movomo Posted July 2, 2019 Posted July 2, 2019 It's been a while I've had any update for the Female Creature Workshop thread - I've been working on the Lovers Creatures core plugins instead. They are related, in case you did not realize yet. The femswap.esp plugin has been successfully merged into the core plugin. femswap.esp has served its original purposes and will now be discontinued. The releases: NOTE: I applogize for not being around for such a long time. I always wished to resume Lovers Creatures and Female Creatures project, but I think I'm still in hibernation (sorry). Meanwhile, LongDuckDong is providing a consolidated package (which also contains his own improvements) here so that you don't need to install several separate packages. Until further notice, this is the 'latest' version. You can get LongDuckDong's package HERE, in the 250th post in this same thread. You can ignore the files posted below. Here's the first publically available release of Lovers Creatures 2.5 - the 2.5 alpha 4, or 2.5.4 according to the new versioning scheme. Later versions will probably come without the alpha/beta tag, just 2.5.5 or something, though it doesn't necessarily mean they are out of the alpha/beta stages. Also, later uploads will only contain the plugins and ini's because of the big size. LoversCreature25_Alpha4.7z Version later than 2.5 alpha 4 (only grab the latest one): I know too frequent update can tire you. You're on the cutting edge, but that doesn't mean you have to be on the bleeding edge. I try to update small and often because I want to break less things. If you feel that updates are too fast, just look up the change log below and skip if it doesn't fix your problem. That's what the change log is for. You can always revisit later and leap up to one of the later versions. loverscreatures-2.5.11.7z loverscreatures-2.5.10.7z loverscreatures-2.5.9.7z loverscreatures-2.5.8.7z loverscreatures-2.5.7.7z loverscreatures-2.5.6.7z loverscreatures-2.5.5-1.7z : reuploaded because I forgot to move the edited plugins to the package directory. loverscreatures-2.5.5.7z : faulty archive; does not contain newer plugins. Patches: LoversSlaveTrader-1.0a-final+xlc2.5patch.7z : Enslaved creatures do not update themselves after interacting with their inventory. (Previously this could reset the creature's appearance randomly) Updated Tamago/HiyokoClub core plugins are available here - You're advised to switch to them even if you're not using Lovers Creatures 2.5. Quote Note 1: This neither has any stability issue nor prominent bug, but the features are not complete, so is still considered alpha. Note 2: The 2.5 alpha4 package is, despite its size, not a full package. You're supposed to install it on top of a working Lovers Creatures 2.0 intallation. It will have to be repackaged once things have been sorted out. The later versions (2.5.5 an up) are to be installed on top of 2.0 + 2.5 alpha 4. Note 3: The xLCR.esp is another test plugin written by WappyOne to bang female creatures. The ~_MOO.esp is supposed to be an add-on for Maskar's Oblivion Overhaul. I haven't even examined it once because I don't use it and because I'm busy enough doing other things. As far as I'm aware, it's not completely done. *NOT TO BE USED, IT IS CURRENTLY BROKEN* Note 4: xLoversCreature.ini from old version is not compatible with this version. Make a backup before trying this one. Note 5: People, if at all you can spare a few moments, do feel free to upload some pictures that are relevant to Lovers Creatures. I want to include them in the docs. As pictures have a magical power to make people read things that they otherwise wouldn't. Changes: Spoiler .. rubric:: 2.5.11 * Fixed ``bEnableFuta`` setting causing female creatures not equipping vagina model. * Fixed bug in ``Transform`` that was setting incorrect pregnancy value when TamagoClub is not present in the environment, which was causing freeze in those games whenever any pregnant creature is processed through rule63. * Preparation for forced receptive animation of female creatures. * Minor optimization in ``GetPlayingShader``. * New tokens: ``xLoversCreatureDoNotForceDef`` * New functions: - :ref:`xLoversCreatureGetSPosRaw` - :ref:`xLoversCreatureGetConfigs` * (Documentation) The :ref:`tokens` section. ------------------------------------------------------------------------------- .. rubric:: 2.5.10 * Fixed bug where the default transformer calling Update3D on horses with an active rider. This was causing the rider to be forcibly dismounted periodically. * Fixed bug in ``SetFemale`` function that could not correctly undo the gender change when TamagoClub errors out. * Fixed bug in the *Lovers Creatures Summon* spell that \*armor.nif models are assigned instead of generic models. * Summoned |LC| Xivilai is now leveled. (he was woefully weak before) * Corrected a potential problem spot in the ``GetWeightedSpos`` function that is suspected to cause the ``GetCreatureTypeEx`` function to return a wrong ``sPos`` value when the creature doesn't have any receptive animation. * Enabling debug prints the |LC|' version during initialization. * ``bDisableRule63 != 0`` implies ``iFemaleCreaturePercent = 0``. ------------------------------------------------------------------------------- .. rubric:: 2.5.9 * Changed the way some debug messages show up. * Minor optimization. * Fixed bug in ``SetFemale`` function to correctly sync womb with TamagoClub. Tested on a Mudcrab and confirmed working. * Fixed bug that *Lovers Creatures Sex Change* spell not ignoring Spell Absorption and Reflect Spell effect. * (ini) Fixed bug where Goblin Warlords and Chefs erroneously becoming female because of their ``"shamanbag.nif"`` model. Now the models are checked against ``"shamanchest"`` instead of just ``"shaman"``. * (Documentation) Added the Troubleshoot section in the Installation document. ------------------------------------------------------------------------------- .. rubric:: 2.5.8 * Fixed bug where some debug messages were not showing. * Fixed bug in ``xLoversCreatureGetIsFemale`` function that were applying the per-model creature gender override incorrectly. * Fixed creatures not playing shaders after appearance update. * New function: :ref:`xLoversCreatureGetPlayingShader` * (Documentation) Updated copyright notice. ------------------------------------------------------------------------------- .. rubric:: 2.5.7 * Summoned creatures (summoned by the *Lovers Creatures Summon* spell) now have generic models instead of \*armor.nif model. * Fixed bug in CompileINIStage69 where creature ``sPos`` string was not being concatenated properly when the same creature's entry already exists. * New functions: - :ref:`xLoversCreatureGetCompatibleCreatureDirs` - :ref:`xLoversCreatureGetSPosMap` These two may be used to obtain the list of all possible ``sPos`` for a creature. * (Documentation) Added ``xLoversCreatureQuestScript`` source code for reference. * (Documentation) Added the Changelog section. * (Documentation) Updated the copyright notice. ------------------------------------------------------------------------------- .. rubric:: 2.5.6 * Included the correct ``xLoversCreature.ini`` file that was supposed to be shipped with the version 2.5.5 package. * Added sheep/ram gender override to the per-skeleton/model override list. * Fixed Goblin Shaman's body turning invisible when having sex in the giving position. * Fixed bug in ``GetIsFemale`` function where *__local__* overrides were not applying correctly. * ``SetFemale`` function now synchronizes the womb to the new gender. However, this feature will not actually function until the new version of TamagoClub comes out. * (Documentation) Creators/credits page ------------------------------------------------------------------------------- .. rubric:: 2.5.5 * Now possible to force a certain gender by creature's originating source mod. It takes lower precedence than model/skeleton override. Currently no default settings (all initially commented out). * Summon spells renamed for better sorting imo (prepended "Lovers Creatures") * Sex Change spell (target) added, tested on a zombie and confirmed working. * Documentation update: Usage(configuration, others incomplete) and Installation(complete) section, plus some minor changes here and there including stylesheet change. ------------------------------------------------------------------------------- .. rubric:: 2.5.4 (2.5 alpha 4) * First public release. What's new in general: Quote Super quick what's new in Lovers Creatures 2.5: Creatures can play receptive animations. The package comes with several defense animations, but we need moar. Creatures can grow dicks when they're engaged in sex. Creatures can either be male or female according to the user-configurable chance. Their appearance can change as well. Creatures can be visually pregnant. The above 3 are better explained here. New functions and events for modders - read the documentation for that. Modders can override position picking, gender rolls and transformation (femswap) behaviors via the new event interface. Not only Lovers Creatures is being updated, its documentation is being revised as well. To get some input, I even uploaded a documentation-only package. This is included in the main file, but just for your convenience. If you want the source and the build script, they can be found in the main package's --dev something folder. The build instruction itself can be found in the docs. 11
movomo Posted July 3, 2019 Author Posted July 3, 2019 Installation guide .. _installation: .. include:: /misc/contact.txt .. include:: /misc/global-targets.txt ************ Installation ************ .. sectionauthor:: movomo_ .. note:: Do you believe yourself to be a seasoned mod-user? Jump to `Options`_ to skip all the noob nonsenses and quickly browse what options are available for you to choose... at your own peril. .. _installation-requirements: ============ Requirements ============ - `Oblivion Script Extender`_ - `Lovers Animated Penis Framework`_ .. _Oblivion Script Extender: http://obse.silverlock.org/ .. _Lovers Animated Penis Framework: https://www.loverslab.com/topic/21241-lapf/ .. _installation-how-to: =================== Installation how-to =================== Firstly, make sure you have all the `Requirements`_ listed above. They won't seem like much, but `Lovers Animated Penis Framework`_\ (LAPF for short) itself requires quite many other things. So if you are new to Lovers in general, your first job is to get it working first. Once LAPF is up and running (and we *mean* up and running; don't proceed unless you know every existing mod is working fine), you can start to install |LC|. Installation itself is very simple, but the detail may vary depending on what mod manager you use. And it is strongly recommended to use at least one mod manager because they let you revert your changes very easily in case you've messed up. If you're unsure which mod manager you have to use, our first recommendation is `Wrye Bash`_. It is the de facto standard mod manager for Oblivion modding - powerful, mature and proven. The most popular choice seem to be have Wrye Bash as primary, and `OBMM`_ or `TESMM`_ as secondary, for the cases you encounter occasional ``.obmm`` packages. In case you have problem with the latest version, try switching to v295. v295 is known to be a very solid build and still remains the choice of many an oldbie. v305+ is known to work well too, though. As later versions contain bug fixes and improvements, at first just try the latest stable one they have to offer. .. note:: Some rare mods require OBMM-specific install function. That's where either OBMM or TESMM is actually *required*, but |LC| is certainly not one of them. .. warning:: It is not recommended to use Nexus Vortex for installing |LC| or any Lovers-related mod in general. We don't know if they've fixed the issue later, but at some point it was known to break Lovers mods and cause many sorts of troubles. ------------------------------------------------------------------------------- .. rubric:: Installation using `Wrye Bash`_ The |LC| distribution package is always organized in a BAIN-friendly way. The exact detail of the contents in the package may and will change in the future, but it *will* always have the ``00 core`` option. It is what you have to tick in the Wrye Bash installers tab. Others are options. All options, including ``00 core`` itself, are organized by its *group*\ , the number before the option's name. The *group* number, obviously, indicates how options are grouped together. Different options with the same *group* number means you have to choose one of them. Different options with different *group* number can be installed together. As to what features each option offers, see `Options`_. ------------------------------------------------------------------------------- .. rubric:: Installation by hand This is *not* recommended, but possible, and not difficult by its own. Just don't cry at the forum after you've fucked up. #. Unpack the archive in a temporary location. #. Dump everything inside the ``00 core`` to your ``"<OBLIVIONPATH>\data"``. You're done with the base installation. #. Other folders are options. The folders whose name starts with ``"--"`` are not to be installed. Ignore them. All optional components' names will start with a *group* number. You cannot install multiple options that belong to the same *group*. Once you've chosen which options you want, dump them in your ``"<OBLIVIONPATH>\data"`` directory as well. | And you're done. | See? Easy!!!1! | Pray you will never have to uninstall it 'till the end of the universe. Additionally, you will have to mess with the plugin files' modification time stamp to adjust their load order. We're too lazy to cover that topic here, but see below to learn how the final load order should look like. ------------------------------------------------------------------------------- .. note:: Installing |LC| will override your existing ``LoversIdleAnimsPriority.esp`` and ``LoversAnimObjectsPriority.esp`` that came from your LAPF installation. This is totally normal and you should let them overwrite. They are core plugins that are required for |LC| to work, and contain the functionalities of those included in the LAPF package as well. Once you've copied all the files, it's time to organize your load order. Fire up your favorite mod manager and make sure the plugins are loaded in the order listed below. These are *relative* order - relative to *each other*\ . You may load other plugins in between them. 1. ``LoversCreature.esm`` 2. ``LoversCreature.esp`` 3. ``LoversIdleAnimsPriority.esp`` 4. ``LoversAnimObjectsPriority.esp`` .. _installation-options: ======= Options ======= Female Xivilai -------------- .. figure:: /images/options-xivilai-default.png Default: skirt similar to male Xivilai. .. figure:: /images/options-xivilai-bikini.png Bikini: this one got her the Golden Daedroth trophy in the Deadland swimsuit contest. .. figure:: /images/options-xivilai-shirt.png Shirt: a kimono-like shirt and no skirt; true to general Mehrunes Dagon theme. .. _Wrye Bash: https://www.nexusmods.com/oblivion/mods/22368 .. _OBMM: https://www.nexusmods.com/oblivion/mods/2097 .. _TESMM: https://www.nexusmods.com/oblivion/mods/41346 .. todo:: Write how to do install this thing.
movomo Posted July 4, 2019 Author Posted July 4, 2019 Configuration guide Spoiler .. _configuration: ============================ Configuring Lovers Creatures ============================ Currently, all configuration for |LC| is done by editing a text file named ``xLoversCreature.ini`` which can be found in your ``<OBLIVIONPATH>\data\ini`` after :doc:`installation`. The default settings are suited for most users. Most of the time, you won't need to edit this file. But in case you want to customize your installation, you can always come back here and read the parts you wanted to know. Or just open up the ini file and start editing right away, as each options are explained in there too with considerable detail. .. note:: All setting variables are to be stored in the ``xLoversCreatureQuest``, unless otherwise noted. .. _config-general: General configuration --------------------- ``int`` iDebug = 0 Non-zero value makes debug messages appear in the console. Additionally, Summon Creature spells are added to the player character's spellbook. They are not removed after setting iDebug to 0 back. .. _config-female-chance: Creature gender --------------- ``bool`` bDisableRule63 = 0 This setting controls the overall on/off state of creature :term:`transform`. The variable name is called :term:`rule63` because it's supposed to change creatures to their female counterparts. If this value is non-zero, automatic gender-bender processing is completely disabled. Female transformation will stop, as well as penis erection. Even the creatures' genders will remain undetermined, unless requested by other mods. ``int`` bEnableFuta = -1 Some people have a blazing hatred against anything futanari, shemale, hermaphrodite, or whatever it's called these days. Setting this value to 0 makes the female creatures never grow a meat sword even if they engage in sex. Setting it to non-zero value has the opposite effect. If this value is negative at initialzation time, it is automatically adjusted to follow the ``GxLoversPkrFutanari`` global variable in ``Lovers with PK.esm``. ``int`` iFemaleCreaturePercent = 20 Base percent chance for creatures to be female. Default value of 20 means 20% chance for any creature to be female, unless overridden by other means. ``int`` iCachePurgeThreshold = 3 This one is a bit hard to explain. |LC| stores the creatures' model paths and their situational changes in a cache to preven framerate drop. However, as creatures are diverse and there can be (theoretically) 32 different situations for each individual model file, this cache size tends to grow at an outrageous rate. And all of this is stored in the save game file. So the cache must be purged time to time (they're only partially purged; only the less used ones). Moreover, since creatures' model paths are *not* stored per-reference basis, getting purged from Oblivion cell cache (different thing from |LC| model cache, mind you) means the creature's look is reset... reset to whatever most recently changed state. This is obviously bad and such creatures needs to be dealt with. This setting controls how frequently the cache entries are reviewed through, so that |LC| could determine which ones may be deleted, and when re-process a previous creature so that its appearance would not be out of order. The default value of 3 means it is done once every 3 *possible* 'cache-purging event' by Oblivion. For example, moving into a new cell could purge some of your oldest cell cache. Normally you shouldn't need to adjust this setting. However, if you find some creatures having their appearance out of sync (with their gender), consider lowering it to 2 or even 1. ------------------------------------------------------------------------------- .. rubric:: Per-source mod creature gender override You can force a certain chance to all creatures that belong to the mods specified by this setting. These settings take precedence over the *Per-skeleton/model creature gender override* settings below. When determining creatures' originating mod, their *base object* is used, rather than *reference*. You need to set:: set xLoversCreatureQuest.svSrcModOverrides to sv_Construct "<SETTINGS>" SetStage xLoversCreatureCompile, 62 Where:: <SETTINGS> = <modname_1>:<chance_1>|<modname_2>:<chance_2>|... <modname\_#> <modname\_#> is a specific mod's plugin file name with extension (e.g. ``.esp``) to which the creature records belong. <%chance\_#> <%chance\_#> is a female chance in percent, just like :term:`iFemaleCreaturePercent`. .. versionadded:: 2.5.5 ------------------------------------------------------------------------------- .. rubric:: Per-skeleton/model creature gender override Here you make override settings for creature gender based on their type (by skeleton) or their model file name. For example, all creatures that use ``data\meshes\creatures\deer\skeleton.nif`` will have ``creatures\deer\skeleton.nif`` set for the skeleton in their Construction Set record, and in this case they are all of ``deer`` type. This is skeleton-level override. However, each ``deer`` type creature can have different models, for example ``skindoe.nif`` or ``skinbuck.nif``. This is model-level override. You need to set:: set xLoversCreatureQuest.svFemaleCreatureModels to sv_Construct "<SETTINGS>" SetStage xLoversCreatureCompile, 63 Where:: <SETTINGS> = <dirname_1>:<modelname_1>:<%chance_1>:<modelname_2>:<%chance_2>:... |<dirname_2>:<modelname_3>:<%chance_3>:... |<dirname_3>:... Each skeleton-level override is separated by a pipe(``|``) character, and each model-level override is separated by a colon(``:``) character. Do not include any whitespace character unless it is part of a file/directory's name. <dirname\_#> <dirname\_#> must be a creature's parent directory's tail element without the path separator(``\``). For example, in the path ``"creatures\spriggan\skeleton.nif``, ``"creatures\spriggan"`` is the parent directory of ``skeleton.nif``, and ``"spriggan"`` is the parent directory's tail element. It should not be a substring and should not include any path separator:: ; YES: "spriggan" ; NO: "sprig" ; Must be a whole directory's name. ; NO: "\spriggan\" ; Must not include path separator. <modelname\_#> <modelname\_#> is a substring in the full file name defined in the Construction Set:: ; YES: "skindoe.nif" ; Full file name is ok. ; YES: "doe" ; Substring is ok. ; NO: "deer\skin" ; File can't be found by the script. <%chance\_#> <%chance\_#> is a female chance in percent, just like :term:`iFemaleCreaturePercent`. To force a fixed chance that applies to all creatures with the same skeleton locally, use ``__local__`` as <modelname\_#>. **Examples**: :: "spriggan:__local__:100" Every creature that shares the ``"creature\spriggan\skeleton.nif"`` will always be female. This may or may not be desirable as mod-added creatures that uses spriggan skeleton are affected as well. :: "spriggan:spriggan:100" Similar to the above, but only the ones that has ``"*spriggan*"`` in its model list are guaranteed to be female. :: "goblin:__local__:0:shaman:100" All goblins will be male unless it has ``"*shaman*"`` in its model list, in which case it will always be female. .. note:: Oblivion will not allow single line to exceed 256 characters. If this happens to you, split your settings into several logical sections and perform ``SetStage xLoversCreatureCompile, 63`` multiple times after each string construction. .. note:: Due to the way the model names are processed, having too many override rules for a single skeleton may result in taking an inordinate amount of time to determine gender. Having many different sets of rules for different skeletons is fine. .. _weighted-sex-position: Weighted sex position --------------------- This setting affects which animations can and how often play for the specified creature type. Each animation has its own weight value, and an optional symbol indicating :term:`sex_type` and :term:`is_receiving` condition. When the creature rolls for an :term:`sPos`, all weight values are added up to calculate the total weight. Then the chance for each animation equals to:: chance = spos_weight / total_weight Weighted string consists of a creature's directory name, :term:`sPos` number, weight number, and optional sex type identifier (``c`` for consensual sex only; ``r`` for rape-only; ``d`` for defensive side only; omit for the universal animations). Different animations are separated by a comma(``,``). The ``sPos`` number and the chance number are separated by an equal sign(``=``). You need to set:: set xLoversCreatureQuest.weighted_pos to sv_Construct "<SETTINGS>" SetStage xLoversCreatureCompile, 69 Where:: <SETTINGS> = <dirname>:Anim1=Weight1,Anim2=Weight2, ... <dirname> <dirname> must be a creature's parent directory's tail element without the path separator(``\``). For example, in the path ``"creatures\spriggan\skeleton.nif``, ``"creatures\spriggan"`` is the parent directory of ``skeleton.nif``, and ``"spriggan"`` is the parent directory's tail element. It should not be a substring and should not include any path separator:: ; YES: "spriggan" ; NO: "sprig" ; Must be a whole directory's name. ; NO: "\spriggan\" ; Must not include path separator. Weights may be followed by one of the following optional identifiers. If omitted, the animation applies both for consensual sex and rape. * ``c``: The animation is for consensual sex only. * ``r``: The animation is for rape only. * ``d``: The animation is only for the creatures in the defensive/receptive side. If multiple entries exist for the same creature type, later values are appended to the previous assignments. **Examples**:: "goblin:216=100r,2001=0,2002=50,2003=200,2004=50,2050=100d" Total (non-defensive) weight adds up to 400. * Anim 216 will play 100/400 times (25.0%), but only during rape. * Anim 2001 will play 0/400 times (0.0%) * Anim 2002 will play 50/400 times (12.5%) * Anim 2003 will play 200/400 times (50.0%) * Anim 2004 will play 100/400 times (25.0%) * Anim 2050 will play 100/100 times (100.0%) when creature is in the defensive/receiving side. .. note:: Oblivion will not allow single line to exceed 256 characters. If this happens to you, split your settings into several logical sections and perform ``SetStage xLoversCreatureCompile, 69`` multiple times after each string construction.
sunhawken Posted July 4, 2019 Posted July 4, 2019 You plan on making a spell gender spell that works on creatures?
movomo Posted July 5, 2019 Author Posted July 5, 2019 6 hours ago, sunhawken said: You plan on making a spell gender spell that works on creatures? I guess that's simple enough to add in the next version. People, I see some dozen of you have downloaded the new mod. Is it working or not? Someone reported a freeze that I've never experienced or even expected. How's it doing for you? Is it doing anything at all? Please don't be shy and come talk lest I might have to quit. I'm getting demotivated every passing day because this shit is extremely taxing. I can't write tens of thousands of lines just for a couple users. 1
sunhawken Posted July 5, 2019 Posted July 5, 2019 15 minutes ago, movomo said: I guess that's simple enough to add in the next version. People, I see some dozen of you have downloaded the new mod. Is it working or not? Someone reported a freeze that I've never experienced or even expected. How's it doing for you? Is it doing anything at all? Please don't be shy and come talk lest I might have to quit. I'm getting demotivated every passing day because this shit is extremely taxing. I can't write tens of thousands of lines just for a couple users. It was drop and play for me no issues at all, I have not gotten to the banging female creatures part yet. NO CTDS/FREEZING ON MY PART GREEEAATTTTT MOD!!!!!!
puddles Posted July 5, 2019 Posted July 5, 2019 My Oblivion installation is FUBAR'd at the moment and I just haven't been able to muster the motivation to fix it, unfortunately. Maybe I can this weekend and I'll give it a spin. 1
sunhawken Posted July 6, 2019 Posted July 6, 2019 21 hours ago, movomo said: I guess that's simple enough to add in the next version. People, I see some dozen of you have downloaded the new mod. Is it working or not? Someone reported a freeze that I've never experienced or even expected. How's it doing for you? Is it doing anything at all? Please don't be shy and come talk lest I might have to quit. I'm getting demotivated every passing day because this shit is extremely taxing. I can't write tens of thousands of lines just for a couple users. Proof of Creature Rape Working some creatures need defensive animation? 1
LongDukDong Posted July 6, 2019 Posted July 6, 2019 Well... Working fairly FINE compared to the PM I sent to ya. But when generating LoversCreaturesXivilai, female Xivilai still have male bodies. Only the hair changes. Insofar as a command console message, the following is generated: kwargs = {"hair.nif":: -1, "hair_Lcbf.nif":: 1, "xivilaiarmor.nif":: 0 } I'm wondering why it isn't thus?kwargs = {"hair.nif":: -1, "hair_Lcbf.nif":: 1, "xivilaiarmor.nif":: -1, "xivilai_Lcbf":: 1 } Oh, and you were wondering about ensuring female creatures from LoversCreatures had wombs via Tamago??? Here's a tiny little patch. It took all of 3 minutes. Sorry, no cleaning of the Japanese text to English as yet. LCWomb.esp
sunhawken Posted July 6, 2019 Posted July 6, 2019 10 minutes ago, LongDukDong said: Well... Working fairly FINE compared to the PM I sent to ya. But when generating LoversCreaturesXivilai, female Xivilai still have male bodies. Only the hair changes. Insofar as a command console message, the following is generated: kwargs = {"hair.nif":: -1, "hair_Lcbf.nif":: 1, "xivilaiarmor.nif":: 0 } I'm wondering why it isn't thus?kwargs = {"hair.nif":: -1, "hair_Lcbf.nif":: 1, "xivilaiarmor.nif":: -1, "xivilai_Lcbf":: 1 } Oh, and you were wondering about ensuring female creatures from LoversCreatures had wombs via Tamago??? Here's a tiny little patch. It took all of 3 minutes. Sorry, no cleaning of the Japanese text to English as yet. LCWomb.esp 2.55 kB · 0 downloads Where are you writing these text? I was going to try these set xLoversCreatureQuest.svFemaleCreatureModels to sv_Construct "Xivilai:__local__:0:xivilai_Lcbf:100:xivilaiF:100:Xivilai:100" SetStage xLoversCreatureCompile, 63 .
LongDukDong Posted July 6, 2019 Posted July 6, 2019 Actually, it appears to be built in as I didn't touch the INI file... except insofar as reading it. I just installed this version and ran 'Summon Creature' and selected the Xivilai. As the INI file has it set that genders are generated 50/50, I had a 50% chance of generating a female Xivilai. When I saw the Xivilai flash for a millisecond, I brought up the console and saw the following: xLoversCreatureProc.walk_queue = [Lovers Creature Xivilai<FF000896>] xLoversCreatureGetIsFemale:: Lovers Creature Xivilai<FF000896> roll=36 kwargs = <"hair.nif":: -1, "hair_Lcbf.nif":: 1, "xivilaiarmor.nif":: 0} I interpret that the roll=36 was randomizing if the creature was female, anything below 50 being female. So the next was doing the swap, but it only looks like the default hair was nuked (-1), the female hairdo was added (1) and the male endowed body kept (0)
LongDukDong Posted July 6, 2019 Posted July 6, 2019 On 7/4/2019 at 6:44 PM, sunhawken said: You plan on making a spell gender spell that works on creatures? Oh... and who d'ya think will prolly modify 'Lovers Genderbender' Well, once this gets worked out.
sunhawken Posted July 6, 2019 Posted July 6, 2019 32 minutes ago, LongDukDong said: Oh... and who d'ya think will prolly modify 'Lovers Genderbender' Well, once this gets worked out. I'm loving it so far. Creature can only be banged when alive and not when killed and need defensive animations to work. Copy and pasting matching animations for matching skeletons will work??? Maybe using a blockhead script could fix the body issue like a version for set body edition for creatures. 1
movomo Posted July 6, 2019 Author Posted July 6, 2019 9 hours ago, LongDukDong said: Well... Working fairly FINE compared to the PM I sent to ya. What are you talking about? What was wrong and what did you do? 9 hours ago, sunhawken said: Where are you writing these text? I was going to try these set xLoversCreatureQuest.svFemaleCreatureModels to sv_Construct "Xivilai:__local__:0:xivilai_Lcbf:100:xivilaiF:100:Xivilai:100" SetStage xLoversCreatureCompile, 63 . This one will not work as you expect. It will make every auroran male and every xivilai female, and the later xivilai_Lcbf and xivilaiF parts will be ignored because there are no such things in the default game. The file names for it must already be defined in CS. Read below. 7 hours ago, LongDukDong said: Actually, it appears to be built in as I didn't touch the INI file... except insofar as reading it. I just installed this version and ran 'Summon Creature' and selected the Xivilai. As the INI file has it set that genders are generated 50/50, I had a 50% chance of generating a female Xivilai. When I saw the Xivilai flash for a millisecond, I brought up the console and saw the following: xLoversCreatureProc.walk_queue = [Lovers Creature Xivilai<FF000896>] xLoversCreatureGetIsFemale:: Lovers Creature Xivilai<FF000896> roll=36 kwargs = <"hair.nif":: -1, "hair_Lcbf.nif":: 1, "xivilaiarmor.nif":: 0} I interpret that the roll=36 was randomizing if the creature was female, anything below 50 being female. So the next was doing the swap, but it only looks like the default hair was nuked (-1), the female hairdo was added (1) and the male endowed body kept (0) Yes that's how to read the output. And it's working fine. The xivilai must be a generic one to work. For xivilai_Lcbf.nif to be enabled, it must have a model with the base name of "xivilai", not "xivilaiarmor". The summon spells could use some work. They still summon the old ones. Not even updated dicks. 7 hours ago, LongDukDong said: Oh... and who d'ya think will prolly modify 'Lovers Genderbender' Well, once this gets worked out. No sweat, sexchange spell is already done in 2.5.5, unless you were going to do something else there as well. 9 hours ago, LongDukDong said: Oh, and you were wondering about ensuring female creatures from LoversCreatures had wombs via Tamago??? Here's a tiny little patch. It took all of 3 minutes. Sorry, no cleaning of the Japanese text to English as yet. If you would, consider updating TamagoClub itself instead. There have been several different variants derived from TC 1.15c made by different people. You could grab the best one and make changes there. (Ask Fejeena for the link) I don't even think I have the right esp right now. TamagoClub needs some consolidation, and some translation fixes as well. 1
movomo Posted July 6, 2019 Author Posted July 6, 2019 On 7/3/2019 at 2:49 AM, movomo said: Changes: Quote 2.5.5 Now possible to force a certain gender by creature's originating source mod. It takes lower precedence than model/skeleton override. Currently no default settings (all initially commented out) Summon spells renamed for better sorting imo (prepended "Lovers Creatures") Sex Change spell (target) added, tested on a zombie and confirmed working. Documentation update: Usage(configuration, others incomplete) and Installation(complete) section, plus some minor changes here and there including stylesheet change. Uploaded version 2.5.5 1
movomo Posted July 6, 2019 Author Posted July 6, 2019 LongDukDong, puddles and sunhawken; You've always been enthusiasts and I'm always grateful for that. But yours don't count as I was kinda expecting you. Sorry for expecting your comments. Anyone ELSE? Other than the regulars? There's no point in writing pretty documentation, coding stuff, organizing package, make models and textures if nobody's gonna be using them. I don't make mod for any select few. I make mod for everyone. There are no ten righteous souls? 1
Blaze69 Posted July 6, 2019 Posted July 6, 2019 33 minutes ago, movomo said: Anyone ELSE? Other than the regulars? There's no point in writing pretty documentation, coding stuff, organizing package, make models and textures if nobody's gonna be using them. I don't make mod for any select few. I make mod for everyone. There are no ten righteous souls? I have to say I've been watching this project from the "shadows", and I'm very interested in it seeing how female creatures/creatures as "receivers" in animations is something I've always wanted for Oblivion, just like proper pregnancy support to match. It's awesome to see it in the works, even if it's so late in the game's life. Unfortunately I don't have a working Oblivion install at the moment and don't have the time nor willpower to go through setting up everything yet again. So I can't test it or provide feedback on how it works (that's why I hadn't posted about it so far), but I still wanted to say I'm very much interested, and will make sure to give it a try if/when I can bring myself to get the game set up and ready again. 2
sunhawken Posted July 6, 2019 Posted July 6, 2019 5 hours ago, Blaze69 said: I have to say I've been watching this project from the "shadows", and I'm very interested in it seeing how female creatures/creatures as "receivers" in animations is something I've always wanted for Oblivion, just like proper pregnancy support to match. It's awesome to see it in the works, even if it's so late in the game's life. Unfortunately I don't have a working Oblivion install at the moment and don't have the time nor willpower to go through setting up everything yet again. So I can't test it or provide feedback on how it works (that's why I hadn't posted about it so far), but I still wanted to say I'm very much interested, and will make sure to give it a try if/when I can bring myself to get the game set up and ready again. People are still making obse .dll plugins so it's factual that it still has a strong base.
sunhawken Posted July 6, 2019 Posted July 6, 2019 7 hours ago, movomo said: LongDukDong, puddles and sunhawken; You've always been enthusiasts and I'm always grateful for that. But yours don't count as I was kinda expecting you. Sorry for expecting your comments. Anyone ELSE? Other than the regulars? There's no point in writing pretty documentation, coding stuff, organizing package, make models and textures if nobody's gonna be using them. I don't make mod for any select few. I make mod for everyone. There are no ten righteous souls? Of course, I love your work I'll have to put the word out for you.
TDA Posted July 6, 2019 Posted July 6, 2019 10 hours ago, movomo said: LongDukDong, puddles and sunhawken; You've always been enthusiasts and I'm always grateful for that. But yours don't count as I was kinda expecting you. Sorry for expecting your comments. Anyone ELSE? Other than the regulars? There's no point in writing pretty documentation, coding stuff, organizing package, make models and textures if nobody's gonna be using them. I don't make mod for any select few. I make mod for everyone. There are no ten righteous souls? 10 hours ago, movomo said: LongDukDong, puddles and sunhawken; You've always been enthusiasts and I'm always grateful for that. But yours don't count as I was kinda expecting you. Sorry for expecting your comments. Anyone ELSE? Other than the regulars? There's no point in writing pretty documentation, coding stuff, organizing package, make models and textures if nobody's gonna be using them. I don't make mod for any select few. I make mod for everyone. There are no ten righteous souls? I can give a model of the Mimic (not mine, but I redid the tongue and one animation) Well, the animation with the mushroom. ================= In principle, do not be offended that now this little attention, a new generation has already grown, and they have not even heard about this game. The mod needs to be done first of all for yourself, so that it will be interesting to you. 1
sunhawken Posted July 7, 2019 Posted July 7, 2019 50 minutes ago, TDA said: I can give a model of the Mimic (not mine, but I redid the tongue and one animation) Well, the animation with the mushroom. ================= In principle, do not be offended that now this little attention, a new generation has already grown, and they have not even heard about this game. The mod needs to be done first of all for yourself, so that it will be interesting to you. Could you post a picture of your work?
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