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Posted

You have

Oblivion Script Extender v21
TamagoClub v1.15c and HiyokoClub v1.10a
The original HiyokoGenerator (HiyokoClub bundle)
Blockhead v8.1 or higher
* v10.2 may cause CTD problem.

 

Have you

If you're using Windows Vista or higher, EXACTLY follow what I say.

1. Install the mod first, just like you would do with any other mod.

2. Browse to your data\meshes\characters\hiyogen folder. You should be able to
 see a .bat file named "link_morph.bat" there.
 
3. Run that batch file. It should exactly be right there, no other else. If you
 run the script, it will create symbolic links on appropriate locations.

 

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

gibberish text, can't be  Hiyoko Generator Gene Forge.

Wrong Tamago or HiyokoGenerator version  ( japanese )

 

Tamago mods I use

 

Tamago/Hiyoko Mods:

http://www.loverslab...tuff-eng/page-1

TamagoClub115c_Rev3.7z (esm) post 17

LoversTamagoClub104_eng.7z (esp) post 1

HiyokoClub V1_10a.7z (esm) post 17

Hiyoko Generator (without MBP&x117).7z (esp and ini)  http://www.loverslab...14/#entry622895

 

HiyokoGeneratorGeneForge    and  Hiyoko Generator Brood Mother

 

 

newer versions , but i have not tested them. TamagoClub 1.15c eng

http://www.loverslab...37#entry1438616

 

http://www.loverslab...34#entry1208186

 

 

Posted

I have reinstalled the game, downloaded your files version and cleaned my load order again and it finally seem to work! I seem to have lost a bit of stability and the children face look a bit rugged, perhaps it's that OCOv2 and MBP incompatibility and I have the infinity penis bug where it want to transcend space itself but it should be easy enough to fix.

 

Thank you for all your help!

 

 

EDIT : It was working fine but now the game just won't launch but I have not changed anything. wtf.

 

EDIT 2: I appear to have found the culprit, it's in the obse plugin folder as I suspected. I will delete and restore them one by one and everything should be back in working condition.

 

it was something called libtcmalloc_minimal, dunno where i got it, all good tho.

Posted

EDIT 2: I appear to have found the culprit, it's in the obse plugin folder as I suspected. I will delete and restore them one by one and everything should be back in working condition.

 

it was something called libtcmalloc_minimal, dunno where i got it, all good tho.

That's part of Oblivion Stutter Remover and should be in OBSE\Plugins\ComponentDLLs, along with BorlandMM.dll, debugMM.dll, and tbbmalloc.dll. If any of those are still in your Plugins folder, move them to the ComponentDLLs subfolder.

Posted

Yes the Srutter remover install instructions are shit. No readme in the  OSR_4-1-37-23208-4-1-37.zip  and ComponentDLLs-23208-1.zip

Also on the nexus page no install instructions for the ComponentDLLs-23208-1.zip

 

Normally you don't have a ComponentDLLs folder. Only if you have the CSE installed you have the OBSE\Plugins\ComponentDLLs

So a modding newbie have no chance to install it right.

I will add it to my yellow Link.

Edit: done

Posted

Now that everything is working I am wondering, which races (other than the vanilla ones) are actually available for hyiokos and working for geneforge?

Posted

geneforge has unique races. No vanilla races.

All vanilla and mod races can have children and geneforge select one of its races.  if i remember right geneforge checks Mod races by the name. If there is "elf" or "elb" in the race name the child will be a geneforge elf child. Same with orcs and argonian.

Tabaxi race will have geneforge Tabaxi children.

Also Lop-ears Elf and Evy race children are in geneforge.

Posted

I have some questions...

 

I have changed all vanilla races... I mean... all their texture/meshes paths are different (in my another folder)

...I use also 06heads... (i like their extreme emotions TRI file)

 

So as far as I understand:

 

1 - HGGF races use their OWN faces and own heads - thats okay. (thats not a problem... I know how to scale heads (one special "secret" bone)... and thats fast... )

...well the problem will be with face textures... I dont know the way how to convert textures (06heads use different textures... but well i can just make a new ones... I hope there are not like 1000x faces to do though... :cool: )

 

2 - According to TES Construction set - they wanna use STANDARD vanilla texture paths... now I see there Khajiit texture problem again (male and female wanna use the SAME skin) = so my question is.... can I just REDIRRECT those new race texture paths too??? Or something is hardcoded somewhere in scripts?

...well I hope I can just redirect paths to my taste...

 

3 - I use non english oblivion... IF race names will be imprtant... then well... there are 2x ways.... just to change all vanilla race names to English... or re-script somethin'

  • 3 months later...
Posted

Couldn't ever get the batch file working, so I copied the files from xmorph to their associated folders in x100~x125 (then deleted xmorph folder & batch files, leaving me with all that extra file size the readme warned about, but im assuming extra files with no associations are just wasted space and not an actual problem, wrong?)

Maybe I've done it wrong since I still get the occasional freeze, CTD or failing those a broken neck/throat mesh after loading a save (any of those, on the same save, i can keep quitting and loading until i have none of those problems) which i noted was also mentioned somewhere in hggf documentation (implying i did it wrong again)

2 Hiyokos in question are result of rens mystic elf & imperial pairing, so i figured I'd check both bosmer & imperial under hiyogen meshes for any missing associations, but found bosmer (and altmer) had nothing for them in the xmorph folder in the first place.  I tried using Dunmer .egms & .egts, just to see what would happen.  Nada, just mesh stretching every time now (assuming i dont crash or freeze around those crazy kids first).

Would love someone experienced to give me their 2 cents here so i can stop breaking things further D:
Otherwise I'm sure I'll figure it out, bloody broken meshes are usually a simple thing.

 

Posted

You must run the link_morph.bat ! You can not copy files in the other folders.

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

If you're using Windows Vista or higher, EXACTLY follow what I say.

1. Install the mod first, just like you would do with any other mod.

2. Browse to your data\meshes\characters\hiyogen folder. You should be able to
 see a .bat file named "link_morph.bat" there.
 
3. Run that batch file. It should exactly be right there, no other else. If you
 run the script, it will create symbolic links on appropriate locations.
 
 - important note. Those generated symlinks are unique to your current
 installation. Meaning that you cannot use those files for any other oblivion
 installation other than the one in right here.
That's why I can't conveniently
 ship them with the download package.
 
 - Those files look like empty, and in fact empty, but act like a real file.
 Meaning that if you attempt to copy the file, your Windows will fetch you an
 actual .egm/.tri/.egt file, instead of an empty fake file. Yes you cannot copy
 those files,
deleting is fine but no copying. Cut & paste is fine too, as long
 as the destination is the same hard drive.
 Anyways, just wanted to mention that they are not desktop shortcuts. You still
 can create .omod or whatever with them.

 

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

So you must get the link_morph.bat to work. No one can send you the unpacked "empty" egm/.tri/.egt files because they will not work in your game.

 

Your Oblivion game not in C:/program files ? !!! ( That causes many programs to not run properly. OBSE, Pluggy,... )

Try run the  link_morph.bat as administrator.

Posted

The batch file isn't working for me (error when not running as admin, location doesn't exist when run as admin)

As for doing it manually as i did, I was only following the current readme which implied it was a possibility to do if on an operating system more recent than windows XP
 

"* Or you may choose to forget about this thing and manually copy and paste
 things by hand. The auxiliary files are located in the xMorph folder. You
 must copy the files from there and paste them into x100/x110/x117/x125 folder.
 After that xMorph folder can be deleted. The package becomes about 800MB after
 this.
 <Note: \lop\ears0~ears2.nif files have no direct links. You must copy and
 rename xMorph\lop\ears.egm/.egt/.tri files yourself.>"

If that's not trustworthy or I have misunderstood it then I'm probably out of luck as far as the mod goes, the .bat file doesn't do anything on my end.

Thanks for the quick reply, i know failure to "Read the damn manual" is the most common (and annoying for others to read) issue and it is most likely to be my problem too but the .bat is out of the question in this case I think.

*Should also note Hiyokos are generating with the mods own hair & race assets without replicatable CTDs, only mesh issues are semi-persistent and only occur on a minority of attempts to load the save

Posted

Ok you can do it all manually....but it will take a lot of time. And the egm/.tri/.egt files must have exactly the same name as the nif files in the folder.

 

EDIT: read my PM

  • 2 months later...
Posted

So, I feel like I must be missing something obvious here, but I've been scouring over the thread, reading instructions and FAQ's, and I feel like I've got a bit of a catch-22.

 

Here's my situation. I read in the mod info for HGGF "removing the (possibly) annoying dependency to the Modular Beautiful People 2ch Edition aka MBP." Later down in the page there's technical info that reads: "This is one of the reasons why this mod requires the original HiyokoGenerator." and then "It is possible to remove the original HiyokoGenerator if you have this mod AND HiyokoGeneratorBroodMother."

 

So, from that first line I'd assume it's safe to not install MBP, but the second line of needing HiyokoGenerator would mean that you actually would still need MBP as it's a dependency of the HG esp. I have HGBM installed, which would hint from the third line that HG then isn't necessary and thus circumventing MBP, but the content from HiyokoClub is still needed so my first thought was to install HiyokoClub but deactivate the HG esp. This causes an error message to appear on load. I'm clearly doing it wrong.

 

My confusion then, is if I do need HiyokoGenerator.esp active in order for HGGF to run properly, doesn't that still make MBP a dependency-by-proxy? HGGF needs HiyokoGenerator, which needs MBP? Activating the esp obviously causes CTD on load, but running with it disabled I'm getting error messages and random crashes ingame.

 

Load order below, in case I've just forgotten something incredibly simple. Actually that's pretty likely:

 

GameMode=Oblivion

Oblivion.esm=1
Lovers with PK.esm=1
TamagoClub.esm=1
HiyokoClub.esm=1
LoversCreature.esm=1
RealisticLeveling.esm=1
Unofficial Oblivion Patch.esp=1
UOP Vampire Aging & Face Fix.esp=1
Oblivion Citadel Door Fix.esp=1
DLCShiveringIsles.esp=1
Unofficial Shivering Isles Patch.esp=1
Natural_Weather_HDR_by_Max_Tael.esp=1
Natural_Weather_HDR_2.1.3_coloroverride.esp.esp=1
Natural_Weather_HDR_by_Max_Tae_CO_RD.esp=1
Natural_Habitat_by_Max_Tael.esp=1
Natural_Water_by_Max_Tael.esp=1
DLCHorseArmor.esp=1
DLCHorseArmor - Unofficial Patch.esp=1
DLCOrrery.esp=1
DLCOrrery - Unofficial Patch.esp=1
DLCVileLair.esp=1
DLCVileLair - Unofficial Patch.esp=1
DLCMehrunesRazor.esp=1
DLCMehrunesRazor - Unofficial Patch.esp=1
DLCSpellTomes.esp=1
DLCSpellTomes - Unofficial Patch.esp=1
EVE_StockEquipmentReplacer.esp=1
DLCThievesDen.esp=1
DLCThievesDen - Unofficial Patch.esp=1
DLCThievesDen - Unofficial Patch - SSSB.esp=1
DLCBattlehornCastle.esp=1
DLCBattlehornCastle - Unofficial Patch.esp=1
DLCFrostcrag.esp=1
DLCFrostcrag - Unofficial Patch.esp=1
Knights.esp=1
Knights - Unofficial Patch.esp=1
EVE_KnightsoftheNine.esp=1
Natural_Vegetation_by_Max_Tael.esp=1
EVE_ShiveringIslesEasterEggs.esp=1
TamagoPlayerHUDkil.esp=1
TamagoNews.esp=1
TamagoTopic.esp=1
TamagoDischarge.esp=1
LoversTamagoClub.esp=1
LoversEncounter.esp=1
hggf_hiyokoclub_fix.esp=1
HiyokoGenetics.esp=1
HiyokoGenerator.esp=0
HiyokoGeneratorBroodMother.esp=1
HiyokoGeneratorGeneForge.esp=1
HiyokoQuestTarget.esp=1
LoversDeathDenied.esp=1
LoversAdultPlayPlusforSSP.esp=1
LoversHiyokoShooter.esp=1
HiyokoFutureDream.esp=1
LoversHorseRider2.esp=1
Lovers with PK.esp=1
LoversCreature.esp=1
SetBody.esp=1
LoversMB2.esp=1
LoversJoystick.esp=1
EVE_KhajiitFix.esp=1
Oblivion_Character_Overhaul.esp=1
LoversIdleAnimsPriority.esp=1
TamagoFertilityClinic.esp=1
LoversAnimObjectsPriority.esp=1

 

 

Posted

Schmee

??? If you download HiyokoClub V1_10a Rev 2.7z  here in post 17  http://www.loverslab.com/topic/13377-tamagoclub-115c-hiyokoclub110a-stuff-eng/?do=findComment&comment=295788

( there you also download the tamago 7z.  Only the LoversTamagoClub.esp you must take one of the downloads in post 1 )
 

You unpack the HiyokoClub V1_10a Rev 2.7z  and you have a folder HiyokoGenerator(without MBP&x117)

There is the HiyokoGenerator.esp without MBP.

 

You need in this order.

Oblivion.esm

....

 Lovers with PK.esm
 TamagoClub.esm
 HiyokoClub.esm

...

...

...

LoversTamagoClub.esp

hggf_hiyokoclub_fix.esp

HiyokoGenerator.esp  

HiyokoGeneratorGeneForge.esp

...

Lovers with PK.esp

.....

....

LoversIdleAnimsPriority.esp
 LoversAnimObjectsPriority.esp

  • 2 weeks later...
Posted

does someone have any idea how i can add other races to this mod? I have abriaels npc's and races on that are basically copies of the Original races. So i only want the children to use the mother npc's race. Can this be done by copying the settings of the Original races of let's say breton for abriaels breton but instead of using the vanilla texture path. They ill use abriaels path? (i have only just come back to oblivion and i have major oblivion modding amnesia atm. So if you do know how or if it can be done, please could you be so kind to explain it as simple as possible? Thanks ;))

 

edit: i'm an absolute morron! But that hat's you get after nt thouching oblivion or modding in general for more than 3 months i guess. Fejeena do you still have that PM? I also need help with the .bat files. Thanks.

  • 1 month later...
  • 8 months later...
Posted

Every file i download in this thread is corrupted, get this message,     D:\Windows backup ++++\HiyokoGeneratorGeneForge_v100a.7z.001: The archive is corrupt

Posted
26 minutes ago, blue1820 said:

Every file i download in this thread is corrupted, get this message,     D:\Windows backup ++++\HiyokoGeneratorGeneForge_v100a.7z.001: The archive is corrupt

When you download the files? or when you unpack  ?

 

Unpack with 7z ! !!  both files (the 7z.001 and 7z.002)  in ONE folder. Then unpack the 001 folder and both folders will be unpacked.

  • 2 weeks later...
Posted

Is it possible to add additional spawning pools for more races? I create the pool in the hggfmain script and then add it to the race in the hggfconstructracetable script. However, this only seems to clone the mother's assets onto the children. It works if I switch one of the existing spawn pools to the new race. Am I missing something here?

 

EDIT: Got it working, I had the hair table configured wrong. Also, is it possible to merge the father and mother eyes? It seems the script only returns the eyes of the hiyoko race, which are inherited from the mother. I tried uncommenting the eye script, but the parent entries come up as null refs.

  • 2 weeks later...
Posted

Everything is installed correctly except morph.bat gives The system cannot find the path specified.  (Run as admin).

I'm using win 10 1803 x64 and Gog version of Oblivion installed in C/ GOG directory and as race overhaul EGO.

Posted

Can be your gog version.

And your C/ GOG directory   is not in C : programfiles (x86)   ?     If yes the bat files will not work right.

 

But you can read the readme and copy the files manually. The bat files copies only many files in many folders, you can do it manually.

Posted

Oblivion / FO3 and FNV are in that directory too. It seems that morph worked, somehow, folders are created and some files copied even it said that system cannot find the path. win 10 is very... odd

Thanks for answer and good will.

Posted
16 hours ago, psyseed said:

Everything is installed correctly except morph.bat gives The system cannot find the path specified.  (Run as admin).

I'm using win 10 1803 x64 and Gog version of Oblivion installed in C/ GOG directory and as race overhaul EGO.

Open an admin command prompt, navigate to the directory containing the batch file, and run it within the command prompt window.

  • 5 months later...
Posted

 Question..
Would really love to play Crafty business V8 beside Tamago Club..its an adult Lovers mode. but I find it cant be played as your character freezes up when you go to get tools from your inventory
..cooking..You get this warning and then it doesn't work,,
"TamagoClub(WARN) Non Vanilla transaction started with trade partner "OptionsChest".\rlf the name you see does not match the actual name ...etc 
Answer...
Hi bobbby, reply from Munch.
The problem apparently relates to a object placed in the player inventory which contains options for changing the behavior of CB.
 This includes things like "short wait" to allow you to wait 5, 10, 15 or 30 minutes instead of a minimum of a full hour, which can be important for cooking.
 So I don't believe we can simply give up on it.
It appears the TamagoClub mod has some system for overwatching trades and throws that warning.
 It apparently recognizes that the name of the object in the player inventory and "OptionsChest" are not identical. 
This is not a problem in the context of CB. The OptionsChest is hidden in the CBWarehouse, a place which cannot be accessed except by console command,
 and even then the chest is outside of the rooms. Its function is to provide a container for the options, which can vary a little depending on context, 
so they are not hard-coded. More importantly, selecting something out of the container triggers a script which carries out the desired function.
 We didn't invent this, it is present in COBL as well. It is a non-vanilla trade, so the warning is accurate, but it is apparently regarding it as an error,
 when it is no error and will not interfere with TamagoClub. 
I can only guess that they built a system to try to suppress hacking the mod, but overshot the goal.
 Your best chance is to get in touch with the authors of TamagoClub and ask them if they can change the warning.
 It would be okay if it simply warned you once, then shut up. But it apparently interferes with your game, so they goofed.
 If they would like more information on the technical background of the options container, you can refer them to me.
 There are at least two other containers in CB which should create the same problem, references and smithing, as well as the COBL options, 
if you use COBL. Have you seen problems with any of these?
Another idea occurs to me. You can purchase tools in inns or make them yourself. There is a good chance if you leave the Options menu alone,
 you won't have a problem. It does take away options like "short wait" but at least you can play with both together. 

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