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Adetu

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About Adetu

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    dog mess 8
  • Interests
    classical opera aries: Casta Diva,
    Der Hölle Rache kocht in meinem Herzen, O Mio Babbino Caro etc.

    One of my all time favorites - The flower duet
    https://www.youtube.com/watch?v=U4MmatVblDk
  • Bio
    degreed engineer for data processing technology

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  1. Basically yes. Default is nothing to be unequipped, than I've added one line for each slot that should be unequipped. So the easies way is replace the 1 with 0. Should work !
  2. It is not provided. For this you have to change the scripts.
  3. I have an old graphic card somewhere in my cellar. I used it to play skyrim with it so maybe it is ok for oblivion too. I replaced this card several years ago with an NVIDIA GTX 970 TI, because I thought it had a defect. But the new GTX 970 shows the same effects in game as the old card. --> Problem was a worse designed mod. So I have an old unused graphic card available. Anyway if you think the problem is the graphic card a lot of motherboards for intel ( ?? sandybridge) has a build in graphicson board or in the cpu chip. Usually the onboard cards has not enough power for games like oblivion or skyrim, but you could check if it is really the graphic card or something else. regards
  4. If you need the source code, there is an excellent decompiler available on Nexus, which generates source code from the pex files. The result depends a little on the quality of the original sources. --> The variable names used by the original author. If there is no good naming than the decompiled source also does not have a good naming. I've already used it by myself. https://www.nexusmods.com/skyrim/mods/35307/
  5. This is the animation list used in my script ;-------------------------------------------------------- ; female animations 10 Slots FemaleAnimEntries = new string[11] FemaleAnimEntries[0] = "Random" FemaleAnimEntries[1] = "ZAZ Squat 1" FemaleAnimEntries[2] = "ZAZ Squat 2" FemaleAnimEntries[3] = "ZAZ Stand 1" FemaleAnimEntries[4] = "ZAZ Stand 2" FemaleAnimEntries[5] = "ZAZ Doggy" FemaleAnimEntries[6] = "ZAZ Squat Bound" FemaleAnimEntries[7] = "Leito Kneeling" FemaleAnimEntries[8] = "Leito Squatting" FemaleAnimEntries[9] = "Leito Standing 1" FemaleAnimEntries[10] = "Leito Standing 2" FemaleUrinatingAnimStartEvent = new string[10] FemaleUrinatingAnimStartEvent[0] = "ZazF20TXF01" FemaleUrinatingAnimStartEvent[1] = "ZazF20TXF02" FemaleUrinatingAnimStartEvent[2] = "ZazF20TXF03" FemaleUrinatingAnimStartEvent[3] = "ZazF20TXF04" FemaleUrinatingAnimStartEvent[4] = "ZazF20TXF05" FemaleUrinatingAnimStartEvent[5] = "ZazF20TXF06" FemaleUrinatingAnimStartEvent[6] = "kneeling_start" FemaleUrinatingAnimStartEvent[7] = "squatting_start" FemaleUrinatingAnimStartEvent[8] = "standing_1_start" FemaleUrinatingAnimStartEvent[9] = "standing_2_start" FemaleUrinatingAnimEndEvent = new string[10] FemaleUrinatingAnimEndEvent[0] = "IdleForceDefaultState" FemaleUrinatingAnimEndEvent[1] = "IdleForceDefaultState" FemaleUrinatingAnimEndEvent[2] = "IdleForceDefaultState" FemaleUrinatingAnimEndEvent[3] = "IdleForceDefaultState" FemaleUrinatingAnimEndEvent[4] = "IdleForceDefaultState" FemaleUrinatingAnimEndEvent[5] = "IdleForceDefaultState" FemaleUrinatingAnimEndEvent[6] = "kneeling_end" FemaleUrinatingAnimEndEvent[7] = "squatting_end" FemaleUrinatingAnimEndEvent[8] = "standing_1_end" FemaleUrinatingAnimEndEvent[9] = "standing_2_End" FemaleDefecatingAnimLoopEvent = new string[10] FemaleDefecatingAnimLoopEvent[0] = "IdleForceDefaultState" FemaleDefecatingAnimLoopEvent[1] = "IdleForceDefaultState" FemaleDefecatingAnimLoopEvent[2] = "IdleForceDefaultState" FemaleDefecatingAnimLoopEvent[3] = "IdleForceDefaultState" FemaleDefecatingAnimLoopEvent[4] = "IdleForceDefaultState" FemaleDefecatingAnimLoopEvent[5] = "IdleForceDefaultState" FemaleDefecatingAnimLoopEvent[6] = "kneeling_loop_NoANIO" FemaleDefecatingAnimLoopEvent[7] = "squatting_loop_NoANIO" FemaleDefecatingAnimLoopEvent[8] = "standing_1_loop_NoANIO" FemaleDefecatingAnimLoopEvent[9] = "standing_2_loop_NoANIO" FemaleDefecatingAnimEndEvent = new string[10] FemaleDefecatingAnimEndEvent[0] = "IdleForceDefaultState" FemaleDefecatingAnimEndEvent[1] = "IdleForceDefaultState" FemaleDefecatingAnimEndEvent[2] = "IdleForceDefaultState" FemaleDefecatingAnimEndEvent[3] = "IdleForceDefaultState" FemaleDefecatingAnimEndEvent[4] = "IdleForceDefaultState" FemaleDefecatingAnimEndEvent[5] = "IdleForceDefaultState" FemaleDefecatingAnimEndEvent[6] = "kneeling_end" FemaleDefecatingAnimEndEvent[7] = "squatting_end" FemaleDefecatingAnimEndEvent[8] = "standing_1_end" FemaleDefecatingAnimEndEvent[9] = "standing_2_End" ;-------------------------------------------------------- ; male animations 7 Slots MaleAnimEntries = new string[8] MaleAnimEntries[0] = "Random" MaleAnimEntries[1] = "ZAZ Stand 1" MaleAnimEntries[2] = "ZAZ Staad 2" MaleAnimEntries[3] = "ZAZ Stand 3" MaleAnimEntries[4] = "ZAZ Squat 1" MaleAnimEntries[5] = "ZAZ Doggy" MaleAnimEntries[6] = "ZAZ Stand Bound" MaleAnimEntries[7] = "Leito Standing" MaleUrinatingAnimStartEvent = new string[7] MaleUrinatingAnimStartEvent[0] = "ZazF20TXM01" MaleUrinatingAnimStartEvent[1] = "ZazF20TXM02" MaleUrinatingAnimStartEvent[2] = "ZazF20TXM03" MaleUrinatingAnimStartEvent[3] = "ZazF20TXM04" MaleUrinatingAnimStartEvent[4] = "ZazF20TXM05" MaleUrinatingAnimStartEvent[5] = "ZazF20TXM06" MaleUrinatingAnimStartEvent[6] = "m_standning_1_start" ; standning !! MaleUrinatingAnimEndEvent = new string[7] MaleUrinatingAnimEndEvent[0] = "IdleForceDefaultState" MaleUrinatingAnimEndEvent[1] = "IdleForceDefaultState" MaleUrinatingAnimEndEvent[2] = "IdleForceDefaultState" MaleUrinatingAnimEndEvent[3] = "IdleForceDefaultState" MaleUrinatingAnimEndEvent[4] = "IdleForceDefaultState" MaleUrinatingAnimEndEvent[5] = "IdleForceDefaultState" MaleUrinatingAnimEndEvent[6] = "m_standing_1_end" MaleDefecatingAnimLoopEvent = new string[7] MaleDefecatingAnimLoopEvent[0] = "IdleForceDefaultState" MaleDefecatingAnimLoopEvent[1] = "IdleForceDefaultState" MaleDefecatingAnimLoopEvent[2] = "IdleForceDefaultState" MaleDefecatingAnimLoopEvent[3] = "IdleForceDefaultState" MaleDefecatingAnimLoopEvent[4] = "IdleForceDefaultState" MaleDefecatingAnimLoopEvent[5] = "IdleForceDefaultState" MaleDefecatingAnimLoopEvent[6] = "m_standing_1_loop_NoANIO" MaleDefecatingAnimEndEvent = new string[7] MaleDefecatingAnimEndEvent[0] = "IdleForceDefaultState" MaleDefecatingAnimEndEvent[1] = "IdleForceDefaultState" MaleDefecatingAnimEndEvent[2] = "IdleForceDefaultState" MaleDefecatingAnimEndEvent[3] = "IdleForceDefaultState" MaleDefecatingAnimEndEvent[4] = "IdleForceDefaultState" MaleDefecatingAnimEndEvent[5] = "IdleForceDefaultState" MaleDefecatingAnimEndEvent[6] = "m_standing_1_end" MaleDefecatingAnimLoopEvent = new string[7] MaleDefecatingAnimLoopEvent[0] = "ZazF20TXM01" MaleDefecatingAnimLoopEvent[1] = "ZazF20TXM02" MaleDefecatingAnimLoopEvent[2] = "ZazF20TXM03" MaleDefecatingAnimLoopEvent[3] = "ZazF20TXM04" MaleDefecatingAnimLoopEvent[4] = "ZazF20TXM05" MaleDefecatingAnimLoopEvent[5] = "ZazF20TXM06" MaleDefecatingAnimLoopEvent[6] = "m_standing_1_loop_NoANIO"
  6. Zaz is not a requirement, but nevertheless the mod needs the animations from zaz. With the vanilla addon you can use the mod without sexlab and zaz to be activated. Hmm. But probably you will have to delete all animations that are not required for private needs manually in zaz. FNIS simply search and registrate every available animation when I remember right.
  7. bladder and bowel must be activated using the checkbox too.
  8. Forgot this. I guess it is hardcoded in the game as an addition to my player exhibitionist mod and not configurable. Either the player must wear some clothing or you must remove the DialogueCarriageBranchTopic Modification in my mod using Tes5Edit.
  9. Had a look here after some weeks. Point 1 can be switched off by one of the mcm settings. Point 2: No idea
  10. A realisation like this: ---------------------------------------------------------------------------------------- scn ppxLoversPenaltyQuestScript float fQuestDelayTime short doOnce ref r0 ref target0 ref target1 Begin GameMode if doOnce==0 || GetGameLoaded || GetGameRestarted set fQuestDelayTime to 0.1 set r0 to 0 If isModloaded "NudeBasics.esp" Call xLoversCmnCallbackDelete 2 ppxLoversPenaltyCallback r0 r0 else if 0 == Call xLoversCmnCallbackEntry 2 ppxLoversPenaltyCallback r0 r0 Message "LoversPenalty unable to register callback function" return endif endif set doOnce to 1 Set target1 to 0 endif ; if target0==0 && target1==0 ; StopQuest ppxLoversPenaltyQuest ; printC "LoversPenalty: StopQuest" ; endif if target0 == player Let target0 := Call ppxLoversPenaltyFunction target0 else StopQuest ppxLoversPenaltyQuest Set target0 to 0 endif ; if target1 == player ; Let target1 := Call ppxLoversPenaltyFunction target1 ; endif ; printtoconsole "ppx running target0 %n " target0 End ---------------------------------------------------------------------------------------- scn ppxLoversPenaltyCallback short trg ref offence ref defence short flag Begin Function { trg offence defence flag } if offence==Player || defence==Player set ppxLoversPenaltyQuest.target0 to player ; if offence.GetItemCount xLoversPkrIdentifier == 3 ; set ppxLoversPenaltyQuest.target0 to offence ; set ppxLoversPenaltyQuest.target1 to defence ; else ; set ppxLoversPenaltyQuest.target0 to defence ; set ppxLoversPenaltyQuest.target1 to offence ; endif StartQuest ppxLoversPenaltyQuest endif End ---------------------------------------------------------------------------------------- The script of the quest definetively starts and stops using this version. On the other side, since the quest script had stopped the initialization part is no longer executed. It is executed on new install or on a new game. SInce it is not really necessary to do this part of the script more than one times could leave it like this. Anyway if you prefer to execute the initialization part maybe because of an update in future. When using only one quest with a quest script attached I would recommend to use a variable delaytime and do the following (trick): replace StopQuest ppxLoversPenaltyQuest with set fQuestDelayTime to 5.0 ; == default delay replace StartQuest ppxLoversPenaltyQuest with set ppxLoversPenaltyQuest.fQuestDelayTime to 0.1
  11. Ok, this time I really had two questions about this mod and the scripts used. I do not have the Fix loaded, If i remember right it contains only changings to some nif-files provided ? The script of the ( main ) quest looks like this: scn ppxLoversPenaltyQuestScript float fQuestDelayTime short doOnce ref r0 ref target0 ref target1 Begin GameMode if doOnce==0 || GetGameLoaded || GetGameRestarted set fQuestDelayTime to 0.0001 set r0 to 0 if 0 == Call xLoversCmnCallbackEntry 2 ppxLoversPenaltyCallback r0 r0 Message "LoversPenalty unable to register callback function" return endif set doOnce to 1 endif if target0==0 && target1==0 StopQuest ppxLoversPenaltyQuest printC "LoversPenalty: StopQuest" endif if target0 == player Let target0 := Call ppxLoversPenaltyFunction target0 endif if target1 == player Let target1 := Call ppxLoversPenaltyFunction target1 endif printtoconsole "ppx running target0 %n target1 %n" target0 target1 End I've added the line where the 2 targets are printed to console and it showed me what i already thought. After the very first start on a new game both values target0 and target1 are zero. So the quest stops as intended. When the Callback from Sexlab fires the first time there are values stored in target 0 and target1 and the quest is rerstartet. But usually only one of the 2 targets can be the player. That means either target0 or target1 is reset to zero from the function ppxloverspenaltyfunction but never both at the same time. As a result the script does not stop again and keeps running with full speed !!! As long as the sript works only as kind of a "one shot" increased speed gives better reaction to the game events, but sex events takes long and a reaction on a frame base seems to be too fast. I also do not know why it is necessary to have 2 ref variables. With only one there surely is no problem at all. The second question is: Is there any chance to deactivate the registration at LAPF ? In my mod currently under construction I use my own callback registration for LAPF and than I had a better chance to decide when the penalty should be applied or not. Could be done with an Ini-File. Since only one Value is required could alternativ check if the file is there or not. Doing an Unregistration of your callback in LAPF of coarse is possible too, but this would be extra effort. Ok, should I make a suggestion how the 2 important scripts could look like to improve the behaviour a little ? regards
  12. Hello, Hope you have or at least had a nice vacation. I was always thinking of a good reason, that motivates the player to use the horses from this mod. For me, the speed, aggression or health does not really matter so much. The most important thing is that it should be possible to use the horses inventory, so that the player is able to transport more loot. The second thing is only with a horse, maybe a special horse it should be possible to fast travel to some other places (Completely disable fast travelling I would not like) Ok, the capacity of carrying items should increase using the already existing training mechanism -> special riding styles. Maybe if the player does ordinary riding, the carryweight capacity of the horse should decrease the same way. The details for fast travelling, i still must think about, but at least it should also degrade the carryweight capacity of the horse. The possibility for the Carry weight also requires it to buy a saddlebag for each horse from goddiva. I guess, I was able to modify or create all necessary scripts by me myself. The only thing I cannot do now is to create or modify the necessary saddlebags so that they are visible on the horse. Had the idea, when i made a look into an other inventory mod. The idea I've found there was so simple but still brilliant. And of coarse I cannot prohibit similar possibilities for regular horses provided by some other mods Regards
  13. Set the filling rates to smaller values.
  14. Ok, this could work. Maybe when I've done it by myself I had checked if the keyword is None, because that is what generates an error (in papyrus log) when using a keyword that is not initialized. Most modders therefore use conditions similar If SexlabNoStrip && x.haskeyword (Sexlabnostrip) ..... Anyway It is good if you are satisfied with your own variation. But you should always be aware that following 'your own needs' in game is not a forced action, it remains the player's free decision. The simplest variant therefore is always simply not to press the button in case unsuitable devious devices are equipped.
  15. I think it is one of my personal "Zeta files" for CBBE together with a special texture. One of my favorites too. Try this ones: Zeta 300 - Clothes.xml zeta 300.2.xml zeta300.2a.xml
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