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Posted
6 hours ago, gregathit said:

To write and maintain a good in depth guide could require as much or more time than making an actual mod.  Which is a heck of a lot of work.  So it is unsurprising that this just hasn't been done.  

Seen it.  Done it.  I code in another format and I've spent hours ensuring a decent doc file for the masses for hilariously short code.  I use Help file editors for the bigguns.

 

23 hours ago, LongDukDong said:

I may have been mistaken about the usage of the IVF Device.  But, I made versions that can be hidden, and made a CRYO Freezer to store all the genetic samples for... WEEKS!  Still, I don't want to rush things too much.

Okay.  Whatever I did in my 'edit file' to add hidden versions of the IVF device did NOT work.  But the Cryo Freezer did.  However, throwing the original IVF device in a chest that doesn't have the CryoPreserve unit will merge ovum and sperm in Tamago in the immediate 4-hr window no problem (or a dozen in one shot).  So... getting a proper HIDDEN IVF device will consume more time.

Posted

Acacia17

I was the first who posted a Guide but it seems you have not read it. You posted a totally wrong load order " according to the only guide there is, "

There are two example load orders in my guide, a sorting tool and how how you do it by yourself.  So why the wrong load order ?

And My guide is step by step to follow from the top to the bottom.

And I see so many Mods in your Load order,  so again you have not read my guide. Start small, insall a few Mods and test  or you never know in game which Mod added which spell or change in the game. You will be lost wih all the setting spells and INI you must set, and you do not know which you must use to change something you do not like. Again , you have not read my guide.

 

You are one of the people who want it all and want it now, No reading, because you know how Modding works . . . then why did you ask ????

If you how modding in another game you do not know Oblivion.

 

And in a guide there will never be a Mod description, or a guide will become a thick book.

You have the names , you can google it. Like OOO, OCO or MBP.

 

--------------

Have you at least installed your game right ? Not in C : program files (x86 )  ????

 

It does not happen often that I am pissed, mostly I am very patient, but that was my last post. Good luck with all your modding knowledge.
Posted
27 minutes ago, fejeena said:

Acacia17

I was the first who posted a Guide but it seems you have not read it. You posted a totally wrong load order " according to the only guide there is, "

There are two example load orders in my guide, a sorting tool and how how you do it by yourself.  So why the wrong load order ?

And My guide is step by step to follow from the top to the bottom.

And I see so many Mods in your Load order,  so again you have not read my guide. Start small, insall a few Mods and test  or you never know in game which Mod added which spell or change in the game. You will be lost wih all the setting spells and INI you must set, and you do not know which you must use to change something you do not like. Again , you have not read my guide.

 

You are one of the people who want it all and want it now, No reading, because you know how Modding works . . . then why did you ask ????

If you how modding in another game you do not know Oblivion.

 

And in a guide there will never be a Mod description, or a guide will become a thick book.

You have the names , you can google it. Like OOO, OCO or MBP.

 

--------------

Have you at least installed your game right ? Not in C : program files (x86 )  ????

 

It does not happen often that I am pissed, mostly I am very patient, but that was my last post. Good luck with all your modding knowledge.

Yeah, i havent read yours yet. I have planned to waste my today on that. 

 

No, you get me wrong. I find modding and coding/designing in general, very god like professions. I do not know anything about those(it might also be that i havent tried to learn), so i just assume that they are TOO hard. And im also kind of good with giving instructions, so in my mind i setup this kind of reasoning(sounds odd i know but to put things in perspective) Modding=Being god and writing up simple instructions on how to get these mods working=Breathing, for guys who can code. So my complaint on this actually is not 'Why this cant be get done', but 'Why YOU cant get this done'. 

 

No they wont if done properly. I mean, they already are thick books, with mostly unnecessary info on things noone will ever take interest on. 

For example, the other guide i have followed, defined MBP as 'a mod which turn oblivion into a brand new game', so i wanted to get it all right, this overwrite lots of my mods and stuff. Despite the how stupid might be my load order, i do think this one was the main reason why i couldnt get my mods working. I have just learned from a logical thinking human being, that this mod 'just adds tons of anime like races which noone probably will never use'. Power of proper guidance, dont you think? Thats all im saying.

 

---------

Mine is in D. I just said i know how modding works in general. Stop with this 'Modding knowledge blah blah' stuff. I said im sorry, for what its worth i guess, but still.

Posted
1 hour ago, LongDukDong said:

Okay.  Whatever I did in my 'edit file' to add hidden versions of the IVF device did NOT work.  But the Cryo Freezer did.  However, throwing the original IVF device in a chest that doesn't have the CryoPreserve unit will merge ovum and sperm in Tamago in the immediate 4-hr window no problem (or a dozen in one shot).  So... getting a proper HIDDEN IVF device will consume more time.

To me it seems like it will just work if you add another getItemCount test to this: if IsActor == 0 && GetItemCount a4tcIVFDevice == 0

Like just if IsActor == 0 && GetItemCount a4tcIVFDevice == 0 && GetItemCount unplayableClothingIVF == 0

This seems to be the only real place the IVF device is ever being referenced. The one in the main quest script is just a ui refresh fake. It could be any playable item.

But this is kinda obvious so I assume you tried exactly this and failed?

 

obtw I noticed that a4tcqMain script's indentations are borked. While it will not confuse the computer, it can and will confuse you. How about reformatting it in the next version?

Posted

I just find out that UOP was the reason why i couldnt get my mods working. I have installed it via 'OBMM, create, add archive, create omod, activate' order. It gives 'This is not a master file' warning and i cant get it ticked in data files while launching the oblivion. Should i just decompress the content into the data folder or what? 

Of course you can completely ignore this help request, considering how much of a jerk i am(although i still think it was justified) with my 'modding knowledge'. Thats also ok. 

Posted
1 hour ago, Acacia17 said:

Yeah, i havent read yours yet. I have planned to waste my today on that. 

"Waste" another day, like we've been doing every day here? For goodness' sake, stop being snarky for once and I promise things will go much smoother. You've already upset several people with this pretty attitude of yours, myself included frankly. But I do see good things in you, like stressing the importance of proper documentation, or bringing up this subject that people have been fogetting/ignoring. So I'll help, just be cool and ask the technical things. I think starting over and starting small is an excellent idea, like Fejeena suggested.

 

Honestly, I never needed any Lovers 'guide' other than some load order samples to lewd up my game, been some ten years ago. It was even before I joined here. I used Japanese versions directly at that time.

It worked because I make backup often, read the included docs, and examine if things are working before trying to install another mod. Chances are that if you start small and do one thing at a time, you might not need guide as well. On the other hand, you may have to forgive us sometimes as  installing mods is like breathing the air to old modders and they often don't understand what's confusing or difficult for newbies.

 

1 hour ago, Acacia17 said:

I have just learned from a logical thinking human being, that this mod 'just adds tons of anime like races which noone probably will never use'. Power of proper guidance, dont you think? Thats all im saying.

Tolerance dude, tolerance. You may hate anime stuff like fuck and while there are many others who agree with you, there also are many people who like it and use MBP. Hate it all you like but keep your mouth closed.

 

Technically speaking, MBP is wonderfully well-organized and superior in design, because it was designed to be modular and malleable, which is why it became popular in the first place and is a requirement of many other mods. Like or not, it was one of the most successful cosmetic collection for Oblivion. Quite possibly 'single most', even.

The assets are a great collection of many cosmetic mods up to the time of its creation that includes many resources of Japanese/Korean/English-origin. And the mod itself is very well-documented. It's only the English readers' impatience to do all things at once that is messing up their precious installation. Hence why there are guides to install MBP, and why it didn't need explanation as to what it is - everyone knew what it was, just couldn't get things working. I bet you didn't even try to read their docs. They're in japanese so you don't need to do it now, but have some respect, will ya?

 

 

 

--- edit on the fly because you posted more

 

34 minutes ago, Acacia17 said:

I just find out that UOP was the reason why i couldnt get my mods working. I have installed it via 'OBMM, create, add archive, create omod, activate' order. It gives 'This is not a master file' warning and i cant get it ticked in data files while launching the oblivion. Should i just decompress the content into the data folder or what? 

Of course you can completely ignore this help request, considering how much of a jerk i am(although i still think it was justified) with my 'modding knowledge'. Thats also ok. 

 

You will get help because we're cool and you're being specific, asking something we can actually provide. You seemed to be doing it with Bash before so forget about OBMM - out of all the mods I've seen only one mod that outright requires OBMM to work (it needs OBMM's shader edit function). To make BAIN archive (that's what they call their packages), just compress the mod files with zip or 7z, or other archive types that 7-zip supports. Put the file in your Bash Installers directory.

 

Or maybe Fejeena or others will help you with OBMM operations. Both programs are good although Bash has one distinct advantage namely bashed patch - the point is pick one program and stick with it.

If at all possible, don't do any file operation outside of your mod manager's watch. Once you picked a mod manager, don't trick it, don't cheat it, don't delete files without through that program and don't add anything without its watch.

 

For Oblivion mods to work, or Oblivion itself for that matter, Oblivion.esm must be loaded flat first. All esm files must be loaded before any esp file. (your mod manager will take care of that)

All esp/esm files will have zero or more dependencies. If they have some, your mod manager will list their master list. At barest minimum, your full load order must not contradict the masterlist of the individual mods. It's an easy job when you have 20 mods, but it can become quite a puzzle when you have 200 mods, hence the load order guides.

 

Now, when you launch Oblivion, do not use launcher.exe or whatever its name actually is. You don't have any control over load order there and you might have problem with OBSE that way. Your mod manager will provide some way to run the game properly. In Wrye Bash it's an Oblivion icon at the bottom, in OBMM it was probably some run button or something. I think this will solve your 'launcher refusing to tick mods' problem.

(Normally Oblivion does not accept esp files having another esp as their dependencies, and uop for dlcs all have dlc esps (such as knights.esp) in their masterlist. This might be why it's refusing to work.)

Posted
9 minutes ago, movomo said:

"Waste" another day, like we've been doing every day here? For goodness' sake, stop being snarky for once and I promise things will go much smoother. You've already upset several people with this pretty attitude of yours, myself included frankly. 

 

You seemed to be doing it with Bash before so forget about OBMM - out of all the mods I've seen only one mod that outright requires OBMM to work (it needs OBMM's shader edit function). To make BAIN archive (that's what they call their packages), just compress the mod files with zip or 7z, or other archive types that 7-zip supports. Put the file in your Bash Installers directory.

 

Now, when you launch Oblivion, do not use launcher.exe or whatever its name actually is. You don't have any control over load order there and you might have problem with OBSE that way. Your mod manager will provide some way to run the game properly. In Wrye Bash it's an Oblivion icon at the bottom, in OBMM it was probably some run button or something. I think this will solve your 'launcher refusing to tick mods' problem.

(Normally Oblivion does not accept esp files having another esp as their dependencies, and uop for dlcs all have dlc esps (such as knights.esp) in their masterlist. This might be why it's refusing to work.)

I meant the waste as 'I know it wont work in the end but what the hell'. By no means i see whatever you spend your time on/with as waste, i dont have that right. I know that. 

 

Guide i was following before suggested that i do everything with OBMM, then open Wyre Bash, get all that in bashed patch, and close Wrye Bash, open OBMM again and continue on installing Lovers mods with that. I still dont have any idea why is that. I guess bashed patch kind of like merges all together or something so it stays stable? Also sometimes mods coming with this 'Choose one' kind of state, so it messes up OBMM, would that be a problem in Wyre bash too? If so how should i handle this?

 

It says 'Use steam it works' when i try to launch the game via OBMM, so i was doing that. UOP just messes up everything, so however dumb or a risky choice it might be, i decided to completely ignore UOP and all other unofficial patches. I have completed the tutorial and it seemed like seamless enough (In fact even better than skyrim with unofficial patches). Is that a bad idea to ignore UOP?

Posted
1 hour ago, Acacia17 said:

Guide i was following before suggested that i do everything with OBMM, then open Wyre Bash, get all that in bashed patch, and close Wrye Bash, open OBMM again and continue on installing Lovers mods with that. I still dont have any idea why is that. I guess bashed patch kind of like merges all together or something so it stays stable? Also sometimes mods coming with this 'Choose one' kind of state, so it messes up OBMM, would that be a problem in Wyre bash too? If so how should i handle this?

Suggesting to use OBMM and only use Wrye Bash for bashed patch creation - this might deserve a long explanation.

 

First and foremost, Wrye Bash can be confusing and their documentation is quite long. It scares off most people, it can be said that OBMM is more popular today. So if you write a guide and don't want to spend a good portion of your next decade doing Bash troubleshoot, you just end up recommending OBMM.

 

And why switch to Bash temporarily? Because you want bashed patch - yes, you got it right. It's a merged patch that solves certain types of mod conflicts. You can make merged patch without Bash if you know how (with TES4Edit/xEdit), but using Bash is obviously much more convenient.

 

And why switch to it only temporarily? Because as I said just before, you want to stick with one as far as you can. Bash doesn't recognize what OBMM does and OBMM doesn't know a thing what Bash does. You need to give one of them (much) more weight.

 

I use Bash mainly and only have one mod (Night-Eye shader replacer) active in OBMM. I recommend Wrye Bash over OBMM because-

  • Bashed patch
  • Data file 'anealing' (it's hard to explain, it unpacks from multiple mod packages in one go to make it a final desired state to fix things, very accurate and powerful)
  • *Sometimes* OBMM loses track of the installed data files. it's bad. Kills the point of installing things via mod manager in the first place.
  • To make a 'choose one' installer package, you need to write a script for omod package. In Bash options are just different directories in a normal archive file. Much easier. Although you can still write BAIN script if you wish.
  • File database operation (refreshing) is much faster in Bash than OBMM.

 

But for the record, you can use mainly OBMM and be happy at the same time. Mine was like that until some years ago.

 

 

What do you do when a mod provides only one type of package? Unpack their package and repack it to the form your mod manager prefers. (Note the above 4th point: repacking requires too much effort in obmm)

 

What if you're using Bash, and a mod comes with an omod package that has scripts, so that you can choose one among many? And you don't have enough power or knowledge to decipher it? Then you just use obmm for that. You'll have to live with such occurences (or get your ass up and repack; I do).

 

'Choose one' type of mods don't mess up OBMM. Not necessarily. And any install operation in one mod manager will seem like a problem from the other mod manager's perspective. So I'm not sure what to say about this particular question. You'll need to provide more detail.

 

If you use mod manager wisely you can ignore most/all of the "pretty up your oblivion first and then install xxx then yyy then start lewding up" kind of advices. With a powerful and working mod manager like Obmm or Bash it simply doesn't matter. But I still recommend listening to them as you're quite new to this.

 

 

 

1 hour ago, Acacia17 said:

It says 'Use steam it works' when i try to launch the game via OBMM, so i was doing that. UOP just messes up everything, so however dumb or a risky choice it might be, i decided to completely ignore UOP and all other unofficial patches. I have completed the tutorial and it seemed like seamless enough (In fact even better than skyrim with unofficial patches). Is that a bad idea to ignore UOP?

Don't know, I don't have steam version. I avoid steam like the plague ever since they boned my modded Skyrim installation in 2012. Mine was a retail dvd version until only 2 years ago. Steam user's help needed here.

Jeez, they really say "Use steam it works"? lol I'm sure it works if they say so, but can't stop laughing at the message somehow

 

Ignoring UOP is not a good idea unless you absolutely must. I suggest you fix that up now and be done with it forever. Oblivion has many game-breaking bugs. UOP fixes all the dangerous ones.

Again, however, in the strictest sense, technically you can ignore them. I did not use uop until some 2012 or so because I loved discovering/using the various 'legitimate' cheats. The game is beatable without it. Just keep the uesp wiki under your pillow.

 

Maybe deleting all other mods (start small and fresh, right?) except uop will simplify the matter.

Posted
14 minutes ago, movomo said:

'Choose one' type of mods don't mess up OBMM. Not necessarily. And any install operation in one mod manager will seem like a problem from the other mod manager's perspective. So I'm not sure what to say about this particular question. You'll need to provide more detail.

 

Jeez, they really say "Use steam it works"? lol I'm sure it works if they say so, but can't stop laughing at the message somehow

 

Ignoring UOP is not a good idea unless you absolutely must. I suggest you fix that up now and be done with it forever. Oblivion has many game-breaking bugs. UOP fixes all the dangerous ones.

 

Maybe deleting all other mods (start small and fresh, right?) except uop will simplify the matter.

Im talking about the non-scripted ones, inside the zip there are '!!!###CHOOSE ONE NOT ALL###!!!' named folders and stuff, it pops up a warning similar to 'cant read what is written inside' or 'cant extract' 'dont know how to understand that'. It has something to do with folder structure i guess, but when i try to imitate other ok mods' folder structure by extracting the problematic archive's contents into a new folder, deleting the things i will not use/need among the things they let me choose from, reorganizing the structure by creating needed folders with appropriate names('Texture' or 'meshes' and so on for example) and re-archiving this edited new folder, it doesnt work properly. 

 

Its in a warning popup cant write or copy paste the whole paragraph here obviously, but more or less same meaning.

 

Ok i guess, but it seems like there is no fix. Unless if i installed it wrong. First i tried with creating an OMOD file(?) and activating it through OBMM. This gave me the 'this is not a master file' warning in the data files and tagged the esps as 'invalid file', so i couldnt tick them( basically game was forcing me to start the game without them). Then i uninstalled everything and reinstalled again, then i tried extracting the UOP contents into data file, this eliminated the warning and i could tick the esps, but this time game crashed before i get to see the Bethesda logo. Then i looked for possible solutions, i couldnt find anything, so i have decided to ignore it. 

 

My fourth fresh start in this last two days. Hence my idiotic behaviour. This time with fejeena's guide. Im following it to punctiations right now. I even gave up on the mods that i wanted to install, i just download whatever fejeena telling me to download at this point, i do not even like half of the things im downloading, but it doesnt matter anymore. 

Posted
2 hours ago, Acacia17 said:

It says 'Use steam it works' when i try to launch the game via OBMM, so i was doing that.

Can't help with anything related to OBMM or using the Steam version of Oblivion with anything that isn't Mod Organizer 2, but I think I can at least explain how Steam Oblivion is supposed to work.

 

The Oblivion Script Extender (OBSE) is a requirement for pretty much any mod out there that does anything remotely complex, and it needs to hook on to the game exe to inject its extra code. This is fine and dandy with the DVD/retail versions of Oblivion, but for the Steam one, Steam already hooks into the game in a similar way, so OBSE can't do its job. The OBSE team solved the issue by editing it so it can also hook into the game through Steam's own hook (IIRC they even got Steam's permission and help to do that). This requires Steam to successfully hook into Oblivion in the first place, which in turn means you need to:

  1. Have the Steam Interface Overlay enabled for Oblivion and
  2. Launch Oblivion through Steam (or in any way that allows the Steam interface to load ingame; not sure if directly launching the game exe itself does it, for example).

Don't think OBMM has been updated since before that OBSE fix was made, so may not be launching the game properly and a not-correctly-functioning OBSE couldbe one of the things giving you grief.

Posted
48 minutes ago, Acacia17 said:

Im talking about the non-scripted ones, inside the zip there are '!!!###CHOOSE ONE NOT ALL###!!!' named folders and stuff, it pops up a warning similar to 'cant read what is written inside' or 'cant extract' 'dont know how to understand that'. It has something to do with folder structure i guess, but when i try to imitate other ok mods' folder structure by extracting the problematic archive's contents into a new folder, deleting the things i will not use/need among the things they let me choose from, reorganizing the structure by creating needed folders with appropriate names('Texture' or 'meshes' and so on for example) and re-archiving this edited new folder, it doesnt work properly. 

FYI, before going in to topic, you can do 'partial quote' by dragging up some texts (to highlight them) and wait for a while (like 1 second) and a small 'quote selection' button will appear near your selection. Many people don't seem to know that

 

 

50 minutes ago, Acacia17 said:

Im talking about the non-scripted ones, inside the zip there are '!!!###CHOOSE ONE NOT ALL###!!!' named folders and stuff, it pops up a warning similar to 'cant read what is written inside' or 'cant extract' 'dont know how to understand that'. It has something to do with folder structure i guess

This sounds like just wrong packing.

Not all modders care much about whether his users are doing fine, you can call him a lazy bum but in all seriousness, not really a fault... just some laziness. lol I do this myself sometimes. But enough of that.

 

So I assume the packaging is understandable by human but not computer.

How to solve this problem?

 

Repack it and make it recognizable by your mod manager.

 

In case of Bash... it's pretty possible that Bash will be recognizing that package already, because that's just how Bash works. Or consult the Bash documentation to learn how to make BAIN package.

 

In case of OBMM though... well it's tough shit. As I'm sure you don't want to learn OBMM scripting right now, I'll tell you the simplest solution:

Pick one of the options as you're told, and merge them.

Most of the time it's as simple as copying and merging folders, but sometimes you may need to reproduce the correct data structure yourself.

(Making select-one type installer in OBMM requires scripting.)

Then you make a simple OMOD file with it.

 

 

In your Oblivion folder (where Oblivion.exe is), there is the "data" folder, this is where most things should go.

Inside the "data" folder, you will have (among others)

  • *.esm
  • *.esp
  • *.bsa
  • meshes
  • textures
  • sound
  • ini

Remember these structure and make sure your new mod package have similar structure: esp/esm/bsa files in the top (root) level, along with "meshes" and "textures" folder.

 

 

Actually what mod is that, exactly? Such mod was in a guide?

 

 

1 hour ago, Acacia17 said:

First i tried with creating an OMOD file(?) and activating it through OBMM. This gave me the 'this is not a master file' warning in the data files and tagged the esps as 'invalid file', so i couldnt tick them( basically game was forcing me to start the game without them). Then i uninstalled everything and reinstalled again, then i tried extracting the UOP contents into data file, this eliminated the warning and i could tick the esps, but this time game crashed before i get to see the Bethesda logo.

I found this post - tldr: UAC can cause issues.

Solutions (if this is indeed the cause) I am applying myself (mine's GOG version):

 

Your game folders are better not be in Program Files (x86). Move your Steam library folder (or add new library location) to somewhere outside of such off-limits locations, such as C:\Games.

Give Oblivion.exe, obse_loader.exe an Admin privileges. Pre-vista games tend to cause problem without Admin rights. In case of Wrye Bash, this also means that you have to give Admin rights to Bash itself.

 

Also do note that the post mentions the bsa redate issue. IIRC, both OBMM and Bash have this 'redate' functionality built in. Steam version bsa's come with wrong dates. But they all must be like 2006-01-01.

Posted

Yeah, in this try i ignored it, no turning back now i guess. Im halfway through, done with beautifications and will start with Lovers after wrye bash. Just tested the game and it works fine for now at least, with some minimal stutters(there wasnt any stutters in vanilla before). If it doesnt work after im done with modding, before giving up completely, i will make one ultimate final attempt with merging and following ALL the guides about oblivion modding in this site at once to their respective punctiations, might use this link you gave me then. Thanks. 

Posted

Hrm....   After all this, I am thankful I don't use BOSS or Wyre Bash.  I just use Oblivion Mod Manager and use that to sort my mods in proper order.

 

Oh, and if I have a mod with an exorbitant amount of resources (meshes, textures, etc), I tend to .BSA them  In some cases, multiple BSAs if it's TOO large.  Some mods not possible to BSA due to weird coding (TamagoClub as an example).

 

18 hours ago, movomo said:

But this is kinda obvious so I assume you tried exactly this and failed?

Actually, it was a weird 'calling' issue to a replacement test I made.  Much like the 'isAvailable' functions, I made two functions ... basically 'isIVF' and 'isCryoPreserve' functions.  It was here I made and returned the tests, and changed the four reproductive functions appropriately.

 

18 hours ago, movomo said:

obtw I noticed that a4tcqMain script's indentations are borked. While it will not confuse the computer, it can and will confuse you. How about reformatting it in the next version?

Yeah, I saw that.   Fixed it in the WRONG editor (my test patch), and uploaded the revised Tamago without the fix.  Not that it confuses me either.  But if you thought that was messed up, they did loops without formatting in some areas.

 

 

 

 

Posted
3 hours ago, LongDukDong said:

Oh, and if I have a mod with an exorbitant amount of resources (meshes, textures, etc), I tend to .BSA them  In some cases, multiple BSAs if it's TOO large.  Some mods not possible to BSA due to weird coding (TamagoClub as an example). 

I do the opposite... I unpack them all because it's not really needed, and bsa's add decompression overhead (if it's compressed) and cannot be fit efficiently in the disk cache (if it's large). I actually have all vanilla files as loose files and deleted all of them. Nifskope & Blender displaying correct textures is an added benefit.

Posted

I guess that's one area where you and I differ.  I like the cleanliness.  And if I wanted to remove a mod and all related graphics, I don't run the risk of deleting a testure or mesh that's shared between two mods.  Think 'LoversBitch' and one of the 'BravilUnderground addons'.

 

I just did an update (again) of TamagoClub, soley because I was a MORON THAT LEFT POPUP MESSAGES INSIDE!!! 

 

On 7/26/2019 at 3:43 AM, movomo said:

obtw I noticed that a4tcqMain script's indentations are borked. While it will not confuse the computer, it can and will confuse you. How about reformatting it in the next version?

Oh, and I fixed up a minor formatting issue.  ;)

 

 

I DID IT!

 

The Creatures can now offer Birth Animations via submissive poses in my HiyokoShooter mod... well, when I fine tune it.  But I finally achieved Creature birthing. 

 

When I was studying LoversCreatures, I saw a function that delivered a sex position based on tests for a creature.  When I attempted to link it, it didn't work as I had hoped.  Only after a good amount of studying, I discovered that the script was actually part of Lovers with PK itself, so my attempt to retrieve a usable REF and link the function was fully in error.  I had to link it through LAPF and not LC2.5!

 

Now there ARE Caveats.   If you are not using LoversCreatures 2.5, there is no birthing animation.  And if you are using LoversCreatures 2.5+, it only delivers a birthing animation if the creature has a submissive pose.  And obviously, there will be no birthing animation if the creature is birthing another creature as there is no Creature X Creature sex positions.

 

There is to be more work on HiyokoShooter of course.  It now sports an INI file with content regarding Vampire children births.  But I now need to include content for preferred animations for NPC births, and on/off toggles to enable/disable creature animatics.

 

 

On 7/23/2019 at 3:40 PM, fejeena said:

t1.jpg

I want small Teddy bags

Well, you could make Teddy Incubators now.... or a Teddy Sperm Bucket.

On 7/23/2019 at 10:53 PM, fejeena said:

Or do you mean I should scale the Teddy to human height and then run MeshRigger to add it to the human skeleton bones. 

So you have a wearable teddy.

..... Interesting?

 

Posted

What ?  I thought that was a joke. That's crazy !

 I can put a womb and sperm  in a  ( not respawning ) chest/container and at the end of the preg time ( set in the Tamago ini ) a child stands next to the chest  ( No brith animations for chests ? wobbling chest lid ?  )  And does the child follow the mother = the chest ?

 

Now I am really out of all the new lovers version.  I'll take good care of my old downloaded files.

Posted
1 hour ago, fejeena said:

in a  ( not respawning ) chest/container and at the end of the preg time ( set in the Tamago ini ) a child stands next to the chest  ( No brith animations for chests ? wobbling chest lid ?  )  And does the child follow the mother = the chest ?

Nope.  You can put a sperm and an egg in a chest, and in 4 hours it is fertilized.  Or contents like that in another chest and they can stay preserved for weeks.  That feature has been there all along.  But right now, there is 'currently' no TeddyWomb feature.

 

 

Posted

I don't think fejeena realized that I said 'currently'.  :D HOWEVER, wombs only work under the basis that their genetics is linked to the actor which they're initialized/made.  So if you take a womb from ... Emma and put it in HanPL, all the womb knows is that it's making Emma's ovums.   So, your teddy bear backpack has to be an actor of some sort (NPC/Creature). 

 

Oh, there may be a way around that hurdle to make the teddies have wombs...  are not the Reznod Mannequins NPCs?   These too may be actors, but as CREATURE actors.  As NPCs, they'd display what they were wearing/carrying.  But as creatures, nope.  They'd have to be living of course, and indestructible.  But Reznod's mannequins have that feature too.  You just gotta make sure your teddies are female and allow LC2.5+ to work with them.

 

NOW......

 

I've mentioned a couple of times that I felt that the Tamago/Hiyoko system might need a decent guide.  Well, it's in the works in the form of an ESP book.  You can currently find it in the Imperial Dungeon at game start (for now).  There"s no graphics as yet.  But you can be assured they'd be ... tasteful?

 

TestBook.esp

 

Hi, Sladen.  :P

  • 2 weeks later...
Posted

Was anyone aware of SetActorRespanw and SetLowLevelProcessing OBSE commands?

 

For the unaware, actors (both NPCs and Creatures) that have the low-level processing turned off and/or respawn, they tend to have a few issues with some mods.  They're not the best of 'slaves' from LST.  And for those with the TamagoClub system, the tamago data vanishes if you're not hanging around the subject(s) during resets or a few game hours.

 

Now I'm not suggesting that anyone rewrote LST or Tamago and force anything enslaved to get 100% altered with the two OBSE commands.  But as I rework som systems in LoversGenderbender.... I wonder if I should put in a couple  little 'switches' in an INI file.  If enabled, Genderbending also triggers Low Level and No Respoawn?

 

 

Posted

It should be ok if you leave it optional, but why switch them off? Not only some mods, but the vanilla game itself is going to have problem with messing with those flags. Especially for the bandits and creatures where a single base record is shared by multiple references. On top of that, even if you tick off low-level processing and respawn, I doubt it will make them very much enslavable.

Posted

Actually, it does hamper some features.

 

For Lovers Slave Trader, these types of characters are not considered 'valid slaves' for selling purposes.  And continuous training is also hampered because it is accomplished by the same mechanism as the selling feature.

 

For TamagoClub, these characters have their tamago records 'reaped' more often, such as if you're saving/loading in a cell where the subject isn't present.  Sure, a creature could be pregnant.  But leave it alone and in another cell, save/load (or just wait a couple hours) and when you return... not preggo.  Same for Bandits with the same settings.

 

15 hours ago, movomo said:

Especially for the bandits and creatures where a single base record is shared by multiple references

Ah, that's the fun part.  I've seen mods that have these options set for SINGLE NPCs.   Take 'Bravil Underground' for example.  Both Cyril and Colin the thief at the Bar have the described afflictions.  And they're not one of those 'multiple reference' types.  Actually 90%+ of the cast fall under this.  :/   For respawning guards, fine by me.  For others?  Worried about them getting killed?  Make them essential.  Oversight?  Yeah.

Posted

:tounge_xd::tounge_xd: :D:tounge_xd::tounge_xd:   Okay, guys!   Wanna have some fun???

 

What kind of dialog reaction would you expect someone to say if they got turned into another gender?  Whether a good reaction that they LIKE what they now have, or are frustrated or shocked.  And of course, if they get switched back to their original gender.

 

For an upcoming re-release and new version of LoversGenderbender, I already added some basic generic ones like "It can't be!" or "By the gods!"  And I have a couple fun ones like "Thank the gods!  My boys are back!"  But I figure, why not have some fun and let others have some?  Any ideas?

 

Oh.   GenderBender has an option to 'remove' LC2.5's Change Creature Sex spell if encountered.  An option, but kind of obvious.

 

But again... anyone have fun reactions to share?  I figure for a limited time ...

Posted

if you yourself voice these dialogs, it will be fun.

================================

By the way, what about the idea that NPCs can show indecent gestures to a player?  I saw some funny pictures and made a couple, nothing special ...

Posted

Yeah, gestures and reactions I haven't figured out.  The sexy dance of the girls in BravilUnderground or the Fan clapping like an idiot are a mystery to me.  :(

 

Bug and betatesting LGB right now.  Gotta tune up the spell reload system.*

 

*Spell Reload:   A system may allow you to have spells based on INI settings.  If the INI settings change, the spells already learned need be removed/reloaded if changes cannot be attained via a spell's magic-effect script or the like.

Posted

The clap and the dance are AI packages.

You can do  it with "use Item at"

 

 

The Bravil underground dance:

AI pack: "Use item at"  the X marker.  And "Skip fallout behavior" so they do not talk to other NPCs.

The item they use is a misc item

xSTPaperDance "Crumpled Piece of Paper" [MISC:03032354]

 

Then the idle animation BUDance [IDLE:030300F2]  it use the ShiveringIsle dance kf files  ( Characters\_Male\IdleAnims\sedance.kf )

"GetIsUsedItem"  the xSTPaperDance

 

Done.

 

---------

The same with the clapping,  one "use Item at" AI pack . But the fan have 3 idle animations and they are set to random percent , so he use the 3 vanilla clapping/cheer  kf files  ( cheer01.kf  to cheer03.kf )

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