Z0mBieP00Nani Posted December 8, 2016 Posted December 8, 2016 He wasn't banned, he requested that his profile be removed. It's all kind of odd. i hope youre fucking with me bc imo leito is awesome af I wish I was. Fortunately he didn't take down ALL of his mods when he left, just his enhanced vanilla body mod from here and the Nexus.. which is also what makes it kind of strange.
blueballbob Posted December 8, 2016 Posted December 8, 2016 He wasn't banned, he requested that his profile be removed. It's all kind of odd. i hope youre fucking with me bc imo leito is awesome af I wish I was. Fortunately he didn't take down ALL of his mods when he left, just his enhanced vanilla body mod from here and the Nexus.. which is also what makes it kind of strange. Don't know anything about him (or her). But it is close to the end of the year for Finals and doing holiday and vacation type things. Hope it's just that and not some health issue or something.
BushJr Posted December 9, 2016 Posted December 9, 2016 ...The game itself doesn't really have interactions between characters.... Oh it has, take combat "throws" for example, when your companion or you grab your opponent and throw him to the ground. It's not happen very often, but all animations align very well and perfectly synchronized. So there is in-game method to do so. Pardon my english. p.s. and don't forget all these fancy dog (-meat) attacks against all kinds of creatures. p.p.s. and all these melee backstabs and other kill moves.. I really think I should stop now
pipdude Posted December 9, 2016 Posted December 9, 2016 The game has been out for over a year, Bethesda has shown no interest in releasing the full Creation Kit, and other mods are starting to use what little is available in F4SE's functionality to make great mods (like the one where you can finally jump from your vertibird). The Creation Kit they already released for FO4 is more functional than the one they released for Skyrim. F4SE is the bottleneck. Now, why Bethesda has not learned from Skyrim and opened up a comparable API out of the gate so that we don't need F4SE? That is the real question I have ranted and raved about previously... I don't have any ideas about the work the F4SE people do so this might sound silly, but can we .. umm ... simply ask them (send them beer, cake, hookers or just "pretty please" way) to put some priority on the functions SexTec needs? It's not a priority issue. I can't be sure. But, it doesn't look like a quantity of work issue either. It's more that when official Bethesda patches come out, it requires a bunch of re-work to update F4SE. So, probably for the sake of sanity, the F4SE devs are waiting until the patching is done. Given that it is the modding community that kept Skyrim and earlier Fallout versions popular enough all of these years for them to cash in on producing Skyrim SE edition, I'm rather surprised Bethesda hasn't shared the info needed to quickly produce SXSE and F4SE for their latest works. Exactly! They even hosted the documentation for SKSE commands on their official wiki site. They have done a better job than most companies at embracing modding. But, it's still kind of half way there. I think there is an excitement in hacking a game to do things nobody has seen for the first time. Not as much excitement at doing that same hack to each new game that comes out. That becomes just a job... that you aren't being paid for. Bethesda needs to recognize that and advance the out-of-the-box modding capability of their games based on what mods are popular (and of course within reasonable limits that Bethesda is ok with). I would love ST functions first but I don't know that it will happen, also Bethesda is unlikely to ever share the needed info for xxSE development, they allow the team to host, talk about and implement it in their game, but they cannot be seen as a company to be having a hand in the making of the script extender, only time will tell if this is actually the case. For what reason can they not be seen as having a hand in making a script extender? Yes, it would be sweet to get it, but it's just a FRAMEWORK..........You will have to wait another year for mods to be made AROUND IT. What I'm confused about is why we could modify SexOut to work with New Vegas, but not F4...... I don't think it will take very long for people to make mods around Sextec once it's out. There are more people that know how to do that kind of work compared to the reverse engineering we're waiting on. now im no programmer (mostly just tinker with 3d modeling in my spare time) but surely the coding for a new "MCM" cant be that difficult that we need to rely on the creator of MCM for such a thing. if we really need something similar why not just make it? i mean all it really does is act as a secondary menu in the pause menu for mod configuration menus. as for skyui or rather a fallout version of it its the same thing, your just taking one menu and replacing it with a new better looking one. hell you can even keep the pip boy animation and make it act as if the pip boy is projecting a holographic screen or something. just thoughts though i have no idea how long the coding for that stuff would take and with my limited understanding of coding i doubt i could do anything similar myself. The development of a new MCM/SkyUI isn't being held up by the original authors. It again points back to F4SE. Functions are needed so that the new menu system can "talk" back and forth with Papyrus.
Claysson2 Posted December 9, 2016 Posted December 9, 2016 Actually, I'm wondering why no one hasn't made a Follower/Companion in Skyrim that looks and sounds like Piper/Cait or Curie. Hint......Hint. In the Commonwealth we complain about the bed situiation. but here in Skyrim, we just do it in the dirt.
nestor28 Posted December 10, 2016 Posted December 10, 2016 Actually, I'm wondering why no one hasn't made a Follower/Companion in Skyrim that looks and sounds like Piper/Cait or Curie. Hint......Hint. In the Commonwealth we complain about the bed situiation. 20161206171848_1.jpg but here in Skyrim, we just do it in the dirt. lmao true hahaha xD
garg Posted December 10, 2016 Posted December 10, 2016 Absolve me of my negligence if this has been already asked but here goes: If CPU and Leito86 are doing a version and Ashal is doing another why do they not just pool together their collective resources e.g. their artistic minds and experience and just do a single version so that we do not have two competing mods that may be incompatible with each other or two competing mods in which one makes the other redundant? Again I apologize if this has been asked before. Leito86 has apparently stopped modding last time I checked. Just thought I'd point that out. :(
VonHelton Posted December 10, 2016 Posted December 10, 2016 Sure did, I don't think I would've played it as much if not for the adult content unlocked with mods. That said, I did a fair bit of work in adult game industries for graphics and moderating. There is a lot of controversy going on. It seems reasonable to think that they at least thought about the possibility of adult mods being introduced into the game and whether they want it to have that stigma or not. On a different note. How are animations done for Fallout 4? I know there are some rugs or maybe furniture items that can have them. Since I have been animating before and can do rigs, if I really wanted to, I've wanted to know if there was a guide out or so? Even without SexTec, shouldn't it be possible to have sex animations by use of rugs or couches with alternative animations? This again makes me wonder if animation nodes as we find them around implemented in the game, can support two actors, that'd again bring me back to the whole "they didn't want us adding two actor animations". The game itself doesn't really have interactions between characters. The most you get is them standing infront of each other. At least from what I've seen so far, I've picked the game up rather late, hoping that with a years time there will be sex or slavery mods out already. I can understand why they aren't yet, just wondering if Bethesda could've done it better. The way animations in the game are handled just weirds me out really. When I first saw that the spots that npcs hammer against the wall in Sanctuary were physical nodes, that made me cringe a bit. Reminded me a bit of an Avatar Chat Software I did animations for and it was a hell of a pain to have sex let alone interactive sex animations in the game, because, and here comes the bummer, they don't want it. On the other hand Second Life has a far superior system regarding custom animations, since you just start animations with other actors by selecting them and the animation. Which, well stems from the fact that they actually want creators to make actor x actor animations. My whole point being: How are animations handled? I know there are idle animations, but that's just one animation so far that I know about that is not bound to a physical node. Running, Reloading, Crouching and so on animations aside. What I'm suspecting is that with F4SE and SexTec there is need to write a code that hooks into actors and performs those animations. Because there is no already implemented system in the game that grabs two actors and fires up an animation between them. Which, they clearly could've done, would've done.. should've done. Ramble Ramble. Don't listen to my nonsense, but hey with a few answers I might be able to cook up sex animations once things have progressed. Or perhaps Pose Packs. Just don't know where to get the sceleton to import into max or how to export > implement it into stuff. I know there were guides for Skyrim, but I didn't bother doing anything there, because most poses I would've wanted to create already existed, different thing for fallout. There is ZERO doubt in my mind that the sexual overtones & innuendo in Fallout 4 is a direct result of what we've accomplished. He wasn't banned, he requested that his profile be removed. It's all kind of odd. Weird.......!!
Vault-Meat Posted December 11, 2016 Posted December 11, 2016 It doesn't matter who leaves. As long as there is a dedicated following of Loverslab mods, this will get done sooner or later! Have faith comrades!
Claysson2 Posted December 11, 2016 Posted December 11, 2016 Arghhhhhhh................ Piper Baby.... that was great, But who's Piper ? Whoops .....
thyne Posted December 11, 2016 Posted December 11, 2016 cant wait for sextec hopefully bye the time it comes out i have a better computer my computer has 8gb but only uses 7.50.. im also going to wait to get fallout 4 withh all dlc in one pack
D_ManXX2 Posted December 12, 2016 Posted December 12, 2016 Arghhhhhhh................ Piper 20161211095008_1.jpg Baby.... that was great, 20161211100523_1.jpg But who's Piper ? Whoops ..... That's the wrong game. This is fallout 4 section not skyrim.
AsariX Posted December 12, 2016 Posted December 12, 2016 The game has been out for over a year, Bethesda has shown no interest in releasing the full Creation Kit, and other mods are starting to use what little is available in F4SE's functionality to make great mods (like the one where you can finally jump from your vertibird). The Creation Kit they already released for FO4 is more functional than the one they released for Skyrim. F4SE is the bottleneck. Now, why Bethesda has not learned from Skyrim and opened up a comparable API out of the gate so that we don't need F4SE? That is the real question I have ranted and raved about previously... Simply because for them it'd be borderline on a breach of their HAVOK license contract to do so. It'd be fairly comparable to them releasing the HAVOK tools themselves. They could to some degree, and do so with their CK, but can't go too much further without entering the legal minefield. However, a third party piece of software plugging specifically into their game but not into HAVOK in general is a different matter. On top of that, it seems Beth *wants* all mods to run on both PC and consoles, so it's also a case of PC modding being limited in favor of consoles. To them, the limitations on Playstation modding are probably as annoying as they are for Playstation owners.
StrangeCat Posted December 12, 2016 Posted December 12, 2016 Can't wait till we can bang in the wasteland! waiting patiently
Vader666 Posted December 12, 2016 Posted December 12, 2016 It'd be fairly comparable to them releasing the HAVOK tools themselves. They did exactly that. The CK is shipped with an Official 3ds Max 2013 Plugin to export nif files wich also contains the needed Havok tools.
pipdude Posted December 12, 2016 Posted December 12, 2016 Simply because for them it'd be borderline on a breach of their HAVOK license contract to do so. It'd be fairly comparable to them releasing the HAVOK tools themselves. They could to some degree, and do so with their CK, but can't go too much further without entering the legal minefield. However, a third party piece of software plugging specifically into their game but not into HAVOK in general is a different matter. On top of that, it seems Beth *wants* all mods to run on both PC and consoles, so it's also a case of PC modding being limited in favor of consoles. To them, the limitations on Playstation modding are probably as annoying as they are for Playstation owners. Having the API in their code reproduce the functionality of SKSE wouldn't have anything to do with Havok that I can see?
Guest Posted December 12, 2016 Posted December 12, 2016 Just for info. I started exploring SKSE development, so far so good. As soon as I will have enough experience on Skyrim, I will jump on F4SE.
Mickster Posted December 12, 2016 Posted December 12, 2016 Just for info. I started exploring SKSE development, so far so good. As soon as I will have enough experience on Skyrim, I will jump on F4SE. You mean you'll be helping with F4SE development or will you be creating your own dll plugins for it?
Guest Posted December 12, 2016 Posted December 12, 2016 Just for info. I started exploring SKSE development, so far so good. As soon as I will have enough experience on Skyrim, I will jump on F4SE. You mean you'll be helping with F4SE development or will you be creating your own dll plugins for it? Not sure yet. First I have to learn, then I will contact the team (right now only Behippo and Expired are still active, also if just a little.)
Claysson2 Posted December 13, 2016 Posted December 13, 2016 Just for info. I started exploring SKSE development, so far so good. As soon as I will have enough experience on Skyrim, I will jump on F4SE. You mean you'll be helping with F4SE development or will you be creating your own dll plugins for it? Not sure yet. First I have to learn, then I will contact the team (right now only Behippo and Expired are still active, also if just a little.) CPU's doing some Recon .
pipdude Posted December 15, 2016 Posted December 15, 2016 Just for info. I started exploring SKSE development, so far so good. As soon as I will have enough experience on Skyrim, I will jump on F4SE. You are a gentleman and a scholar. Maybe some rudimentary documentation about what it involves could help encourage more people to pitch in as well.
Guest Posted December 15, 2016 Posted December 15, 2016 Just for info. I started exploring SKSE development, so far so good. As soon as I will have enough experience on Skyrim, I will jump on F4SE. You are a gentleman and a scholar. Maybe some rudimentary documentation about what it involves could help encourage more people to pitch in as well. Rudimentary documentation: 1) Have a super-solid understanding how the game engine works 2) Know C++ 3) Not be afraid of look the memory using a HexEditor to find patterns 4) Know some ASM to be able to find the correct hook places (the start of a function, mostly.) 5) being familiar with the actual structure of SKSE or F4SE to be able to maintain the logic
pipdude Posted December 15, 2016 Posted December 15, 2016 I wasn't thinking THAT rudimentary! A list of tools and examples of what patterns match up with what, etc. Maybe what finding an example hook looks like. It would be some work to detail I'm sure. I'm just thinking that it's a tough model we have where 50% of the mods people want in new games rely on two people.
Guest Posted December 15, 2016 Posted December 15, 2016 I wasn't thinking THAT rudimentary! A list of tools and examples of what patterns match up with what, etc. Maybe what finding an example hook looks like. It would be some work to detail I'm sure. I'm just thinking that it's a tough model we have where 50% of the mods people want in new games rely on two people. The only advice I can give is: get Visual Studio 2015 Express, get the 7zip of SKSE, create your project, convert all the sources to V12, and start digging into it.
Chr0noid Posted December 15, 2016 Posted December 15, 2016 I don't understand why it's taking so long. Can't they just tighten up those graphics on level 3?
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