snarfies Posted April 24, 2011 Posted April 24, 2011 Its just a game folks. A fun and sexy game. Arguing on a forum about it is neither fun nor sexy. But, yeah, Unique Landscapes is probably not going to be changed. There's a whole huge page of Unique Landscape compatability patches at http://www.tesnexus.com/downloads/file.php?id=13834 - some are even for OOO and MMM! Since Lover's Bitch is still under development and UL isn't (I don't think) it just makes more sense to inquire about it here.
Marishk Posted April 24, 2011 Posted April 24, 2011 I can understand asking for a compatability patch. I can understand not wanting to put in more effort to make one. I personally just use things that don't conflict. Do I miss out on things in mods because of it? Sure. Is it going to ruin my game? Nah. No need for flame wars in a forum. There's no point to it. Chase will either make a patch/change or not. I've been trying to figure out how you get inside the Temple in the Wolf Cave. Is there a key somewhere or is that not part of it yet?
Chase Roxand Posted April 24, 2011 Author Posted April 24, 2011 I'm back. I can understand asking for a compatability patch. I can understand not wanting to put in more effort to make one. I personally just use things that don't conflict. Do I miss out on things in mods because of it? Sure. Is it going to ruin my game? Nah. No need for flame wars in a forum. There's no point to it. Chase will either make a patch/change or not. I've been trying to figure out how you get inside the Temple in the Wolf Cave. Is there a key somewhere or is that not part of it yet? The temple is in the plugin' date=' but not accessible because it's incomplete (very incomplete). You'll go there on a quest in a later version. Like I said before, I will make a compatibility patch. I only have to make it once (I'll avoid putting future buildings/features in popular places), so it'll be fine. I don't get why Meddlesom though Donkey was being rude. He was just explaining how much of a pain in the ass it is to make stuff compatible. It's a pain enough just getting the mod itself to work, but then to make it work with other mods that I don't even use is even more inconvenient. If lots of mods start conflicting with LB, you guys can just make your own patches. It isn't that tough. Great mod! One of the few which started working without a hitch and is consistent in atmosphere. I am really looking forward to seeing in what direction you choose to develop this. A thing I personally would like to see, are added dogs of all breeds to the cities. Named or otherwise. This would make the \"in heat\" debuff a lot more interesting. Vanilla Oblivion only has 4 or 5 named dogs running around. You might even consider splitting the breeds by areas. For example: Mutts (poorer districts/cities, Bravil, IC harbor, etc.) Dobermann/Collie (rich districts/cities) Bloodhounds (Arena, Barracks, Dark Brotherhood Sanctuary, etc.) Just an idea to add some flavour and spice. Anyway, thank you for the great addition to my game. That's a pretty good idea. I'll tack that onto my list of things to add in. Right now my priorities are bugs, then compatibility patches, then quests, then everything else. I'm a bit busy today, since it's Easter, but I'll start working on LB again tonight/tomorrow. Hopefully it won't take too long to push out another version. A little question for you guys: if I were to add a pregnancy feature/questline, would you mind if it worked separately from Tamago? And if so, would you rather it ignore Tamago entirely, or if it blocked pregnancy in Tamago when you were pregnant in LB? I'm still not sure if I'll add it, but if I do I want to know how you guys would like it to work with Tamago. (P.S. I'm pretty sure it's spelled 'Tamago', not 'Tomago'. Several of you are going with the 'o' because the Downloads section has it spelled incorrectly.)
pavol000 Posted April 24, 2011 Posted April 24, 2011 two most popular mods and its first time i hear of them . for me everything works fine and is bit sad that it nearly turn into fight here (as i said nearly). in the end like it was already said it is on modder to chose what he change and what not. main thing is working mod. if there is problem, it is possible to turn the other mod off for moment, to have fun with it. once it will be finished, then those minor bugs and tweaks will be next. just my opinion. and as snarfies said: "Its just a game folks. A fun and sexy game. Arguing on a forum about it is neither fun nor sexy."
pavol000 Posted April 24, 2011 Posted April 24, 2011 A little question for you guys: if I were to add a pregnancy feature/questline' date=' would you mind if it worked separately from Tamago? And if so, would you rather it ignore Tamago entirely, or if it blocked pregnancy in Tamago when you were pregnant in LB? I'm still not sure if I'll add it, but if I do I want to know how you guys would like it to work with Tamago. (P.S. I'm pretty sure it's spelled 'Tamago', not 'Tomago'. Several of you are going with the 'o' because the Downloads section has it spelled incorrectly.) to work separately. or at least to have chance to chose. i use Tamago only sporadically. activated it now just for this mod. btw is it possible to get those rings of "knotting" and "pheromones" in this new version?
Hitman69 Posted April 24, 2011 Posted April 24, 2011 First of al, concerning the possible pregnancy-quest, I'd prefer it works via tamago, but otherwise it's no big deal. I do think there should be a check (scriptwise) to make sure the PC is not pregnant, and an added token, to make sure the PC doesn't get pregnant a second time. Secondly, concerning the compatibility patch. Maybe I'm out of line here, but as I stated in an earlier post, the shop is located in the interior chorrol worldspace. I for one, use open cities reborn. This efectively means I can't reach the place without fast-traveling. Seeing as how you are planning a compatibility-patch for better cities, are you also considering a patch for open-cities (reborn)? If not, that's fine too, as I can still reach the place by fast-traveling, but I would like an answer to this question.
ONB82 Posted April 24, 2011 Posted April 24, 2011 A little question for you guys: if I were to add a pregnancy feature/questline' date=' would you mind if it worked separately from Tamago? And if so, would you rather it ignore Tamago entirely, or if it blocked pregnancy in Tamago when you were pregnant in LB? I'm still not sure if I'll add it, but if I do I want to know how you guys would like it to work with Tamago. [/quote'] Personally I would like a distinct pregnant questline/mod for LB. Keep the "in heat" idea going, maybe modify it a little to make the dogs pursue the character during this time and add some more dogs (sorry for repeating this, but I wanted to keep the whole concept in one place). This would provide the breeding kennels with more sense and allow you to expand this further (imprisonment for breeding, "jail break", Upgrading the kennels, etc.). One thing I wanted to propose is a version or change to remove the old animation and only use the one provided by cursed armor. The creature animation is horrible in comparison and buggy too. I'd love to see more animations, but that might be a lot of work. Again, thank you for the great mod.
Med111 Posted April 24, 2011 Posted April 24, 2011 What about guard dogs? I mean protecting houses inside during night. They would attack PC, but if you let them mount your character they would remain quiet and mount more times, randomly when your character is still inside house. That would make stealing stuff a lot more interesting
Marishk Posted April 24, 2011 Posted April 24, 2011 "A little question for you guys: if I were to add a pregnancy feature/questline, would you mind if it worked separately from Tamago? And if so, would you rather it ignore Tamago entirely, or if it blocked pregnancy in Tamago when you were pregnant in LB? I'm still not sure if I'll add it, but if I do I want to know how you guys would like it to work with Tamago" I say work separately. I don't use Tamago, but wouldn't mind this feature being in LB. Too many things are dependant on other things. I hate being forced to use one thing just so something I want will work. Freedom!
swiftwing Posted April 24, 2011 Posted April 24, 2011 I say work separately. I don't use Tamago' date=' but wouldn't mind this feature being in LB. Too many things are dependant on other things. I hate being forced to use one thing just so something I want will work. Freedom! [/quote'] Pretty much my thoughts. Of course, this will still be a great mod however you decide to implement things. I'm already used to shifting around sets of mods when I decided to use the more complicated OBSE oriented mods. It just would be more efficient and not to mention whole in its own way when you put it all together.
snarfies Posted April 24, 2011 Posted April 24, 2011 How would it work separately from Tamago? Would one override the other? Would you be pregnant with two babies at once on two different timescales? My only concern is that one mod may wind up breaking the other.
Honesty Posted April 24, 2011 Posted April 24, 2011 Seems like the "in heat" combined with Tamago mod makes the game crash sometimes - I suggest anyone having problems to click the little bag and disable the "in heat" option. Also .. why does the Prison clothes have a HUGE breast type of mesh? Default it please?
Chase Roxand Posted April 25, 2011 Author Posted April 25, 2011 How would it work separately from Tamago? Would one override the other? Would you be pregnant with two babies at once on two different timescales? My only concern is that one mod may wind up breaking the other. That's why I asked. If it totally disregards Tamago' date=' you could have two pregnancies going on at once. But I could also make it interfere and change what your current womb state is, killing your baby. Seems like the \"in heat\" combined with Tamago mod makes the game crash sometimes - I suggest anyone having problems to click the little bag and disable the \"in heat\" option. Also .. why does the Prison clothes have a HUGE breast type of mesh? Default it please? Which is why it's optional. I'll add more options later, but for now either use the clothes or leave it off. What about guard dogs? I mean protecting houses inside during night. They would attack PC' date=' but if you let them mount your character they would remain quiet and mount more times, randomly when your character is still inside house. That would make stealing stuff a lot more interesting [/quote'] Adding them all over the place would be tough, but I could probably put guard dogs into some of the castles. One thing I wanted to propose is a version or change to remove the old animation and only use the one provided by cursed armor. The creature animation is horrible in comparison and buggy too. I'd love to see more animations' date=' but that might be a lot of work. [/quote'] Take that up with Donkey, since I can't control that. Secondly' date=' concerning the compatibility patch. Maybe I'm out of line here, but as I stated in an earlier post, the shop is located in the interior chorrol worldspace. I for one, use open cities reborn. This efectively means I can't reach the place without fast-traveling. Seeing as how you are planning a compatibility-patch for better cities, are you also considering a patch for open-cities (reborn)? If not, that's fine too, as I can still reach the place by fast-traveling, but I would like an answer to this question. [/quote'] I'll probably download BC, OCR, and UL to make sure there aren't conflicts. btw is it possible to get those rings of \"knotting\" and \"pheromones\" in this new version? Not in-game. But you can still get the same effects (mostly) through console commands by using "set xLoversBitchQuest.alwaysKnot to 1" and "set xLoversBitchQuest.dogSlutMode to 1".
snarfies Posted April 25, 2011 Posted April 25, 2011 Just had a not-so-fun situation. So, I bought my wolf with me while I was looting the Skingrad Castle vault (Vaults of Cyrodil mod that's part of Better Cities). The guard had been bought-off with sex, so he wasn't following me around. But as soon as I began looting, my own wolf began gnawing my arm off. I think there's some sort of "responsibility" flag that needs to be set - I've heard about it in other mods. For now, I'll just have my wolf wait outside next time I go on a crime spree. Which is all of the time... For that matter, I've had my wolf turn on me in the heat of battle after I accidently slash it. Can owned dogs be set to never be hostile to the player?
Chase Roxand Posted April 25, 2011 Author Posted April 25, 2011 Just had a not-so-fun situation. So' date=' I bought my wolf with me while I was looting the Skingrad Castle vault (Vaults of Cyrodil mod that's part of Better Cities). The guard had been bought-off with sex, so he wasn't following me around. But as soon as I began looting, my own wolf began gnawing my arm off. I think there's some sort of \"responsibility\" flag that needs to be set - I've heard about it in other mods. For now, I'll just have my wolf wait outside next time I go on a crime spree. Which is all of the time... For that matter, I've had my wolf turn on me in the heat of battle after I accidently slash it. Can owned dogs be set to never be hostile to the player? [/quote'] Was it a wild companion or the wolf from the shop? Either way you can use the bone to call him off from fighting you. I'll add a check to make sure that he doesn't hate you, but I thought the responsibility level was low enough. I guess I'll make it 0.
snarfies Posted April 25, 2011 Posted April 25, 2011 Was it a wild companion or the wolf from the shop? Either way you can use the bone to call him off from fighting you. I'll add a check to make sure that he doesn't hate you' date=' but I thought the responsibility level was low enough. I guess I'll make it 0. [/quote'] Shop wolf. I tried to use the bone a few time, but it wasn't working. Just a few minutes ago I broke into a home in Bruma, and my wolf began tearing me a new one, didn't even touch anything this time. Again, tried the bone, but my wolf was having none of it. Oh well, I have a fertilized egg now, so I'll just park my wolf at Ongar's until I have my puppies.
pavol000 Posted April 25, 2011 Posted April 25, 2011 btw is it possible to get those rings of \"knotting\" and \"pheromones\" in this new version? Not in-game. But you can still get the same effects (mostly) through console commands by using "set xLoversBitchQuest.alwaysKnot to 1" and "set xLoversBitchQuest.dogSlutMode to 1". thanks
pavol000 Posted April 25, 2011 Posted April 25, 2011 just idea. how about a some kind of boost for dog, that manage to knock you up. he is not only defending his mate at the moment, but also pups on way. or some aggressiveness (not high to stop carnage) in connection to the "in heat". as he would not like, that other male is trying to plant his seed.
Raijinryu Posted April 25, 2011 Posted April 25, 2011 One thing I wanted to propose is a version or change to remove the old animation and only use the one provided by cursed armor. The creature animation is horrible in comparison and buggy too. I'd love to see more animations' date=' but that might be a lot of work. [/quote'] Take that up with Donkey, since I can't control that. If you have Donkey's animation project http://www.loverslab.com/index.php?topic=195.315, or any of his previous ones, you should have the animation files on your Oblivion directory to mess around with and force LoversBitch to use that one and only animation. What I did as a temporary solution ('cuz I refuse to edit the .esp, since I will have to do so on every release): Went to Data/Meshes/Creatures/Dog/idleanims/ani2 There should be some .kf files named 1102_OffMotionx0 x1 x2 x3 <<< Da' epic animation. And some named 1101_OffMotionx0 x1 x2 x3 <<< The not so epic one. Only difference is the 1101 and the 1102. I copy pasted the 1102 ones, moved the 1101 into a back up folder, and renamed the copy 1102 to 1101 ones. Example would be ("1101_OffMotionx0" <<< Move somewhere, rename "1102_OffMotionx0 - Copy.kf" to "1101_OffMotionx0.kf", do this for all x0, x1 x2 and x3 files). 2 more things you must do, head to the .ini folder, the ini associated with the animation 1101 must be backedup somewhere, then the same deal as above, copy the 1102 one and paste it, renaming the pasted one to 1101. ("1102_Motion - Copy.ini" to "1101_motion.ini") And finally, head over to Data/Meshes/Characters/_male/idleanims/ani2 Look for 1101_DefMotionx0 files, and the same deal as the first step, back up 1101 ones, copy the 1102 ones, and rename the 1102 copies to 1101. This animation files are for the PC/NPC ones. Basically what all this mumbojumbo does is make both doggy animations the same. Using the 1102 ones (which I checked and are the same that cursed armor has). Here's to hoping I don't mess up someone's Oblivion directory, LoL. Mentioned the back up bits in case someone's game blow up, you should be able to go back the way you were by just restoring those files.
Marishk Posted April 25, 2011 Posted April 25, 2011 One thing I wanted to propose is a version or change to remove the old animation and only use the one provided by cursed armor. The creature animation is horrible in comparison and buggy too. I'd love to see more animations' date=' but that might be a lot of work. [/quote'] Take that up with Donkey, since I can't control that. If you have Donkey's animation project http://www.loverslab.com/index.php?topic=195.315, or any of his previous ones, you should have the animation files on your Oblivion directory to mess around with and force LoversBitch to use that one and only animation. What I did as a temporary solution ('cuz I refuse to edit the .esp, since I will have to do so on every release): Went to Data/Meshes/Creatures/Dog/idleanims/ani2 There should be some .kf files named 1102_OffMotionx0 x1 x2 x3 <<< Da' epic animation. And some named 1101_OffMotionx0 x1 x2 x3 <<< The not so epic one. Only difference is the 1101 and the 1102. I copy pasted the 1102 ones, moved the 1101 into a back up folder, and renamed the copy 1102 to 1101 ones. 2 more things you must do, head to the .ini folder, the ini associated with the animation 1101 must be backedup somewhere, then the same deal as above, copy the 1102 one and paste it, renaming the pasted one to 1101. ("1102_Motion - Copy.ini" to "1101_motion.ini") And finally, head over to Data/Meshes/Characters/_male/idleanims/ani2 Look for 1101_DefMotionx0 files, and the same deal as the first step, back up 1101 ones, copy the 1102 ones, and rename the 1102 copies to 1101. This animation files are for the PC/NPC ones. Basically what all this mumbojumbo does is make both doggy animations the same. Using the 1102 ones (which I checked and are the same that cursed armor has). Here's to hoping I don't mess up someone's Oblivion directory, LoL. Thanks for the info, was wondering how I could splice out buggy animations.
Mashi Posted April 25, 2011 Posted April 25, 2011 Gave it a few goes last night. There's something wrong with the way it's writing to OBSE save data causing save corruption in the obse file in 0.3b. Not sure if it's position data, or spawning data. Basically what happens is, wolves will attack and mount. But creating a new save, causes a unknown variable to be written. It could be a conflict between lovers subsystem though. Otherwise I say, fun stuff, oh and fun mod. I saw someone mention/ask about random spawns in cities and the like. Maybe you could borrow the scripting from this mod here, or look at it anyway. http://tesnexus.com/downloads/file.php?id=2912 - randomly spawning cats(which when killed respawn).
Raijinryu Posted April 25, 2011 Posted April 25, 2011 Damn, that was a quick quote, I added an example or two. Forgot to mention, to see animation files (see what does what), open up the Construction set, check both "LoversAnimObjectsPriority" and "LoversIdleAnimsPriority", hit OK. Wait till it loads up. Now, basically, to see an animation, you need to open both the Idle Animations window and a Creature/NPC window. Idle animation windows is under Gameplay > Idle Animations, a Creature/NPC window can be opened by double clicking any actor under their corresponding tab in the Object Window (this window should be open as soon as it loads up automatically). And an example, I guess. After all that, let's say you went into the creature tab, clicked the the name tab on that very same window (object one) to sort 'em by name (since they are sorted by Editor ID at the start, it can be a bit weird, Dog's editor ID is creaturedog, or icarenadog, so you would have to search in the C or I instead of D in alphabetical order), double click a Dog creature, you should see it's info page popup, hit the Animation tab, then hit the checkbox on the lower right corner "Preview <> Full", you should see, well, a dog, leave it there. In the idle animation window, it will pretty much show the directories of animations, head down to creatures/dog/idleanims, expand it, it should have another branch named xLCanims1102 somewhere, expand it, it should have a branch named "Offense" (in most, if not all, animations this is the attacker or "male"), which upon expanding has 4 files under it, if you click any of those 4 files (just highlight it, one click is enough) and the Creature dog window is open under the animation tab with preview full checkmarked, the animation should play on that box, if it doesn't, then the animation isn't probably for that creature. Kinda like if you try to run a animation file under xlovers in the Character/_male/Idleanims/ folder, it will only play on NPC and not on creatures as far as I know. Thought I add that in case anyone couldn't see what animation they are moving/replacing/adding, since I tried using 3dstudio, Blender, Nifskope, and they all blew up on me in one way or another. Except blender for now, which I somehow managed to get working recently... Gave it a few goes last night. There's something wrong with the way it's writing to OBSE save data causing save corruption in the obse file in 0.3b. Not sure if it's position data' date=' or spawning data. Basically what happens is, wolves will attack and mount. But creating a new save, causes a unknown variable to be written. It could be a conflict between lovers subsystem though. Otherwise I say, fun stuff, oh and fun mod. [/quote'] Is this what's causing it? For some reason, I am getting a xLoversrapeS couldn't do something about a callback function, and at first I thought it was that, but then Loversbed also spouted an error after disabling xLoversrape, both causing my game to freeze up as soon as they showed said error, and said error wouldn't stop until I disable specifically Lovers with Pk.esp. This for some reason happens on weird saves, like, recently made saves work just fine, I am using oblivion incremental saver (didn't like streamline autosave on long play games cuz I rather say when to save and not have an epic pause 'cuz of a big game) but manual saves do work (even though I save with the incremental saver I usually save every now and then manually). I usually don't mind it much, since it doesn't do any permanent damage to the saves.
Mashi Posted April 25, 2011 Posted April 25, 2011 To the best of my sluthing ability digging around. I'll say though that my modding days were back when morrowind was fresh and new, before the thought of a script extender would kick ass and all that stuff. It's really easy to introduce a bad variable that causes a large number of scripts to go insane and blow their top. OBSE = awesome idea, awesome implementation, broken by a sabot thrown into the gears. ;D And I've been learning the scripting changes over the last 8/9 years in the last 6mo. So yeah. I'm sure that Chase can figure it out better than I can, but I'm a believer in if you can puzzle something out that shortens the 'oh shit what broke' type stuff it's all good.
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