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LoversCreatures 2.0 is a definite necessity if you want to have sex with creatures, though all sex animations within are for aggressive creatures while the NPCs (including the player) are submissive.  IE:  You become its bitch.  All creatures are assumed to be male in attitude, even creatures that are assumed to be female like Dar-Ma's Horse, Blossom.  And if you were interested with the mod 'Lovers Bitch', you will need to have LoversCreatures already loaded.

 

To permit the inclusion of female creatures that are submissive during sex, you will need to look for the LoversCreatures 2.5 thread.  However, it is a Work-In-Progress and does rely upon you first installing LoversCreatures 2.0 first.  It doesn't contain all female creature models, though you can use some meshes from 'Oblivion Sexualized Monsterss'.  And not all creatures have submissive sex animations.  Xivilai, Skeleton, Minotaur ans Spriggan submissive animations do exist, but none for the animalistic creatures like dogs, lions and bears, Oh My.

 

Again, it is a WIP.  And it could do with some people with knowledge of making additional sex animations.

 

20 hours ago, Shor said:

Are we sure that a spriggan is a creature?

Yeah, she is.   The spriggan's skeleton and her walk isn't to dissimilar to that of a Xivilai.

 

 

 

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@gregathit ...  Not doubting you, (after all, you created most of this...)  but I cannot remember the exact specifics of stuff that I did six or seven years ago.  There was a statement that you had made that let me think that spriggans might have already been included..  "Right now only the Spriggan, Flame Atronach and Tentacle Witch are getting back end support.  If we can successfully make those 3 work then we may consider building in support of the rest of the creatures.  No promises as it is a HUGE SHITLOAD of TEDIOUS WORK to add animations to the LoversIdleAnimsPriority.esp. "  So you might understand how I was confused....

 

@LongDukDong  I will install creatures and go looking for the 2.5 thread.  BTW, since installing LoversRapers by Wappy, my error for Spriggans has gone from 'does not respawn' to 'not ready'.  Wish there was an error message glossary somewhere....

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22 hours ago, Shor said:

Wish there was an error message glossary somewhere....

Good idea....  ;) 

 

Typically not ready may show some leftover tokens (like something saying it's already having sex, is sitting down, or other stuff).  Hrm, have you considered running the "Sexual Exploits (Lovers Settings)" spell, and choose the 'FIX BUGS" option?

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  • 3 weeks later...
  • 4 weeks later...

I have the prevent death option selected in LoversRape(i think thats the name), so when something kills me they rape me, but the problem is that because my hp is 1 or zero when i die, after the rape ends, combat continues and they one hit kill-rape me again and again non stop. I keep having to revert save. What should i to prevent that? Thanks in advance. Sorry if this is the wrong place to ask things like this.

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  • 3 weeks later...
On 7/1/2020 at 9:48 AM, Acacia17 said:

I have the prevent death option selected in LoversRape(i think thats the name), so when something kills me they rape me, but the problem is that because my hp is 1 or zero when i die, after the rape ends, combat continues and they one hit kill-rape me again and again non stop. I keep having to revert save. What should i to prevent that? Thanks in advance. Sorry if this is the wrong place to ask things like this.

When I had the Prevent death on, I would use a health regeneration potion while they raped my character and she would come out of it with full health, would recommend to carry a lot of them around.

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  • 3 months later...

There's that and  you could disable gangbangs (one of the available settings).  Or you could set up some options like the chance of an NPC to join in, disposition, responsibility, or so on.

 

 

I'm BACK!   For now, anyway.  I do have a few projects (reloaded) and in the works.  For those that like literature, I have another upload courtesy of "CONDOMHOUSE BOOKS".  Basically two books explaining the conditions a pregnant woman undergo when  HiyokoGeneratorBroodMother is loaded.  If you like the Prima books...   ;)

 

Can't say when my next mod is ready.......

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  • 3 weeks later...

I got too many mod WIPS.    LVSSP for Creatures,  a rework of LoversSlaveTrader ... cleanup and a few fixes that do NOT harm BravilUnderground or etc, and a rework of TamagoFertilityClinic.

 

Crap... I got issues:   :/

 

LVSSP for Creatures.   It woulda been SO eaiser if I could replace some stuff in Dialog.  Morrowind let you have replacement code IN the actual dialog, just like the MessageEx commands.  But nooooo.... they assumed that the text would have matching voice work, so they took that all out!  And making it recognize other monsters not vanilla?  They're all gonna need to be in the mod, or have add-on patches later.   (Fejeena's Fuck Rabbits in the LST Bravil addon for example).  Ke-rap!

 

LST.  Well, near completion.  CODE-wise, yeah.  Extra options... hella no.  Gonna take a while.  Can't say what it is (it's a surprise).  I will say that dialog is (again) a bitch thanks to them removing the dialog codes from Morrowind.

 

TamagoFertility:  I figured... screw it.  Merge my Add-on into it and just have a whole new one that won't break anything.  THEN... I thought, 'wasn't I making a new quest for it?"  Oops.  That's a surprise.  It's getting decked out, but I need to handle some subtleties about quest handling with the new additions.

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  • 2 weeks later...
On 12/2/2020 at 1:12 AM, LongDukDong said:

TamagoFertility:  I figured... screw it.  Merge my Add-on into it and just have a whole new one that won't break anything.  THEN... I thought, 'wasn't I making a new quest for it?"  Oops.  That's a surprise.  It's getting decked out, but I need to handle some subtleties about quest handling with the new additions.

Yep, I'm stilll working on that like crazy.  In essence, I was kinds feeling 'meh' about one quest ending abruptly and without resolution.  So...  I added a separate quest that occurs when your character is in REAL trouble.  :P  And at one point, it kinda does resolve the previous quest.  But it still leaves an open question, one I may resolve much later... hehehe...

 

As I said, it will be merged with my Add-on, so watch out for spells and potions at a high price.  :yum:  But I threw in a couple porn books if you can find them. And it will be accompanied by a decent sized .bsa file for the 100+ mesh/texture within.

 

I get asked "Why do I prefer .BSA?"  :cool:  Well, easier for end-users to cleanly remove the mod, especially if two or more mods use the same graphic resource filename.  Ya don't want to erase textures/Signs/CumHereTavernn.dds when uninstalling your mod if another mod in your pack also uses it.  Some modders 'share and share alike'.

 

Well, I may as well as release it when I can. I need to work on the ReadMe file. It is going to be way more extensive than the original.  :bawling:

 

Does anyone else post in here?? :P

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  • 1 month later...

Who knows how to fill an array in an existing quest with numbers, and RunBatchFile /

 

Essentially, I want to specify in the ini file a set of pose numbers that will be used in my mod, but it looks like

the * Let * command does not work from ini-RunBatchFile .

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22 minutes ago, fejeena said:

What about Lovers rapers and the LoversRaperS_Motion.ini ?

But I don't know anything about arrays.

Yes, an interesting idea there, I also thought about it (about strings), but I don't understand how it works ...

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Hello guys... there is one stupid question (sry, noob):
Please, сan someone drop here a link with doc about declaring OBSE variables in scripts?
*I see that often variables are declared as integer(int) type in scripts, but can not find info about this.

In addition to the standard variable types of Oblivion found only info about string_var and array_var,

and that that just Parameter Types designated after colon for OBSE functions... i'm confused a bit.

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6 hours ago, Akabass said:

Hello guys... there is one stupid question (sry, noob):
Please, сan someone drop here a link with doc about declaring OBSE variables in scripts?
*I see that often variables are declared as integer(int) type in scripts, but can not find info about this.

In addition to the standard variable types of Oblivion found only info about string_var and array_var,

and that that just Parameter Types designated after colon for OBSE functions... i'm confused a bit.

int a positive or negative integer (eg) 100, -98765,0,1,-1 ...
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On 1/24/2021 at 1:49 AM, TDA said:
int a positive or negative integer (eg) 100, -98765,0,1,-1 ...

Thanks a lot, but that's not what I asked. I need something specific from the OBSE documentation about variable declarations. If it does not exist, then it is a syntax error to declare variables as a int data type, since this data type only describes the parameters of the OBSE functions and nothing more, OBSE interface. Among other things, Integer is an indefinite platform-dependent concept, it can be 16 bits or 32 bits or 64 bits...

Spoiler

according to the doc  for the game constructor, it only uses the following data types:

short = signed short int :: 2xByte :: [-32,768 to 32,767]
long  = signed long int  :: 4xByte :: [-2,147,483,648 to 2,147,483,647]
float = single precision :: 4xByte :: IEEE 754

ref = pointer :: about size not sure, like FormID, 4xByte(?)

 

so, that I want to figure it out

 

UPD:

 

Well...

Spoiler

 

I looked for info at the source code of xOBSE and came to the conclusion:

  • Either I am blind LOL or INT is not a pseudo-datatype that extends Oblivion's capabilities.

According to the OBSE's changelog from version 0001 to 22, developers have introduced only two pseudo-types:

  • OBSE v0016: the string_var datatype...
  • OBSE v0017: the array_var datatype...

And some datatype combiner:

  • OBSE v0014: All OBSE functions now accept float, long, and short variables defined in external scripts as arguments.

In short, INT is a generic datatype for arguments to OBSE functions, Interface. Not for extending Oblivion data types. Check GameAPI.cpp, there no opcode for it. I guess, it was introduced for simplicity and compatibility with all types of game data (short long float ref -> int) and it is a mistake to use it as the datatype of Oblivion since int is an undefined data type and size ofit is a platform dependent, usually. But... not sure and just in case, I declare a disclaimer)~

 

xOBSE's GameAPI.cpp, there opcode for INT -> 0012 short     int

INT = SHORT datatype...

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  • 4 weeks later...

I'm back. I had serious internet issues until now.

 

Strings and arrays?   Look at my DarkBloodlinesFix.  I used strings to act as arrays, and made scripts like xLDDStrRndPose to acquire a random pose (or value) from a supplied string, and xLDDStrSetPose which acquires a specific pose (or value) from a string by its Index position.  Both of these I posted in a Technical Board here somewhere.

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  • 2 weeks later...

Well, I never noticed I had an outdated version of Lovers.....   So I downloaded the current package.  And I decided to take it upon myself to see about translating the machine-botched alteration of the Japanese comments into English.  It isn't TOO difficult to reconvert the garbage into Japanese. And I'm using Yandex and another Japanese to English translator.  And based on the translations I'm receiving from both, I figure Yandex was used for most Lovers translations already.

 

Still, I'm surprised that no one noticed this error in the current version....  a script apparently never touched or corrected.

 

did no one not notice.jpg

Actual  Japanese script put in place after correction... prior to English translation.  I figured, this might appear interesting.

 

It's a simple fix.  Just DELETE the extra short step statement on line 8 (or 7 if you prefer).  And this would be the only  structural  code edit that I am doing.  I have encountered other 'declaration' errors, where a variable was declared in a script while the variable doesn't appear anywhere else.  Harmless, and likely meant to show up later (perhaps).  Since these are harmless, I'm not touching anything there.

 

And right now, I'm approximately 1/4th through the Lovers .esp file.  I could get done by tomorrow, but I have many other things to do.  I'm just doing this when I feel like it.

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I'm still translating the remaining Japanese text within Lovers with PK.esp file, and I found yet ANOTHER error.  :bawling:  I guess it was imported while the editor did not perform error checks like this. :persevere:

 

booboo2.jpg

 

Yes, ladies and gentlemen.  The script above has an isFemale value defined, even though isFemale is a script command. 

 

The value is needed in the script, but it is neither a return value, nor a parameter for the script itself.  This value is ONLY used in this script, and could be named isWoman, isBabe or isHominaHominaHomina for all intents and purposes.  So it appears that this will be the second actual change to the .esp file other than translating the comments. 

Since it determines whether the subject '
me' is a female, it's gonna be renamed meFemale from here on in this script. 

 

Yep, boring.... but accurate. :sleeping:

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That's the shit CSE 81 

You can not compile the script with the short : isFemale

But the script works with

    set isFemale to me.GetIsSex Female

 

No change needed

Only change the CS

Use CSE 51 and you can compile scripts again. And you get rid of many other bugs.  Also with vanilla SC you can compile the script.

 

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

 

You use CSE 81. Have you ever tried adding new animations in a Mod? Maybe new ani in the LoversIdleAnimsPriority.esp ?

When you  add the path of the kf  you click here

1.jpg

 

Do it and tell me what happens.  Maybe something is wrong with my Windows or game installation...  because I have not seen a post with "This function is broken"

!!! If you try it with a mod that you are working on save before you click !!!

 

The " can not compile scripts"  and the "kf file add bug" (and other bugs) made me use CSE 51 again.

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