef will not compile, while "first"::PlayerRef or "ref"::PlayerRef will compile. The quest script example above will not compile. The official obse documentation is often incorrect.
  12. You are very lucky to have a constant and reliable crash spot. It's a very sweet opportunity to eliminate a problem. Disable your mods (hint: bisection search) until it doesn't crash. But otherwise I cannot help, the reason for crash could be anything. Note that the problem is not necessarily on your mod setup, as Fejeena suggests. Your save game could be a problem. Long ago I had a very consistent crash spot near Cheydinhal. I did what I suggested above, bisection disabling until it wouldn't crash. And it turns out that the crash culprit was, surprisingly, MCS. (The one Sladen recommended above; I recommend it too) MCS doesn't crash on its own. It's mostly a script mod and it's very solid. To troubleshoot this thing, I had to backtrack almost several months' worth of my memory. The crash reason was a skeleton horse from other mod that I had deleted months ago, it was registered as MCS companion but I forgot to dismiss it when I deleted that mod. And this Cheydinhal exterior was where I parked that horse the last time. As soon as I dimissed the horse correctly, there were no more crashes.
  13. Last time I checked, the OnHit event worked. And the doc doesn't seem to have any special mention of it either, other than an use example. What part of it do you not understand? Also, IsAttacking is to be used in a multi-frame script. It returns True while attack anim is playing. So if you knock back a dude as soon as it's True, you're going to push him away as soon as the attacker starts attacking. To use it for your purpose correctly, you should trap the state in a variable and check every frame with something else if the hit landed. I think, you just better off using the OnHit event and forget about IsAttacking for now. I don't remember exactly when the OnHit event registers (before or after hit), but I have a mod that practically half of which relies on that single event type. It does just fine.. it's named "Class Advantages" I ended up modding that mod to my liking pretty heavily, but I'm pretty sure the original scripts used that event too.
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