siskin Posted July 29, 2014 Posted July 29, 2014 Awesome mod, expect for one small problem. After getting down to all fours, getting mounted, and the sex animations start, if you are in first person view and move the mouse, your character snaps back to all fours position for the duration of the mouse movement. When you stop moving the mouse, your character resumes the normal sex animation. Can anyone provide a fix for this please? I looked over the code to try to undo the all fours status just before animation starts and resume it at the end, but given the complexity of the mod and my complete lack of modding experience i'm just about guaranteed to break it in a horrible way.
fejeena Posted July 29, 2014 Author Posted July 29, 2014 I do not understand your Problem. If I am in first Person view and get on all fours and sex starts the camera switch to 3d Person view ( if I move the mouse or not ) Sex Animation plays with no interruption. But normally I am in 3d Person view if I get on all fours ( also if I have sex with other creatures or humans, I want to see the Animation)
siskin Posted July 29, 2014 Posted July 29, 2014 My lovers is set to 1-st person animations for immersion. So everytime a sex scene starts, i see what my character would see. Â To see this without changes to your settings, open console and type "tfc". to go to first person. you can write it again to go back to 3-rd person. Or, just use the lovers settings spell, sex effects, player, camera, 1-st person. Â Also, can you please give me a hint on how to add an entry with tes4edit? i'm trying to follow the instructions to increase knot duration (since it really should last longer), but can't find how to add the knot modifier "item" to the dogs.
fejeena Posted July 29, 2014 Author Posted July 29, 2014 The camera I will test.  Knot time is a Cloth item Open LB with Tes4Edit If a dog have a xLoversBitchKnotTMod "Knot Time Modifier" [CLOT:0300DEEC] you can Change the number (1) 100 = 100percent, all Dogs with no Token have 100 percent. More than 100 percent = longer knotting.  If a dog have no Token you can copy it from a dog with Token (2) ( or in the clothes section)  Add a new item to a dog without Token: right click "Items" (1) and choose "Add" (2) Paste in the Token and add number of Tokens.
fejeena Posted July 30, 2014 Author Posted July 30, 2014 With tfc it does not work, so I installed the EnhancedCamera plugin. In first Person Setting with an Animation from behind I see the foor and one Hand, and if I move the mouse the camera Switch to 3d Person and  return immediately to first Person. I am not in the all fours Position, the Animation plays with no interruption. If I "shake" the mouse the camera is also shaking: lateral view, 3d view, in-floor-view, fucked off view. Think the Problem is that you are in a fixed Position. during the Animation you can not move your head, therefore you can not move properly the camera.  So it is not a LB Problem or LoversCreatures Animation , it is the EnhancedCamera plugin.  I don't know why People use the EnhancedCamera plugin, it is useless with most sex animations: fuck from behind with head at the floor you see only the floor ( or your Hands), if you fuck face to face then you stare into the face of the Partner/creature ( and often inside the head and you see only eyes and mouth and the world behind)  Â
siskin Posted July 30, 2014 Posted July 30, 2014 Thank you for taking the time to check this out. I will do a comparative video tomorrow or the day after between regular sex/rape behaviour of camera and all fours behaviour of the camera to ilustrate my problem. I would do it today, but i'm having trouble with my laptop charger so I can't keep my laptop on long enough.  P.S. Setting fNearDistance to 0 in Oblivion.ini is a must for 1-st person, or almost all animation will be badly clipped.
siskin Posted July 31, 2014 Posted July 31, 2014 Thank you very much for the TES4Edit instructions, that's exactly what I needed.   Can you also pretty please tell me how to disable forced 3-rd person camera when going down on all fours? I don't see any camera reference in the XLoversBitchAllAllFoursScript [sCPT:0305CCC6] script. If I'm in 1-st person camera and go down, the camera becomes 3-rd person and I can't make it 1-st person again. But, after doggy lets me go, the camera is in 1-st person and the character is on all fours, and it is Awesome.  If yo don't mind, can you explain please what's the difference/meaning between : xLoversBitchNoDogdToken "No dogd.nif" [CLOT:0301CA77] xLoversBitchNoCompanionship "Can't be Companion Token" [CLOT:03006147]   Some dogs have both of those: xLoversBitchNoCompanionship "Can't be Companion Token" [CLOT:03006147] xLoversBitchTameCMod "Tame Chance Modifier" [CLOT:03049F9D]  My assumption is that "Can't be Companion Token" means you don't get a bitch bone. Then why is the tame chance modifier (chance to get a bitch bone) present? What em I missing?  Also I found a bug: If you have sex with a city mutt until it gives you a bitch bone, ALL city mutts will be renamed to Playername's Mutt.
fejeena Posted July 31, 2014 Author Posted July 31, 2014 I don't think there was a LoversBitch 3-rd person camera script, it is Lovers/LAPF. During all sex (human and creatures) you are in 3-rd person mode. The camera Setting are in Lover/LAPF spell. If you use the Enhanced Camera Mod/plugin (thought you use it) If you choose first Person you are in first Person during sex (But why ? you see the floor, or the ceiling/sky or fur (you head is direct under the dod head/Body) ) --------------------------------------- Dogs can have all Token. Can't be Companion Token yes no Bitch bone ( Leyawiin Party dog, Renas Dogs, some dogs of shepherds.... almost all dogs with owners) xLoversBitchNoDogdToken no penis mesh ( some dog bodies have a penis, so they should not get a second  ) xLoversBitchTameCMod tame Chance if the dog is friendly after knotting. wild wolves , summoned wild Dogs, wolves, werewolves If a dog have Can't be Companion Token and xLoversBitchTameCMod you get no Bitch bone after knotting but the dog does not attack you anymore ( can be more knottings till he is tamed) ---------------------------------------------- Bug.. . never noticed, I always have a bitchBone in the inventory. Â
siskin Posted July 31, 2014 Posted July 31, 2014 Yes, the camera during sex is controlled in Lovers/LAPF, that I have set to 1-st person and works.  My problem is when on all fours, BEFORE dog mounts me. In that time I cannot see in 1-st person. I'm certain that all code for all fours position (inviting dogs to sex, but before they mount) is controlled by loversbitch. In that time if I press R to change to 1-st person camera, it looks like it does the switch, but 1 frame later it switches back to 3-rd person probably because loversbitch detects that and switches back to 3-rd person. But after sex, my first person plugin changes to first person, but loversbitch does not intercept that so it remains in first person and a very nice view.  About why: First In Oblivion.ini change fNearDistance to 0 so it doesn't cut out things that are too close. In first person, the camera moves with your body giving a feel like you are actual thrusting / beying thrusted into. During sex you can't look left or right, but you can look up and down): Think if you are raped: You think about what a horrible situation you are in, not look around to make plans on what to do after rape is over. so you can look down to see the action (see yourself be fucked), but can't look around to make plans. In 1-st person, the person/creature you have sex with seems bigger. In case of dogs,  look down and you see his cock pumping in you. Look up and see his legs around you and head above you, while you are almost feeling the thrusts because of the camera movement. The immersion is mch more important to me than explicit detail, my imagination is good enough to supply that.  Thank you for the Token explanations, everything is clear now.
fejeena Posted July 31, 2014 Author Posted July 31, 2014 The script you are looking for toggle first Person is disabled when you press the Mount key , and enabled when you end the on-all-fours Position. And during sex it is LAPF Settings. Â
siskin Posted July 31, 2014 Posted July 31, 2014 I love you! Thank you very much! Â Â Edit: This section is now irelevant, read the edit at the end. ________________________________________________________________________________________________________________ Now, if I can bother you with one last thing, everything will be perfection itself. Â I would like to do this: Â When on all fours and a dog is close, a script runs to call the lovers sex function with parameter playerID, and dogID. Just before that call I would like to call a "undo all fours mode", equivalent to pressing the all fours key. When returning from the lovers sex function, execute a function to start all fours mode again. Â I apologize for the complicated way of explaining, let me write in mock code to make it clear: Â if (player_state == "all fours" and player-dog_distance < 5 meters) then { Â Â Â player_state = "upright" Â Â Â startsex(playerID, dogID) Â Â player_state = "all fours" } Â This would fix my camera problem that I was trying to explain in my first reply. Â If you can help me find where to write this and what functions to call, I would be forever in your debt ! Â I know coding in general and understand code flow, but I have zero experience with TES scripts and language. Even so I would be able to make due, if not for the impressive size and depth of your mod. It is truly a work of art, but not a good starting point for beginners ________________________________________________________________________________________________________________ Â Edit: Unfortunately TES4Edit cannot recompile scripts and the CS editor simply refuses to work right with OBSE. The most I managed was to launch it with obse, open loversbitch, and attempt to open the scripts window at which point it crashed. Â So, I cannot change any of the script code, but thank you very much for taking the time to look into my requests. This also means that there is no point in helping me do the upright/allfours trick since I can't edit the code. Â
fejeena Posted July 31, 2014 Author Posted July 31, 2014 Script ??? WappyOne has made all the scripts.  CS, yes it's shit. Do you use CSE (CS extender) http://www.nexusmods.com/oblivion/mods/36370/ You know you need the OBSELoader.exe ( yes als o with a Steam Oblivion Version), rename the desktop Icon path to .....\Oblivion\obse_loader.exe" -Editor After the " must be a space then -Editor If you use OBSE20 you must use Construction Set Extender 51 (does not work with OBSE21) If you use OBSE21 you need Construction Set Extender 62 (does not work with OBSE20)  Simply install CS and then CSE (the complicated Explanation; " first install a old CS Version ..... " is only needed if you want to create new face expressions) My OBSE20 with CSE51 works fine, never Problems.
siskin Posted July 31, 2014 Posted July 31, 2014 I was trying the OBSE21 with CSE 62. It fails to load various OBSE pluggins, and after disabling them temporarly 1 by 1, i got annoyed and disabled all except the construction set dll. Then it started properly. But when I opened the scripts window it crashed. Â To launch CSE, I use the provided .bat file which runs the following: "obse_loader.exe -editor -notimeout". In .bat file that is proper syntax, it's normal not to have quotes (this sign " ). Â Btw, I forgot to mention, i found a bug: if you get bitch bone from a Mutt found in a citiy, all mutts in cities are renamed to "Playername's Mutt".
fejeena Posted July 31, 2014 Author Posted July 31, 2014 Fails to load OBSE pluggins ? ? ? Mods? or OBSE plugins in data\OBSE\plugins\ You don't load OBSE plugins with CS And only Load one Mod --------------------------------------------------- Do you have .NET Framework 4.0+, Microsoft Visual C++ 2010 Redist., DirectX 9.0c Runtime ? ( shit, CSE62 seems complicated) ----------------------------------------------- Try CSE51 and OBSE20 (backup you OBSE21 files)
siskin Posted August 1, 2014 Posted August 1, 2014 When CSE starts up, it crashes, and in the OBSE log, it failed to load plugins from OBSE plugins in data\OBSE\plugins\ so i deleted (temporary) all of them except construction set dll and it worked. I loaded loversbitch and it worked. Then I tried to open script window and it crashed. yes, i have all the listed requirements.Â
WappyOne Posted August 1, 2014 Posted August 1, 2014 You can also use CSE51 with OBSE21 by adding -oldinject to obse_loader. That's what I do.
fejeena Posted August 1, 2014 Author Posted August 1, 2014 ??? \Oblivion\obse_loader.exe" -Editor -oldinject or \Oblivion\obse_loader.exe" -oldinject  The CSE is the reason why I still use OBSE20
WappyOne Posted August 1, 2014 Posted August 1, 2014 ??? \Oblivion\obse_loader.exe" -Editor -oldinject or \Oblivion\obse_loader.exe" -oldinject  The CSE is the reason why I still use OBSE20  -editor -oldinject Â
siskin Posted August 1, 2014 Posted August 1, 2014 That did the trick, thanks. Half the time the editor crashes on startup, but the other half it works perfectly.  After some trial and error it seems that switching between upright and allfours while In first person, causes this: When going to all fours animations do not get replaced. When going up from all fours every animation is properly replaced except the idle animation which remains as all fours.  So I revised the code a bit more and fixed all of that. Now I can toggle freely between First person and Third person at any time either in all fours mode or upright mode without any of the above mentioned issues. If I was in third person and go down to all fours, I remain in third person. If I was in first person and go down to all fours, I remain in first person. I can switch at any time.  The only problem that remains, is that while in first person, the movement speed is not decreased. The code for lowering movement speed doesn't seem to be in this script and I have no ideea where to look for it.  If you would kindly show me where movement speed is set?  i made too many changes to mention individually so... Here is original code: scn xLoversBitchAttractionPulseTokenScriptref meref rTmpref rTmp2float fTimerfloat fSpawnTimershort iFlagshort iChangeTargetshort iRemovePhaseshort iAggresionSaveshort wasInMenushort wasRunningshort wasFirstPersonBegin MenuModeif ( wasInMenu == 0 && me.GetIsReference PlayerRef )set wasInMenu to 1EnableControl 4endifEndBegin OnAddset me to GetContainerif ( me.IsActor == 0 )returnendifif ( me.GetItemCount xLoversBitchAttractionEndToken )returnendifif ( me.GetIsReference PlayerRef )set xLoversBitchTraining.isOnAllFours to 1if ( IsThirdPerson == 0 )set wasFirstPerson to 1endifToggleFirstPerson 0DisableControl 4DisableControl 6DisableControl 7DisableControl 8DisableControl 9DisableControl 10DisableControl 11DisableControl 13if ( me.IsRunning )set wasRunning to 1endifelseset iAggresionSave to me.GetAV Aggressionme.SetAV Aggression 0endifme.ToggleSpecialAnim 4backward.kf 1me.ToggleSpecialAnim 4forward.kf 1me.ToggleSpecialAnim 4idle.kf 1me.ToggleSpecialAnim 4left.kf 1me.ToggleSpecialAnim 4right.kf 1me.ToggleSpecialAnim 4turnleft.kf 1me.ToggleSpecialAnim 4turnright.kf 1me.Update3Dset fTimer to 1 + GetRandomPercent/16 ; 1-7 sec to first pulseset fSpawnTimer to 30 + GetRandomPercent/3.3 ; 30-60 sec to spawn dog if not mountedset iRemovePhase to 0if ( me.GetIsReference PlayerRef == 0 )set iFlag to -10 ; For forcing playgroup idleendifEndBegin GameModeif ( me == 0 )returnendifif ( wasInMenu && me.GetIsReference PlayerRef )set wasInMenu to 0DisableControl 4endifif ( me.IsActor == 0 )returnendifif eval ( 0 == Call xLoversCmnIsReady me )set fSpawnTimer to 60returnendifif ( me.GetItemCount xLoversBitchAttractionEndToken )if ( iRemovePhase == 0 )if ( me.GetIsReference PlayerRef )set xLoversBitchTraining.isOnAllFours to 0EnableControl 4EnableControl 6EnableControl 7EnableControl 8EnableControl 9EnableControl 10EnableControl 11EnableControl 13if ( wasRunning )TapControl 11endifelseme.SetAV Aggression iAggresionSaveendifme.ToggleSpecialAnim 4backward.kf 0me.ToggleSpecialAnim 4forward.kf 0me.ToggleSpecialAnim 4idle.kf 0me.ToggleSpecialAnim 4left.kf 0me.ToggleSpecialAnim 4right.kf 0me.ToggleSpecialAnim 4turnleft.kf 0me.ToggleSpecialAnim 4turnright.kf 0me.Update3Dendifif ( iRemovePhase == 10 )if ( me.GetIsReference PlayerRef && wasFirstPerson )ToggleFirstPerson 1endifset iFlag to me.GetItemCount xLoversBitchAttractionEndTokenme.RemoveItemNS xLoversBitchAttractionEndToken iFlagRemoveMeendifset iRemovePhase to iRemovePhase + 1returnendif;Check togglesif ( me.GetIsReference PlayerRef )if ( IsThirdPerson == 0 )ToggleFirstPerson 0endifif ( me.IsWeaponOut )EnableControl 8TapControl 8DisableControl 8endifif ( me.IsRunning )EnableControl 11TapControl 11DisableControl 11endifif ( me.IsSneaking )EnableControl 9TapControl 9DisableControl 9endifelseif ( me.IsInCombat )me.StopCombatendifset rTmp to me.GetEquippedObject 2if ( rTmp !=0 )if ( rTmp.IsPlayable2 )me.UnequipItem rTmpendifendifset rTmp to me.GetEquippedObject 3if ( rTmp !=0 )if ( rTmp.IsPlayable2 )me.UnequipItem rTmpendifendifendifset rTmp to me.GetCurrentPackageif ( GetPackageAlwaysSneak rTmp )me.RemoveScriptPackage rTmpendif;Initial playgroup idle checkif ( iFlag <= -10 && iFlag >= -15)set iFlag to iFlag - 1if ( iFlag <= -15 )me.PlayGroup Idle 1set iFlag to 0endifendifif ( me.GetIsReference PlayerRef && xLoversBitchTraining.fPlayerLust >= 95 )set fSpawnTimer to fSpawnTimer - GetSecondsPassedif fSpawnTimer < 0set fSpawnTimer to 60set iFlag to GetRandomPercentif iFlag < 25Player.PlaceAtMe xCityMutt 1 1000elseif iFlag < 50Player.PlaceAtMe xCityCollie 1 1000elseif iFlag < 75Player.PlaceAtMe xCityDobermann 1 1000elsePlayer.PlaceAtMe xCityGermanShepherd 1 1000endifendifendifset fTimer to fTimer - GetSecondsPassedif fTimer < 0set fTimer to 4set rTmp to GetFirstRef 69 0set iFlag to 1if ( GetRandomPercent < 10 )set iChangeTarget to 1elseset iChangeTarget to 0endifwhile rTmpif eval ((rTmp.ModelPathIncludes "\Dog\" == 1 || rTmp.ModelPathIncludes "xBitchWWWerewolf" == 1) && rTmp.GetItemCount xLoversBitchNoMountingToken == 0 && rTmp.GetDisabled == 0 && Call xLoversCmnIsReady rTmp )if ( rTmp.GetDistance me > 250 )if ( rTmp.IsInCombat )rTmp.StopCombat meendifif ( rTmp.GetIsCurrentPackage xFindCanineSlut )set rTmp2 to rTmp.GetPackageTargetif (( rTmp2 != rTmp && rTmp.GetDistance me < rTmp.GetDistance rTmp2 && iChangeTarget ) || rTmp2.IsSpellTarget xLoversMain )SetPackageTarget xFindCanineSlut meendifelseSetPackageTarget xFindCanineSlut merTmp.AddScriptPackage xFindCanineSlutCall xLoversCmnSetItemCount rTmp xLoversBitchCanineSlutAttractorManager 1endifelseCall xLoversBitchDoMount rTmp meset iFlag to 0set fTimer to 8set fSpawnTimer to 60endifendifif iFlagset rTmp to GetNextRefelseset rTmp to 0endifLoopendifEnd;; 0;  Here is code modified by me: scn xLoversBitchAttractionPulseTokenScriptref meref rTmpref rTmp2float fTimerfloat fSpawnTimershort iFlagshort iChangeTargetshort iRemovePhaseshort iAggresionSaveshort wasInMenushort wasRunningshort wasFirstPersonBegin MenuModeif ( wasInMenu == 0 && me.GetIsReference PlayerRef )set wasInMenu to 1EnableControl 4endifEndBegin OnAddset me to GetContainerif ( me.IsActor == 0 )returnendifif ( me.GetItemCount xLoversBitchAttractionEndToken )returnendifif ( me.GetIsReference PlayerRef )set xLoversBitchTraining.isOnAllFours to 1if ( IsThirdPerson == 0 )set wasFirstPerson to 1endifToggleFirstPerson 0DisableControl 4DisableControl 6DisableControl 7DisableControl 8DisableControl 9DisableControl 10DisableControl 11DisableControl 13if ( me.IsRunning )set wasRunning to 1endifelseset iAggresionSave to me.GetAV Aggressionme.SetAV Aggression 0endifme.ToggleSpecialAnim 4backward.kf 1me.ToggleSpecialAnim 4forward.kf 1me.ToggleSpecialAnim 4idle.kf 1me.ToggleSpecialAnim 4left.kf 1me.ToggleSpecialAnim 4right.kf 1me.ToggleSpecialAnim 4turnleft.kf 1me.ToggleSpecialAnim 4turnright.kf 1me.Update3Dif ( me.GetIsReference PlayerRef && wasFirstPerson )ToggleFirstPerson 1me.Update3Dendifset fTimer to 1 + GetRandomPercent/16 ; 1-7 sec to first pulseset fSpawnTimer to 30 + GetRandomPercent/3.3 ; 30-60 sec to spawn dog if not mountedset iRemovePhase to 0if ( me.GetIsReference PlayerRef == 0 )set iFlag to -10 ; For forcing playgroup idleendifEndBegin GameModeif ( me == 0 )returnendifif ( wasInMenu && me.GetIsReference PlayerRef )set wasInMenu to 0DisableControl 4endifif ( me.IsActor == 0 )returnendifif eval ( 0 == Call xLoversCmnIsReady me )set fSpawnTimer to 60returnendifif ( me.GetItemCount xLoversBitchAttractionEndToken )if ( iRemovePhase == 0 )if ( me.GetIsReference PlayerRef )set xLoversBitchTraining.isOnAllFours to 0if ( IsThirdPerson == 0 )set wasFirstPerson to 1ToggleFirstPerson 0endifEnableControl 4EnableControl 6EnableControl 7EnableControl 8EnableControl 9EnableControl 10EnableControl 11EnableControl 13if ( wasRunning )TapControl 11endifelseme.SetAV Aggression iAggresionSaveendifme.ToggleSpecialAnim 4backward.kf 0me.ToggleSpecialAnim 4forward.kf 0me.ToggleSpecialAnim 4idle.kf 0me.ToggleSpecialAnim 4left.kf 0me.ToggleSpecialAnim 4right.kf 0me.ToggleSpecialAnim 4turnleft.kf 0me.ToggleSpecialAnim 4turnright.kf 0me.Update3Dif ( me.GetIsReference PlayerRef && wasFirstPerson )ToggleFirstPerson 1me.Update3Dendifendifif ( iRemovePhase == 10 )set iFlag to me.GetItemCount xLoversBitchAttractionEndTokenme.RemoveItemNS xLoversBitchAttractionEndToken iFlagRemoveMeendifset iRemovePhase to iRemovePhase + 1returnendif;Check togglesif ( me.GetIsReference PlayerRef )if ( me.IsWeaponOut )EnableControl 8TapControl 8DisableControl 8endifif ( me.IsRunning )EnableControl 11TapControl 11DisableControl 11endifif ( me.IsSneaking )EnableControl 9TapControl 9DisableControl 9endifelseif ( me.IsInCombat )me.StopCombatendifset rTmp to me.GetEquippedObject 2if ( rTmp !=0 )if ( rTmp.IsPlayable2 )me.UnequipItem rTmpendifendifset rTmp to me.GetEquippedObject 3if ( rTmp !=0 )if ( rTmp.IsPlayable2 )me.UnequipItem rTmpendifendifendifset rTmp to me.GetCurrentPackageif ( GetPackageAlwaysSneak rTmp )me.RemoveScriptPackage rTmpendif;Initial playgroup idle checkif ( iFlag <= -10 && iFlag >= -15)set iFlag to iFlag - 1if ( iFlag <= -15 )me.PlayGroup Idle 1set iFlag to 0endifendifif ( me.GetIsReference PlayerRef && xLoversBitchTraining.fPlayerLust >= 95 )set fSpawnTimer to fSpawnTimer - GetSecondsPassedif fSpawnTimer < 0set fSpawnTimer to 60set iFlag to GetRandomPercentif iFlag < 25Player.PlaceAtMe xCityMutt 1 1000elseif iFlag < 50Player.PlaceAtMe xCityCollie 1 1000elseif iFlag < 75Player.PlaceAtMe xCityDobermann 1 1000elsePlayer.PlaceAtMe xCityGermanShepherd 1 1000endifendifendifset fTimer to fTimer - GetSecondsPassedif fTimer < 0set fTimer to 4set rTmp to GetFirstRef 69 0set iFlag to 1if ( GetRandomPercent < 10 )set iChangeTarget to 1elseset iChangeTarget to 0endifwhile rTmpif eval ((rTmp.ModelPathIncludes "\Dog\" == 1 || rTmp.ModelPathIncludes "xBitchWWWerewolf" == 1) && rTmp.GetItemCount xLoversBitchNoMountingToken == 0 && rTmp.GetDisabled == 0 && Call xLoversCmnIsReady rTmp )if ( rTmp.GetDistance me > 250 )if ( rTmp.IsInCombat )rTmp.StopCombat meendifif ( rTmp.GetIsCurrentPackage xFindCanineSlut )set rTmp2 to rTmp.GetPackageTargetif (( rTmp2 != rTmp && rTmp.GetDistance me < rTmp.GetDistance rTmp2 && iChangeTarget ) || rTmp2.IsSpellTarget xLoversMain )SetPackageTarget xFindCanineSlut meendifelseSetPackageTarget xFindCanineSlut merTmp.AddScriptPackage xFindCanineSlutCall xLoversCmnSetItemCount rTmp xLoversBitchCanineSlutAttractorManager 1endifelseCall xLoversBitchDoMount rTmp meset iFlag to 0set fTimer to 8set fSpawnTimer to 60endifendifif iFlagset rTmp to GetNextRefelseset rTmp to 0endifLoopendifEnd  I suggest adding those changes to camera control in the next version of loversbitch to enable First person for anyone else who wants it in the future.  Here's my current loversbitch.esp with the first person fix and double (proportionally) knot duration modifier: LoversBitch.esp EnhancedCamera OBSE plugin is strongly recommended. Without it, the first person camera is nothing special when in all fours.
siskin Posted August 1, 2014 Posted August 1, 2014 My other pretty please request is back now that I can edit scripts: Â Now, if I can bother you with one last thing, everything will be perfection itself. Â I would like to do this: Â When on all fours and a dog is close, a script runs to call the lovers sex function with parameter playerID, and dogID. Just before that call I would like to call a "undo all fours mode", equivalent to pressing the all fours key. When returning from the lovers sex function, execute a function to start all fours mode again. Â I apologize for the complicated way of explaining, let me write in mock code to make it clear: Â if (player_state == "all fours" and player-dog_distance < 5 meters) then { Â Â Â player_state = "upright" Â Â Â startsex(playerID, dogID) Â Â player_state = "all fours" } Â This would fix my camera problem during sex that I was trying to explain in my first reply. Â If you can help me find where to write this and what functions to call, I would be forever in your debt ! Â Â I'm now certain of this, because if my Mutt decides to rape me while I'm upright everything is good. But if i go to all fours and he fucks me, the camera problem occurs. Â Also, I would like to make another suggestion for your consideration. Curently the "in heat" penalty seems too high. In real life your hormones do not control you. Yes, you can feel the pressure and by god it can be strong, but you still have free will. So I suggest replacing the "your desire to be mounted is too high to get up" with stats penalty which can be remedied by getting mounted or waiting until the ovulation period is over. This also fixed the problem some people have of dropping to all fours in combat.
fejeena Posted August 1, 2014 Author Posted August 1, 2014 siskin LoverBitch real life ? Lovers real life ? I will not change the force to all fours, it should force you to take care of your dog. You can check your lust Level and you can reduce it with potions or fuck your Dogs so you are never forced to the ground.
siskin Posted August 1, 2014 Posted August 1, 2014 yes, you guessed right. But it's lovers, not just sex-er  In my opinion force to all fours is not necessary because: 1) if dog becomes very horny he rapes you anyway 2) you can use slave to satisfy dog  So it would make sense to let YOU refrain yourself from sex during ovulation and/or combat. The penalty to stats can become quite severe (in stages) so that you will really want to have sex before almost all yours stats are at 0. (best leave strength untouched though to avoid encumberement problems) The only thing that would really change, is that if you really really really want to for some reason NOT to have sex and are willing to put up with stats so low that you have no choice but to stay in town, then you should be able to.  From a gameplay perspective, I keep a slave and a dog with me at all times. When I see dog gets horny, I put slave to all fours and do my stuff like buying supplies, looting bodies, etc.  But it is your decision and I respect that.
siskin Posted August 1, 2014 Posted August 1, 2014 Also, if your dog accidentally dies is there any way to replace him ? (other than console code) Some races aren't exactly common... (bloodhound).
fejeena Posted August 1, 2014 Author Posted August 1, 2014 Also, if your dog accidentally dies is there any way to replace him ? (other than console code) Some races aren't exactly common... (bloodhound). That's a good idea. Of course you can train your dog in the dos shop till 50 knots and he is "essential". ( takes a long time ) Rena could sell new Dogs if your dog is dead. But only "normal" Dogs, not a Hellhound ( No vendor in Oblivion  and I don't want a repeatable Oblivion quest ) If you afraid "special" Dogs , like the hellhound, could die you must train him in the shop till he is essential.
BoofDawg Posted August 2, 2014 Posted August 2, 2014 Hi there once again, sorry if Im being a bother at all, but I recently updated my Werewolf Retex, thought Id share it Boofs White Werewolf.rar
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