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On 5/4/2022 at 7:27 PM, LongDukDong said:

What the hell???

 

FutureKick.jpg

 

Isn't if fun what you can do when you put your mind to it?  This is an attempt to reverse engineer the TamagoPlayerHUD and see about making it a small HUD to check on NPC menstrual states. 

 

A work in progress, this is going to be graphical rather than have that dang text to the image's right.  I may mix this with LoversSexSense, using graphics to display things like if a player had sex, was raped... or what is their favorite color!


"BLUE!"

 

Alright.  Off ya go.

 

 

 

What mod adds guard trainees?

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6 hours ago, Nepro said:

What mod adds guard trainees?

Children's Annuad. (<--Yes... Clickable)

 

The mod from Yuravica adds x117 NPC children to Tamriel, so the trainees are basically teenagers.  But then again, you may encounter Little Red Riding Hood or Alice from American McGee's Alice or Alice Madness.  And some entertaining creatures using current Vanilla skeletons.  So the Gigles you encounter uses the Goblin skeleton.nif and thus LAPF compliant.  But others like the Bandersnatch from the Alice in Wonderland series has its own and isn't LAPF compliant.

 

The version I uploaded is 'complete' so you don't need to go to oft-hard sites to get all the graphics and... Voices.  And it's in the non-adult board because they labeled it as such... even though some characters may sell or wear kinda skimpy outfits if that.

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On 5/6/2022 at 7:48 PM, LongDukDong said:

A bit of TAMAGO "ACTOR" HUD Eye Candy for you.... likely NOT to be called Tamago in the end as I'm adding non-Tamish content too.

 

NOPE!  Not gonna be TamagoActorHud anymore.  I just removed all dependencies FROM the mod.  Any references to TamagoClub have been removed so it has literally NO Parent Masters attached to it.... not even Oblivion itself!!!

 

So... I now have an INI file that allows me to set the location of the Tamago HUD glyphs, or disable them if you don't want them seen.  And said INI also allows me to set the location of Slave Glyphs, or disable them if you don't want them seen.

 

* Tamago Glyphs:  Shows the menstrual/pregnancy state of the target's womb, whether contraceptives are in use, and sperm.  Mirrors TamagoPlayerHud in general appearance.

 

* Slave Glyphs:  Depicts if a LAPF Slave (Bracers), a LST Slave (Mace of Molag Bal) or a broken LST Slave (Mace and bracers combined).

 

I'm wondering... what other content to add to this that can be in the form of glyphs/graphics.  *hint hint*
 

Guess I'm able to chill a bit now.  :D

 

 

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Hrm... how's THIS for an Actor Hud?

 

Spoiler

 

Butch.jpg

 

Oooh, that club does mean what you think it means... I enslaved that raveshing dunmeri elf of the seas.

 

There are actually FOUR icon sets here. 

  • The first is her GENDER... like that's not obvious. :D 
  • The second is ENSLAVEMENT... but since this has no cuffs, she's not broken
  • The third is her DRIVES.  The male symbol is bright and the feminine symbol is dark.  Yeah, she's butch.  (A bonus feature in TamagoClub)
  • And the fourth symbol is her WOMB state.

 

Sound like it's coming along?

 

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For those interested in what features are 'currently' in the HUD, I present to you... the current INI file (Content may change?

 

Spoiler

 

 

; ==============================================================================
;                          D U K K Y   A C T O R   H U D
;                                 S E T T I N G S
; ==============================================================================



;; DEBUG DISPLAY
;; =============
;; This determines if messages  are sent to the command console during the mod's
;; execution. 
;;
;; Default = 0  (0 = off / 1 = on)
;
set a3dah.Debug to 0



;                    *===*    *===*    *===*    *===*    *===*



; ==============================================================================
;; DENIAL GLYPH
;; ============
;; This determines if a graphic symbol indicating the actor has been barred from
;; sex is displayed, and under which subsequent HUD.  The glyph is only shown in
;; one of two HUD displays, so the related HUD must also be enabled.
; ==============================================================================


;; System On
 ; ---------
 ; This determines whether or not the Slave Display HUD is engaged.
 ;
 ; Default = 0  (0 = OFF, 1 = ON)
 ;
set a3dah.Denied to 1

;; Attached Hud
 ; -------------
 ; This directs the barred-from-sex glyph to be rendered atop of a specified HUD
 ; display. It assumes that the HUD defined is likewise enabled.
 ; window. As expected, this requires two values to be defined.
 ;
 ; Default = 0  (0 = GENDER, 1 = TAMAGO)
 ;
set a3dah.DeniedHud to 0




;                    *===*    *===*    *===*    *===*    *===*



; ==============================================================================
;; FEATURE ENFORCEMENT
;; ===================
;; Not every item will automatically be read by this HUD unless some form of ac-
;; tion is taken.  Unless one openly engages with an actor, the actor's womb may
;; not immediately generate, contraceptives from TamagoFertilityClinic might not
;; readily appear.  For this reason,  you have switches below to turn on/off the
;; ability to  'force'  the generation of the checked items when the actor is in
;; your crosshairs.  It assumes that the related mods are indeed active.
; ==============================================================================
 ;
 ; Default = 0  (0 = OFF, 1 = ON)
 ;
set a3dah.EnforceTamago to 1            ; TamagoClub Womb
set a3dah.EnforceDrives to 1            ; TamagoClub Drives
set a3dah.EnforceProtection to 1        ; TamagoFertilityClinic Contraceptives



;                    *===*    *===*    *===*    *===*    *===*



; ==============================================================================
;; TAMAGO SYSTEM
;; =============
;; This determines whether key factors from the TamagoClub master file are shown
;; as part of the HUD.  This primarily handles  the menstrual or pregnancy state
;; of the actor.
; ==============================================================================

;; System On
 ; ---------
 ; This determines whether or not the Tamago Womb HUD is engaged.
 ;
 ; Default = 0  (0 = OFF, 1 = ON)
 ;
set a3dah.Tamago to 1

;; Accuracy
 ; --------
 ; This determines if the womb is shown based on the subjective awareness of the
 ; actor (less reliable) or based on the actual state of the actor's womb.
 ;
 ;
 ; Default = 0  (0 = actual womb state, 1 = subjectively awared state)
 ;
set a3dah.TamagoMode to 0

;; Position
 ; ---------
 ; This handles the position of the HUD graphics as it will appear in the gaming
 ; window. As expected, this requires two values to be defined.
 ;
set a3dah.TamagoHudX to 1820        ; X coordinate for the HUD
set a3dah.TamagoHudY to 930         ; Y coordinate for the HUD



;                    *===*    *===*    *===*    *===*    *===*



; ==============================================================================
;; SEX DRIVES SYSTEM
;; =================
;; This determines whether or not the masculine and feminine drive settings from
;; TamagoClub are displayed as part of the hud. As a display, it shows both sym-
;; bols, the one(s) brigher colored  indicate strength.  It is possible for both
;; symbols to be dull (no drive either) or bright (both drives heightened).
; ==============================================================================


;; System On
 ; ---------
 ; This determines whether or not the Sex Drives HUD is engaged.
 ;
 ; Default = 0  (0 = OFF, 1 = ON)
 ;
set a3dah.Drives to 1

;; Position
 ; ---------
 ; This handles the position of the HUD graphics as it will appear in the gaming
 ; window. As expected, this requires two values to be defined.
 ;
set a3dah.DrivesHudX to 1770        ; X coordinate for the HUD
set a3dah.DrivesHudY to 930         ; Y coordinate for the HUD



;                    *===*    *===*    *===*    *===*    *===*



; ==============================================================================
;; SLAVE DISPLAY SYSTEM
;; ====================
;; This determines whether or not  graphic indicators  of an actor's enslavement
;; is visible as part of the hud. The HUD recognizes  both Lovers with PK's  own
;; slave status token and the Enslavement token from LoversSlaveTrader.
; ==============================================================================


;; System On
 ; ---------
 ; This determines whether or not the Slave Display HUD is engaged.
 ;
 ; Default = 0  (0 = OFF, 1 = ON)
 ;
set a3dah.Slaves to 1

;; Position
 ; ---------
 ; This handles the position of the HUD graphics as it will appear in the gaming
 ; window. As expected, this requires two values to be defined.
 ;
set a3dah.SlavesHudX to 1720        ; X coordinate for the HUD
set a3dah.DrivesHudY to 930         ; Y coordinate for the HUD



;                    *===*    *===*    *===*    *===*    *===*



; ==============================================================================
;; GENDER DISPLAY SYSTEM
;; =====================
;; This determines if a graphic symbol  representing the actor's gender is shown
;; as part of the hud.  It recognizes vanilla creatures  as not being subject to
;; gender specifics, and LoversCreatures 2.5+ creatures as having genders.
; ==============================================================================


;; System On
 ; ---------
 ; This determines whether or not the Slave Display HUD is engaged.
 ;
 ; Default = 0  (0 = OFF, 1 = ON)
 ;
set a3dah.Gender to 1

;; Position
 ; ---------
 ; This handles the position of the HUD graphics as it will appear in the gaming
 ; window. As expected, this requires two values to be defined.
 ;
set a3dah.GenderHudX to 1670        ; X coordinate for the HUD
set a3dah.GenderHudY to 930         ; Y coordinate for the HUD

 

 

One of the entertaining factors is the ENFORCEMENT system.  When you talk to a character... normally... you don't know what their womb state is... because they don't generally HAVE one until you interact.  Same for their (more recent) sexual drives values (if anyone else uses them). And contraceptives by way of TamagoFertilityClinic (even the original before me)?  Contraceptives for guards or specific races do not appear until AFTER you start having sex!    So... I added enforcement.  It runs a test to see IF these have been already triggered... and will trigger them. So when you highlight an actor... it is already generated.  No more guessing!  Of course, it TOO can be enabled/disabled.

 

Things I am considering:

  • SLAVE HUD FEATURE: Actor cannot be enslaved (LST Required)
  • SLAVE HUD FEATURE: Actor cannot be broken (LST Required)
  • GENDER HUD FEATURE: Has been 'changed' (Genderbender Required)
  • DRIVES HUD FEATURE: Sexual Preference glyphs (Genderbender Required)
    • If a guy is 'changed' into a female (see Gender Hud Feature), the preference glyph likewise changes
  • <Indeterminant hud>: Cannot Rape (LoversRaperS LDD Required)
  • SEX HISTORY FEATURE <Not added yet>: Essentially LoversSexSense as Glyphs (LAPF Required)
  • FACTIONS HUD FEATURE <Not added yet>: The basic ones you can join, and Guard
    • Thieves and Assassins guild are to be hidden until the player joins
  • <Indeterminant Hud>:  Essential NPC, Respawning NPC, Quest NPC (not many of THOSE!)
  • Glyph Resizing.  Hardcoded, all 64x64 glyphs are resized 75%.  I plan to have an enable/disable option.

 

That's a lot.  But the idea is... you can turn on/off what you will.

 

 

 

EDIT:  Hrm... so I just found out that Molag Bal is voiced by Malcolm McDowall in ESO?  That Psycho from Caligula, Clockwork Orange and whatever else movie they need a nutjob to be in?  PERFECT!!!  Now I gotta see if I can find a xVASynth voice for him!

Edited by LongDukDong
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In addition to hidden hud for thieves and assassins I'd make hud available for their faction only show when you talk with them at least once. Some identities of the Dark Brotherhood NPCs are not revealed until player reaches proper progress in the faction questline. I'd hide identities of those assassins as well.

 

Gray Fox and his "unconcealed counterpart NPC" should be handled individually too.

 

If you want to go deep you can add faction hud for hookers from

 

and

:D

 

Are there mod besides Plunder and LoversBed that will make NPCs sporadically bonk?

Edited by Nepro
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Joburg  active mode

NPC-NPC talk. If they like each other they have consensual sex. If not they rape. NPC can ask the player to help and player can help = no rape, don't help and watch, or rapes him/her himself.

 

And of course you have the stalker. No talk, just sneak and rape.

You can enable/disable creatures  or same gender sex. You can set the chance higher lower, you can set the chance by time and make night very dangerous. (time setting only in the Joburg.ini not in the in-game settings menu)

 

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

Lovers rapes: during fights you have NPC-NPC rape

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2 hours ago, Nepro said:

In addition to hidden hud for thieves and assassins I'd make hud available for their faction only show when you talk with them at least once. Some identities of the Dark Brotherhood NPCs are not revealed until player reaches proper progress in the faction questline. I'd hide identities of those assassins as well.

 

Gray Fox and his "unconcealed counterpart NPC" should be handled individually too.

Well, I was thinking only of the Vamilla factions, otherwise I'd need to have a list system for non-vanilla mods.  And so many Prossie mods...

Still, limitations on the factions.  Good point.  At least for those.  Quest based... which will be funny as I don't even have OBLIVION as a masterfile. :D No joke.

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21 hours ago, LongDukDong said:

Well, I was thinking only of the Vamilla factions, otherwise I'd need to have a list system for non-vanilla mods.  And so many Prossie mods...

Still, limitations on the factions.  Good point.  At least for those.  Quest based... which will be funny as I don't even have OBLIVION as a masterfile. :D No joke.

Yes vanilla factions. If you need help with quests uesp will be your friend you can find quests ids and stages https://en.uesp.net/wiki/Main_Page

 

22 hours ago, fejeena said:

Joburg  active mode

NPC-NPC talk. If they like each other they have consensual sex. If not they rape. NPC can ask the player to help and player can help = no rape, don't help and watch, or rapes him/her himself.

 

And of course you have the stalker. No talk, just sneak and rape.

You can enable/disable creatures  or same gender sex. You can set the chance higher lower, you can set the chance by time and make night very dangerous. (time setting only in the Joburg.ini not in the in-game settings menu)

 

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

Lovers rapes: during fights you have NPC-NPC rape

Way back like 4-5 years ago I used Joburg. It was working.

I tried the stalker now but the mod doesn't appear to be working. I even upped the chances of encounters a little. Maybe bad load order placing?

 

Active Mod Files:

 


00  Oblivion.esm
01  Cobl Main.esm  [Version 1.74]
02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.5.11]
03  Waalx Animals & Creatures.esm
04  TamrielTravellers.esm  [Version 1.39c]
05  Hemingweys Capes Improved.esm  [Version 3.0b]
06  Lovers with PK.esm
07  TamagoClub.esm
08  HiyokoClub.esm
09  LoversCreature.esm  [Version 2.5]
0A  Dynamic Underwear System.esm
0B  Av Latta Magicka.esm  [Version 1.21]
0C  CustomSpellIcons - OBME.esm  [Version 2.1]
0D  Unofficial Oblivion Patch.esp  [Version 3.5.6b]
++  Oblivion Citadel Door Fix.esp
0E  DLCShiveringIsles.esp
0F  Unofficial Shivering Isles Patch.esp  [Version 1.5.9a]
10  BrumasNorthernLights.esp
11  Consistent Beggar Voices.esp
12  AliveWaters_nofish.esp
++  Book Jackets Oblivion.esp
13  LoversPrimaBooks1.esp
14  ClassicQuestBooks.esp
15  Diverse Effect Icons OBSE.esp
16  PTFallingStars.esp
17  ReneersNotesMod.esp
18  Enhanced Economy.esp  [Version 5.4.3]
19  Populated Prisons.esp  [Version 1.2]
1A  C&C - The Blackwood Company.esp
1B  New skill - Unarmored.esp  [Version 1.2]
1C  LINK.esp  [Version 1.4]
1D  Lava Does Fire Damage.esp
1E  LootMenu.esp
1F  Dynamic Map.esp  [Version 2.1.1]
20  HUD Status Bars.esp  [Version 6.3.2]
21  DLCHorseArmor.esp
22  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.9]
23  DLCOrrery.esp
24  DLCOrrery - Unofficial Patch.esp  [Version 1.0.7]
25  DLCVileLair.esp
26  DLCVileLair - Unofficial Patch.esp  [Version 1.0.11]
27  DLCMehrunesRazor.esp
28  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.7]
29  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
**  GrimbotsSpellTomes.esp
2A  DUS - Female Underwear Pack.esp
**  PotionReplacer.esp
++  Weapon Improvement Project.esp  [Version 1.9]
2B  PSMainQuestDelayer.esp
2C  DLCThievesDen.esp
2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.15]
2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.14]
2F  Cobl Glue.esp  [Version 1.73]
30  Cobl Si.esp  [Version 1.63]
++  Cobl Tweaks - SI.esp
++  Cobl Tweaks - Vanilla.esp  [Version 1.73]
31  Oscuro's_Oblivion_Overhaul.esp  [Version 1.5.10]
32  Alluring Wine Bottles.esp
33  Hemingweys Capes Improved for OOO.esp  [Version 3.0b]
++  Hemingweys OOO Boss Chest Cape Loot.esp  [Version 3.0b]
++  Hemingweys OOO Cape Patch.esp  [Version 3.0b]
++  Hemingweys OOO NPC Capes Improved Citizens Lite.esp  [Version 3.0b]
++  Hemingweys OOO NPC Capes Improved Enemies.esp  [Version 3.0b]
++  Hemingweys OOO NPC Capes Improved Bosses Only.esp  [Version 3.0b]
++  Hemingweys OOO NPC Capes Improved Legion Forester.esp  [Version 3.0b]
++  Hemingweys OOO NPC Capes Improved Regional City Guards.esp  [Version 3.0b]
++  Hemingweys OOO Show Amulets.esp  [Version 3.0b]
++  Hemingweys OOO NPC Capes Improved IC Guards.esp  [Version 3.0b]
**  PotionReplacer OOO Patch.esp
34  CurseOfHircine.esp
++  CoH Werewolves Mixed.esp
++  TamrielTravellerAdvScript.esp  [Version 1.39c]
35  TamrielTravellers4OOO.esp  [Version 1.39c]
++  TamrielTravellersItemsNPC.esp  [Version 1.39c]
36  ShiveringIsleTravellers.esp  [Version 1.39c]
++  C&C - The Blackwood Company - OOO.esp
**  EVE_StockEquipmentReplacer for OOO.esp
37  WAC.esp
38  WACIntegration.esp
++  WAC - HGEC Equipment Replacer.esp
39  Dead at the Gallows.esp
3A  TamrielTransportationNetwork.esp
3B  Assassin Tripwires.esp
3C  BrotherhoodRenewed.esp  [Version 1.1.2]
3D  Better Forts.esp
3E  IceWaterfrontTunnel.esp
3F  LittleShops.esp
40  LandmarksOfCyrodiil.esp
**  [cq]ColoredQuests.esp
**  [cq]ShiveringQuests.esp
41  Fighters Guild Quests.esp
**  [cq]AdvancedFightersQuests.esp
42  Kvatch Rebuilt.esp  [Version 3.0RC3]
43  Kvatch Rebuilt - OOO Adaptation.esp
44  Kvatch Rebuilt Fighter's Guild.esp
45  Mages Guild Quests.esp
**  [cq]AdvancedMagesQuests.esp
46  Servant of the Dawn.esp
47  Vampire Hunting - Order of the Virtuous Blood.esp
48  Whispered Warning.esp
49  DLCFrostcrag.esp
4A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.10]
4B  Knights.esp
**  Knights - Book Jackets.esp
4C  Knights - Unofficial Patch.esp  [Version 1.1.8]
**  [cq]QuestsoftheNine.esp
**  EVE_KnightsoftheNine.esp
4D  ReclaimSancreTor.esp  [Version 1.0.5]
++  ReclamingSancre_ServantDawn_Patch.esp
4E  00SnowyRoadToBruma.esp
++  DLCFrostcrag-SnowyRoad Patch.esp
4F  BlackwoodJungle.esp
50  HackdirtAlive.esp
51  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
++  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
52  Banes Guilds UnitedOOO.esp
53  Cliff_BetterLetters.esp  [Version 1.3]
54  EVE_ShiveringIslesEasterEggs.esp
55  GuildAdvancementBGU.esp
++  [cq]GuildAdvancementBGU.esp
56  Improved Chests (OOO Compatible).esp
++  DistinctAyleidBossChests.esp
57  Nephs Unique Thievery.esp
58  P1DkeyChain.esp  [Version 5.00]
59  RenCorpseMod.esp
5A  Reworked Posts.esp
5B  TamagoNews.esp  [Version 1.04d]
5C  TamagoTopic.esp
5D  TamagoConfide.esp  [Version 2.2]
5E  TamagoDischarge.esp
5F  TamagoSetBody.esp
60  LoversTamagoClub.esp
61  FuroTrapCoreFramework.esp
62  FuroTrapModBasic.esp
63  FuroTrapModSandbox.esp
64  FuroTrapModHazards.esp
65  FuroTrapModLoversVoice.esp
66  FuroTrapModEstrus.esp
67  HiyokoGenetics.esp
68  HiyokoGrow.esp  [Version 2.3]
69  HiyokoGenerator.esp
6A  LoversProstitute.esp  [Version 2]
6B  LoversRapeman.esp
6C  LoversAdultPlayPlusforSSP.esp
6D  LoversVoiceSSPplus.esp
6E  LoversRaperS.esp
6F  LoversSituations.esp
70  LoversBed.esp
71  Lovers_Prowler_Full.esp
72  LoversHiyokoShooter.esp
73  LoversImmoralGuards.esp  [Version 3.0]
74  LoversPayBandit.esp
75  SetBody.esp
76  TamagoSetBodyOverride.esp  [Version 2.05]
77  Lovers with PK.esp  [Version 96v5]
78  LoversJoystick.esp
79  xLCR.esp
7A  LoversStalkerMN.esp
7B  Plunder.esp
7C  LoversEscapeRapeVPlayer.esp
7D  LoversSlaveTrader.esp
7E  SlaveTraderAddon.esp
7F  LoversRapeSlave.esp
80  LST Encounters.esp
81  LSTBravilUnderground.esp
82  LSTBru-Addon1.esp
83  DUS - LSTBravilUnderground.esp
++  ShinySeptims_Septimus.esp
++  Enhanced Vegetation SI.esp
84  tbskGuardsFeatures.esp
85  tbskGuardsFeaturesKvatchAddon.esp
++  tbskGuardsFeatures-NoGreatHelmets.esp
86  tbskGuardsFeaturesThornAddon.esp
87  StarX Vanilla Vampires Revised.esp
88  StarX VVR_OOO_FCOM Patch.esp
++  Starx-OVB Patch.esp
89  Vampire Revolution.esp  [Version v1.13]
8A  AoG Overhaul and Detect Item.esp
++  AoG Patch No Bolt FRDG and SHDG.esp
**  cidnothumpMMversion.esp
8B  sycSHOUT.esp  [Version 1.02]
8C  DD_NPCArrest.esp
8D  Enhanced Grabbing.esp  [Version 0.5]
8E  Enhanced Grabbing Lovers Patch.esp
8F  Kaizits New Animations NPC.esp
90  zzEstrus.esp
91  LegionInteractAnimsNUI.esp
++  Item interchange - Extraction.esp  [Version 88]
++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 88]
++  Item interchange - Placement for Frostcrag.esp  [Version 88]
92  Oblivion_Character_Overhaul.esp  [Version 2.03]
++  OCOv2 Beast Races Enhanced.esp
++  GreyPrince.esp
++  OCO Cleaned - Vanilla Hair.esp
++  OCO DLC Faces.esp
93  OCO Tweaks.esp
**  Improved NPC Faces for OCOv2.esp
**  Better Baurus For OCOv2 (Younger Version).esp
**  Better Martin For OCOv2 (Vanilla Hair Version).esp
**  Better Uriel Septim For OCOv2 Vanilla Hair.esp
**  NPC Hair Matches Beard.esp  [Version 1.3]
++  OCO_Eyes_Fix.esp
94  bgMagicEV.esp  [Version 1.7EV]
++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]
++  bgMagicItemSigil.esp  [Version 1.68EV]
++  bgMagicEVStartspells.esp  [Version 1.68EV]
95  bgMagicBonus.esp  [Version 1.7EV]
++  bgMagicEVAddEnVar.esp  [Version 1.68EV]
96  bgMagicEVPaperChase.esp  [Version 1.68EV]
97  Av Latta Magicka.esp  [Version 1.20]
++  Av Latta Magicka - Rebalance Complete.esp  [Version 1.20]
++  Av Latta Magicka - Script Patch.esp
98  Death Notifications.esp
99  MiniMap.esp
9A  UVIII.esp
9B  ORC.esp
9C  Falling Leaves.esp  [Version 1.0]
++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]
9D  RadiantAI - NPCs Alive - Cyrodiil.esp
**  OCOv2 - Filter Patch for Mods.esp  [Version 1.5]
9E  Bashed Patch, 0.esp
9F  Bashed Patch Independent Fixes.esp
A0  OOO - Creature Spawn Chance Fix.esp
A1  Maskar's Oblivion Overhaul.esp  [Version 4.9.4.2]
A2  AoG Overhaul Greed Empire.esp
A3  LoversMB2.esp
A4  Lovers3dorgasmMB2.esp
A5  LoversIdleAnimsPriority.esp
A6  Lovers3dorgasm.esp
A7  LoversIdleAnimsPriority_MOO.esp
A8  LoversAnimObjectsPriority.esp

 

@fejeena as far as I know you know German. Are there any noteworthy mods not released in English on this website? https://www.elderscrollsportal.de/ressourcen/kategorien/oblivion.3/

Edited by Nepro
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2 hours ago, Nepro said:

Yes vanilla factions. If you need help with quests uesp will be your friend you can find quests ids and stages https://en.uesp.net/wiki/Main_Page

Oh, quite familiar with that as well as The Imperial Library. :wink:  Granted, I didn't read all of it.  Interesting note that there's suggestions that Mehrunes might not have a normal Daedric origin.  I know Meridia's origin is not exactly Daedric, let alone Malacath's.  Interesting to find out on that.

 

OrganizedAsFuck.png

 

How I am organizing the HUD system...  The above image's filename is "Organized as Fuck"  :cool:  As one can expect upon examination, adding a new feature means adding a couple new scripts... all very much in the same simplified structure.  And heavily notated throughout.

Edited by LongDukDong
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3 hours ago, Nepro said:

 

@fejeena as far as I know you know German. Are there any noteworthy mods not released in English on this website? https://www.elderscrollsportal.de/ressourcen/kategorien/oblivion.3/

 

 

They helped Bethesda to translate Skyrim.  ( The Bethesda german Oblivion is very bad translated )

 

--------

Mods:  many good Mods are translated. Orden des Drachen = Order of the dragon.

Some BetterCity , villages and Unique Landscapes Mods are original in german.

 

Good quest Mods but not translated:

https://www.elderscrollsportal.de/ressourcen/der-alptraum.665/      with voice files

https://www.elderscrollsportal.de/themen/floranius-der-garten-der-winde.38805/     with voice files

https://www.elderscrollsportal.de/themen/marodan-osdakal-neu-v2-00-dv.3015/  there is a enlish version. Voices stil german https://www.nexusmods.com/oblivion/mods/45272/?

 

and other Mods that don't need a translation or just a little: house mods, new villages,...

 

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

 

Joburg: have you enabled the active mode ? Or NPC don't do anything. Only stalk the player.

And the gender settings and  Lewdness, Libido  ?

 

In my load order:

LoversAdultPlayPlusforSSP.esp
 LoversVoiceSSPplus.esp
 LoversRaperS.esp      Do not use if you use Lovers Plunder !
 LoversJoburg.esp
 LoversJoburg NoDelay Addon.esp
 LoversBed.esp

Edited by fejeena
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25 minutes ago, fejeena said:

Mods:  many good Mods are translated. Orden des Drachen = Order of the dragon.

ROFL.  I just remember this one guy I recruited... Told him the first thing he should do is get some rest and sober up.  He agreed and said he would begin immediately.... and falls down flat DRUNK.  Well, I told him to get rest.  He went and got REST!

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I have a question about the TMG command (Enable Collision Visibility). I edited the collision of one simple activator and that command worked, but all of a sudden, with this command, crashes always occur, although the object itself and the collision work fine (the object lifts the actor a little to correct the pose)/

 

I wonder what the problem could be - The object is healthy - it is operated by scripts and the actors feel it - they interact with the object (, crashes only happen when the command is run - TMG -Enable Collision Visibility)

 

466.jpg

Edited by TDA
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Also in the CS it is shit . When using "Show Collision" in construction set, the CS often crashes when you move the viewpoint.

So I always move the camera to the right spot, enable "Show Collision" , check what I wanted to see (without moving the viewpoint) and turn off "Show Collision" .

 

Even with CS extender the "Show Collision" function doesn't work any better.

 

 

Seems it is the same in game with TMG . . .   Must be a Bethesda feature. :classic_wink:

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I have a question regarding the packet IDs,

I need to find out the number of the dynamic packet (the actor is waiting for a dialogue for example)

in order to wait this moment and turn on the packet check (real - non-dynamic). Because these packages break the chain of actors' behavior for me.

 

Any idea how to find out if a package is currently dynamic??? (they start with FF******

 

There is a way to control the behavior procedures, but they may be similar to the ones I use, this makes it very difficult to check)

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No.

And in the kf files in the bsa file are no special idles for "wait for dialogue". Many dialogue idles kf and dynamic idles kf ... one must be used one.

 

And in the AI packages nothing.

 

What if you set the package you use to "Skip Fallot Behavior" ?  Then the NPCs normally don't start dialogues.

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20 hours ago, TDA said:

I have a question about the TMG command (Enable Collision Visibility). I edited the collision of one simple activator and that command worked, but all of a sudden, with this command, crashes always occur, although the object itself and the collision work fine (the object lifts the actor a little to correct the pose)/

 

I wonder what the problem could be - The object is healthy - it is operated by scripts and the actors feel it - they interact with the object (, crashes only happen when the command is run - TMG -Enable Collision Visibility)

 

466.jpg

 

Nice. Does that mean we're getting threesome animations for lovers? :D

As far as I remember only Friends & Lovers had group sex anims.

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4 hours ago, fejeena said:

No.

And in the kf files in the bsa file are no special idles for "wait for dialogue". Many dialogue idles kf and dynamic idles kf ... one must be used one.

 

And in the AI packages nothing.

 

What if you set the package you use to "Skip Fallot Behavior" ?  Then the NPCs normally don't start dialogues.

no. You did not understand. Essence-

1. I give a script package - it works (it stands next to another and animation plays - they are a couple).

2. Suddenly, another actor wants to talk to this actor (with a package), then for the acting actor with animation, the engine changes my package to dynamic, and I need to disable animation and control.

3. But checking this actor and package does not give a result (the script package is not deleted),

4. But it turns on again after the dialogue (dynamic package)

5.

The actor does not understand what to do, the general control of the scene does not see him, he has a script package.

 

Well, okay, I solved this problem by complication with arrays, I didn’t want to do them - hemorrhagic

Edited by TDA
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1 hour ago, Nepro said:

 

Nice. Does that mean we're getting threesome animations for lovers? :D

As far as I remember only Friends & Lovers had group sex anims.

No. there's just new furniture with animation for it, actors come up and use people.

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

This is very difficult to do

and animation is reluctant to do, I did something else a long time ago -

https://www.naughtymachinima.com/video/13552/moe-selfcest

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When you set "skin" as the material it will look for the equipping race's assigned texture in the "Body Data" tab in a particular way... In nifskope if you assign the NiTriShape or NiTriStrips Value or Name as "Foot:..." It will look for the texture linked in the race's foot slot. If you have "Hand:..." it will look for the texture linked in the hand slot. If you have "Tail" or "Tail:..." it will look for the texture linked in the tail slot. If you have "UpperBody:" or "LowerBody:" it will look for what's in the upper and lower body slots. This behavior only seems to happen I believe when you invoke the skin material. I forget if it happens with others but that's my experience. I ran into this issue when trying to assign "skin" to a decapitated neck mesh and it assigned the body texture to my decapitated neck mesh part... so i had to redo my texture links in my races and assign a specific texture slot just for this texture just so i could invoke the skin material with the correct texture and also have the "skin" shader of Oblivion Reloaded working. It can be named something like Foot:12435whatevername and it will see the "Foot" part and select the race's texture assigned in the Foot slot. Things after the : it doesn't care about just the thing before it. Try changing the name before : to the correct one that the race would have like LowerBody or Foot or try removing it entirely if it has something there like that.

Edited by Zaragorov
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2 hours ago, Zaragorov said:

When you set "skin" as the material it will look for the equipping race's assigned texture in the "Body Data" tab in a particular way... In nifskope if you assign the NiTriShape or NiTriStrips Value or Name as "Foot:..." It will look for the texture linked in the race's foot slot. If you have "Hand:..." it will look for the texture linked in the hand slot. If you have "Tail" or "Tail:..." it will look for the texture linked in the tail slot. If you have "UpperBody:" or "LowerBody:" it will look for what's in the upper and lower body slots. This behavior only seems to happen I believe when you invoke the skin material. I forget if it happens with others but that's my experience. I ran into this issue when trying to assign "skin" to a decapitated neck mesh and it assigned the body texture to my decapitated neck mesh part... so i had to redo my texture links in my races and assign a specific texture slot just for this texture just so i could invoke the skin material with the correct texture and also have the "skin" shader of Oblivion Reloaded working. It can be named something like Foot:12435whatevername and it will see the "Foot" part and select the race's texture assigned in the Foot slot. Things after the : it doesn't care about just the thing before it. Try changing the name before : to the correct one that the race would have like LowerBody or Foot or try removing it entirely if it has something there like that.

you are right. Strange system though.

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