gregathit Posted October 21, 2012 Posted October 21, 2012 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? Seems a bit of a hostile attitude for getting something for free. For many 4shared is a very reliable and easy to use upload site. While Mediafire is great for the US folks it is impossible to use without a proxy for folks in the UK (and other places). Bottom line, what may be good for you may not be good for them.
Miala Posted October 21, 2012 Posted October 21, 2012 Seems a bit of a hostile attitude for getting something for free. For many 4shared is a very reliable and easy to use upload site. While Mediafire is great for the US folks it is impossible to use without a proxy for folks in the UK (and other places). Bottom line' date=' what may be good for you may not be good for them. [/quote'] ...and that is exactly why two download links are max. Makes sense. Nevermind then. I'll find some other way.
bytion Posted October 21, 2012 Posted October 21, 2012 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? Seems a bit of a hostile attitude for getting something for free. For many 4shared is a very reliable and easy to use upload site. While Mediafire is great for the US folks it is impossible to use without a proxy for folks in the UK (and other places). Bottom line, what may be good for you may not be good for them. +1 I live in France, Mediafire seems to be the 3rd best upload site for me, u don't need to register to download, and as a free download site, it can give u up to 500kb/s, which is more than enough for me. I know sometimes ppl get mad with these sites, but u can't blame the uploader, they don't know where u live, and what sort of ISP u have, just like I can't download a single shit from any Russian site.
Nepro Posted October 21, 2012 Posted October 21, 2012 LoversAnimObjectsPriority.esp (up002177.zip) Use TESConstructionSet with OBSE enabled. Klick Gameplay' date=' Edit Scripts open script "xLoversCmnGetCreatureType" make your changes save script save the esp (needs very long!) My changed script 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 <= 5 SetFunctionValue 2201 elseif ( me.ModelPathIncludes "\Horse\" == 1 ) && iRandom <= 20 SetFunctionValue 2202 elseif ( me.ModelPathIncludes "\Horse\" == 1 ) && iRandom <= 50 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 * 0.50) 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 3007 ;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 if ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 50 SetFunctionValue 226 elseif ( me.ModelPathIncludes "\MountainLion\" == 1 ) && iRandom <= 100 SetFunctionValue 3001 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. [/quote'] Whenever I try to save the script I get this message: Script 'xLoversCmnGetCreatureType', line 26: Script command "SetFunctionValue" not found. Line 26 is: SetFunctionValue 501
xartom Posted October 21, 2012 Posted October 21, 2012 ^ Maybe it's commented out with the ';' at the start
fejeena Posted October 21, 2012 Posted October 21, 2012 Nepro did you use TESConstructionSet with OBSE enabled? Create a desktop-shortcut to obse_loader.exe, Then you need to make a change after creating it. Right-Click on the new shortcut and choose Properties. When the Properties window opens look at the Shortcut tab. Find the line that says "Target:". Change the end of the line to add -editor . It should look something like this: "E:\Program Files\Bethesda Softworks\Oblivion\obse_loader.exe" -editor Click OK and you're done. This shortcut will now load OBSE and launch the CS.
Nepro Posted October 21, 2012 Posted October 21, 2012 Ok it works but my CS crashes as soon as it gets opened. :C
gregathit Posted October 21, 2012 Posted October 21, 2012 You may need the CS extender: http://oblivion.nexusmods.com/mods/36370 Use version 51 as it doesn't require you to use the beta version of OBSE.
Nepro Posted October 21, 2012 Posted October 21, 2012 No luck even with CS extender. :C @fejeena can you upload your eps, please.
fejeena Posted October 21, 2012 Posted October 21, 2012 I never had problems with "normal" CS in the last years. But I installed CS extender version 51 about 3 or 4 weeks ago, and it's really good. My esp has some additional changes, add extra bear, gate-keeper and Imp animations.(renamed kf and ini files). And I don't know if Donkey likes it when I upload a modified version of his mod. Can you download from 4shared? Then I can make you a version(without additional changes) and delete it after you downloaded it.
Nepro Posted October 21, 2012 Posted October 21, 2012 I never had problems with "normal" CS in the last years. But I installed CS extender version 51 about 3 or 4 weeks ago' date=' and it's really good. My esp has some additional changes, add extra bear, gate-keeper and Imp animations.(renamed kf and ini files). And I don't know if Donkey likes it when I upload a modified version of his mod. Can you download from 4shared? Then I can make you a version(without additional changes) and delete it after you downloaded it. [/quote'] Yes I can. Send me link in private message please. @fejeena - Thanks
fejeena Posted October 21, 2012 Posted October 21, 2012 I found a bug ( 1 horse animation too much ) in the script copy that I post here ( so also in my esp ) Still fixing and checking. update:I sent you the link. esp with no extra changes, so no need to rename kf and ini files.( all Donkey animation are in you esp, I only enabled some old LoversCreatures animations in my own esp )
gregathit Posted October 22, 2012 Posted October 22, 2012 I never had problems with "normal" CS in the last years. But I installed CS extender version 51 about 3 or 4 weeks ago' date=' and it's really good. My esp has some additional changes, add extra bear, gate-keeper and Imp animations.(renamed kf and ini files). And I don't know if Donkey likes it when I upload a modified version of his mod. Can you download from 4shared? Then I can make you a version(without additional changes) and delete it after you downloaded it. [/quote'] Donkey does not like altered versions posted anywhere on the net. You are free to alter it for your own personal amusement but not to upload it anywhere for others. Taken from the OP of Donkey's new animations project: "The only mod i did not give permission to create new stuff is animation project, because i don't want anyone messing that one up since i spend most of time creating that one. it was created from the ground up, so all of it was my own work." Also be aware that LoversNT distribution is not allowed at this time either. Thanks.
Ark of Truth Posted October 22, 2012 Posted October 22, 2012 Has Donkey released any new animations packs yet?
gregathit Posted October 22, 2012 Posted October 22, 2012 Has Donkey released any new animations packs yet? Single animations - yes, but no packs. Based on the PM's I got from him, he may be tweaking more of them and may even be updating some of the lovers plugins to work with rev96 but nothing set in stone. You can grab the couple of animations that he has put out at his 4shared account here: http://www.4shared.com/folder/vo3dY3K1/4Shared_By_Donkey.html
fejeena Posted October 22, 2012 Posted October 22, 2012 Sorry, I only did it because Nepro couldn't get his CS to work. Made the script changes for him. Only he downloaded it, before I delete the file from 4shared. will not happen again! ( I spank myself )
Damoriva Posted October 23, 2012 Posted October 23, 2012 Hey...what's that red menu Donkey has in his videos? Looks like a newer/alternate version of LoversCreatures or something.
Guest Posted October 23, 2012 Posted October 23, 2012 @Damoriva, yep, that's his version of loverscreatures. Dunno if he'll make it public. Alright everyone, I'm experiencing a problem. I can't get the goblin anim (#216) from MotionNT to work. I've tried various things but I can't seem to get it to play. Does anyone know what I should do?
GrimReaper Posted October 23, 2012 Posted October 23, 2012 @Damoriva' date=' yep, that's his version of loverscreatures. Dunno if he'll make it public. Alright everyone, I'm experiencing a problem. I can't get the goblin anim (#216) from MotionNT to work. I've tried various things but I can't seem to get it to play. Does anyone know what I should do? [/quote'] Are you using Donkey's version that he uploaded on up.mnty? If so, I've experienced that the MotionNT animation won't play, instead this version still uses the bland standard one (+ the two better ones). If you want to replace that one you have to do that manually. Go to the place where you unpacked LoversMotionNT and rename the 216 animations to 2001 (_defmotion is in character, _offmotion in the creatures folder) and copy them into your Oblivion folder. And don't forget to do the same for the ini-files, too.
Guest Posted October 23, 2012 Posted October 23, 2012 @Damoriva' date=' yep, that's his version of loverscreatures. Dunno if he'll make it public. Alright everyone, I'm experiencing a problem. I can't get the goblin anim (#216) from MotionNT to work. I've tried various things but I can't seem to get it to play. Does anyone know what I should do? [/quote'] Are you using Donkey's version that he uploaded on up.mnty? If so, I've experienced that the MotionNT animation won't play, instead this version still uses the bland standard one (+ the two better ones). If you want to replace that one you have to do that manually. Go to the place where you unpacked LoversMotionNT and rename the 216 animations to 2001 (_defmotion is in character, _offmotion in the creatures folder) and copy them into your Oblivion folder. And don't forget to do the same for the ini-files, too. It worked! Thanks!
gregathit Posted October 23, 2012 Posted October 23, 2012 Hey...what's that red menu Donkey has in his videos? Looks like a newer/alternate version of LoversCreatures or something. Well, we won't know until\unless Donkey does release it, but yes he is revising his lovers creatures plugin. To my knowledge he is still working on it based on his PM's and other comments he has posted in various places. I sincerely do hope that he does post it on his 4shared account when he completes it and is satisfied with the changes.
Damoriva Posted October 23, 2012 Posted October 23, 2012 Hey...what's that red menu Donkey has in his videos? Looks like a newer/alternate version of LoversCreatures or something. Well' date=' we won't know until\unless Donkey does release it, but yes he is revising his lovers creatures plugin. To my knowledge he is still working on it based on his PM's and other comments he has posted in various places. I sincerely do hope that he does post it on his 4shared account when he completes it and is satisfied with the changes. [/quote'] Ah okay, it's still a WIP. Thought it was something on here that I somehow managed to completely miss multiple times. Thanks for that info.
Nepro Posted October 23, 2012 Posted October 23, 2012 Has Donkey released any new animations packs yet? Single animations - yes' date=' but no packs. Based on the PM's I got from him, he may be tweaking more of them and may even be updating some of the lovers plugins to work with rev96 but nothing set in stone. You can grab the couple of animations that he has put out at his 4shared account here: http://www.4shared.com/folder/vo3dY3K1/4Shared_By_Donkey.html [/quote'] If I will just put the new Donkey's animations from these packs into the right folders will they work?
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