MikeT138 Posted July 3, 2015 Posted July 3, 2015 i'm unable to download the file Tamago Outlet 1.20.7z because 4shared only downloads anything as a .jse file. any of the other file sharing sites such as mega uploads etc, don't do this. neither does any other download i have ever downloaded. only 4shared. not to mention malwarebytes along with multiple other programs say my pc's clean, and i have no issues with malware. only in attempting to download Tamago Outlet 1.20.7z from the link directed to 4shared. if anyone would be kind enough to share the .7zip file through any other method. i'd be thankful for that. You may be right about the torrent sites, but to my understanding you don't have to host the file on a torrent site, i've downloaded bittorrent files from this site before. Transferring large files is what programs like bittorrent exist for, sure you can argue it's a pirating tool, i'm sure it is and quite often. but to ignore a programs original purpose just because it's been misused isn't always the best rout to take. 7zip files are perfectly fine though. Edit: Just tried again for the heck of it and figured it out. I don't have an account for 4shared so i wasn't logged in. Managed to get the file so i guess 4shared is not completely useless, just very sneakily deceptive. it's the verys or little finger of the interwebs, if you're not a premium member or logged in they don't feel any pitty in switching the download with a fist full of malware instead, so i still hate the site. however I apologize for griping, me being unable to get the file and so on was my error.
C-Carman1208 Posted October 1, 2015 Posted October 1, 2015 The "Outlet 120" download is not available from the 4shared site, when you use the link you only get lots of unwanted downloads and installs on your PC when you try to download this Outlet file. Please upload this Outlet 120 file here on this site to so we can donwload it without problems Thanks
forgetful hatter Posted October 10, 2015 Posted October 10, 2015 Strange..... :/ I enabled the Data/core and blockhead mod as suggested and they worked to some extent.[Great job on making the mod check for outdated/missing plugins btw]I got the spell to change body type....had some giggles at how horribly proportioned some bodys where......hate how oblivions engine only made 1 body for all races...But....i seem to get reduced framerate and/or stuttering while the mod is working....the more .....women i guess...I'm near the worse it gets...now normally I've running this game damn smooth 50-60 fps easilybut it seems to stutter alot when these mods are on....any advice?any way of having it only work for the player?my first thought was that somehow each woman was randomly cycling each body type while loaded didn't really check.I am also curious about the use of...........wait no...........ignore that to each his own
Fienyx Posted March 10, 2016 Posted March 10, 2016 I plan on making all females into futas, and was wondering if there are pregnant futa meshes.
fejeena Posted March 10, 2016 Posted March 10, 2016 In Lovers Joystick are the erected Futa lower bodies. flaccid lower bodies: copy flaccid dicks from the futa lower bodies in the pregnant lower body meshes.
Fienyx Posted March 15, 2016 Posted March 15, 2016 Ok, just want to make sure I get this right. When females get pregnant, and lovers body settings are default RM HGEC, tamago calls TSB and equips /bombshell/hgec/pregnant/femalelowerbody_HGEC_(1-3)? Making sure I put penises on the right lowers.
movomo Posted March 15, 2016 Author Posted March 15, 2016 Ok, just want to make sure I get this right. When females get pregnant, and lovers body settings are default RM HGEC, tamago calls TSB and equips /bombshell/hgec/pregnant/femalelowerbody_HGEC_(1-3)? Making sure I put penises on the right lowers. Your lovers body setting doesn't matter. It's in your tamagoSetbody.ini file. You can change it.
Fienyx Posted March 23, 2016 Posted March 23, 2016 Ok, looking at TamagoSetBody.ini I can't figure out what mesh "set tsbrMain.svBody to sv_Construct "HPREG3E" " actually points to. It looks like it uses 3 styles of pregnant bodies. Figured out Also, would it be possible to have it set so that when I use SetBody on myself to be the only "permanent" futa, that I could use a preg flaccid futa mesh and other females use a regular preg mesh?
Fienyx Posted March 23, 2016 Posted March 23, 2016 Ok, thanks. Do you think it may be possible in a future update?
Sorrowblade Posted April 25, 2016 Posted April 25, 2016 I apologize for necroing this thread, but I'm having issues with this mod. My character's body does not change throughout pregnancy, but clothing does (it adapts). The body remains the same. When using the SetBody spell, only the lower body changes - upper body always remains the same. I'm new to setbody. I have Blockhead installed (latest). Here's my load order: Oblivion.esm TamagoClub.esm HiyokoClub.esm LoversCreature.esm Lovers with PK.esm Anwolf Race.esm CM Partners.esm TamagoPlayerHUDkil.esp LoversTamagoClub.esp HiyokoGenerator.esp All+5AttributeModifiers.esp DLCHorseArmor.esp DLCOrrery.esp DLCFrostcrag.esp DLCThievesDen.esp DLCVileLair.esp DLCMehrunesRazor.esp DLCSpellTomes.esp Knights.esp DLCShiveringIsles.esp DLCBattlehornCastle.esp Weapon Expansion Pack for Oblivion Nthusiasts.esp equipablestufftail.esp Crowded Cities 30.esp Enhanced Water v2.0 HD.esp talkwithyourhands2.esp MidasSpells.esp Alternative Start by Robert Evrae.esp Anwolf Race.esp DMRA Wardrobe.esp RMDailyIncomeV2.esp Stagecoach.esp _Ren_BeautyPack_onlyhairs.esp Immersive Weapons.esp Ferry.esp GOSH Region Ambiance.esp GOSH.esp CM Partners.esp ShezriesTownsMaster.esp Trokturian Cow.esp -No- persistant enchantment glow fix-1843.esp Atmospheric Loading Screens - Random Quotes.esp X.Races.Comp.esp BettysFlowerPower.esp StockClothingArmor-forExnems.esp Pig.esp LoversStalkerM.esp LoversBitch.esp LoversStalkerMN.esp Elz - No Floating Weapon.esp LoversRaperS.esp LoversCreature.esp LoversChorus.esp Lovers with PK.esp LoversOrgy.esp SetBody.esp TamagoSetBody.esp kuerteeGoldIsAnInventoryItem.esp PlayerSlaveEncounters.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp DATiamsGirls.esp Bolded = loverslab related mods. Can someone help me?
Fienyx Posted April 25, 2016 Posted April 25, 2016 Study http://www.loverslab.com/topic/8893-installation-guide-with-lovers-mbp-and-wyre-with-bashed-patch/ http://www.loverslab.com/topic/4487-please-read-before-posting-here/
Sorrowblade Posted April 26, 2016 Posted April 26, 2016 Study http://www.loverslab.com/topic/8893-installation-guide-with-lovers-mbp-and-wyre-with-bashed-patch/ http://www.loverslab.com/topic/4487-please-read-before-posting-here/ Thank you for your reply. I have moved "TamagoSetBody.esp" closer to the top, according to how it should be on the example load file. Nothing has changed. I'm not using any of the mods listed with red, so I'm not using a bashed patch. I don't understand why the lower body changes normally but upper doesn't. There doesn't seem to be any conflicts. Edit: Would like to clarify, out of the mods I have, they're exactly where they should be on the list according to that link. Some of them aren't on the list so I disabled them. Nothing has changed Edit2: It seems SetBody is only loading the lowerbody.nif for some reason, and hands. It stops before loading upperbody and feet apparently?
Fienyx Posted April 26, 2016 Posted April 26, 2016 Not really sure. I haven't really familiarized myself with setbody/tamago. I've had them in my LO soley for preggers, but haven't played much with it.
fejeena Posted April 26, 2016 Posted April 26, 2016 You moved only the TamagoSetBody.esp ? Your load order is wrong ! Lovers with PK.esm TamagoClub.esm HiyokoClub.esm LoversCreature.esm then your other Mods. NO Lovers and Tamgo Mods ! DLCShiveringIsles.esp WRONG first esp in the load order. ( sort all your DLCs ) StockClothingArmor-forExnems.esp up to clothes Trokturian Cow.esp down under Lovers Tamago Mods Lovers Mods SetBody.esp ( not Tamago Set Body ! Tamgo up to Tamago Mods ) Race Mods LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp ......sort your whole load order ! ! ! Read my yellow Link below. There is a example load order with all DLCs and most Lovers Mods. And Links how to sort Mods manuallly if you don't use BOSS. ( Even if you use BOSS you must sort Lovers and Tamago Mods manually , and all Mods BOSS doesn't know )
Sorrowblade Posted April 26, 2016 Posted April 26, 2016 Thank you Fejeena. I have readjusted the rest just in case, following your instructions. Nothing has changed. I then redownloaded the Data zip from "Gerra and Movomo's Setbody" and realized I had installed only the "data_Buttock BB" folder and not the other one containing the rest. I have reinstalled it, properly this time, and I now have full preggo action. Thank you two for your attention again. I was going to delete these posts out of utter shame, but another goof out there might commit the same mistakes, so I'll leave it here so at least they know the solution.
Fienyx Posted April 26, 2016 Posted April 26, 2016 Always best to own up to mistakes. We all make them. YW for the help.
Fienyx Posted May 7, 2016 Posted May 7, 2016 In the TamagoSetBody.ini, the exclusion list "set tsbrMain.svExclude to sv_Construct "SetBody.esp|Lovers with PK.esp|FuroGeneratorTrap.esp" " , does this mean that, if I give myself a SetBody body (setbody self spell), it won't switch out during pregnancy?
fejeena Posted May 7, 2016 Posted May 7, 2016 I don't use Tamago set body reboot....don't know how it works. But with the old Tamago set body there is no problem with set body. I always use Set body self spell for my player characters and they all get pregnant ( pregnant body). And after pregnancy they get back their "Set body self " body. Think Set body reboot works the same.
movomo Posted May 7, 2016 Author Posted May 7, 2016 That setting is for older setbody versions (prior to blockhead edition) that use non-playable clothing as body mesh. That means tamagosetbody will ignore equip events fired by setbody pseudo-naked bodies, Lpk erect lowerbodies, furo preg bodies, to prevent stupidity. Because, otherwise, it will attempt to find a pregnant mesh, and if not found and if the random equipment setting is enabled, assign a random mesh of matching slot to your "naked" body, and you end up with another clothing under your clothing - definitely not a happy camper.
Fienyx Posted May 7, 2016 Posted May 7, 2016 Ah, ok. Thanks for the explination. I've never really delved into setbody, tamago setbody, auto setbody ini's much, and am now starting to tweak those.
iamnoone Posted June 17, 2016 Posted June 17, 2016 There's a mod I'm still working on, but I can't get it to work well with TSB. The reason is to avoid the everybody looks pregnant thing (talked about in another thread). So I got to poking through TSB's scripts and got curious about some commented out code. tsbrFnOnActorEquip has a section where it prepares an array to send to the action queue, and it seems at one point there was an attempt at swapping the new path in the queue. Where as it stands, tsbrFnOnActorEquip does the swap to new and the queue script handles the swap back. Was the former way abandoned because it didn't work or just not necessary to put the work in an extra frame? For my own amusement, I tried restoring that line and added an extra "actor" field in the array. Then messed with the queue to add a couple more frames to do something like: (skip frame to allow equip to occur) Unequip actor / set new path equip actor reset path I Frankensteined the code as a proof of concept test Let iDelayFrame -= 1 if iDelayFrame > 2 return elseif iDelayFrame == 2 print "unequip/set path" if eval (0 < (ar_Size arSwapQueue)) ForEach arIter1 <- arSwapQueue Let rCurrItem := arIter1["value"]["Ref"] Let sv := arIter1["value"]["PathNew"] let rCurrActor := arIter1["value"]["Actor"] rCurrActor.UnequipItem rCurrItem SetFemaleBipedPath $sv rCurrItem loop endif return elseif iDelayFrame == 1 print "equip" if eval (0 < (ar_Size arSwapQueue)) ForEach arIter1 <- arSwapQueue Let rCurrItem := arIter1["value"]["Ref"] let rCurrActor := arIter1["value"]["Actor"] rCurrActor.equipItem rCurrItem loop endif return elseif iDelayFrame == 0 print "reset path" if eval (0 < (ar_Size arSwapQueue)) ForEach arIter1 <- arSwapQueue Let rCurrItem := arIter1["value"]["Ref"] Let sv := arIter1["value"]["PathBack"] SetFemaleBipedPath $sv rCurrItem if 0 == arTmpDel Let arTmpDel := ar_Construct Array endif ar_Append arTmpDel arIter1["key"] loop if arTmpDel ForEach arIter1 <- arTmpDel ar_Erase arSwapQueue arIter1["value"] loop endif Let arIter1 := arTmpDel := ar_Null sv_Destruct sv return endif ... Well, this worked on my test run by having the pregnant look pregnant and the rest not affected, but I'm not sure what stopped working by doing that. I'll have to play with the frame numbering to get the "arForceEquipQueue" working as before. Also, have to probably change it to an "Actor" array to handle the case of multiple actors equipping the same mesh. I was just wondering if something similar wasn't considered viable since it exposes the NPCs a couple more frames or was there some other reason? TSB is sufficiently complicated that I've yet to figure out some its parts.
movomo Posted June 17, 2016 Author Posted June 17, 2016 Was that because it didn't work? or not needed? It's been quite some time... I don't remember. It could be both. I'm but guessing that it was because of Break Armor. Lots of seemingly unnecessary codes are actually for Break Armor compatibility. Test it with Break Armor if you think something is working fine.... You see, that "delay frame" thing is a bit weird. Normally you shouldn't even need that thing. You changed the path just before they equipped it, and the next frame they are already equipped with the new path. At this point you should be able to reset the path back just fine. Tamago setbody works more smoothly without Break Armor(BA). But, with BA, this basic approach doesn't work. BA uses the same action queue way. But the problem of action queue is that, it's unexpectable. It's a bit difficult to know exactly when something will happen. The delay frame is to compensate that. After some trial and errors, I decided that 5-frames delay works better than zero delay (It still doesn't always works). That's why iBADelayFrame is by default set to 5 which seems to be a completely arbitrary number. Making the "pathNew" entry in the onEquip script and applying it every frame afterwards is like "locking" mesh path to the new one for a while, so that BA won't "get in my way". But.... whatever the result was, seems like I wasn't happy with that. What you are doing in your test script seems quite similar to what I did in the previous versions (v1.x). Equip -> unequip -> equip... but with BA, it will have a different problem. With BA, that equip/unequip loop could run multiple times in succession. unequip(by BA) -> equip(by BA, which triggers unequip by TSB) -> unequip(by TSB) -> equip(by TSB, which may trigger TSB again and again and again, ... depending on what mesh path is set at the point of equipping it.) If it was an armor piece, its inventory reference gets destroyed and re-created multiple times (equipItem just equips one in the stack just randomly, it matters when you want to preserve armor health value), and that operation is not very stable. TSB v1.x had a high chance of crash when messing with breakable armors.
iamnoone Posted June 17, 2016 Posted June 17, 2016 I was really hoping you weren't going to say BA. I've browsed the thread and the code to see there was a lot done to make it compatible. I haven't installed or used it before, but it is on my "next play through" list. Then, I get to see how well my mod gets along with that. BA seems to be the litmus test. When you said iBADelayFrame was set to 5, did you mean currently or before? I don't if it matters at this point, but I only remember seeing that was set to 1 and later incremented as more pieces were found ("counter"). Not sure, but that's how I interpreted that. At least for a personal version of TSB I have something that fixes the situation my mod can't avoid. I tried some things and spent too long only to keep hitting a wall. I was using the OnWombStateChange event, but realized that I was relying on a race condition to make things work. BTW, how do you go about testing all these tamago/hiyoko mods of yours? Do you have some console commands or custom ini settings? Even using sleep/wait takes a while for all these pregnancy/birth events to occur.
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