movomo Posted April 27, 2019 Author Posted April 27, 2019 12 hours ago, fejeena said: Every dog race need it's own balls or dick with balls. Only a few dogs/wolves can share the same dick nif. Some dogs/wolves have "one- nif" dick and balls. If the dick and balls use the body textures or dick and balls use the flesh texture. You have about 20 different dick-balls nif. This isn't a problem. If dog100.nif from your 100th dog must have the 100th penis variant, name it dog100_Lcp.nif or something and he won't use the fallback penis mesh. 12 hours ago, fejeena said: ??? If their models are unrecognizable, it's simply ignored. ???? And the creature is set to male or female? (can it rape if allowed in LoversRapers ( and use male off animations) ? Or can it be fucked and use female def animations? I already said their gender is set before parsing their models. And 'ignoring' a creature model means their appearance will remain unchanged. In fact, I think you're getting this entire thing wrong. As a framework, LoversCreature's new features come down to these two: Declare a creature's gender. If possible, adjust the appearance of said creature appropriately - masculine or faminine. And this is pretty much it. What to make of them is beyond the scope of LC. It is totally up to the individual client mods' implementation (such as LoversRaperS) whether to let female creatures use def or off animation. If the client allows it, they will rape you left and right. If the client doesn't, they won't. Just think about how human females behave. They can rape other males, other females, and can be raped by other males or females.
fejeena Posted April 27, 2019 Posted April 27, 2019 OK, what about a menu setting like in the Lovers with PK setting where you can block Mods. So in new LC2.5 step 1 "declare creature gender" all Mods in the "block" list will be set to male. ( Or the blocked (only male) Mods can be set in a ini ) Then step 2, if there is a known body.nif it will be replaced by the new LC body nif and the penis will be added, if the body nif is unknown by LC ( no _Lccm.nif , _Lcbm.nif found ) the body will nor be changed. In most Lovers Mods we need only male creatures. LBitch, Crowning Isle, BravilUnderground, HorseRider,.... So instead of set 100 creatures in a Mod/esp to male you set the Mod to "only male" . ----------- EDIT: in the ini a esp setting ; 1 = 100% male ;2 = 100% female Set LoversBitch.esp to 1 Set MilkCowFarm.esp to 2 Set LSTBravilUnderground.esp to 1 ; Then a setting for all esm/esp that are not in the list above. Your default "Declare a creature's gender." ; the the % of chreatures that should be female. Set zzLC2Gendersettings to 50 ;
movomo Posted April 27, 2019 Author Posted April 27, 2019 Blacklisting by source mod is certainly possible. I can force a certain gender by sourcemod, or I can prevent them from being processed for model switch altogether by sourcemod. I can, in a way, see why some creatures must be male, so I'll implement this feature when the time is right. Consider this to be granted. However. What you do not seem to understand is that merely setting something male doesn't really solve any problem. That you cannot magically get away from work by ticking a setting. Say, I force all dogs from LoversBitch to be male. They all automatically become males, so are we on the rainbow hills now? NO. They all have their own penises without LC2.5. And LC will try to find a penis mesh for them when they engage, and will end up equipping them with the fallback penis mesh. Because it's meant to be FALLBACK which means something that applies when all else failed. To solve this double penis issue, we must either (1) blacklist those dogs from model switching altogether, (2) disable the fallback genital feature for good (your suggestion), or (3) split their model files to body and penis properly, thus making them compatible. If you think about it a little bit, LoversCreature is THE first mod that LoversBitch will want to be compatible with. So solution (1) is depressing. 1 hour ago, fejeena said: Then step 2, if there is a known body.nif it will be replaced by the new LC body nif and the penis will be added, if the body nif is unknown by LC ( no _Lccm.nif , _Lcbm.nif found ) the body will nor be changed. By this you're asking me to disable fallback. It effectively means giving up compatibility with any other unknown mod, so this solution (2) is not much desirable. Still, a valid approach, if a bit lame. If I disable fallback and feel too lazy to make a patch for LoversBitch, you will never see a "nice" penis switching ever in that mod. Or in any other mod that I didn't care for. That is why I am promoting the solution (3). So just how many Lovers mod with creatures are out there? Hundreds? I don't think so. There are at most a dozen or two, and even fewer if you count only the popular ones. Does each of them contain some nine hundred creatures like Oblivion.esm? I disagree. Are the new Lovers mods with emphasis on creature sex being created regularly on a daily basis? Evidently not. All this means we have only a handful of mods to process and making a patch of a single average Lovers mod will not take more than a week. Splitting a nif file to body and penis is easily done with NifSkope, it doesn't take a Blender pro to do it. Making a patch esp is already automated. It will take a grand total of twenty days to make a patch for LoversBitch If you process one dog every day, the likes of which can be done twenty times in a row within an hour by an experienced modder such as yourself. And we don't have twenty other Lovers mods to make a patch for. It's quite a work for one person but not THAT much. This is the kind of job I had asked LDD to help me with. I can't do all the scripting, all the modeling and all the programming and all the patchmaking alone at the same time! Forgive me if this is a wrong accusation, but I'm strongly hoping that you're not arguing over this simply because you don't want to use bashed patch. Because somehow I have a feeling that you are. There's an alternative way - TES4Edit - to make a merged patch. Or you can simply choose to load them just below the esm's and hope for the best.
fejeena Posted April 27, 2019 Posted April 27, 2019 My last post was only the gender check, not the Models/nif switch. I want all dogs male, so they use male sex animations and can rape ( If Rapers settings allow it ) And LSTBravilUnderground creatures are all male trainer, they fuck the player , not the player fuck a female creature. ( If I remember right in the training scripts the creatures are set to OFF and Player/NPC to DEF. Would not look good with female creatures without dicks. A creature that is set to male behave like creatures we have now ( Now all are male. No Mod cares if Tamago add wombs to some creatures. They use off animations during sex ) So the "set whole Mod esp to male or female" only for the genders. I thought it is easier to set all creatures in a Mod esp to male instead of set all ID in a patch to male. ( In a Mod that need only male creatures . Or only female ) LBitch 65 Creatures. LSTBravilUnderground/SlaveTrader 51 LoversCrowningIsle 57 --------------------- End of gender check ----------------------------------------------------------- Then the model switch check. Yes when all Lovers bitch dogs are male and I have no new bodies and penis ( body without penis and a penis nif that can be add ) they will use the bodies they have in my esp and folders ( no switch ) only the Player dog and wolf and Kezune, Bailey, Daisy, Luna and the Horny wolves will get the new body and penis because they use the vanilla mesh path ( nif dogBody.nif and wolfbody.nif) and the new body and penis nif will be in the LC2.5 version. Yes for all other dogs, wolves and Werewolves I have to create new meshes. And If I change all I can also change the esp so we need no Patch. LoversBitch was a bad example. But BravilUnderground/SlaveTrader use only vanilla meshes path / vanilla nif names. ( no new creatures nif and textures in the Mods ) All the male bodies and dicks we need for a body switch will be in LC2.5 After set the whole esp to "only male" the model switch can add the LC male bodies to that creatures.
movomo Posted April 27, 2019 Author Posted April 27, 2019 2 hours ago, fejeena said: I want all dogs male, so they use male sex animations and can rape ( If Rapers settings allow it ) And LSTBravilUnderground creatures are all male trainer, they fuck the player , not the player fuck a female creature. ( If I remember right in the training scripts the creatures are set to OFF and Player/NPC to DEF. Would not look good with female creatures without dicks. A creature that is set to male behave like creatures we have now ( Now all are male. No Mod cares if Tamago add wombs to some creatures. They use off animations during sex ) Female creatures do grow boners and do use male animations. I've said this multiple times. And male creatures can have vagina if they have a model for it. All that matters is whether they are in the giving or receiving position. If a mod doesn't treat female creatures specially, then for all intent and purposes they behave like male (except perhaps their appearance, in case they did have female models, which you don't mind because you're ok with futa). So old mods will continue to work. And I also said I can force their gender by source mod. I hope this will finally clarify things up. 2 hours ago, fejeena said: No Mod cares if Tamago add wombs to some creatures. They use off animations during sex Client mods are not forced to care about gender. Nor will their behavior be affected by the new gender system. The point being that they MAY care from now on. 2 hours ago, fejeena said: I thought it is easier to set all creatures in a Mod esp to male instead of set all ID in a patch to male. ( In a Mod that need only male creatures . Or only female ) You do NOT set a creature to a specific gender in the patch. It is rolled randomly at runtime. What you do there is redirect their model paths to something recognizable by LC. Take the ogre as an example. In Oblivion.esm they have: "ogre.nif" And how am I supposed to know if "ogre.nif" is a body model, clothing or genital? The answer is I simply can't. I need more information than that. If LC encounters this 'vanilla' ogre, it doesn't know what to do and just decides to leave it alone. To be a female this "ogre.nif" needs to be disabled but it won't happen. To undress the loincloth / grow penis during sex we need this file split up but of course it won't happen because we didn't. Now you find that it is a full body including the loincloth and except the head. So you split the "ogre.nif" into three files - what I've been doing all along for weeks. "ogre_Lcbm.nif" # Naked ogre male body except the crotch "ogre_Lccm.nif" # Male crotch with loincloth "ogre_Lcpm.nif" # Male crotch with penis You also have female models: "ogre_Lcbf.nif" # Naked ogre female full body "ogre_Lccf.nif" # Female loincloth "Lcp.nif" # Fallback penis What you do in the patch esp is to redirect this "ogre.nif" to the three male versions: ogre_Lcbm, _Lccm, _Lcpm.nif. But this doen't mean you've set them to male or female. You only made them recognizable by LC, but this process is essential. With changed names now LC is sure what part is what, and can finally undress their clothings properly and turn them back. When it tries to make an ogre female, it now knows Lcbm is male body thus must be disabled and search for Lcbf as alternative. Long story short: Setting gender means hardly anything. If external mods do not make use of it, gender is nothing. But you still need to change paths properly to make them switch models correctly. 2 hours ago, fejeena said: But BravilUnderground/SlaveTrader use only vanilla meshes path / vanilla nif names. ( no new creatures nif and textures in the Mods ) All the male bodies and dicks we need for a body switch will be in LC2.5 After set the whole esp to "only male" the model switch can add the LC male bodies to that creatures. And I hope my above wall of texts have explained why we still need to make a modelpath patch for the mods you mentioned. Using vanilla nif names is not sufficient - we need them changed. If you don't understand why, please read the above ogre example. Depending on what individual mod does, you may end up not needing a patch at all. Some mod might only have dogs without penis; in such cases you don't need patch. But your first assumption must be that it is needed.
sunhawken Posted April 28, 2019 Posted April 28, 2019 On 4/21/2019 at 1:41 AM, movomo said: Female Flesh Atronach finally done, so bumping. Where is the resource download.
fejeena Posted April 28, 2019 Posted April 28, 2019 I give up, I don't know what you are talking about and you do not understand me. 4 hours ago, movomo said: Female creatures do grow boners and do use male animations. I've said this multiple times. And male creatures can have vagina if they have a model for it. All that matters is whether they are in the giving or receiving position. If a mod doesn't treat female creatures specially, then for all intent and purposes they behave like male (except perhaps their appearance, in case they did have female models, which you don't mind because you're ok with futa). So old mods will continue to work. Why the fuck get female creatures a boner ????? That are female creatures. And why get male a pussy ???? And I want only spriggan and Flame atronach futas, NO wolves or horse without a dick fuck the player, or during sex a female horse gets a dick ..... No sorry that is .... 4 hours ago, movomo said: You do NOT set a creature to a specific gender in the patch. It is rolled randomly at runtime. What you do there is redirect their model paths to something recognizable by LC. Take the ogre as an example. In Oblivion.esm they have: And here I am out ???? I can not set a creature in a patch or in my esp to male or female ????? OK random for creatures used in the Oblivion esm (placed in the world ) But in Mods I must be able to set creatures to male. And even in the Oblivion esm are come dogs with male names and they must male ( and not behave like a male but use a female body mesh ) You said , first the gender is set. Ok now it is set rondomly. OK a wolf was set to male. Now we have a wolf with male flag and wolfbody.nif (vanilla model path). More information we never have. And LC add the male new body meshes. Because LC have replacers of the vanilla wolfbody.nif . Why not set a creature NOT rondomly to male? And LC detect the wolfbody.nif (vanilla model path). And LC add the new male body meshes. Yes a unknown model/nif can not be changed. But I want to able to set a Mod to male , and all creatures in that Mod are male, with male bodies. No rondomly females that get a dick during sex or the player can fuck a male creature and it gets a pussy. No, male with only off animations, not fuck-able. And females with only def animations and fuck-able. And a futa setting for some creatures like spriggan, the have off and def animations and can be fuckes and can fuck ( rape if allowed in LRapers) I never want to see in my game "Female creatures do grow boners and do use male animations" ! ! ! Or fuck-able male creatures. I thought females are added for realism? Can not fuck but can be fucked.
sunhawken Posted April 28, 2019 Posted April 28, 2019 2 hours ago, fejeena said: I give up, I don't know what you are talking about and you do not understand me. Why the fuck get female creatures a boner ????? That are female creatures. And why get male a pussy ???? And I want only spriggan and Flame atronach futas, NO wolves or horse without a dick fuck the player, or during sex a female horse gets a dick ..... No sorry that is .... And here I am out ???? I can not set a creature in a patch or in my esp to male or female ????? OK random for creatures used in the Oblivion esm (placed in the world ) But in Mods I must be able to set creatures to male. And even in the Oblivion esm are come dogs with male names and they must male ( and not behave like a male but use a female body mesh ) You said , first the gender is set. Ok now it is set rondomly. OK a wolf was set to male. Now we have a wolf with male flag and wolfbody.nif (vanilla model path). More information we never have. And LC add the male new body meshes. Because LC have replacers of the vanilla wolfbody.nif . Why not set a creature NOT rondomly to male? And LC detect the wolfbody.nif (vanilla model path). And LC add the new male body meshes. Yes a unknown model/nif can not be changed. But I want to able to set a Mod to male , and all creatures in that Mod are male, with male bodies. No rondomly females that get a dick during sex or the player can fuck a male creature and it gets a pussy. No, male with only off animations, not fuck-able. And females with only def animations and fuck-able. And a futa setting for some creatures like spriggan, the have off and def animations and can be fuckes and can fuck ( rape if allowed in LRapers) I never want to see in my game "Female creatures do grow boners and do use male animations" ! ! ! Or fuck-able male creatures. I thought females are added for realism? Can not fuck but can be fucked. Would it be possible to just add a system like setbody and add simple checks.
movomo Posted April 28, 2019 Author Posted April 28, 2019 9 hours ago, sunhawken said: Where is the resource download. It's in the OP, in the spoilers. They're not properly organized so you will need some work to get them into your game. @fejeena 8 hours ago, fejeena said: I give up, I don't know what you are talking about and you do not understand me. It's a shame really, giving up on understanding that is. And frankly your writings are a bit hard to make sense of when you make more than a basic statement. This makes it difficult for me to understand yours. Double shame. 8 hours ago, fejeena said: Why the fuck get female creatures a boner ????? That are female creatures. And why get male a pussy ???? You must chill out a bit. We may be arguing but we're not fighting. Before I can answer, you must first answer to this question yourself: Why human females grow penis and use male animation when they rape someone in the giving side? Why human males use def animation when they are engaged in anal penetration in the receiving side? 8 hours ago, fejeena said: But in Mods I must be able to set creatures to male. And even in the Oblivion esm are come dogs with male names and they must male ( and not behave like a male but use a female body mesh ) Regarding this let me just quote myself. 19 hours ago, movomo said: Blacklisting by source mod is certainly possible. I can force a certain gender by sourcemod, or I can prevent them from being processed for model switch altogether by sourcemod. I can, in a way, see why some creatures must be male, so I'll implement this feature when the time is right. Consider this to be granted. 12 hours ago, movomo said: And I also said I can force their gender by source mod. I hope this will finally clarify things up. I can be patient, I can repeat this same thing thrice, and more if needs be. I promised to implement the 'blacklist by sourcemod' feature. They will be specified in the .ini file. You already got what you wanted. Is there any more problem, or was it not what you wanted? 8 hours ago, fejeena said: I thought females are added for realism? Can not fuck but can be fucked. Because old mods do not know and do not care about gender. The traditional behavior is simply to treat them all as male. We're adding a new gender ('female') to the equation but at the same time, we don't want to break those older mods. That's why females grow boners and use male animation when told to. So let me correct my statement a bit: Female creatures do grow boners when they have to use male animation. They use male animation whey they are told to do so. They are told so when they are designated as 'offence' in the script. The 'defence' actor here can either be male or female; if it is a male, then it can enable 'vagina' but you should not take this term at face value. In more general terms, it refers to the model that is equipped when he is engaged in the receiving position. As much as it can be an actual vagina model, it can equally be a special crotch mesh with penis and wide-open anal gape. 8 hours ago, fejeena said: No, male with only off animations, not fuck-able. And females with only def animations and fuck-able. And a futa setting for some creatures like spriggan, the have off and def animations and can be fuckes and can fuck ( rape if allowed in LRapers) And again this is entirely up to the clients. After all, it is an individual mod that designate an actor in the sex pair as offence or defence. A client mod may decide that male creatures may only use the off animations and females may use only the def animations, no rape, no homosexual, no doggy position; every sex must be a heterosexual vaginal penetration in missionary position. Or it may very well decide that your Cyrodiil must be a post-apocalyptic orgy world of debauchery and everyone may and should rape everyone/thing any-fucking-where near them. Both are equally valid implementations. LC does not and should not restrict what its child mods do because it is a master framework. Think about it: does LAPF restrict anything in that respect? 1
gregathit Posted April 28, 2019 Posted April 28, 2019 Team, it looks as if there is a misunderstanding due the language barrier. If I am hearing things right, the female creatures can have a "futa" option if needed. Which can be turned off. That would be in keeping with how the LAPF is setup as some folks play as female and would want creatures to fuck them. With a setting like this, everyone's kink can be served. Patience is what is needed here as this will be quite the large undertaking and will have quite a few ups and downs before it is as polished as the LAPF. 1
movomo Posted April 28, 2019 Author Posted April 28, 2019 Thanks for the intervention. It's a good time to cool off and summarize things. It seems like I have to accomplish these three: LC must be able to force a specific gender by creature's originating mod. Female creatures will be able to grow penis by default, but this behavior may also be disabled if the user doesn't want it. If possible, I'll just import the global setting value from LAPF and use it rather than making a separate setting. Last... I think I'll have to invent another way of implmenting model switching, something easier to understand than the current one (the _Lc suffix shenanigan). I thought it'd be easy enough.. but if that thing takes this much effort to explain to just one person, it may not be worth the trouble. By the way I'm having a nasty case of crash problem after switching model back to non-sex loadout. Calling update3D at this particular moment causes immediate CTD. Even one frame later doesn't cause crash but this particular moment... most troublesome. I'm using the common Lovers event (trigger 2: sex end). I wish I had an access to the moment right after EquipFunc ends. LoversJoystick from SetBody accesses it by directly modifying that script... I don't have such a luxury right now. I need to know whether EquipFunc has ended or not, perhaps by checking LPK token or something, except right now I have zero clue as to where to look at.
sunhawken Posted April 28, 2019 Posted April 28, 2019 1 hour ago, movomo said: Thanks for the intervention. It's a good time to cool off and summarize things. It seems like I have to accomplish these three: LC must be able to force a specific gender by creature's originating mod. Female creatures will be able to grow penis by default, but this behavior may also be disabled if the user doesn't want it. If possible, I'll just import the global setting value from LAPF and use it rather than making a separate setting. Last... I think I'll have to invent another way of implmenting model switching, something easier to understand than the current one (the _Lc suffix shenanigan). I thought it'd be easy enough.. but if that thing takes this much effort to explain to just one person, it may not be worth the trouble. By the way I'm having a nasty case of crash problem after switching model back to non-sex loadout. Calling update3D at this particular moment causes immediate CTD. Even one frame later doesn't cause crash but this particular moment... most troublesome. I'm using the common Lovers event (trigger 2: sex end). I wish I had an access to the moment right after EquipFunc ends. LoversJoystick from SetBody accesses it by directly modifying that script... I don't have such a luxury right now. I need to know whether EquipFunc has ended or not, perhaps by checking LPK token or something, except right now I have zero clue as to where to look at. I fully understand... hell I'll even be a pateron supporter for you. Please , continue you can use setbody as a example.
gregathit Posted April 28, 2019 Posted April 28, 2019 2 hours ago, movomo said: By the way I'm having a nasty case of crash problem after switching model back to non-sex loadout. Calling update3D at this particular moment causes immediate CTD. Even one frame later doesn't cause crash but this particular moment... most troublesome. I'm using the common Lovers event (trigger 2: sex end). I wish I had an access to the moment right after EquipFunc ends. LoversJoystick from SetBody accesses it by directly modifying that script... I don't have such a luxury right now. I need to know whether EquipFunc has ended or not, perhaps by checking LPK token or something, except right now I have zero clue as to where to look at. If I recall, that crash or a similar one plagued WhapyOne as well. I'm not sure he ever got around it.
movomo Posted April 28, 2019 Author Posted April 28, 2019 2 hours ago, sunhawken said: I fully understand... hell I'll even be a pateron supporter for you. Please , continue you can use setbody as a example. Much appreciated. So there were some people with interest after all! I like what I do so I'll certainly continue. 2 hours ago, gregathit said: If I recall, that crash or a similar one plagued WhapyOne as well. I'm not sure he ever got around it. Wappy supposedly had a crash with ToggleCreatureModel function because of OBSE bug. I think this isn't quite the same... because if ToggleCreatureModel gave me crashes, I would have RAGE-quitted already, FTL. Rather, it is more of LAPF-related. Apparently I did something I shouldn't. But no matter! For I have excavated the LPK 1.4 documentation (Japanese) from mine olde hard drive. I got what I needed and crash is no problem for now. Only this new model switching mechanic is the task at hand. The new mechanic will not need a modelpath patch esp. I'm hoping to be able to post a working alpha version soon.
fejeena Posted April 28, 2019 Posted April 28, 2019 I'm not a good example when it comes to understanding things. I've tried Blender 5 times with tutorial and could never follow more than 3 steps. It took me a few years to understand Blockhead ( the overwrite folders) . The readme file from BlockHead is one of the worst I've ever read, for me it is like chinese (and I do not speak a word chinese ). Also, all the explanation, here at LL and Google, I did not understand ( until someone has posted an example without placeholder ) And I still was not able to find out how to script (add/ remove) a Blockhead body. In some of my Mods NPCs need 3 different bodies during a quest and I have to quit the game and change the body in the BlockHead overrwrite folder. For other Mods I replace a SetBody body and use the SetBody target spell in game. (It are bodies meshes with added piercings , they are not in SetBody) And I still haven't understood the PSE Mod. So if I don't understand something maybe 100 other people will understand it.
sunhawken Posted April 29, 2019 Posted April 29, 2019 On 4/28/2019 at 3:44 PM, movomo said: Much appreciated. So there were some people with interest after all! I like what I do so I'll certainly continue. Wappy supposedly had a crash with ToggleCreatureModel function because of OBSE bug. I think this isn't quite the same... because if ToggleCreatureModel gave me crashes, I would have RAGE-quitted already, FTL. Rather, it is more of LAPF-related. Apparently I did something I shouldn't. But no matter! For I have excavated the LPK 1.4 documentation (Japanese) from mine olde hard drive. I got what I needed and crash is no problem for now. Only this new model switching mechanic is the task at hand. The new mechanic will not need a modelpath patch esp. I'm hoping to be able to post a working alpha version soon. Here is a gift .. https://www.nexusmods.com/skyrimspecialedition/mods/4753?tab=images and https://www.nexusmods.com/skyrim/mods/90954 Female Frost Atronach Replacer/Playable Frost Atronach SSE I added the files to post encase they get deleted..... I know is possible , cause I myself have backported skyrim mods to oblivion before with skeleton and what not. Mesh tools also works on creatures to give them boobs and what not lol... I discovered these by accident. automatically Female Frost Atronach Replacer No Nudity-90954-1-2.zip Female Frost Atronach Replacer-90954-1-2.zip Playable Frost Atronach 1.1-4753-1-1.7z
movomo Posted April 29, 2019 Author Posted April 29, 2019 2 hours ago, sunhawken said: I added the files to post encase they get deleted..... I know is possible , cause I myself have backported skyrim mods to oblivion before with skeleton and what not. Yes! They resemble what I was going to do with them quite much. Because I was going to split their arms and legs like Storm Atronach, and give a pointy right hand just like Skyrim FA. As long as the author allows backport, they can save me much time. Thank you very much. --------------------------------------------------------------------------------------------------------------------------- In the mean time... I rewrote some portion of the codes and got the 'model switching without esp patch' working. Not that it underwent an extensive testing, but I think it's working. They change models fine, female creature show up, and grow boner when raping my char. Now I announce the very first version of the LoversCreature test plugin, the femswap.esp. Uploaded it on the second post of the first page. On 4/29/2019 at 6:20 AM, fejeena said: I'm not a good example when it comes to understanding things. Don't mind it. In the end, it turned out to be a good thing because now it doesn't require making esp patch for every creature mod, thanks to your insisting. I had to make changes here and there but all in all, this way is more convenient. A littlle bit of shame about my python esp library though, because I've put quite some effort into it... which is of no use from now on.
sunhawken Posted April 29, 2019 Posted April 29, 2019 35 minutes ago, movomo said: Yes! They resemble what I was going to do with them quite much. Because I was going to split their arms and legs like Storm Atronach, and give a pointy right hand just like Skyrim FA. As long as the author allows backport, they can save me much time. Thank you very much. --------------------------------------------------------------------------------------------------------------------------- In the mean time... I rewrote some portion of the codes and got the 'model switching without esp patch' working. Not that it underwent an extensive testing, but I think it's working. They change models fine, female creature show up, and grow boner when raping my char. Now I announce the very first version of the LoversCreature test plugin, the femswap.esp. Uploaded it on the second post of the first page. Don't mind it. In the end, it turned out to be a good thing because now it doesn't require making esp patch for every creature mod, thanks to your insisting. I had to make changes here and there but all in all, this way is more convenient. A littlle bit of shame about my python esp library though, because I've put quite some effort into it... which is of no use from now on. I've checked the permission's they are free to use with/w credit. =======Credits:========Bronzeborg/petrino for the original resource from which I made this modNightasy for his always helpful tutorials on how to weight-paint and skin3DS Max and Blender with which I used to create this modand finally, Bethesda for the textures off of which I based my retexture on, Skyrim, Skyrim Special Edition, Skyrim Special Edition on PS4, Skyrim Special Edition on Xbox 360, Skyrim VR for PC, Skyrim VR for... ==========Permissions:==========First, look at the permissions for Bronzeborg's/petrino's original resource and follow them appropriately. As for my assets, feel free to do whatever with them as long as credit is given and it's not a paid mod/Creation Club thing which is still sort of paid mods even though Bethesda refuses to admit it's so... Here is also another one. https://www.nexusmods.com/skyrimspecialedition/mods/16501 blend file frost atronach-16501-1-0.zip 2
fejeena Posted April 30, 2019 Posted April 30, 2019 OK, I can bother you again. Can you make a by race setting for the futa option? ( In the ini or in game menu ) So I can have male ram, buck, dog,.... and female sheep, deer, bitch,... but can set spriggan to futa. Maybe like the dog "detection" in LoversBitch ? if dog.ModelPathIncludes "\dog\" == 1 To select the whole folder, all creatures in that folder. If dog.ModelPathIncludes "xBitchWWWerewolf" == 1 To select only creatures in the folder that use a nif with xBitchWWWerewolf name. The werewolves in meshesCreatures\xivilai\ do not use the skeleton.nif that the xivilai use, they use a SkeletonxBitchWWWerewolf.nif Or a selection by ID ( But some creatures have many IDs, like: Elytra, Gnarl, . . . ) ---------------- I would like to have futa spriggan but no deer which grows a penis during sex, forces the player to the ground, and rides him. Yes I know the "forces the player to the ground, and rides him" is not a LoversCreatures problem, it is a LoversRapers and Joburg problem, both Mods should have a patch to prevent female creatures to rape.
movomo Posted April 30, 2019 Author Posted April 30, 2019 8 hours ago, fejeena said: Can you make a by race setting for the futa option? While technically it's doable, I'm not particularly keen on granting it because substring search can be potentially very demanding. I have to do the same search [number of all search entries (worst case)] times [number of creatures] times [number of models for the creature]. First off, there's a fair alternative. To make some model simply not appear for a certain gender of a certain creature, you can place an empty mesh (such as "Nothing.nif" found in Setbody) as the penis model. You can prevent fallback penis from appearing this way. So for example, you have: "skindoe.nif" which you don't want be a futa; "_Lcp.nif" which is the fallback penis mesh for all deer-ish creatures regardless of gender; Then you place an empty "skindoe_Lcpf.nif". Then it will be used in stead of "_Lcp.nif". It will not alter their appearance because "skindoe_Lcpf.nif" is empty. This is my suggested way of banning futa (other than the global option we discussed before), and I think it doesn't require more effort than editing ini file. Fair enough? Second, in case even the above is not enough. Could it be done with a full name match rather than a substring search? That is, can we achieve the same by checking if a model's name equals "xBitchWWWerewolf" rather than checking if a model's name contains "xBitchWWWerewolf"? The reason being that I can do fullstring match much more efficiently - by cramming them all into a hashtable. This is orders of magnitude faster than scanning a string, letter by bloody letter, until you find a specific sequence of them (=substring). With hashtable, on the other hand, I calculate a hash value of whatever current model name I'm processing and simply jump to the table entry I'm seeking. Well I guess substring gives more freedom to the user who configures things but my question being: Is fullmatch good enough?
fejeena Posted April 30, 2019 Posted April 30, 2019 Sounds ok for me for . And if there is a "ModelPathIs" or "GetModelPath" it's ok. I do not know why WappOne used "ModelPathIncludes" ? The first option I do with my humans/NPCs. I have replaced the default LAPF futa lowerbody with a female lowerbody. And my player use a own LAPF lowerbody with dick, so I am the only futa in my game. ###################### Now the next annoying thing. You said : first the gender is set. Then the body will be changed / added ( if there is a new body) question: Can the gender always be male if the mody is "unknown" ? ( If LC do not know the body meshes and have no add-able dicks or pussy meshes ) Examples: BravilUnderground addon. Most creatures have new meshes (no vanilla) and all should be male. If there will be a new Version or patch for Joburg where I can set females to "Can not rape/stalk" .... But LoversCreatures have set randomly some creatures to female they can not stalk the Player and NPCs in my addon caves when I walk around naked and they are getting horny. ( Yes , they can be still used as trainer ) Or the same with other Mods with new creature meshes and a LoversRapers version that can block female creatures to rape. If LoversCreatures do not know the new meshes and can not switch bodies/dicks the creature is set to male and can rape. So, Creatures with unknown model/nif are male, please. I use LoversRapers to calm down strong creatures. When I meet a strong creature ( a fight) , I take healing potions to so I have full health. Then I turn around, my LoversRapers "from behind" rape chance is high, normally the creature rapes me before it has killed me. And after rape the creature is some minutes calm and I can run away and get in sneak mode. In this way I have passed many strong enemies. But if a new creature with a new body ( maybe with a permanent viagra dick, or a retextures vanilla nif ) is set randomly to female, and I have set in LoversRapers female creatures to "can not rape" then I'm one hundred percent dead when I turn my back on the creature. Will be difficult enough to use my method of "calm down creatures" with vanilla creatures with the new LoversCreatures bodies. I do not think that a Gnarl will have a recognizable male and female body, or egg laying creatures like Elytra, Grummit, Skalon,.. Or with other creatures in dark caves. When male wolves do not have the permanent viagra boner anymore. And the only difference between male and female wolf are the balls between his rear legs.
movomo Posted April 30, 2019 Author Posted April 30, 2019 5 hours ago, fejeena said: And if there is a "ModelPathIs" or "GetModelPath" it's ok. I do not know why WappOne used "ModelPathIncludes" ? ModelPathIncludes is just a convenience function that saves you the effort of storing model path in a temporary string variable. You use it when you don't care, and you don't care when you are not going to use it too many times. Now, on to this gender problem again. First we must understand that gender and model recongnition work at different domains. Gender is a reference-by-reference concept; An individual creature entity cannot be male and female at the same time. On the other hand, a single creature model is not a creature itself. Possibly multiple models comprise a creature's appearance. Each individual model may or may not be LC-compatible. But if one of them can be considered compatible (as if we have a strict definition of 'compatible' though, because we don't), the creature can be compatible. This gives us the first problem: we have too much work to do just to figure out if some _Lc mesh is there. This is kind of solvable, but read on. For the purpose of recognizing creature models, we have 3 genders (female, male and unisex) and 4 types (body, clothing, penis, vagina) and this makes 12 possible combinations. And let's say, Land Dreugh, I don't remember but they have some 10 models. To see if it has any _Lc stuff, we end up generating up to 120 file names and check if it exists. In case of totally foreign creature, we absolutely do go that far because we can't escape from the loop until we find the thing that doesn't exist. (although Land Dreugh was a bit of an exteme example) In my old test, a 10000-cycles loop without doing anything took some 2 seconds, make that of what you will. But now you might wonder: don't you get to parse them sooner or later? I mean if you're going to switch their models you got to do it eventually... Yes I do, that's why it's kind of solvable. I read model names and build the cache in a 'lazy' manner because in most situations we only need male/female non-sex setup (there are six other situations). But if I parse models hastily - that is read all 8 combinations when you call 'IsCreatureFemale', then store them in the cache, can't it be done? It can be done. A little bit slower but if it gets the job done, why not. There comes the second problem: we don't really know what's compatible and what's not. I said if one of the meshes have accompanied _Lc model, then the creature can be said compatible. Or is it? Really? Let me elaborate. Now let's say some mod, "awesome.esp", features this great recolored Pink Land Dreugh. In vanilla there are hairs in their claws (did you know that?). The great author, in all his infinite wisdom, decided that he doesn't need to make the claw hairs (it's not pink) and simply the new body mesh would be enough. Because why the hell make a new one when you already have one? This is where shit gets weird. Let us also say that we have b/c/p meshes for this clawhair.nif. Maybe because Land Dreugh stimulates human with some love potion secreted from their erect hair or for some other equally retarded reason. The "clawhair_Lcb/c/p.nif". Now, for all intent and purposes this Land Dreugh is NOT compatible, but somehow the script reports that Pink Land Dreugh is 'compatible' because it found this damned claw hairs. Now you see why it's complicated. It's a tough shit; a very human decision. Kind of needlessly long story, I guess. So what about an indirect solution instead of automatically setting all unknowns to male? On top of all other gender filters (by skeleton, by model, by source mod) you can set a specific gender through script. SetCreatureFemale or something. How does it sound? I don't think it will exactly solve this problem but better than nothing, right? Ah, by the way, your 'tactic' of overcoming strong enemies is actually very familiar to me as well. But you know... vanilla (or 'recognized') creatures can be strong too. And they can definitely be females.
fejeena Posted April 30, 2019 Posted April 30, 2019 Ok , .... If there is a way to set all creatures in a esp to male it is ok.. ( they get a male flag ( that will be checked by LoversRapers or Joburg , if we ever get a patch ) and they use the male body and "penis addons" ) Can be the ini or like in the Lovers Settings, there you can set whole Mods to not use Lovers. ( do not know if all NPCs and creatures in that Mod get a "xLoversPkrDisableH" token ) And if it is easier to set creatures by the model path/name to male, female or futa it's also ok. All I want is a option to overwrite the random gender selection. If "unknown" creatures models are not automatically male, and I must set a whole esp or creature by creature to male, I can live with that. ------------ I will have to run away more often with the new LoversCreatures. Yes I know females are dangerous, not just in the game and not just creatures.
LongDukDong Posted May 2, 2019 Posted May 2, 2019 On 4/30/2019 at 6:12 PM, fejeena said: I will have to run away more often with the new LoversCreatures. Yes I know females are dangerous, not just in the game and not just creatures. Aw,,, afraid of a horny, big-chested Xivilai in severe maternal overdrive knockin' ya down and making your little friend worn out and sore? :D
movomo Posted May 2, 2019 Author Posted May 2, 2019 femswap.esp version up to 0.2.1. Download from the second post, first page. Changes: 0.2.1 fix: ini setting retrieval (I was doing it wrong, cell buffer guessing was completely not functional) change: Optimization change: fsFnFormatPretty rewritten as fsFnPrettyPrint, fsFnPrettyFormat new: fsFnSetFemale new: Deer, Sheep penis meshes
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