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Posted

I use muscular body type so I can not test it.

 NifSkope test, here the Roberts V5 SLATH with Lovers SLATH, so seams/gap.

post-3205-0-68124100-1407867230_thumb.jpg

 

 

 

 

Posted

I tested it, I replaced my male Body with the SLATH Body, choosed the SLATH Body in the Lovers Settings and is works fine.

post-3205-0-95810400-1407868112_thumb.jpg no seam no gap

 

Posted

Uh oh. What I was talking about is Setbody that requires Blockhead, not Blockhead itself. There are many setbody's out there and particularly my version requires Blockhead plugin.

If you install an additional esp named loversjoystick that comes with it, you'll see that every male lowerbody is automatically swapped to match their upperbody when having sex.

There also is an additional built-in feature called autosetbody which allows random body assign. Per race assignment is also possible.

Posted

I thought he has a mesh Problem. A NPC with a SLATH Body, he used the Lovers target spell so that the NPC use the SLATH Lovers lowerbody, but the Body does not fit during sex.

If loversjoystick does it automatically he must not run around and change hundreds of NPCs with the Lovers target spell. :D

Guest Ann Ominous
Posted

Actually only my custom race pc uses SLATH. With the all other males I am using Muscular.

Posted

Then it should work.

I have the Muscular Body in my Folder meshes\characters\_male and I use Set Body for my Player race. And in Lovers Settings I set  "allow to remove not playable clothes" and choose my Lovers Lower Body. All NPCs use the Default Lovers Muscular lower Body and my Player race my selected Lovers lower Body.

Recently I played a male with hooves Body with no Problems. ( you can add own Bodies in the empty Folders meshes\clothes\as\  male 7, 8 and 9 are empty )

 

I don't use/need Blockhead because all My NPCs use the Default Body and my Player race use Set Body self spell.

Guest Ann Ominous
Posted

Thank you for all your replies and help:).

 

Btw, although I have seen them before, I cannot find the screen shots for the different animation positions. There are gaps in LAPF 1.5 animations I'd like to fill so I do not end up with the pc inside the npc when a missing position is called for. What I want to do is pick out an appropriate position for any missing positions that get called  for from among the positions of LAPF 1.5 then rename a copy of that position to fill the missing position, However I want to see what I am picking.

 

Does anyone know where they are or can you provide me a link to the correct download?

Posted

You mean this ? http://www.loverslab.com/topic/8232-the-daedra-sutra-lovers-with-pk-animation-collection/ the LAPF pack

And in LAPF ( Lovers Animated Penis Framework 1.5.7z) is the "Animations in LAPF 9-28-13.jpg" with a list of all Animation and the empty numbers. Or simply take a look in the Data\ini Folder, ini 01 to 200 are human-human animations, all not existing numbers you can fill with renamed animations.

(I also filled all empty Animation numbers)

  • 2 weeks later...
Posted

Returned to Oblivion to try out Tamago Club, since last time I tried to add it I jacked up my data folder. Now that I have some backup data files, in case I mess something up, I decided to install the recent LAPF. I tried to use BreakUndies with Lovers, but armor destruction is not present like it was before. Usually, under the BU config, getting raped meant armor destruction set on a second interval. But now, I only see armor destruction happen once before rape begins.

 

I'm using zBUarmors.esp and I set it on BUConfig. I remember it used to work on my ancient build, so I'm not sure what went wrong. Should I just upgrade to BreakArmors and leave BUconfig off?

Posted

Yes, break undies has served its job well and now outdated, you must upgrade to break armor. Enough time has passed to put the break undies out of misery.

If you install ba, there is an optional plugin called loversBreakArmor which is the compatibility patch for lovers system. Since ba break doesn't depend on any specific item in the armor esp, lovers "choose bu-able mods" setting has been deprecated. Instead, you just equip breakable armor and have sex, and it will break, depending on your normal-rape-both break setting.

Posted

Curious. What would be involved in creating a _1stperson skeleton for LAPF? Looks to me like it's just a scaled down version (less data) of the regular _male skeleton being used.

 

Reason I'm Asking

In the Krista thread, I've been generating new mesh sets, that include OP3 & Buttock bones and AnnaFly has discovered mesh issues in 1stperson mode with some meshes. 

 

So first, I'm wondering if this would have any adverse affects on game play; FPS, CTDs, etc? I seldom, if ever go into 1stperson and then toggle the camera, but I'm also not currently aware if any MODs do this so I'm just asking.

 

If no affect, then the sole purpose for creating it would be for additional extended testing of these new OP3 & Buttock bone meshes.

 

UPDATE:

I went into First Person cmera mode in the Lovers settings, but since I'm not using Enhanced Camera I couldn't see any negative affects. That is potentially one MOD functionality affected, IF they set H undress to leave one-piece items on.

 

You can also see the mesh stretching to infinity if you look straight down at the floor, in 1st person mode.

Posted

Curious. What would be involved in creating a _1stperson skeleton for LAPF? Looks to me like it's just a scaled down version (less data) of the regular _male skeleton being used.

Here are two first-person skeletons with all of the LAPF bones.

 

- Vanilla is the original Oblivion 1st person skeleton with LAPF bones added.

 

- Enhanced is for use with "3rd person animations in 1st person view" and some of the combat mods.

 

I've only given them a quick test but everything seems to be working okay. Gregathit, if they work for others, please feel free to add them to the LAPF package.

 

EDIT: Attached file removed. Updated in post 645.

Posted

 

Curious. What would be involved in creating a _1stperson skeleton for LAPF? Looks to me like it's just a scaled down version (less data) of the regular _male skeleton being used.

Here are two first-person skeletons with all of the LAPF bones.

 

- Vanilla is the original Oblivion 1st person skeleton with LAPF bones added.

 

- Enhanced is for use with "3rd person animations in 1st person view" and some of the combat mods.

 

I've only given them a quick test but everything seems to be working okay. Gregahit, if they work for others, please feel free to add them to the LAPF package.

 

Greetings.

 

Thank you.

 

Unfortunately the Vanilla version doesn't work with other BBB outfits !

It works with Clothes using the "old" Moving Breast system  ... and with the meshes ( only tested with the "Maid" mesh) from the Varenne version (= + Buttock) ...

 

I will test now your second version .

 

Coming soon ... Cheers.

 

NB : by "doesn't work " i mean that there is the same issue but now with the  ordinary "BBB" Outfits, and a "nude" upperbody ( or full body , but i don't use any mesh provided by the " Set Body Reloaded " mod ...)

 

PS : ok , it's better with the "Enhanced version" , but i cannot see my hands in first person view  , so it's dangerous because the equiped weapons don't appear too ( in first person view)  !

 

PPS : with the "Enhanced version ", in first person view, when you talk to somebody , the npc appear out of the screen ( right side) , if i try to use a bow ( but without viewing that bow ...) i miss all the targets , all the arrows go to much to the right side . 

 

Idem with a spell .

 

Is that "normal" that the Skeleton ( Enhanced version)  is misaligned when i see it with NifSkope ? The Vanilla version is in a correct axe.

Posted

PS : ok , it's better with the "Enhanced version" , but i cannot see my hands in first person view  , so it's dangerous because the equiped weapons don't appear too ( in first person view)  !

 

PPS : with the "Enhanced version ", in first person view, when you talk to somebody , the npc appear out of the screen ( right side) , if i try to use a bow ( but without viewing that bow ...) i miss all the targets , all the arrows go to much to the right side . 

 

Idem with a spell .

 

Is that "normal" that the Skeleton ( Enhanced version)  is misaligned when i see it with NifSkope ? The Vanilla version is in a correct axe.

I'll dig a little deeper into the vanilla version and see if it can figure out what's going on.

 

The enhanced version requires an additional file to avoid the problems you mentioned. Try adding this to your 1st person folder and see if it helps. If so, I'll add idle_recovery.nif to the original package.

 

EDIT: Attached file removed. See post 645.

Posted

 

PS : ok , it's better with the "Enhanced version" , but i cannot see my hands in first person view  , so it's dangerous because the equiped weapons don't appear too ( in first person view)  !

 

PPS : with the "Enhanced version ", in first person view, when you talk to somebody , the npc appear out of the screen ( right side) , if i try to use a bow ( but without viewing that bow ...) i miss all the targets , all the arrows go to much to the right side . 

 

Idem with a spell .

 

Is that "normal" that the Skeleton ( Enhanced version)  is misaligned when i see it with NifSkope ? The Vanilla version is in a correct axe.

I'll dig a little deeper into the vanilla version and see if it can figure out what's going on.

 

The enhanced version requires an additional file to avoid the problems you mentioned. Try adding this to your 1st person folder and see if it helps. If so, I'll add idle_recovery.nif to the original package.

 

Hi.

 

No sorry , nothing change with this idle_recovery.

 

First i put it in the " _1stfolder " , after that i also put a second copy in the _male folder , the only difference is that now all the guard are not in the right place ( nor right axe) and their lower bodies  are into the ground  - so i just see their faces and upperbody parts .

 

 

I've tried to rotate the Enhanced version ( +81 °)  but that exactly the same , nothing change ... i don't like to " tweak" a Skeleton ... it's not my " cup of tea" ... :°)

Posted

No sorry , nothing change with this idle_recovery.

 

First i put it in the " _1stfolder " , after that i also put a second copy in the _male folder , the only difference is that now all the guard are not in the right place ( nor right axe) and their lower bodies  are into the ground  - so i just see their faces and upperbody parts .

 

 

I've tried to rotate the Enhanced version ( +81 °)  but that exactly the same , nothing change ... i don't like to " tweak" a Skeleton ... it's not my " cup of tea" ... :°)

Yes, I should have said that idle_recovery.nif goes in the _1stPerson folder. If you put it anywhere else it will break things. And if you use it with any other skeleton than the enhanced first-person skeleton it will also break things.

 

Have you got a copy of a skeleton that works with the "new" breast movement? Mine is a direct copy from the LAPF skeleton so I need to see what's been updated. Thanks!

Posted

 

No sorry , nothing change with this idle_recovery.

 

First i put it in the " _1stfolder " , after that i also put a second copy in the _male folder , the only difference is that now all the guard are not in the right place ( nor right axe) and their lower bodies  are into the ground  - so i just see their faces and upperbody parts .

 

 

I've tried to rotate the Enhanced version ( +81 °)  but that exactly the same , nothing change ... i don't like to " tweak" a Skeleton ... it's not my " cup of tea" ... :°)

Yes, I should have said that idle_recovery.nif goes in the _1stPerson folder. If you put it anywhere else it will break things. And if you use it with any other skeleton than the enhanced first-person skeleton it will also break things.

 

Have you got a copy of a skeleton that works with the "new" breast movement? Mine is a direct copy from the LAPF skeleton so I need to see what's been updated. Thanks!

 

Hi.

 

Yes , of course i put it in the "_1stperson" folder , first : nothing change.

Then i also put a second copy in the _male folder ... nothing change except what i mention about the guards.

 

And finally , i've tried with the Skeleton rotated ( +81 °) : nothing change.

 

What do you mean by " new breast movement " ?

 

I use the LAPF Skeleton from the version 1-4 , and your  "1stperson".

 

Here the Skeleton i got from the LAPF pack .... i just add the mention " _LAPF" to the Scene Root .... but this cannot be a source of problem .... Varenne use probably the same Skeleton but without a name " Scene Root" renamed.

 

By the way , i don't use any LAPf specific file , scripts , animations or mods ... just the Skeleton .

 

Cheers.

 

PS : in the "Vanilla version" , there is no OP1, 2 & 3 bones  ( for the breast) ...  in the other "first person view" Skeletons ( compatible BBB) i 've tested by the past  , these nodes/bones are there.

skeleton.nif

Posted

PS : in the "Vanilla version" , there is no OP1, 2 & 3 bones  ( for the breast) ...  in the other "first person view" Skeletons ( compatible BBB) i 've tested by the past  , these nodes/bones are there.

You're right, the original first person skeleton didn't have the OP bones as part of the spine hierarchy and I didn't catch it. Here is a new version to try. The new Vanilla first person skeleton is Growlf's controllable first person skeleton but with the LAPF bones added. Let me know if it improves things.

 

The only change to the enhanced skeleton is that I've included the extra file it needs.

 

EDIT: I just saw on your other thread that you use the VipCxj Controlable (first person) Skeleton, not the one from Growlf. Can you post a copy of that for me to look at?

1stPersonSkeletons_v2.zip

Posted

 

You're right, the original first person skeleton didn't have the OP bones as part of the spine hierarchy and I didn't catch it. Here is a new version to try. The new Vanilla first person skeleton is Growlf's controllable first person skeleton but with the LAPF bones added. Let me know if it improves things.

 

Does that also include the L&R Buttock bones? I thought that was what gregathit added to the LAPF skeleton set so it could then be used in the LAPF animations, instead of the OP3s. I'm going on memory here, so I could be totally wrong.

Posted

 

PS : in the "Vanilla version" , there is no OP1, 2 & 3 bones  ( for the breast) ...  in the other "first person view" Skeletons ( compatible BBB) i 've tested by the past  , these nodes/bones are there.

You're right, the original first person skeleton didn't have the OP bones as part of the spine hierarchy and I didn't catch it. Here is a new version to try. The new Vanilla first person skeleton is Growlf's controllable first person skeleton but with the LAPF bones added. Let me know if it improves things.

 

The only change to the enhanced skeleton is that I've included the extra file it needs.

 

EDIT: I just saw on your other thread that you use the VipCxj Controlable (first person) Skeleton, not the one from Growlf. Can you post a copy of that for me to look at?

 

Hi.

 

Merci.

 

This one works well ( the Vanilla version) .

 

I will test all the others types - Moving Breast , BBB, and BButt + Buttock -  meshes i have on this testing machine.

 

I'll report here if something else appear to be " wrong" . Thank you ( and probably thank to Fejeena too) .

 

I just need to verify some animations, because by the past i got some issues with that Growlf Skeleton ( 3rd person) - but not that "1st person" skeleton ( i also use some animations working and writted to the Growlf 's Body Resizing Mod ... so ,  i need sometime to test all these possibilities.

 

Cheers.

Posted

 

You're right, the original first person skeleton didn't have the OP bones as part of the spine hierarchy and I didn't catch it. Here is a new version to try. The new Vanilla first person skeleton is Growlf's controllable first person skeleton but with the LAPF bones added. Let me know if it improves things.

 

Does that also include the L&R Buttock bones? I thought that was what gregathit added to the LAPF skeleton set so it could then be used in the LAPF animations, instead of the OP3s. I'm going on memory here, so I could be totally wrong.

 

Yes, it has both. The OP bones are for breast movement.

Posted

 

 

You're right, the original first person skeleton didn't have the OP bones as part of the spine hierarchy and I didn't catch it. Here is a new version to try. The new Vanilla first person skeleton is Growlf's controllable first person skeleton but with the LAPF bones added. Let me know if it improves things.

 

Does that also include the L&R Buttock bones? I thought that was what gregathit added to the LAPF skeleton set so it could then be used in the LAPF animations, instead of the OP3s. I'm going on memory here, so I could be totally wrong.

 

Yes, it has both. The OP bones are for breast movement.

 

 

Kewl! I asked fejeena to post her's too. I want to do a direct comparison and then see if we can get an update to the LAPF download.

 

Thanks!

 

Posted

This one works well ( the Vanilla version) .

 

I will test all the others types - Moving Breast , BBB, and BButt + Buttock -  meshes i have on this testing machine.

Thanks for testing. If this version works out, it's probably the one to include with LAPF, if gregathit wants it.

Posted

I concur. Just a quick test of dress.nif with OP3&Buttock bones with Vanilla version 1st person skeleton, no more issue.

 

I'm going to now use this one as my default. That way I can also test reworked Krista meshes as I go forward.

 

Thanks!

Posted

 

PS : in the "Vanilla version" , there is no OP1, 2 & 3 bones  ( for the breast) ...  in the other "first person view" Skeletons ( compatible BBB) i 've tested by the past  , these nodes/bones are there.

You're right, the original first person skeleton didn't have the OP bones as part of the spine hierarchy and I didn't catch it. Here is a new version to try. The new Vanilla first person skeleton is Growlf's controllable first person skeleton but with the LAPF bones added. Let me know if it improves things.

 

The only change to the enhanced skeleton is that I've included the extra file it needs.

 

EDIT: I just saw on your other thread that you use the VipCxj Controlable (first person) Skeleton, not the one from Growlf. Can you post a copy of that for me to look at?

 

Greetings.

 

@ Supierce

 

Sorry i didn't saw your "Edit" ... i suppose you don't need it anymore ... but just in case ( it's the one from the Controlable Skeleton, not the one that came with the Real HighHeels system ... and i used it with the first person " Dynamicidle_sit.kf" ... this one works only when Real Highheels are wearring. )

 

Of course you need to rename ot as "Skeleton" ...

 

Cheers.

 

NB : i'm not allowed to post a ".kf" file , so i put it in a "7z"  archive.

By the way , i  've also used some scripts ( .kf ) from Growlf Body Resizing mod  but not with the LAPF Skeleton ...

skeleton en usage jusqu'à ce 28-08-2014 avant test Krista.nif

dynamicidle_sit.7z

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