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[Outdated] LPK v1.4.1 - 6 [Rev96] Alpha


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Posted

This is a purely Japanese to English machine code translation and will require testing and additional editing by those willing to do so. This is not as we say in development, 'production ready'.

 

What was translated:

1. All readme files

2. Any Japanese machine code I could find via TESCS

3. Comments in one script; xLoversCmnAddBreakUndiesMod (01008A15)

 

The last one is a test and I may or may not revisit and continue. This whole process is very tedious, laborious and quite boring. Each Shift-JIS comment has to be copied and pasted to an editor (I use Notepad++) capable of converting to the that specific encoding, then run through a Japanese to English translator. I used Google Translate, and there may be better out there. I may or may not look into options using Linux instead of Windows.

 

Note:

Note: The readme files are saved as Unicode to preserve the original Japanese machine code and the converted Shift-JIS encoding. Structure of any readmes I convert is as follows:

 

1. Top most section - English translation

2. Center section - Shift-JIS

3. Bottom most section - Original Japanese machine code

 

I tried exporting the internal text via CS but that proved to be problematic as Google Translate stripped out the tabs of the tab delimited text file, hence my decision to just go in via CS and complete the edits.

 

I am very interested in learning what other tools and methods others here have used or tried. This was just too much like work and not fun!!!

 

UPDATE: After a brief Google search this morning it seems others also use Notepad++ for this purpose.

 

rev96 "may" or "may not" be compatible with all lovers plugins

 

This translation is now obsolete, see the new Beta thread for the latest version here: http://www.loverslab.com/showthread.php?tid=12898

Posted

This is a purely Japanese to English machine code translation and will require testing and additional editing by those willing to do so. This is not as we say in development, 'production ready'.

 

Hence, no menu translation yet.

Posted

This is a purely Japanese to English machine code translation and will require testing and additional editing by those willing to do so. This is not as we say in development' date=' 'production ready'.

[/quote']

 

Hence, no menu translation yet.

 

Owh~ lol. ok. thank you for the fast response :)

 

anywhoo. I reinstalled the version from Ark so everything back to normal now xD

  • 4 weeks later...
Posted

I made the machine translation from the beginning, based on Donkey's work. My English is poor, don't expect anything good.

 

I translated all messages, menus and some script comments.

 

 

 

 

 

 

 

 

 

Next mod I'm translating is TamagoClub v1.15 and plugins.

Guest Donkey
Posted

Rev 96 already ?? What are the changes comparred to rev 94 ?? And why Rev 96 did they skip rev 95 this time ??

Posted

Rev 96 already ?? What are the changes comparred to rev 94 ?? And why Rev 96 did they skip rev 95 this time ??

 

No idea how it compares to rev 94. I'm still using rev 93 since you did work on other Lovers modules for that version. There may have been a rev 95, but when I responded to Ark of Truth's effort's to come up with a replacement for Prophour's AIO, rev 96 was what was readily available and what was suggested to be begin a translation for.

 

PS: I am no longer working on this or any other Lovers/Oblivion mods or translations, so others will need to pick up the ball and run with it, if they so desire.

Posted

Varenne, I have a fully translated version of .96 that I was using for my own purposes, I could upload it here, if you like?

Posted

Varenne' date=' I have a fully translated version of .96 that I was using for my own purposes, I could upload it here, if you like?

[/quote']

 

Certainly! Maybe someone can do a comparison to the translation done by rghost too, so this evolves into the defacto Englsih translation for rev 96.

 

If you or anyone can answer Donkey's questions that too I think will be helpful. Always glad to see others stepping up and helping out when and where they can.

Posted

You might note that some plugins will not work with anything higher than rev93. I still use rev91 myself as everything is compatible with it.

 

To my knowledge no one has sat down and made a comprehensive list of what plugins do and don't function with rev96.

 

I guess what I am trying to say is you might consider posting a disclaimer that rev96 "may" or "may not" be compatible with all lovers plugins.

 

Cheers,

Greg

Posted

I'm still trying to find that out myself gregathit' date=' I'm no coder and the comments can be "difficult" to decipher.

[/quote']

 

You and me both :P

Just translating and cleaning up Bravil Underground is kicking my ass!

There are so many lovers plugins out there that I don't think I would have the time or patience to test them all. :P

 

I wish you the best of luck and applaud your efforts!

 

Cheers,

Greg

Posted

Well, not to get off topic, but I'm redoing LoversMagic .66e, what Prophour called .67 so it's hard to find time, plus I'm having a new network feed put in, so I'll have to reconfigure all my servers to handle the new pipe, but it'll be worth it in terms of bandwidth, 10X what I have now. I'll see about upping a copy of my Lovers PK.esp later this evening, mine has all the comments stripped out, but it's fully functional. Then I'll see about upping a copy thats more complete.

 

Ok, here's the copy of Lovers PK .96 I promised:

Posted

I guess what I am trying to say is you might consider posting a disclaimer that rev96 "may" or "may not" be compatible with all lovers plugins.

 

Cheers' date='

Greg

[/quote']

 

Done! Added your text to OP.

Posted

Since Rev93 there is the function "toggle NPC TCL On/OFF" But adjusting positions "forcebly" resets TCL (according to the readme). So you have to use the console to turn TCL off again (making this function useless). Does anyone know how to get rid of this forced reset, because many animations require collision to be toggled off to work/adjust properly.

Posted

If anyone was wondering what rev96 does. It seems like the biggest thing is that it makes the new type of animations in LoversMotionsNT_Ver16 work properly. And they are pretty amazing. I hope to see more from that animator' date=' whoever they are.

 

Someone linked it in another thread but here it is again:

 

http://dc621.4shared.com/download/mME1IxZJ/LoversMotionsNT_Ver16.rar?tsid=20120714-104350-f1d99d33

[/quote']

 

I've been going through completely rebuilding a new instance of Oblivion+Lovers, on Win7 this time. Sick and tired of WinXP getting corrupted over time.

 

Any who, I went with ver94, the one Donkey and Prophour worked on and is in both AIO on Hongfire and Lovers Complete now here. So far LoversMotionsNT_Ver1.6 is working fine with it. So I don't know (or maybe I don't see) what rev96 does for it. Do you have any additional details you can share?

Posted

Ok' date=' here's the copy of Lovers PK .96 I promised:

[/quote']

 

Just wanted to say thanks for this, although I have not tried it yet.

Posted

If anyone was wondering what rev96 does. It seems like the biggest thing is that it makes the new type of animations in LoversMotionsNT_Ver16 work properly. And they are pretty amazing. I hope to see more from that animator' date=' whoever they are.

 

Someone linked it in another thread but here it is again:

 

http://dc621.4shared.com/download/mME1IxZJ/LoversMotionsNT_Ver16.rar?tsid=20120714-104350-f1d99d33

[/quote']

 

I've been going through completely rebuilding a new instance of Oblivion+Lovers, on Win7 this time. Sick and tired of WinXP getting corrupted over time.

 

Any who, I went with ver94, the one Donkey and Prophour worked on and is in both AIO on Hongfire and Lovers Complete now here. So far LoversMotionsNT_Ver1.6 is working fine with it. So I don't know (or maybe I don't see) what rev96 does for it. Do you have any additional details you can share?

 

You know what, I went from 91 to 96 so maybe 94 does work with it. But it does say it requires 96 in the readme.

 

What is new in these animations is that there is a "takedown" animation(inspired by Skyrim perhaps?) that plays back only once instead of being tied to the time progression interval. Then it goes into the sex animations which are controlled by progression settings, as was the case in previous animations.

 

These are the first animations I have seen that can do this. Is it working that way for you?

Posted

These are the first animations I have seen that can do this. Is it working that way for you?

 

Brand new PC, so so far she's been jumped by rats and goblins and yes, I do see the take down animations working. I'll report back when she tangles with the other NPCs that have been altered by it. Definitely enjoying the new animations too.

 

I'm wondering if rev96 is all about employing something called uuid for mods? I thought I recalled reading a Japanese to English machine translation about it some where. Makes modding much more complex though. Tighter control of calls to animations maybe?

 

I'll have to see if I can find that web page again, as I recall it is fairly bleeding edge for Lovers mods.

 

Also, the mod author for LoversMotionsNT specifically states in their readme not to redistribute it, so links to it I think are okay, just no posting it here on Lovers Lab as a download.

 

And just a note. The rev94 I'm using, I thought I noticed an in-game reference to rev96 on a menu, unless it is just a typo, or me going blind, lol.

Posted

I guess I was wrong about it being a new type of animation. I just viewed the kf files in nifskope and they appear to work just like the old ones. To view the takedown animations properly, you need to make sure that the first interval in your progressions settings is no longer than 15 seconds, or else you will see the takedown more than once.

 

Still a pretty novel idea though.

Posted

I guess I was wrong about it being a new type of animation. I just viewed the kf files in nifskope and they appear to work just like the old ones. To view the takedown animations properly' date=' you need to make sure that the first interval in your progressions settings is no longer than 15 seconds, or else you will see the takedown more than once.

 

Still a pretty novel idea though.

[/quote']

 

The only one I have yet to get to work is for dogs, but I think LoversBitch may be interfering. My character is still fairly low level, so she hasn't run into all that have been done. I especially liked the bear hug take down...

 

Yeah, I downloaded nifskope just yesterday, already had Blender. Who knows, I may try some animation work myself, someday...

Posted

The only one I have yet to get to work is for dogs' date=' but I think LoversBitch may be interfering. My character is still fairly low level, so she hasn't run into all that have been done. I especially liked the bear hug take down...

 

Yeah, I downloaded nifskope just yesterday, already had Blender. Who knows, I may try some animation work myself, someday...

[/quote']

 

That is odd because I have lover's bitch too and it seems to work. Though, it crashes sometimes. I think this is due to a conflict between Lover's bitch, Lovers's Gnomercy or perhaps lover's NT's esps. I haven't been able to really look into it but my scripting knowledge is limited anyway. The Dog takedown is probably my favorite.

 

I have however started to work on giving these animations facial expressions using nifskope. I figured out how but am still working on nailing down what I like.

 

So as it stands, it is still a mystery what new features rev96 may have I guess? I wish I spoke Japanese. :s

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