gregathit Posted September 30, 2014 Author Posted September 30, 2014 I am having a minor issue. Some of the creatures will not start combat with me. It seems to be only docile creatures that won't. They only runaway, and when I force combat they will only use melee combat. Every thing else works fine just seems to be docile creatures. (Horse, Deer, etc) This is normal. They won't combat rape you as they are programmed to run away. If you want them to rape you, then use joburg and they will stalk and rape you silly......course, so will everything else for that matter.
Vaelorian Posted September 30, 2014 Posted September 30, 2014 I am having a minor issue. Some of the creatures will not start combat with me. It seems to be only docile creatures that won't. They only runaway, and when I force combat they will only use melee combat. Every thing else works fine just seems to be docile creatures. (Horse, Deer, etc) This is normal. They won't combat rape you as they are programmed to run away. If you want them to rape you, then use joburg and they will stalk and rape you silly......course, so will everything else for that matter. Or, if you have any idea of how to use the CS(E), just load up the esp and change their confidence value to... Oh, say, 100. Modifying the summoned creatures will not affect the normal ones.
RickyYeh2013 Posted October 13, 2014 Posted October 13, 2014 Surprise treat today! Attached is a compatibility patch to allow creatures added by Maskar's Oblivion Overhaul to work with Lovers Creatures, at least for those with directly matching existing Oblivion creatures. Compatibility with new creatures that use movesets similar to existing creatures (ex: Gargoyles, Xivilai Lords) require a LC function call that won't exist until LC 3.0. Supported MOO creatures: Bear, Clannfear, Daedroth, Dog/Wolf, Gnarl, Goblin, Imp, Land Dreugh, Minotaur, Mountain Lion, Mud Crab, Ogre, Rabbit (uses Rat animations, only makes sense with the MotionNT anim), Rat, Scamp, Sheep, Skeleton, Slaughterfish, Troll, Wraith, Zombie. In addition to the .esp there are two script files included, one for Windows XP and one for Vista/7/8. The script creates links to the existing animation files where Oblivion would be looking for them for the new MOO creatures. (Ex: Creates link at Data\meshes\MOO\Bear\IdleAnims\ani2 that points to Data\meshes\creatures\Bear\IdleAnims\ani2). Creating links in this manner is better than copying for both space conservation and so that updating the LC animations from either the creature overhaul thread or when LC 3.0 is released will immediately update them for MOO creatures. The script needs to be run as an Administrator from the Data directory. For Windows XP there is an extra pre-step. XP doesn't include the command to make directory links by default, you need to install the Windows Server 2003 Resource Kit Tools and copy linkd.exe from \Program Files\Windows Resource Kits\Tools\ first. After running the script you can delete it and linkd.exe(if appropriate) from Data\. The .esp should be placed after both LoversIdleAnimPriority.esp and Maskar's Oblivion Overhaul.esp in the load order. I got a problem I place the data folder and run but it show can't find Oblivion.esm. I don't know why. Can anybody help?
WappyOne Posted October 13, 2014 Posted October 13, 2014 The script needs to be placed and run inside the Data folder, should be in the same place as Oblivion.esm.
RickyYeh2013 Posted October 13, 2014 Posted October 13, 2014 The script needs to be placed and run inside the Data folder, should be in the same place as Oblivion.esm. I did place and run inside the Data folder, but still show it can't find Oblivion.esm... http://imgur.com/rt0QwKt,DuScWFo
WappyOne Posted October 14, 2014 Posted October 14, 2014 I don't know why the Data folder check isn't working for you. You can try changing it to skip that check: Change line 2 "IF EXIST Oblivion.esm GOTO START" to just "GOTO START" To verify it was able to create the links, check that Data\meshes\MOO\Bear\IdleAnims links to Data\creatures\Bear\IdleAnims.
movomo Posted October 14, 2014 Posted October 14, 2014 I dare not imagine the oblivion.esm file is not there, but how can this be happening
WappyOne Posted October 14, 2014 Posted October 14, 2014 The only reason I can think of is running the script from a file explorer window is not setting the working directory correctly. Have you tried running the script from a command prompt? ( Run (Win+R) -> cmd -> cd \oblivion\data -> idleanimsmoo_vista_7_8 (You should be able to just type idle<tab> to have windows complete the command) )
RickyYeh2013 Posted October 16, 2014 Posted October 16, 2014 I don't know why the Data folder check isn't working for you. You can try changing it to skip that check: Change line 2 "IF EXIST Oblivion.esm GOTO START" to just "GOTO START" To verify it was able to create the links, check that Data\meshes\MOO\Bear\IdleAnims links to Data\creatures\Bear\IdleAnims. Strange....First time I can find MOO folder , but after I run the patch then I find MOO folder is gone(textures/meshes)
kepler78 Posted November 10, 2014 Posted November 10, 2014 I have a little question, these meshes exist in vanilla version ? I mean, with penis growing only in case of sex attack... Like humans in fact, no ? This mod is cool, it adds a real difficult to the game... Try to make a small female elf and to escape the beginning in hardcore difficult ! If you play TamagoClub too, u should be pregnant at least lol. But it's not really cool for creatures to always seen cockq of enslaved ones. In facts, it's funny, but unplayable when you're not alone ! I could imagine a child while asking : "Dad, what's that thingy between the legs of your Minotaur familier ?" I'm pretty sure I've already seen it by searching all along the forum, but I can't trace it back. Thanks for your help fejeena
gregathit Posted November 11, 2014 Author Posted November 11, 2014 No. Dicks are either always on or always off. Lovers 3.0 will introduce dicks being added at the time of sex, but this feature isn't supported for LC 2.0 as there is no coding for it. Doubtful LC 3.0 will be out until around summer.
Zainer Posted November 11, 2014 Posted November 11, 2014 If anyone is having trouble with the Maskar's compatibility patch not writing the links turn off your User Account Control. Worked for me on vista after 15 minutes of banging my head on the desk wondering wtf.
Zor2k13 Posted November 12, 2014 Posted November 12, 2014 Vista is terrible! windows 7 is so much better:-) The big lizard aligator monster can't remember the name atm but is the dick on the tongue instead of between the legs? The sex animation for it show the dick tongue going through the female body and poking out the stomach I hope you guys get time to work on that more soon. I guess that monster is really hard to figure out how it would rape something though, look like it would just eat everything instead of raping it.
fejeena Posted November 12, 2014 Posted November 12, 2014 Daedroth and Hunger use the tongue. Daedroth is the "aligator" The Animations are fine. During your "test" : are you sure the creature had scale 1 ? and the NPC/Player had scale 1 ? and the sex took place on even ground ? If not, the animation is out of place and you must use the Position keys.
Zor2k13 Posted November 12, 2014 Posted November 12, 2014 My scale according to player.getscale at the start of the game is 1.06 because I play as nord so I have to set it to 0.94 which makes player.getscale return a value of 1.0 but the creature scale I dunno didn't check that. Was playing around with it in the tiber septim hotel upstairs so it seems like positions keys have to be used then.
gregathit Posted November 12, 2014 Author Posted November 12, 2014 LC 3.0 will have all creatures using their dicks (if they are male). Probably still be a couple of tongue animations, but they will be mixed in with dick usage. The LC 2.0 animations have not really be aligned much. It was a quick and dirty alignment that will be much more comprehensive in LC 3.0.
siskin Posted November 18, 2014 Posted November 18, 2014 Guys, Please report any problems here and be sure to thank both WappyOne and Donkey, without whom this would never have seen the light of day!!!! Future plans include: 1. Adding new animations as they are created. 2. Looking into adding the ability to rape creatures <---this one is months away from being worked on, so please don't spam us with messages on it. When we have something going on it, you can be certain we will holler! 3. Correcting positioning for creatures and imperial female via the ini's. 4. Adding bouncing breasts, butts, balls and dicks to all defensive positions. This will happen during the creature animation overhaul, which is scheduled to occur after the Humanoid overhaul. Tentative start of creature overhaul is tentatively planned for early April. Any progress on that?
gregathit Posted November 18, 2014 Author Posted November 18, 2014 <---this one is months away from being worked on, so please don't spam us with messages on it. When we have something going on it, you can be certain we will holler! If you pop into the overhaul thread for LC you would have noticed I took a new job and moved so the whole project had to take a backseat for a while. I'm back working on animations and WappyOne is chipping away at coding.....but it won't see public release until maybe summer.
siskin Posted November 19, 2014 Posted November 19, 2014 <---this one is months away from being worked on, so please don't spam us with messages on it. When we have something going on it, you can be certain we will holler! If you pop into the overhaul thread for LC you would have noticed I took a new job and moved so the whole project had to take a backseat for a while. I'm back working on animations and WappyOne is chipping away at coding.....but it won't see public release until maybe summer. That was almost a year ago, which is why I asked despite the request not to ask about it. I don't ask for daily updates, I just wanted to know of that aspect was abandoned or not. I honestly tried to find any other place with more recent information about this, including several forum searches, all to no avail. Asking was not the first thing to do because it was easy. Thank you for your reply.
gregathit Posted November 19, 2014 Author Posted November 19, 2014 No problem. LC overhaul thread: http://www.loverslab.com/topic/21315-creatures-overhaul-workshop/
Makumba666 Posted December 20, 2014 Posted December 20, 2014 Hi, I have a strange problem. When there is a sexual act between beast (so far checked dogs only) and humanoid NPC's, there are no animations - NPC gets undressed and on their four, while dog, just stands aside and "walks" in place. The only option to have animation played on both actors is pressing Z key, while aiming beast. Am I doing something wrong? P.S. Needless to say, am using latest versions of LAPF and LC.
fejeena Posted December 20, 2014 Posted December 20, 2014 Have you installed both parts/files of LoversCreatures ? Lovers Creatures Beta1 - Part1.7z and Lovers Creatures Beta1 - Part2.7z You must unpack both, not only part 1 ! Part2 is not automatically unzip when in the same Folder !
Makumba666 Posted December 20, 2014 Posted December 20, 2014 Have you installed both parts/files of LoversCreatures ? Yes, of course. As well as two fix files - dog texture patch and another one.
fejeena Posted December 20, 2014 Posted December 20, 2014 ? Ok you have all files you need. The dog is dead Your Load order ?
Makumba666 Posted December 20, 2014 Posted December 20, 2014 Here: Oblivion.esmLoversCreature.esmEyeCandy - Content.esmUnderwear HGEC Fighter.esmUnderwear HGEC Normal.esmBeautiful People 2ch-Ed.esmLovers with PK.esm_Ren_BeautyPack_full.espEyeCandy Compilation.espDLCHorseArmor.espDLCOrrery.espDLCFrostcrag.espDLCThievesDen.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espKnights.espDLCShiveringIsles.espDLCBattlehornCastle.espMaleBodyReplacerV5.espVipCxj_HighHeels.espVipCxjHHTest.espColourwheels Sexy Tavern HGEC.espColourwheels Sexy Dark brotherhood.espColourwheels Sexy Ayelid Shrine.espArmourComp01.espArmourComp02.espApachii_Goddess_Store.espBeautiful People 2ch-Ed Merged Hair Modules.espBeautiful People 2ch-Ed Merged Eye Modules.espBeautiful People 2ch-Ed MS Elves - NoSc.espBeautiful People 2ch-Ed Vanilla Race.espTrade and Commerce.espzzEstrus.espRMDailyIncomeV2.espApachii_Heroes_Store.espLoversIdleAnimsPriority.espLoversAnimObjectsPriority.espLoversAdultPlayPlusforSSP.espLoversVoiceSSPplus.espLovers with PK Extender.espLoversRapeSlave.espLoversLight.espLoversBed.espLoversBackup2.espLoversPayBandit.espLoversMB2.espLovers with PK.espLoversClubCats.espLoversClubCatsSx.espLoversCalm.espLoversRaperSGalgat.espLoversLoveJuice.espLoversProstitute.espLoversSetFlags.espLoversDRader.espLoversTachiCat2.espLoversSlavePlay.espLoversHypnosis.espLoversJealousy.espLoversMagic.espLoversBiko.esp666_Modified_Contraception_esp_1_0.espLoversUnicorn.espLoversSkirtFlipper.espRingofMara.espLoversJoburg.espLoversTrueCrimeEx.espLoversSlaveTrader.espLoversAdultPlayPlusforSSP_HookerPatch.espLoversHooker.espLoversImmoralGuards.espLoversImmoralSisters.espLSTBravilUnderground.espLoversCrowningIsle.espLoversGGBlackmail.espLSTaddonInH.espLoversStupidNpc.espLoversCreature.espLoversBitch.esp I have closely examined it and found no errors so far. P.S. Actually as I posted it, I see an error - creature is above lovers. Strange, Nexus Manager shows it below. I will try to correct order. P.P.S. nothing changed. It is not a load order. It seems, it may be extender, which does not start an animation automatically, or may be even some checkbox in lovers settings.
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