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LoversMotionNT


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Well I think everyone here respects Donkey and all his hard work. I certainly miss seeing his post as they often herald some great new stuff. Wolflore is a nice site but they have much stricter posting rules which is good because Loverslab might be abit over the top for some people so it's good they have somewhere else to go. Besides we don't need another loverslab one is good. But much of the work Donkey has done here wouldn't be postable on wolflore so is he just going to do stuff that's acceptable their from now on?

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Oh,I know what/who donkey's on about now, and yeah its not LL but a previous member who got all huffy and left taking stuff with them to another site and then there was a whole thing about them not giving proper credit.

 

Well glad that's sorted, it would be a real shame if we could never get access to anymore of Donkey's fine work.

 

anyway back on track.

 

 

I did a fresh install, using just

PK96, 96patch and everything listed in this thread, added the new priority.esp and Motions plays through fine. It basically replaces some of the previous animations and adds new ones and it doesn't seem to conflict or stop the Animation project ones working.

 

The troll one is daft though with the constant head punching.

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Well I think everyone here respects Donkey and all his hard work. I certainly miss seeing his post as they often herald some great new stuff. Wolflore is a nice site but they have much stricter posting rules which is good because Loverslab might be abit over the top for some people so it's good they have somewhere else to go. Besides we don't need another loverslab one is good. But much of the work Donkey has done here wouldn't be postable on wolflore so is he just going to do stuff that's acceptable their from now on?

 

Mods\animations that are not acceptable to be posted on wolflore will be uploaded to the 4shared account he made. He is still planning on doing some of that according to what he stated.

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After installing LoversMotionNT, some creatures are invisible in my game. Imps are totally invisible, and I just ran into an ogre of which only the head and hands were showing.

 

Does anybody have an idea of what's going on here?

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After installing LoversMotionNT' date=' some creatures are invisible in my game. Imps are totally invisible, and I just ran into an ogre of which only the head and hands were showing.

 

Does anybody have an idea of what's going on here?

[/quote']

 

Until we see your load order, no we don't.

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After installing LoversMotionNT' date=' some creatures are invisible in my game. Imps are totally invisible, and I just ran into an ogre of which only the head and hands were showing.

 

Does anybody have an idea of what's going on here?

[/quote']

 

Until we see your load order, no we don't.

 

Ah, sorry. Here it is:

 

 

Oblivion.esm

Beautiful People 2ch-Ed.esm

x117race.esm

Lovers with PK.esm

TamagoClub.esm

HiyokoClub.esm

LoversCreature.esm

Unofficial Oblivion Patch.esp

MaternityClothes.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Sounds of Cyrodiil.esp

DropLitTorchOBSE.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

Neckerchiefs v1.2.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

Smarter Bandits.esp

Bandit Hideouts.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

DLCHorseArmor.esp

Knights.esp

Knights - Unofficial Patch.esp

SetBody.esp

Nude Spell.esp

Alternative Start by Robert Evrae.esp

GalerionUnarmoredAcrobatics.esp

No psychic guards v1.2.esp

Double-tap dodge.esp

zzEstrus.esp

_Ren_BeautyPack_onlyhairs.esp

CuteElf11.esp

Beautiful People 2ch-Ed MS Elves - NoSc.esp

Chocolate Elves.esp

No_Load_Screen_on_Death-5824.esp

MassA.I-50.esp

Realistic Arrow Flight.esp

Denock Arrows.esp

Defensive_staves_Immersive.esp

JOES damage mod v1.esp

Uruk-hai Raiding Parties.esp

zzContainerTrap.esp

Freehand OBSE.esp

BudongsNarcolepsySpell.esp

KCS13.esp

LoversRaperS.esp

LoversTamagoClub.esp

LoversHiyokoShooter.esp

HiyokoGenerator.esp

TamagoSetBody.esp

LoversAdultPlayPlusforSSP.esp

LoversFSE.esp

LoversJoburg.esp

LoversVoiceSSPplus.esp

Lovers with PK.esp

LoversPayBandit.esp

LoversSlaveTrader.esp

LoversNTRburglar.esp

LoversCreature.esp

LoversStopCombatEx.esp

LSTBravilUnderground.esp

LoversRapeSlave.esp

LoversSpermSplashEx.esp

LoversBoxing.esp

LoversTentacleFuta.esp

LoversMotionsNT.esp

Bashed Patch.esp

LoversMB2.esp

Lovers3dorgasmMB2.esp

LoversIdleAnimsPriority.esp

Lovers3dorgasm.esp

LoversAnimObjectsPriority.esp

 

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Guest ThatOne

Yes, and no; it will work for some of the creatures regardless, but if you use Donkey's animation project you'll need to either rename the other animations, or download the compatibility patch which is here:

up.mnty.net/img/up002177.zip

As I posted on the previous page.

 

I'm not sure what the NT esp does, I don't have it active and all the animations are working fine.

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Yes' date=' and no; it will work for some of the creatures regardless, but if you use Donkey's animation project you'll need to either rename the other animations, or download the compatibility patch which is here:

up.mnty.net/img/up002177.zip

As I posted on the previous page.

 

I'm not sure what the NT esp does, I don't have it active and all the animations are working fine.

[/quote']

 

Best that I have figured out in the limited amount I have looked at it (which admittedly isn't much, as I am busy with other stuff) is that the esp may be more for sounds than anything else. I will take a much closer look at it sometime next week after I get some other things out of my hair first.

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Best that I have figured out in the limited amount I have looked at it (which admittedly isn't much' date=' as I am busy with other stuff) is that the esp may be more for sounds than anything else. I will take a much closer look at it sometime next week after I get some other things out of my hair first.

[/quote']

 

It creates IDs for sounds baked into the .kf files, rather than played through scripts. If you put sound files in the right folders, it will play. The mod does not come with sounds however, and using the default lovers sounds causes overlap issues due to their lengths not matching the timing between text keys.

 

Long story short: WIP

 

I started a thread about the possibly making something here:

http://www.loverslab.com/showthread.php?tid=11763

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Best that I have figured out in the limited amount I have looked at it (which admittedly isn't much' date=' as I am busy with other stuff) is that the esp may be more for sounds than anything else. I will take a much closer look at it sometime next week after I get some other things out of my hair first.

[/quote']

 

It creates IDs for sounds baked into the .kf files, rather than played through scripts. If you put sound files in the right folders, it will play. The mod does not come with sounds however, and using the default lovers sounds causes overlap issues due to their lengths not matching the timing between text keys.

 

Long story short: WIP

 

I started a thread about the possibly making something here:

http://www.loverslab.com/showthread.php?tid=11763

 

Very, very interesting...

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  • 2 weeks later...

After installing LoversMotionNT' date=' some creatures are invisible in my game. Imps are totally invisible, and I just ran into an ogre of which only the head and hands were showing.

 

Does anybody have an idea of what's going on here?

[/quote']

 

Until we see your load order, no we don't.

 

Ah, sorry. Here it is:

 

 

Oblivion.esm

Beautiful People 2ch-Ed.esm

x117race.esm

Lovers with PK.esm

TamagoClub.esm

HiyokoClub.esm

LoversCreature.esm

Unofficial Oblivion Patch.esp

MaternityClothes.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Sounds of Cyrodiil.esp

DropLitTorchOBSE.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

Neckerchiefs v1.2.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

Smarter Bandits.esp

Bandit Hideouts.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

DLCHorseArmor.esp

Knights.esp

Knights - Unofficial Patch.esp

SetBody.esp

Nude Spell.esp

Alternative Start by Robert Evrae.esp

GalerionUnarmoredAcrobatics.esp

No psychic guards v1.2.esp

Double-tap dodge.esp

zzEstrus.esp

_Ren_BeautyPack_onlyhairs.esp

CuteElf11.esp

Beautiful People 2ch-Ed MS Elves - NoSc.esp

Chocolate Elves.esp

No_Load_Screen_on_Death-5824.esp

MassA.I-50.esp

Realistic Arrow Flight.esp

Denock Arrows.esp

Defensive_staves_Immersive.esp

JOES damage mod v1.esp

Uruk-hai Raiding Parties.esp

zzContainerTrap.esp

Freehand OBSE.esp

BudongsNarcolepsySpell.esp

KCS13.esp

LoversRaperS.esp

LoversTamagoClub.esp

LoversHiyokoShooter.esp

HiyokoGenerator.esp

TamagoSetBody.esp

LoversAdultPlayPlusforSSP.esp

LoversFSE.esp

LoversJoburg.esp

LoversVoiceSSPplus.esp

Lovers with PK.esp

LoversPayBandit.esp

LoversSlaveTrader.esp

LoversNTRburglar.esp

LoversCreature.esp

LoversStopCombatEx.esp

LSTBravilUnderground.esp

LoversRapeSlave.esp

LoversSpermSplashEx.esp

LoversBoxing.esp

LoversTentacleFuta.esp

LoversMotionsNT.esp

Bashed Patch.esp

LoversMB2.esp

Lovers3dorgasmMB2.esp

LoversIdleAnimsPriority.esp

Lovers3dorgasm.esp

LoversAnimObjectsPriority.esp

 

 

The plugin relies on Meshes from the Loverscreatures Sexual organs mod, so if you're encountering invisible creatures, it's probably because you don't have the required meshes.

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Use Donkeys fixed LoversAnimObjectsPriority.esp

http://up.mnty.net/'>http://up.mnty.net/

up002177.zip

Some of Donkeys animations are disabled in the script' date=' but you can enable the animation in the "xLoversCmnGetCreatureType" script.

Only delete and set some " ; "

[/quote']

 

I am already using Donkey's LoversAnimObjectsPriority.esp.

What's the name of the file/script I should edit and where to look for it?

 

Here:

http://up.mnty.net/

[up002328.zip]Fun with Zombie movie clip - or the movie at nauughtymachiniam I provided in my last post.

In those clips the actor uses some spells to get mounted by the creature. From what mod these spells come from?

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Use Donkeys fixed LoversAnimObjectsPriority.esp

http://up.mnty.net/'>http://up.mnty.net/

up002177.zip

Some of Donkeys animations are disabled in the script' date=' but you can enable the animation in the "xLoversCmnGetCreatureType" script.

Only delete and set some " ; "

[/quote']

 

I am already using Donkey's LoversAnimObjectsPriority.esp.

What's the name of the file/script I should edit and where to look for it?

 

Here:

http://up.mnty.net/

[up002328.zip]Fun with Zombie movie clip - or the movie at nauughtymachiniam I provided in my last post.

In those clips the actor uses some spells to get mounted by the creature. From what mod these spells come from?

 

An unreleased mod. Donkey makes movies as he is working on mods. In talking with him I don't know how soon this will be done. We will have to just wait patiently. :D

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LoversIdleAnimsPriority.esp(up002177.zip)

Use TESConstructionSet with OBSE enabled.

Klick Gameplay, Edit Scripts

open script "xLoversCmnGetCreatureType"

make your changes

save script

save the esp (needs very long!)

 

My changed script update fixed some mistakes.

 

 

ScriptName xLoversCmnGetCreatureType

;Get creature

float SetFunctionValue

;float xLoversPkrSPosGroupM

;float xLoversSPosCreatureM

ref me

;ref n

short iRandom

Begin Function { me }

;set xLoversSPosCreatureM to xLoversPkrSPosGroupM

;set n to SetFunctionValue

;The creature immediately return 0

if me.GetIsCreature == 0

return

endif

;Model obtained from the path of the creature creature

 

; New structure for creatures Animations are 501 to 4800 (Baliwog to Zombie) respectively

;@====================================================================================================@

;Baliwog Original 201 new animations 501 -- 600 SposGroup == 100

 

if(me.ModelPathIncludes "\Baliwog\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

if( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 5

SetFunctionValue 501

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 10

SetFunctionValue 502

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 15

SetFunctionValue 1

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 20

SetFunctionValue 2

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 25

SetFunctionValue 3

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 30

SetFunctionValue 4

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 35

SetFunctionValue 5

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 40

SetFunctionValue 6

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 45

SetFunctionValue 7

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 50

SetFunctionValue 8

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 55

SetFunctionValue 9

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 75

SetFunctionValue 201

elseif ( me.ModelPathIncludes "\Baliwog\" == 1 ) && iRandom <= 100

SetFunctionValue 10

endif

 

 

;@====================================================================================================@

;Bear Original 202 new animations 601 -- 700 SposGroup == 100

 

;if(me.ModelPathIncludes "\Bear\" == 1)

; set iRandom to (GetRandomPercent * 0.50)

;endif

if( me.ModelPathIncludes "\Bear\" == 1 )

SetFunctionValue 202

;if( me.ModelPathIncludes "\Bear\" == 1 ) && iRandom <= 50

; SetFunctionValue 601;601

;elseif ( me.ModelPathIncludes "\Bear\" == 1 ) && iRandom <= 100

; SetFunctionValue 202

endif

 

 

;@====================================================================================================@

;Boar Original 203 new animations 701 -- 800 SposGroup == 100

 

if( me.ModelPathIncludes "\Boar\" == 1 )

SetFunctionValue 203

endif

 

 

;@====================================================================================================@

;Clan Fear Original 204 new 801 to 900 SposGroup == 100

if( me.ModelPathIncludes "\Clannfear\" == 1 )

;Clannfear

SetFunctionValue 204

endif

 

 

;@====================================================================================================@

;Daedroth Original 205 new 901 to 1000 SposGroup == 100

 

if( me.ModelPathIncludes "\Daedroth\" == 1 )

;Daedroth

SetFunctionValue 205

endif

 

 

;@====================================================================================================@

;Deer Original 206 new 1001 to 1100 SposGroup == 100

 

if( me.ModelPathIncludes "\Deer\" == 1 )

;Deer

SetFunctionValue 206

endif

 

 

;@====================================================================================================@

;Dog Original 207 new 1101 -- 1200 SposGroup == 100

 

;; if(me.ModelPathIncludes "\Dog\" == 1) && iRandom < 70

; SetFunctionValue rand 1102 1106 ; 1101 to 1103 can still be turned on. just change the value 1104 to 1101 and it should use all other motions.

;

; elseif (me.ModelPathIncludes "\Dog\" == 1) ;&& iRandom < 70

; SetFunctionValue rand 1107 1111

; elseif (me.ModelPathIncludes "\Dog\" == 1)

; SetFunctionValue 1101

; endif

 

if(me.ModelPathIncludes "\Dog\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

 

if(me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 5

SetFunctionValue 1101

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 10

SetFunctionValue 1102

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 15

SetFunctionValue 1103

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 20

SetFunctionValue 1104

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 25

SetFunctionValue 1105

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 30

SetFunctionValue 1106

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 35

SetFunctionValue 1107

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 40

SetFunctionValue 1108

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 45

SetFunctionValue 1109

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 55

SetFunctionValue 1110

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 75

SetFunctionValue 207

elseif (me.ModelPathIncludes "\Dog\" == 1) && iRandom <= 100

SetFunctionValue 1111

endif

 

 

 

;@====================================================================================================@

;Elytra Original 208 new 1201 to 1300 SposGroup == 100

 

if( me.ModelPathIncludes "\Elytra\" == 1 )

;Elytra

SetFunctionValue 208

endif

 

 

;@====================================================================================================@

;FlameAtronach Original 209 new 1301 to 1400 SposGroup == 100

 

if( me.ModelPathIncludes "\FlameAtronach\" == 1 )

;FlameAtronach

SetFunctionValue 209

endif

 

 

;@====================================================================================================@

;Fleshatronach Original 210 new 1401 to 1500 SposGroup == 100

 

if( me.ModelPathIncludes "\FleshAtronach\" == 1 )

;Fleshatronach

SetFunctionValue 210

endif

 

 

;@====================================================================================================@

;Frostatronach Original 211 new 1501 to 1600 SposGroup == 100

 

if( me.ModelPathIncludes "\FrostAtronach\" == 1 )

;Frostatronach

SetFunctionValue 211

endif

 

 

;@====================================================================================================@

;GateKeeper Original 212 new 1601 to 1700 SposGroup == 100

 

;if(me.ModelPathIncludes "\GateKeeper\" == 1)

; set iRandom to (GetRandomPercent * 0.50)

;endif

if( me.ModelPathIncludes "\GateKeeper\" == 1 )

SetFunctionValue 212

;if( me.ModelPathIncludes "\GateKeeper\" == 1 ) && iRandom <= 50

; SetFunctionValue 1601;1601

;elseif ( me.ModelPathIncludes "\GateKeeper\" == 1 ) && iRandom <= 100

; SetFunctionValue 212

endif

 

 

;@====================================================================================================@

;Ghost Original 213 new 1701 to 1800 SposGroup == 100

 

if( me.ModelPathIncludes "\Ghost\" == 1 )

;Ghost

SetFunctionValue 213

endif

 

 

;@====================================================================================================@

;Gnarl Original 214 new Dementia 1801 to 1900 SposGroup == 100

 

if( me.ModelPathIncludes "\Gnarl Dementia\" == 1 )

;Gnarl Dementia

SetFunctionValue 214

endif

 

 

;@====================================================================================================@

;Gnarl Original 215 new 1901 to 2000 SposGroup == 100

 

if( me.ModelPathIncludes "\Gnarl\" == 1 )

;Gnarl

SetFunctionValue 215

endif

 

 

;@====================================================================================================@

;Goblin Original 216 New 2001 to 2100 SposGroup == 100

if(me.ModelPathIncludes "\Goblin\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

 

if( me.ModelPathIncludes "\Goblin\" == 1 ) && iRandom <= 20

SetFunctionValue 2001 ;rand 2002 2004

elseif (me.ModelPathIncludes "\Goblin\" == 1 ) && iRandom <= 40

SetFunctionValue 2002

elseif (me.ModelPathIncludes "\Goblin\" == 1 ) && iRandom <= 60

SetFunctionValue 2003

elseif (me.ModelPathIncludes "\Goblin\" == 1 ) && iRandom <= 75

SetFunctionValue 216

elseif (me.ModelPathIncludes "\Goblin\" == 1 ) && iRandom <= 100

SetFunctionValue 2004

endif

 

 

 

;@====================================================================================================@

;Grummite Original 217 new 2101 to 2200 SposGroup == 100

 

if( me.ModelPathIncludes "\Grummite\" == 1 )

;Grummite

SetFunctionValue 217

endif

 

 

;@====================================================================================================@

;Horse Original 218 New 2201 -- 2300 SposGroup == 100

 

if(me.ModelPathIncludes "\Horse\" == 1)

set iRandom to (GetRandomPercent * 0.33)

endif

 

;if( me.ModelPathIncludes "\Horse\" == 1 )

; SetFunctionValue 218

if( me.ModelPathIncludes "\Horse\" == 1 ) && iRandom <= 25

SetFunctionValue 2201

elseif ( me.ModelPathIncludes "\Horse\" == 1 ) && iRandom <= 50

SetFunctionValue 2202

elseif ( me.ModelPathIncludes "\Horse\" == 1 ) && iRandom <= 100

SetFunctionValue 218

;elseif ( me.ModelPathIncludes "\Horse\" == 1 ) && iRandom <= 100

; SetFunctionValue 2203

endif

 

 

;@====================================================================================================@

;Hunger Original 219 2301 to 2400 SposGroup == 100

 

if( me.ModelPathIncludes "\Hunger\" == 1 )

;Hunger

SetFunctionValue 219

endif

 

 

;@====================================================================================================@

;Imp Original 220 new 2401 to 2500 SposGroup == 100

 

;if(me.ModelPathIncludes "\Imp\" == 1)

; set iRandom to (GetRandomPercent * 0.33)

;endif

 

if( me.ModelPathIncludes "\Imp\" == 1 )

SetFunctionValue 220

;if( me.ModelPathIncludes "\Imp\" == 1 ) && iRandom <= 25

; SetFunctionValue 2401;220

;elseif ( me.ModelPathIncludes "\Imp\" == 1 ) && iRandom <= 50

; SetFunctionValue 220

;elseif ( me.ModelPathIncludes "\Imp\" == 1 ) && iRandom <= 100

; SetFunctionValue 2402

endif

 

 

;@====================================================================================================@

;Jyggylag Original 221 new 2501 to 2600 SposGroup == 100

 

if( me.ModelPathIncludes "\Jyggylag\" == 1 )

;Jyggylag

SetFunctionValue 221

endif

 

 

;@====================================================================================================@

;LandDreugh Original 222 new 2601 -- 2700 SposGroup == 100

 

if(me.ModelPathIncludes "\LandDreugh\" == 1)

set iRandom to (GetRandomPercent * 0.33)

endif

 

if( me.ModelPathIncludes "\LandDreugh\" == 1 ) && iRandom <= 25

SetFunctionValue 222

elseif ( me.ModelPathIncludes "\LandDreugh\" == 1 ) && iRandom <= 50

SetFunctionValue 2602;2601

elseif ( me.ModelPathIncludes "\LandDreugh\" == 1 ) && iRandom <= 100

SetFunctionValue 2601

endif

 

 

;@====================================================================================================@

;Lich Original 223 new 2701 - 2800 SposGroup == 100

 

if(me.ModelPathIncludes "\Lich\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

 

;if( me.ModelPathIncludes "\Lich\" == 1 )

; SetFunctionValue 223

if( me.ModelPathIncludes "\Lich\" == 1 ) && iRandom <= 5

SetFunctionValue 2703

elseif( me.ModelPathIncludes "\Lich\" == 1 ) && iRandom <= 15

SetFunctionValue 1

elseif( me.ModelPathIncludes "\Lich\" == 1 ) && iRandom <= 25

SetFunctionValue 2701

elseif( me.ModelPathIncludes "\Lich\" == 1 ) && iRandom <= 40

SetFunctionValue 2702

elseif( me.ModelPathIncludes "\Lich\" == 1 ) && iRandom <= 75

SetFunctionValue 223

elseif( me.ModelPathIncludes "\Lich\" == 1 ) && iRandom <= 100

SetFunctionValue 2704

endif

 

 

;@====================================================================================================@

;MehrunesDagon Original 224 new 2801 to 2900 SposGroup == 100

 

if( me.ModelPathIncludes "\MehrunesDagon\" == 1 )

;MehrunesDagon

SetFunctionValue 224

endif

 

 

;@====================================================================================================@

;Minotaur Original 225 2901- 3000 SposGroup == 100

 

if(me.ModelPathIncludes "\Minotaur\" == 1)

set iRandom to (GetRandomPercent * 0.50)

endif

;if( me.ModelPathIncludes "\Minotaur\" == 1 )

; SetFunctionValue 225

;if( me.ModelPathIncludes "\Minotaur\" == 1 ) && iRandom <= 10

; SetFunctionValue 2904

;elseif( me.ModelPathIncludes "\Minotaur\" == 1 ) && iRandom <= 20

; SetFunctionValue 2905

;elseif( me.ModelPathIncludes "\Minotaur\" == 1 ) && iRandom <= 20

; SetFunctionValue 2902

;elseif( me.ModelPathIncludes "\Minotaur\" == 1 ) && iRandom <= 30

; SetFunctionValue 2903

if( me.ModelPathIncludes "\Minotaur\" == 1 ) && iRandom <= 50

SetFunctionValue 225

elseif( me.ModelPathIncludes "\Minotaur\" == 1 ) && iRandom <= 100

SetFunctionValue 2901

endif

 

 

;@====================================================================================================@

;MountainLion Original 226 new 3001 to 3100 SposGroup == 100

 

;if(me.ModelPathIncludes "\MountainLion\" == 1)

; set iRandom to (GetRandomPercent * 0.60)

;endif

if( me.ModelPathIncludes "\MountainLion\" == 1 )

SetFunctionValue 226

;if( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 10

; SetFunctionValue 3006

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 10

; SetFunctionValue 3001

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 20

; SetFunctionValue 3002

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 30

; SetFunctionValue 3003

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 40

; SetFunctionValue 3004

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 50

; SetFunctionValue 3005

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 60

; SetFunctionValue 226

;elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 100

; SetFunctionValue 3007

endif

 

;@====================================================================================================@

;MudCrab Original 227 new 3101 to 3200 SposGroup == 100

 

if( me.ModelPathIncludes "\MudCrab\" == 1 )

;MudCrab

SetFunctionValue 227

endif

 

 

;@====================================================================================================@

;MurkDweller Original 228 new 3201 to 3300 SposGroup == 100

 

if( me.ModelPathIncludes "\MurkDweller\" == 1 )

;MurkDweller

SetFunctionValue 228

endif

 

 

;@====================================================================================================@

;Ogre Original 229 new 3301 to 3400 SposGroup == 100

 

if( me.ModelPathIncludes "\Ogre\" == 1 )

;Ogre

SetFunctionValue 229

endif

 

 

;@====================================================================================================@

;Rat Original 230 new 3401 to 3500 SposGroup == 100

 

if( me.ModelPathIncludes "\Rat\" == 1 )

;Rat

SetFunctionValue 230

endif

 

 

;@====================================================================================================@

;Scamp Original 231 new 3501 to 3600 SposGroup == 100

 

if(me.ModelPathIncludes "\Scamp\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

;if( me.ModelPathIncludes "\Scamp\" == 1 )

; SetFunctionValue 231

if( me.ModelPathIncludes "\Scamp\" == 1 ) && iRandom <= 25

SetFunctionValue 3501

elseif (me.ModelPathIncludes "\Scamp\" == 1 ) && iRandom <= 50

SetFunctionValue 231

elseif (me.ModelPathIncludes "\Scamp\" == 1 ) && iRandom <= 100

SetFunctionValue 3502

endif

 

 

;@====================================================================================================@

;Shambles Original 232 new 3601 to 3700 SposGroup == 100

 

if( me.ModelPathIncludes "\Shambles\" == 1 )

;Shambles

SetFunctionValue 232

endif

 

 

;@====================================================================================================@

;Sheep Original 233 new 3701 to 3800 SposGroup == 100

 

if( me.ModelPathIncludes "\Sheep\" == 1 )

;Sheep

SetFunctionValue 233

endif

 

 

;@====================================================================================================@

;Skeleton Original 234 new 3801 to 3900 SposGroup == 100

 

if(me.ModelPathIncludes "\Skeleton\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

;if( me.ModelPathIncludes "\Skeleton\" == 1 )

; SetFunctionValue 234

if( me.ModelPathIncludes "\Skeleton\" == 1 ) && iRandom <= 25

SetFunctionValue 3801

elseif (me.ModelPathIncludes "\Skeleton\" == 1 ) && iRandom <= 50

SetFunctionValue 234

elseif (me.ModelPathIncludes "\Skeleton\" == 1 ) && iRandom <= 100

SetFunctionValue 3802

endif

 

 

;@====================================================================================================@

;Slaughterfish Original 235 new 3901 to 4000 SposGroup == 100

 

if( me.ModelPathIncludes "\Slaughterfish\" == 1 )

;Slaughterfish

SetFunctionValue 235

endif

 

 

;@====================================================================================================@

;SpiderDaedra Original 236 new 4001 to 4100 SposGroup == 100

 

if( me.ModelPathIncludes "\SpiderDaedra\" == 1 )

;SpiderDaedra

SetFunctionValue 236

endif

 

 

;@====================================================================================================@

;Spriggan Original 237 new 4101 to 4200 SposGroup == 100

 

if( me.ModelPathIncludes "\Spriggan\" == 1 )

;Spriggan

SetFunctionValue 237

endif

 

 

;@====================================================================================================@

;StormAtronach Original 238 new 4201 to 4300 SposGroup == 100

 

if( me.ModelPathIncludes "\StormAtronach\" == 1 )

;StormAtronach

SetFunctionValue 238

endif

 

 

;@====================================================================================================@

;Troll Original 239 new 4301 to 4400 SposGroup == 100

 

if( me.ModelPathIncludes "\Troll\" == 1 )

;Troll

SetFunctionValue 239

endif

 

 

;@====================================================================================================@

;WillotheWisp Original 240 new 4401 to 4500 SposGroup == 100

 

if( me.ModelPathIncludes "\WillOTheWisp\" == 1 )

;WillotheWisp

SetFunctionValue 240

endif

 

 

;@====================================================================================================@

;Wraith Original 241 new 4501 to 4600 SposGroup == 100

 

if( me.ModelPathIncludes "\Wraith\" == 1 )

;Wraith

SetFunctionValue 241

endif

 

 

;@====================================================================================================@

;Xivilai Original 242 new 4601 to 4700 SposGroup == 100

 

if(me.ModelPathIncludes "\Xivilai\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

;if( me.ModelPathIncludes "\Xivilai\" == 1 )

; SetFunctionValue 242

if( me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 5

SetFunctionValue 4601

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 10

SetFunctionValue 4602

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 15

SetFunctionValue 4603

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 20

SetFunctionValue 4604

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 25

SetFunctionValue 4605

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 30

SetFunctionValue 4606

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 35

SetFunctionValue 4607

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 40

SetFunctionValue 4608

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 45

SetFunctionValue 4609

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 50

SetFunctionValue 4610

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 75

SetFunctionValue 242

elseif (me.ModelPathIncludes "\Xivilai\" == 1 ) && iRandom <= 100

SetFunctionValue 4611

endif

 

 

;@====================================================================================================@

;Zombie Original 243 new 4701 to 4800 SposGroup == 100

 

if(me.ModelPathIncludes "\Zombie\" == 1)

set iRandom to (GetRandomPercent * 0.60)

endif

;if( me.ModelPathIncludes "\Zombie\" == 1 )

; SetFunctionValue 243

if( me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 5

SetFunctionValue 4705

elseif (me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 20

SetFunctionValue 4701

elseif (me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 20

SetFunctionValue 4702

elseif (me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 30

SetFunctionValue 4703

elseif (me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 40

SetFunctionValue 4704

elseif (me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 50

SetFunctionValue 243

elseif (me.ModelPathIncludes "\Zombie\" == 1 ) && iRandom <= 100

SetFunctionValue 4706

endif

 

 

;@====================================================================================================@

;Hitode Original 301 new 4801 to 4900 SposGroup == 100

 

if( me.ModelPathIncludes "\zzzLoversHitode\" == 1 )

;Hitode

SetFunctionValue 301

endif

 

 

;@====================================================================================================@

;Mushroom Original 302 new 4901 to 5000 SposGroup == 100

 

if( me.ModelPathIncludes "\zzzLoversMushroom\" == 1 )

;Mushroom

SetFunctionValue 302

endif

 

 

;@====================================================================================================@

; Tentacle Original 303 new monster 5001 to 5100 SposGroup == 100

 

;if(me.ModelPathIncludes "\zzzLoversTentacle\" == 1)

; set iRandom to (GetRandomPercent * 0.60)

;endif

 

if( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 )

SetFunctionValue 303

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 10

;if( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 5

; SetFunctionValue 11

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 10

; SetFunctionValue 2

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 15

; SetFunctionValue 3

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 20

; SetFunctionValue 4

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 25

; SetFunctionValue 5

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 30

; SetFunctionValue 6

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 35

; SetFunctionValue 7

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 40

; SetFunctionValue 8

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 45

; SetFunctionValue 9

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 50

; SetFunctionValue 10

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 75

; SetFunctionValue 303

;elseif ( me.ModelPathIncludes "\zzzLoversTentacle\" == 1 ) && iRandom <= 100

; SetFunctionValue 1

endif

 

 

;@====================================================================================================@

 

 

;if( me.ModelPathIncludes "\\" == 0 )

;Other

; SetFunctionValue 0

;endif

End

;

; 20399

;

 

 

So I have all LoversMotionNT and Donkeys or LoversCreatures Animation.

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Do you mean www.4shared.com/ (LoversMotionNT) registration is free' date=' easy, no problems.

[/quote']

 

Free, easy and not working. I tried to register thrice and every single time I receive an error and "10 logins mistake, wait for 24hr". Awesome.

Why do people even use the _you_need_to_register_ filedumps? Does that make them feel better or what?

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