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  2. also maybe vortex/nexus mod manager while you're at it. the place it puts the files automatically does not seem to work properly (at least when it comes to the create_load_list thing) for me it is putting the file into pal content paks LogicMods ~mods AnimJSON (also note, I also have a folder that is pal content paks ~mods and I'm not sure if I should move all the contents out of the logicmods folder that popped up)
  3. Having a problem a bit further into the story that I am in need of assistance with. 1. When the minutemen nabbed me Gristle and Murphy had their dialogue with them before the two began attacking the slaves. I had to talk to Gristle but he was so distracted by them that he wouldn't speak to me. I countered this with teleporting him to me away from the slaves, which caused them to follow after him, and it worked but it leads me to my next problem. 2. The next quest with the scientist where she has you strapped down for a monster teehehe. We needed gristle to guide us there which he did but the slaves came with him and he immediately begins attacking them and gets distracted. After sometime I was able to talk to him so that I could get strapped down but then he goes back to attacking them. When the monster shows up its bugged and is just staring at me and I'm not sure if it has to do with Gristle going off on the other three slaves.
  4. If you removed him from this mod, it might be present in another mod. Apparently it's easy to accidentally add these records in a mod when using them as a base template when creating NPCs. Hunting down exactly where it's coming from can be a bit of a pain though... likely easier if you're more familiar with xedit tools than I am though. :)
  5. i had issues with my site (hotlink protection misbehaving) and someone made me aware of it on Discord so I was able to quickly fix it. Berni's fix was published by Berni here on LL, please use the official update from them - i removed that in favor of it. For the base furry mod (first link), try redownloading now please : >
  6. No idea but giving Sims the Flirty trait seems to help them along. Sometime they connect and sometimes not. I think Passion just triggers random couples every now and then. What I usually see more often is married sims doing it at various locations but it depends on the settings if you allow them to fool around at public lots.
  7. No worries, enjoy! More of the non-Nexus friendly variety hopefully (pending permissions). Other than that I am open to suggestions for other conversions.
  8. Do these happen to be outside, in the Tamriel worldspace? I'll admit to limited testing in the open world, so I actually don't know how it may differ. Next update I will test more thoroughly though, and hopefully solve this issue. No, this uses the OStim Animation framework, which does not support creatures. There is this attempt, which I have not tested and judging from the comments doesn't seem to function anyway. I also am not fond of creature content, so I will not actively try to incorporate it into this mod. If someone were to find an easy method then I would add it, but I will not be actively attempting to make it work. Must be something with Acheron's own code, as its Acheron itself that chooses the consequences, not this mod. That's interesting to note though. With the next update, this shouldn't be a problem though as this mod should (hopefully) be the only consequence that needs to be active.
  9. Not related. You get it through Molly's questline.
  10. They look good in bodyslide! Thank you again for doing this!
  11. Generic "I need help" messages are extremely difficult to reply to because I have zero context for what's going on. The installation instructions are on the main page and in the ReadMe.txt, if you follow them correctly then it should be working, you'll know it's working because text will show up in-game saying "Project Sugar Cake is Installed"/"is Running". Ensure you installed all the requirements and put them in the right place. If you need more personalized help then you can try our Discord where we actively try to help people and have pinned messages to help further. Forums like this aren't really set up for strings of conversation like a generic help message is, if you provide more details about your issue then I can help, otherwise I can't do anything with generic help questions or questions that are already answered in the main post since I'll have no information to provide.
  12. Never had a problem with the vr version of FNIS but if the game is working for you then great,
  13. Hey! I've created interracial-themed neon signs featuring the Jack, Queen and King of both Hearts and Spades. They are just like ordinary signs, only glowing lol. I often make interracial swatches in my work and your suggestions are always welcome 😉
  14. And after you said that, you repeated exactly what I said. )) You are right, all light masters and light plugins are given one FE slot by the game. FE(254) is the slot number, the next three hex digits (0-4096) denote the plugin number and the last three hex digits (0-4096) are given to the plugin to number its NEW entries. But, actually, this space is usually occupied by one regular esl or esm plugin. This is what I meant in my previous post. Now I'll tell you how it works. ESLs, even though they have the slot number penultimate, are loaded after ESM but before ESP. NEW light plugin entries are loaded the same way between ESM and ESP. Light plugin entries that override entries from other mods are loaded, obeying the general loading order. In the example of your mod, all NPCs with ID FExxxyyy will be loaded BEFORE all ESL files, including BEFORE the Commonwealth Captives master mod is loaded. Personally, I don't see that there would be any problem in this case, but have you thought about it? What changes to the master file could, under the existing loading order, break your mod and the whole game in general? Can you guarantee that this won't happen? The whole point of my first post apparently escaped the readers. I didn't ask to be lectured on hexadecimal addressing in Fallout 4. I simply said that there is no need to create unnecessary POTENTIAL points of failure in a game that already has enough problems of its own. Good luck with that! )) PS. Please clean your mod of errors, though. Especially since you know about them and wrote about it yourself.
  15. Could someone more skilled then me convert https://www.nexusmods.com/fallout4/mods/21162 There is a 3BBB (CBBE) Conversion out there, a normal CBBE, but the only Fusion girl conversion out there is extremely broken and honestly just shit. I sadly do not have the time to convert all of the coats bones to FG Not to mention all the details like the knives and other such items.
  16. I lost the preset but I don't really need it. You can select Sophie in the console, grab her ID and open looksmenu with her ID, and save the preset.
  17. To be really, really safe I also start the game after switching my system offline. No wifi, no download.
  18. Hey OsmelMC, Just tested its definitely something that was done in the new update. Just did a roll back to the previous SexLab Util+ and it works no issue with the Improved Cameras 1st person scripted function.
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