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kael828

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About kael828

  • Birthday 07/21/1963

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  1. I get an error message when starting SKSE to run the game 'OSLAroused_SKSE.dll disabled. Only compatible with versions earlier than 1.6.629' =( Will this be updated to the latest version? I have to uncheck this in my modlist until then
  2. Thanks Rosvinar! I'm also having problems with things like OStim and HDT physics for KS hair. So... I've deleted everything and am starting again from scratch. I need my bouncy hair and cloaks... and scabbard if it's been ported to SE... and the bodies of course, Once those are in and actually working correctly (insert headache and frustration... Ostim especially), I'll try this mod again as well while my mod list is light. And I'm missing another... I had it... Random Body Generator thing that would randomize body parts, not insert random pre-made bodies. Ahh well. New job starts soon and this will become something I do only now and then =/
  3. Just curious what this mod does exactly, mainly because while I have it loaded, it does not show up in the MCM. Is it supposed to show up there for us to customize, or does it just autorun. Does it only work once entering a dungeon? Does it only work against the player, or can the player take down and dominate a NPC? Read the description, but that seemed to say what features it has vs other similar mods. I thought I understood it, but maybe it just isn't loading correctly in my mod list, also a possibility.
  4. I'm having trouble getting this installed. I've placed it in the stellaris/mod folder. There is the 'descriptor' file, and the 'zs animated species' file. Which of these needs to be in the corresponding 'documents' folder? I've tried placing both, I've checked the path, etc. But I keep getting the error 'incorrect path'. I've checked the path, it's correct. Is there an issue with the latest build of Stellaris? Edit: I've got the mod listed in the 'installed mods' and the 'playsets' successfully, but nothing shows up in game. No errors to the 'path' this time.
  5. I resolved most issues now. I created the new .nifs, paid attention to where they were being dropped, went there and copied them and put them in two other mesh folder structures. One of them worked. One was to go straight back to the real game directory and drop the meshes there, which, had actually NO .nif data for the female chars whatsoever. So I ended up copying the whole folder from Caliente's female mesh folder (where MO2) was dropping them, into the actually appropriate mesh folder in the real game folder. There wasn't even the proper folder listed either. So... if anyone else has that issue with MO2...
  6. So I had this thought... which came from using the mod Being Female: Using BodySlide, one could make a char on the 0% side that looks younger (teen), and on the 100%, full adult. I had this thought originally that it would be cool if such a thing could be 'tagged' into the Being Female mod such that a baby is born, then upon reaching a certain age ( X amount of days goes by, the 'baby' becomes a child TKAA style or whatever), then X amount of days goes by again and the child grows into a teen (and as days go by, the teen's bodyslide/nifs percentage slowly moves from 0% to 100% and adulthood, starting at about 70% or whatever) and can become either 1) a playable character (I don't know if this is even possible, but choose the 'teen child' and it loads a new game with this teen child (loads the teen child's body/facegen info) you can play, then go back and click on some item that represents the original game save and reloads that). Would give a family heritage style of game. Or 2) the easier option, is that the 'teen' can now instead be chosen as a follower to join the parent on adventures, etc. - Bandit killing, dragon slaying, tomb raiding family occupation! Another option would be that the 'child' info is saved into racemenu and the player would 'create' that character, then have an in game item that linked the 'child' to the parent(s)' home, etc. So the child can freely roam around and swap items/gear from/with the parents' home and loot storage bins. This would require somehow reading the parent's saved game info and linking/merging them, which is probably impossible. Is it possible to swap from one playable character in the game to another, without exiting the game? Probably not... The easiest option, and most desirable, is that a folder is created in which the player can place the .nif body meshes and textures into for customization, which Being Female accesses when a child is born. 1) A baby is born, the type the mother carries around, then 2) the baby grows into a child and does the standard child things as already available with Being Female (I think), then 3) the child grows into a teen at the .nif0 point, and begins to 'grow' toward the .nif1 body (make a setting that the number of days can be adjusted for player's preference), and at this point, the player can click on the 'daughter' to become a family companion. I don't know how to do body adjustments for a male child with .nif0 to .nif1 as I don't know if a bodyslide for male options even exists. Maybe can scale a youngish looking male mod up from a short height to a taller height?
  7. Problem number 2. 3BBB installs just fine. Made a bodyshape to my liking in BodySlide and 'built' it into the game. Made a female char and all is well and good. Everything works fine *** (except KS Hairdos SMP - game crashes whenever I try to give her the SMP hair. Set Bijin's NPC char replacers to have the KS Hairdos SMP and they just don't show up - bald Bijin women all over. Baffled there as well) *** Problem # 2 is... no other female character in the game uses the body I created and built into the main char assets folder. It looks like they are using the base CBBE SMP body with about B sized breasts. Nothing I do changes their bodies at all, in any way. I use the sliders to create clothing sets and I can see in BodySlide that while the clothes look to be for the body shape I have made, the body under the clothes is still the base CBBE unmodified shape. I've even built the body with CNTL so I can hand place them in the folder to make sure they are where they need to be. Perplexed here... never had this problem before. I'm thinking maybe the problem is an error I get on game load which.. i'm also baffled as to how to get thes corrected via this MO2 loader program.. Error: "FNIS PCEA2 stopped with ERRORS: - Last FNIS generation failed." but every time I run FNIS it lists no errors at all. And as PCAE2 tends to have something to do with the characters, this is the only thing I can think of =/
  8. Just a quick mention... for the heck of it, I tried this in SE. It actually works with the only problem of not having any animations hooked to it, so they just stand their overlapping each other while the sounds go on. Then they finish and back to normal game play. I tried the Necro non replacer anims, but those stopped SE game from loading. So all this really needs to work in SE is an animation set linked to it that works ?
  9. false alarm. seems the mod manager I was using couldn't handle it. I switched to Mod Organizer and it handled it just fine. All is well, except for the outdated manager I was using ? I'll edit my post above now. Just got it working again last night after many months, literally, so was engrossed back in game play.
  10. The fomod for CBBE 3BBB has never worked for me. It gets to about 70% initialization, then stops. I always have to install by opening the zip file and trying to figure out what to choose from there. Probably the main issue for me. I just ran through this test as best I could, but when it came to the body, no. Could only pick the best I could decipher. So, fail for me =/ Edit: SOLVED. Switched to Mod Organizer from an older mod manager I'd been using and it works fine now.
  11. I've had the 'they don't follow' problem before. I think it has to do with the order of any 'follwer management mod' you might have. I use immersive Amazing follower mod. Try dropping your .esp file toward the bottom of your mod list. I apologize that I don't remember exactly how I fixed the issue for myself.
  12. I just tried this a couple of times. The result is that after the sex, I have no keyboard response - can't move, can't open inventory, etc. I can only hit escape to bring up the menu to reload a save. Any ideas anyone?
  13. I grew up in Silicon Valley, worked for Sega of America briefly as a tester and had a brief marriage to someone who worked for Lucas Arts, SoA, Acolade and Dream Works. I also worked for Creative Labs and had a chance to work with NVidia on a couple of joint projects, and also was able to see a lot of what game companies were doing or going through in the development process. But... ...the closest I was able to really get in the development portion was working for EA in testing (much more recently) where I had a much clearer view of development processes and demands. We averaged 6 day weeks (mandatory for the last 5 months of the project, and 10 hour days was also mandatory, but we actually worked an average or 12-13). However, I had the benefit of liking the game I was testing. That is one of the key issues in game development - do you think of it as a job, or something you like and would do anyway at home? I liked it. The hours were long, but the campus was great and so was the team I worked with. I could easily work that sort of job doing 50-60 hour weeks on a more permanent basis. I also tried creating a small company for a project. Finding funding was somewhat difficult and we did not have the right talent to complete the project. (FAIL!). So I am no longer a part of that company, putting the project more on a hobby scale until I can get more help or funding.It did progress to a fairly good point with the basics. And on that note: If any of you talented modelers and/or animators care to work on some things for it, message me! No pay atm as is usually the case, because it isn't financed. But the base programming is largely in place to have a solid base to work with. I have designed the project to incorporate the ability for modders to ... well, mod for it to your heart's delight, in a multiplayer enviroment. And of course, what is the project? A multi-staged effort of development with the first stage involving (in a fantasy based combat style game) creating simple combat rooms to challenge other players to duals or team combat with emphasis on a complex magic/spell system. What is currently done? A couple of 'rooms', basic menu system, ability to go in and fight some creatures. Multiplayer is almost functional now. What is needed? Good character models of male and female (just human for now, and relatively high poly - 2-3K), and awesome animations for them - various movement and combat types. And if anyone knows how to make really good spell effects... We are using the Unity engine for now. My goal is to get it looking good enough to try for kickstarter and get real funding. Good characters, animations and spell effects will accomplish that. If interested... message me! Even if just to seek more information about the project!
  14. Just loaded and tried out the new feature: A) All weapons away, empty handed - make the 'I submit' shout and the NPCs go into non-hostile mode, strip the character of money and armor, then walk away. Attack and allow character to be beaten down - NPC(s) strip character of money and armor, then walk away. No rape assault is occurring. I checked the settings - sexual content is checked on, etc. All was working correctly before I upgraded to this latest version. NOTE: The only odd issue worth mentioning otherwise is that the latest Sexlab upgrade shows all of its settings in the MCM to have the '$' signs all over - no numerical values listed. So something is wacky with that, but everything was working fine with all sexlab and sexlab related mods despite that issue. So not sure if it has any bearing on this or not. Will continue testing by turning on and off some of the settings.
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