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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?

 

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.

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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.

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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?

 

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.

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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

Link to comment

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.

Link to comment

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.

Link to comment

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 :)

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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 )

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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.

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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

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@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?

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@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.

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@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!

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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.

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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.

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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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