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Posted

I only want 2 Lovers lowerbody Folders: meshes\clothes\as (with the NPC animated lowerbodies) and meshes\clothes\asPlayer (with the Player lowerbody). Or NPC and Player lowerbodies in the as Folder with different names (NormalAnimFuta.nif and NormalAnimFutaPlayer.nif)

LAPF should not change the whole Body, I don't wont 50 diffrent Folders for Auto SetBody, and I don't want more bodies in the "Alternate Female Bodies" pack ( I can use NifSkope and add the ani-penis to any Body I want)

And the animations work with HGEC and DMRA.

It would be nice if you can use both = HGEC for the NPCs and DMRA for the Player. And if I use another Body for the Player I must put the right lowerbodies in the Folder before I start the game. ( no Script Body check in Lovers)

"Only" a "if Player" script check in the "few" Lovers scripts.

"if Player" use Player lowerbody meshes.

"else" use  the normal lowerbody meshes (NPC)

 

NO NEW ANIMATIONS, NO CHECK OF THE PALYER/NPC BODy TYPES, NO NEW LOWERBODY MESHES.

 

And if I use a AGHGEC Body and have Problems with not matching and clipping animations then that's my own fault. :D

 

Well...this sounds entirely specific to your wants and needs, and absolutely terrible for most other setups.  Doesn't work for the people that use a single universal body, and it doesn't work for everyone using Setbody.

 

 

EDIT: Come to think of it, how about using a system like BreakArmor, where everything is based entirely on Mesh paths?  So basically:


if(EquippedLowerBody)
    if(EquippedLowerBody_FUTA exists)
         equip EquippedLowerBody_FUTA
else
    if(LowerBody_FUTA exists)
         equip LowerBody_FUTA

You'd have to talk to gerra6 about how he pulled off the BreakArmor framework, but this seems like a solution that would avoid most compatibility problems.

 

(Plus you'd get the free added benefit of clothed Futa possibilites)

Posted

As I have and Gerra6 expounded upon, there is NO mechanism for Lovers to distinguish between what body the PC or an NPC has.  Adding multiple body support is just not possible at this time without reworking LPK from top to bottom.  Even if that were something that someone wanted to do it would require utilizing a specific setbody mod and would not be universal for others.

 

Bottom line, cows are going to learn to fly before this happens, so further talk about it is just a waste of time.  Sorry. 

Posted

As I have and Gerra6 expounded upon, there is NO mechanism for Lovers to distinguish between what body the PC or an NPC has.  Adding multiple body support is just not possible at this time without reworking LPK from top to bottom.  Even if that were something that someone wanted to do it would require utilizing a specific setbody mod and would not be universal for others.

 

Bottom line, cows are going to learn to fly before this happens, so further talk about it is just a waste of time.  Sorry. 

 

Ah, you posted before I'd finished editing.

 

As I mention above, using a BreakArmor-esque system could theoretically be possible (depending on how that Framework actually runs).  At sex time (after all clothing unequips), you'd check the lower body of the attacker, check if there was a FUTA version of the mesh, and equip that.  If not, use the default futa lower body.

 

Again, no idea what the scripts for BreakArmor look like, so this might not be possible at all.

 

Naturally this will require a change in the Setbody folder setups, but it would basically just create an easy framework for people to mod for without too much added hassle.

Posted

I got an idea! If you don't mind more requirements..

Use the Blockhead and the NifSE.

Use Blockhead to detect which body mesh is currently assigned to the actor, and create a temporary futa lowerbody mesh with NifSE, and swap it using Blockhead.

This can be done, in my opinion, as an add-on plugin that uses LPK event handlers.

Posted

BreakArmor does a few things.  It has a bunch of code that cycles through local characters (PC and NPC, max 1 per frame) and checks their equipped inventory for BreakArmor compatible items.

 

One thing it does is check the file path and mesh name of a given piece of equipment.  Once it has those two bits, it starts looking for break armor variant file names in the specified path.

 

So, for example, a given piece of armor might return with data/meshes/armor/iron/f/cuirass.nif as the full mesh path.  BreakArmor then starts checking for data/meshes/armor/iron/f/cuirass_ba1.nif.  If that is found, it checks for data/meshes/armor/iron/f/cuirass_ba2.nif and so on until it finds the last sequential mesh with a breakarmor compatible file name.

 

Next, BreakArmor builds an array of those meshes, with data/meshes/armor/iron/f/cuirass.nif as the unbroken state and data/meshes/armor/iron/f/cuirass_ba1.nif, etc as the progressively more broken meshes.

 

Could this potentially be leveraged to do something similar to what fajeena is talking about?  Perhaps.  But someone would have to take the project on, code it, test it, troubleshoot it, etc.  There's no room on my plate for it.

 

Once I get back into modding, my first priority is to update my Blender tools.  Once that's done, I'll fix a few bugs in Break Armor and, if I am feeling very ambitious, I may play around a bit with the Setbody Reloaded meshes, although I am perfectly happy to let Movomo continue to update the Setbody engine, as long as Movomo wants to do so.

 

*edit*

 

Just saw Movomo's reply.  Sounds reasonable to me.

Posted

Is my english so bad? Does no one understand what I mean? Have you read my posts?

LAPF should not check which body Type you have installed or if you have SetBody or Blockhead. And you can play it with one  body Type installed in meshes\characters\_male.
If you have only one body type = HGEC, you put HGEC LAPF lowerbodies in the as folder and in the asPlayer folder.

And if you use different body types you put the LAPF lowerbody for all NPCs in the as folder and the right LAPF lowerbody for the player in the asPlayer folder.

And once again LAPF should not check/control any body folders or Mods.

 

I looked in the Lovers with PK.esp there are two scripts xLoversMainScriptModuleGetChinupo [sCPT:0202AC89] and xLoversMainScriptModuleGetFutanari [sCPT:0202AC8A]
So we need 5 new clothes in the esp for the Player (Editor ID: xBoneNormaltoolPlayer, xBoneHugetoolPlayer, xBonesemiLimpHugePlayer, xBoneLimpHugePlayer, xBoneDildoPlayer ) with Model path clothes\asPlayer.

And here the 2 scripts

post-3205-0-27221300-1384536003_thumb.jpg post-3205-0-13506600-1384536028_thumb.jpg

And then it should be playable with one Body Tpe or 2 body tyes (player and NPCs body) with or without SetBody or blockhead.
You must put the right LAPF lowerbodies manually in the 2 folders (as and asPlayer). The same as now ! Only extra LAPF lowerbodies for the Player.

 

NO BODY MOD CONTROL, NO SETBODY OR BLOCKHEAD NEEDED, PLAYABLE FOR EVERYONE.

Not change to the LAPF System only the lowerbody selection.

Posted

As I said above, this is entirely specific to your setup, and creates needless hassle for anyone that isn't you (or doesn't have bodies divided neatly between Players and everyone else).

 

As "easy" as it might be to script, it's a solution that does not work for everyone.  If you want this implemented, you'll have to do it yourself for your own game.

 

Is my english so bad? Does no one understand what I mean? Have you read my posts?

LAPF should not check which body Type you have installed or if you have SetBody or Blockhead. And you can play it with one  body Type installed in meshes\characters\_male.
If you have only one body type = HGEC, you put HGEC LAPF lowerbodies in the as folder and in the asPlayer folder.

And if you use different body types you put the LAPF lowerbody for all NPCs in the as folder and the right LAPF lowerbody for the player in the asPlayer folder.

And once again LAPF should not check/control any body folders or Mods.

 

I looked in the Lovers with PK.esp there are two scripts xLoversMainScriptModuleGetChinupo [sCPT:0202AC89] and xLoversMainScriptModuleGetFutanari [sCPT:0202AC8A]
So we need 5 new clothes in the esp for the Player (Editor ID: xBoneNormaltoolPlayer, xBoneHugetoolPlayer, xBonesemiLimpHugePlayer, xBoneLimpHugePlayer, xBoneDildoPlayer ) with Model path clothes\asPlayer.

And here the 2 scripts

attachicon.gifMale.jpg attachicon.gifFemale.jpg

And then it should be playable with one Body Tpe or 2 body tyes (player and NPCs body) with or without SetBody or blockhead.
You must put the right LAPF lowerbodies manually in the 2 folders (as and asPlayer). The same as now ! Only extra LAPF lowerbodies for the Player.

 

NO BODY MOD CONTROL, NO SETBODY OR BLOCKHEAD NEEDED, PLAYABLE FOR EVERYONE.

Not change to the LAPF System only the lowerbody selection.

 

Posted

Ok I give up, my english is apparently incomprehensible. But my idea is playable for everyone, with or without different bodies for Player and NPCs, and with or without SetBody or Blockhead. But enough server capacity wasted.

Can someone tell me how I must change the script ?

example: this

 

elseif chinupo==4 ;hugeanim
   if chinupoLevel == 0
    set result to xBoneHugetool
   elseif chinupoLevel == 1
    set result to xBonesemiLimpHuge
   elseif chinupoLevel == 2
    set result to xBoneLimpHuge

---------------------------------------------------

Change to

 

elseif chinupo==4 ;hugeanim
   if (chinupoLevel == 0) && (Player)
    set result to xBoneHugetoolPlayer

    elseif  chinupoLevel == 0

     set result to xBoneHugetoolPlayer
    elseif (chinupoLevel == 1) && (Player)
    set result to xBonesemiLimpHugePlayer

    elseif chinupoLevel == 1
    set result to xBonesemiLimpHuge 

    elseif (chinupoLevel == 2) && (Player)
    set result to xBoneLimpHugePlayer

    elseif chinupoLevel == 2
    set result to xBoneLimpHuge

----------------------------------------------------------

 ? ? ?  or (is Player) or (me)

Posted

Use xLoversMainScriptEquipFunc as a template. You need to declare:

 

array_var arEquipData

Ref Me

 

then in gamemode (or a function or whatever), step through the array and for each step:

 

let me := arEquipData["me"]

You can then test to see if me==Player

 

Posted

Fejeena, the problem that I can see is that LPK can't tell the difference between a player and an NPC.  LPK animations just aren't set up that way that I am aware of.  Now remember that I am very much a noob when it comes to scripting (so I could be dead wrong here), but in the tinkering around that I did when I changed to the animated penis meshes, there just isn't anything to make this distinction.

 

Basically LPK just plays an animation and the only real "input" is which actor is the offense and which is the defense.

 

 

 

Now the "other" issue that you are going to run into is when you add those other meshes you are going to have to change each and EVERY ini file.  If you notice, I did add support for the normal animated penis and for a "huge" one (which I never ended up making a mesh for) but that is not an "on the fly switch" but rather something you have to edit the individual ini file to enable.  Same thing to use the dildo meshes.  If you change the ini file to the dildo mesh then everyone uses the dildo.  

 

Bottom line things are setup as universal for all males and all females.  I am not aware of any way for the Lovers system to distinguish between PC & NPC or between one female and another (or one male and another).

 

I'd love to have this but I am just not savvy enough at scripting to figure out how to make it happen.  Sorry. 

Posted

No need to change the ini

example 01_Motion.ini

set xLoversPkrQuest.chinupo to 3

 

the script decides which mesh is used: male = xLoversMainScriptModuleGetChinupo

 

elseif chinupo==3 ;normalanim
   if chinupoLevel == 0
    set result to xBoneNormaltool
   elseif chinupoLevel == 1
    set result to xBoneSlofsBoners5
   elseif chinupoLevel == 2
    set result to xBoneSlofsBoners4

 

female= xLoversMainScriptModuleGetFutanari

 

elseif chinupo==3 ;normalanim
   if chinupoLevel == 0
    set result to xBoneNormaltool
   elseif chinupoLevel == 1
    set result to xLoversPkrFutanari100
   elseif chinupoLevel == 2
    set result to xLoversPkrFutanari100

 

I am very sure that you only have to change  these two scripts.

-----------------------------------------------------------------------------------------------------------

Supierce

there is no "xLoversMainScriptEquipFunc" script in Lovers with PK esm/esp

And I don't understand :blush:

How exactly must I change this

 

elseif chinupo==3 ;normalanim
   if chinupoLevel == 0
    set result to xBoneNormaltool
   elseif chinupoLevel == 1
    set result to xLoversPkrFutanari100
   elseif chinupoLevel == 2
    set result to xLoversPkrFutanari100

 

xBoneNormaltool is the Editor ID of the normal Ani Penis/Futa

And my new  ID for the Player Penis/Futa is xBoneNormaltoolPlayer
 

 

Posted

The script does decide, but it does so based on what the ini file is set to.  

 

All LAPF ini files are set to this:

set xLoversPkrQuest.chinupo to 3

 

This tells lovers to use that "clothing" item.  There is no mechanism to distinguish "player" from NPC.  LPK is not set up to figure this out.  It only decides which actor (both PC and NPC's are the same to it) is offense and which defense.

 

What I am trying to point out is that even if you add more clothes that point to different meshes, there still is no underlying support for telling specific actors to use specific meshes.  I am sorry if I seem to be trying to shoot down your ideas, but I just can't see how to accomplish what you are trying to do.

 

My advice at this point is to PM JSmith20142 and WappyOne and see if they can figure out how to possibly pull this off.  It would take someone familiar with both LPK and scripting to figure out exactly what to edit or add to build a detection system for the PC, so LPK can then "be aware" of it and can then accept alternate commands for it.

Posted

If I have installed PK, what do I need to do with this? Just unzip it all? 

 

No.  How about reading the "Installation Instructions" that are in the OP as well as inside the archive file.  It was a pain in the ass to write them, so the least you can do is read it.   ;)

Posted

fejeena, don't give up. The LPK system can very definitely identify specific individuals using the "If me == player (or any other NPC)" method. Just search the scripts for "If me == player" and you should find several examples. I know because I've used this method to set variables that then trigger different events.

Posted

ummmmm :( poor ignored nifse. I better pm Wappy if he knows anything about it.

Not only satisfying fejeena, this should make Lovers system more body friendly. Not only for futa but for male as well!

Posted

ummmmm :( poor ignored nifse. I better pm Wappy if he knows anything about it.

Not only satisfying fejeena, this should make Lovers system more body friendly. Not only for futa but for male as well!

 

Quick semi-off topic question.

 

Does nifse allow you to change the rendered nif on the fly, from one frame to the next, or do you still need to unequip/re-equip the item?'

 

I mean, hey, I actually coded something today.  Who knows, I may even be getting back into the saddle.

Posted

We still have to equip something different and wait for 1 frame (for npc) til unequip it.  I mean, as long as we use blockhead to swap the lowerbody, we have to. (or Update3D, the easiest way)

 

Honestly I know absolutly nothing about nifse. I searched cs wiki yesterday. It seems possible.
 

For example, nifse has these functions:

NifOpen/ NifClose : load or unload the given nif on the system memory.

GetNifPath: 'nuff said.

NiNodeCopyChild: copy a whole NiNode (NiTriShape for example) to other nif (or to the same nif)

Posted

Well, nifse supposedly gives access to the niftools library from within the Oblivion engine.  So there's lots of crazy things that you could potentially do.  However, I'd imagine that nifse is an API front end to access a limited portion of the niftools library from within an OBSE scripting environment.  Still, sounds cool.

 

*However*  I expect that this would turn niftools into a requirement for anyone wanting to run a nifse dependent mod.

Posted

Biggest problem with the NifSE approach is that it'll be very difficult (if not impossible) to have a single penis mesh that's compatible with all bodies.

Guest ThatOne
Posted

... Note to self: look into this thread once in a while.

 

Fejeena, I can try to code the different body support for PCs if you'd like. It shouldn't be too difficult once I get home and am able to look at the scripts myself.

-Edit- Please check your PMs.

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