ger4 Posted February 26, 2013 Posted February 26, 2013 A attempt to patch PK Extender is up here: http://www.loverslab.com/topic/218-lovers-with-pk-extender-243-re-up/ For now the OP somehow got bumped to be the second post so if you don't see the patch at the top of the OP then scroll down to post 2. I made Ashal aware of this and at some point in his busy schedule he will correct the OP. Not sure if the patch works as neither I nor WappyOne are terribly familiar with all the features and functions of PK Extender. Currently I do not have it installed and can't do so until this weekend. If the patch doesn't work I will install the Extender and see what I can figure out over the weekend. I have also asked the Great and All Knowing Donkey to take a peek if he gets time. One way or the other we will get PK Extender back up and running, it just may take a bit. Thanks Greg, the extender works great now. There are still a few bugs, but nothing that can't be ignored.
ger4 Posted February 26, 2013 Posted February 26, 2013 BTW, I know Donkey has retired from modding, but I noticed he was working on a couple of new creature animations http://up.mnty.net/img/up003143.jpg http://up.mnty.net/img/up003184.jpg Do you know if he has any plans to share them via 4shared/any other random uploadsite/wolflore?
gregathit Posted February 26, 2013 Author Posted February 26, 2013 BTW, I know Donkey has retired from modding, but I noticed he was working on a couple of new creature animations http://up.mnty.net/img/up003143.jpg http://up.mnty.net/img/up003184.jpg Do you know if he has any plans to share them via 4shared/any other random uploadsite/wolflore? Don't have a clue.
evilelf Posted February 26, 2013 Posted February 26, 2013 Thanks for a great update to this mod gregathit, WappyOne, and Donkey. Working superb here!
SquallPT Posted February 26, 2013 Posted February 26, 2013 BTW, I know Donkey has retired from modding, but I noticed he was working on a couple of new creature animations http://up.mnty.net/img/up003143.jpg http://up.mnty.net/img/up003184.jpg Do you know if he has any plans to share them via 4shared/any other random uploadsite/wolflore? ooo i like the second one
RandomOne Posted February 27, 2013 Posted February 27, 2013 waiting on my new laptop to try this... come on fed ex move it!
theanon Posted February 27, 2013 Posted February 27, 2013 Good job, guys. The patch is working for me.
fejeena Posted February 27, 2013 Posted February 27, 2013 Hey I found missing textures. The dog dick textures ( knott.dds ) are not in the download, so all people who didn't have LoversBitch or LoversCrowningIsle have dogd.nif and skeletalhoundarmor.nif without texture. Excellent work!!!! could add all MotionsNT anis without add extra anis in the esp. Scritp change is easy, and the new ini is really useful.
gregathit Posted February 27, 2013 Author Posted February 27, 2013 I will add-in the missing dog textures and make a patch for all those who already downloaded the files. We will not be adding the MotionNT animations to the pack as that is against the mod makers wishes. However WappyOne did everything he could (including making compatible ini files) so that installing the MotionNT animations is pretty painless. Holler if you find anything else missing and I will patch it up. Oh, by the way, the dog textures were never in any version of lovers creatures. I guess that was always something you used to have to get from Lovers Bitch. Also the skeletal hound armor for all but the dick are vanilla textures so you would still see the hound....just no naught bits. Patch will be in the Downloads area and you will be able to select it separately. Take me a minute to get it uploaded.
fejeena Posted February 27, 2013 Posted February 27, 2013 I would not tell that you should put the MotionsNT anis in the mod, I only want to tell that I could add all the anis without add extra anis in the esp (only script change). The extra/free anis in the esp were enough to add all new anis (and I had some more from the Daedra Sutra Pack. And when I needed space for 2 anis, there were 2 free anis for that creature). After the work with my old LoversAnimObjectsPriority.esp to add all anis I was really happy that this time it was so simple. Thanks Could you need some of my creature meshes?
theanon Posted February 27, 2013 Posted February 27, 2013 One thing i did notice, however, is that the ogre never actually seemed to initate action now. I also seem to not have some of the other animations thati had before installing the new Loverscreatures, such as ones from trolls, fire atronach, or the tentacle monsters. Any ideas?
gregathit Posted February 27, 2013 Author Posted February 27, 2013 One thing i did notice, however, is that the ogre never actually seemed to initate action now. I also seem to not have some of the other animations thati had before installing the new Loverscreatures, such as ones from trolls, fire atronach, or the tentacle monsters. Any ideas? Ok, the issues the you are having with the ogre must be on your end, as the ogre raped my PC right off the bat when summoned. The Trolls and Fire Atronach worked fine as well. Now the tenacle mosters was a different story. That one is truly broken. I will have a patch to correct her up shortly. Edit: Tentacle Monster Patch uploaded to Downloads page. It is a very small patch and will NOT harm anything at all....well other than the folks the Tentacle Monster will rape.......
GECK.O Posted February 27, 2013 Posted February 27, 2013 Talk about Tentacle Monster Patch.7z..... Where can I met this tentacle monster?
WappyOne Posted February 27, 2013 Posted February 27, 2013 I would not tell that you should put the MotionsNT anis in the mod, I only want to tell that I could add all the anis without add extra anis in the esp (only script change). The extra/free anis in the esp were enough to add all new anis (and I had some more from the Daedra Sutra Pack. And when I needed space for 2 anis, there were 2 free anis for that creature). After the work with my old LoversAnimObjectsPriority.esp to add all anis I was really happy that this time it was so simple. Thanks Could you need some of my creature meshes? Why did you need to make a script change at all to add in MotionNT? With the extra slots it should only need an .ini change.
GECK.O Posted February 27, 2013 Posted February 27, 2013 I have a problem with the sex positions after installing this mod...... The actors doesn't stand side by side correctly where penis meet vagina, but instead displaced half or a meter away from each other, sometimes in the wrong direction too. I recopy the previous animations and it fixed the problem. I wonder if anyone had the same problem as mine? Am I missed something?
gregathit Posted February 27, 2013 Author Posted February 27, 2013 use the 0-9 number keys at the top of your keyboard to adjust animations same as you would with human animations. At this time no one has gone through and adjusted all the animation ini files to line up all that well. That will happen during the creature animation overhaul in a couple of months.
fejeena Posted February 27, 2013 Posted February 27, 2013 WappyOne how can a new ani work without script change? If we need only the ini why is the script in the esp? example: Troll I renamed MotionsNT 239 kf and ini to 4301 and put them in the right folders. here my script change original ;Troll Original 239 new 4301 to 4400 SposGroup == 239 if( me.ModelPathIncludes "\Troll\" == 1 ) set iRandom to Call xLoversCreatureGetWeightedPos xLoversCreatureQuest.CreatureTrollposes if iRandom SetFunctionValue iRandom return endif SetFunctionValue 239 endif My version ;Troll Original 239 new 4301 to 4400 SposGroup == 239 if( me.ModelPathIncludes "\Troll\" == 1 ) set iRandom to Call xLoversCreatureGetWeightedPos xLoversCreatureQuest.CreatureTrollposes if iRandom SetFunctionValue iRandom return endif set iRandom to GetRandomPercent if iRandom <= 50 SetFunctionValue 239 else SetFunctionValue 4301 endif endif How can it work with only INI change? ;===Troll============================================================set xLoversCreatureQuest.CreatureTrollposes to sv_Construct "239=100,4301=100"
WappyOne Posted February 27, 2013 Posted February 27, 2013 WappyOne how can a new ani work without script change? If we need only the ini why is the script in the esp? example: Troll I renamed MotionsNT 239 kf and ini to 4301 and put them in the right folders. here my script change original ;Troll Original 239 new 4301 to 4400 SposGroup == 239 if( me.ModelPathIncludes "\Troll\" == 1 ) set iRandom to Call xLoversCreatureGetWeightedPos xLoversCreatureQuest.CreatureTrollposes if iRandom SetFunctionValue iRandom return endif SetFunctionValue 239 endif My version ;Troll Original 239 new 4301 to 4400 SposGroup == 239 if( me.ModelPathIncludes "\Troll\" == 1 ) set iRandom to Call xLoversCreatureGetWeightedPos xLoversCreatureQuest.CreatureTrollposes if iRandom SetFunctionValue iRandom return endif set iRandom to GetRandomPercent if iRandom <= 50 SetFunctionValue 239 else SetFunctionValue 4301 endif endif How can it work with only INI change? ;===Troll============================================================ set xLoversCreatureQuest.CreatureTrollposes to sv_Construct "239=100,4301=100" The .ini parsing takes precedence over the script. What's in the script is a backup in case the .ini is missing or damaged. The "239=100,4301=100" is all you needed in this case. This code is what checks the string from the .ini and returns if valid: set iRandom to Call xLoversCreatureGetWeightedPos xLoversCreatureQuest.CreatureTrollposes if iRandom SetFunctionValue iRandom return endif Now, if you needed to add a 3rd Troll animation to 4302, then you'd need to have edited the .esp to add idelanim support.
fejeena Posted February 28, 2013 Posted February 28, 2013 Oh nice and easy And again unnecessarily wasted time Thanks for the info WappyOne.
badbat111 Posted February 28, 2013 Posted February 28, 2013 Talk about Tentacle Monster Patch.7z..... Where can I met this tentacle monster? in a dark alley
gregathit Posted February 28, 2013 Author Posted February 28, 2013 Talk about Tentacle Monster Patch.7z..... Where can I met this tentacle monster? in a dark alley ROFL!!!!!! Sorry GECKO, I missed your question. You have to summon here via the lovers creatures spell. Be sure there are enemies to fight close by when you summon her or you will become her target. She doesn't play well or nicely with others!!!!!
fejeena Posted February 28, 2013 Posted February 28, 2013 Found something, don't know if its a problem for some mods. The Tentacle-creature have a different ID number than in the old LoversCreature esm/esp. Old (Lovers Creatures 1.4.1 revised) IDxx0224EB ; new IDxx0015DE I don't remenber a mod that use the LoversCreature tentacle monster, only own tentacle monster (they only use the meshes/textures folders)
gregathit Posted February 28, 2013 Author Posted February 28, 2013 Found something, don't know if its a problem for some mods. The Tentacle-creature have a different ID number than in the old LoversCreature esm/esp. Old (Lovers Creatures 1.4.1 revised) IDxx0224EB ; new IDxx0015DE I don't remenber a mod that use the LoversCreature tentacle monster, only own tentacle monster (they only use the meshes/textures folders) This should not be an issue as tentacle creature was a creation of Donkey and I don't now of any plugin that he made, other than lovers creatures, that contains her. To my knowledge, the only way you ever see her is through the summons spell.
Fortis Posted February 28, 2013 Posted February 28, 2013 I think its already been mentioned, but the alignment is screwed up. Everything else works fine.
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