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VAAlucard

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  1. Is there a setting that has to be added to the SBR Config for Lustlings to get pregnant? I was thinking about adding it to the SBR pregnancy Config file under the Compatible Races line, but was wondering if anyone else using Lustlings knew if this was necessary.
  2. I'm running DAR v1.20 for Skyrim LE and am getting the "Too Many Animations" pop-up. I know that there is .dll that was floating around the SE/AE forums to fix it as well as the introduction of an .ini file in later version of DAR. However with that said, I'm not entirely sure if that .dll will work on v1.20 for LE and DAR v1.20 for LE doesn't come with the .ini file. If anyone knows of a fix for this that will work for this version for LE, I'd immensely appreciate it. *Note* Trace Logs and Mod order not supplied as I'm not having an issue related to them. I can just simply uninstall any mods that use DAR until fixed as none are the core mods of my build and are just for immersion.
  3. Unfortunately, I have completely scrapped my work on a viable "Defeat" style mod. I unfortunately lack the time, patience, and know-how to successfully pull it off. It seems like the issue may have been in handling the transformation of actors into animation nodes (this thought appears to have been confirmed by the what i read in the Changelogs for SxBR on the main page. Thank you Erina for the awesome work btw). My idea was to set the transformation on a timed delay in order to give other mods that may affect damage scripts a chance to operate first and the sequence would be finished by my "Defeat" style mod. Unfortunately, this did not work. I had it set up so that upon an actor hitting "0 HP" would be locked as a "furniture" item for 5 seconds before being transformed into a node. At first this resulted in the actor freezing in place and then either instantly dying after 5 seconds or staying frozen indefinitely. I fixed that issue, it ended up just being a minor mistype in the script. However, another problem reared it's ugly head. What usually ended happening after i fixed that error of stupidity was that the actor, upon being transformed would die but leave behind an a copy of themselves as a transformed node. With NPCs that would have been fine if not for the fact that those nodes would stick around indefinitely. Of course with where PC was concerned, it would create a copy of the PC with the actual PC respawning on their ship. That created node would also stick around indefinitely ( left my computer running for a full 12 hrs while i was at work just come home and be greeted by the PC-copy still being there. I tried adding lines of script to get the "Copies" to despawn after a 60 second timer but it didn't work either. My hope is that this new iteration of SxB Reborn has fixed the issue where nodes created by Defeat were invisible and uncontrollable. I also hope that someone can either pick up and fix the current "SxB Defeat" or create a better one. Even if it were to mean that I had to throw some money into a commission.
  4. I'm trying to make a Defeat-style mod for the game using SxB:R but not having any luck. I just can't seem to get my wrap my head around how to get it to work. I was drawing some inspiration from the original SxB Defeat but definitely wanted it to handle things differently. I'm gonna scrap what I have and start from scratch. If anyone that is more experienced at making StarBound mods has any tips for me, i'd appreciate it.
  5. I second this. Unfortunately, even with some of the tweaking I tried to do, I could not get SxB Defeat to work with SxBR so I've essentially given up on my attempt to make a mod using SxB Defeat as the foundation. I'm not that knowledgeable in making mods to begin with though. If I was a bit better at it, I would probably just try to make an entirely new mod to handle defeats.
  6. I too had that issue. Reverted to 2.03, it seems to be working fine for the moment. Not really even sure what v2.05 does.
  7. I really like the Sticky .xml that is provided by COSIO and would love to use it, but I'm not sure if any tweaking needs to done to make it co-operate with COCO. The biggest thing that gets me with COCO is the MCM to enable and disable it's SMP or PE modes. I'm not entirely sure how that works within itself. I know had some issues with the CBPC system that has about the same MCM setup for SE. In truth, I wish there was a way for CBPC to work on LE, but I believe that there is a limitation with engine of LE.
  8. Well the nexus page shows that it has the vaginal, anus, and belly collisions on 3BBB. As far as the bones, I'm not entirely sure. The chest pieces seem to be fine. I may just have to use the COCO Reference Body provided in the main download and convert them through Outfit Studio. I kind of know how to do that but might need to track down the Outfit Studio tutorial that used to be posted here on LL.
  9. I'm using COCO 3BBB as well, only issue I seem to be having is with bone collisions. I've tried using the SMP with the SMP+PE patch but it didn't fix it. I've also been trying to a remodel of the vanilla and dlc armors and clothes for COCO but without any luck. I use the CT77 one for CBBE and I figure it should work since COCO 3BBB is a CBBE body, the torso armor seems to work fine but the gauntlets and legs are clippy
  10. I too am having this issue. I also use Sexlab Utility+. I've got mine load SLSO and have all the patches I need for my mods to be work the way they are supposed to. I've started a brand new game multiple times. At this point probably just gonna get rid of Sexlab Uitl+ and any that depend on it.
  11. yeah I would love to see this come back updated for 1.4. I really enjoyed the mod in 1.3 and thought that the creators and contributors did an excellent job.
  12. Well thank you for the input, I'll look but I don't think I have any hair mods.
  13. I need help understanding my Trace Log. I'm getting errors that I don't know how to fix. I should note that this is on the latest 1.3 build, I had been running 1.4 but many of the mods I like had not been updated to 1.4 and switching back to 1.3 fixed many of their issues. My goal is to get the mods I installed to be more stable and work the way the authors intended until such a time that they are updated for 1.4. I should also note that I'm using Lescentia Labs from the Git that has the version that is compatible with 1.3 and 1.4 because the newer version is only compatible with 1.4. Ideally I'd like to know how I can create patches to get the mods to work with either 1.4 or to patch the ones that are only compatible with 1.4 to 1.3. TraceLog.txt
  14. I think i'm gonna hold off until this mod gets a few more releases to iron things out. I've tried the most recent build but I get CTDs everytime a werewolf spawns, I've tried with a fresh start with just this mod and dependencies, I've tried with HDT Werewolves, I've tried without HDT Werewolves. I am highly interested in this mod but at this time i'm gonna go back to using HDT. I'd like to wish the creator the best of luck. I'm gonna add this to my "Watch" list in the hopes that it whatever is causing the CTDs may be fixed in a future update. Normally I'd leave a load order but since my last attempt with a clean start and minimal install, I just don't see the point.
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