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Protovix

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  1. I've been playing with enemy surrender and so far the "bandits surrender" portion is going great, as is binding bandits and dragging them with me. But I have a question I couldn't find answers to in the mod description I was hoping someone could answer. Is it expected behavior for the "kill" option in the enemy surrender dialogue to cause the enemy to disappear like they're being disabled or is that a bug / issue with my game? I figured it would just kill and ragdoll them so I could loot the corpse. There are some surrendering enemies I can't leave alive like bounty bandits or quest targets, and it's weird to have to re-kill them from full hp. Other than that, I've never posted much before so I wanted to say THANK YOU Kimy for the incredible mod, it's my favorite on the site and I really appreciate the amount of work you did to make it. edit: SSE
  2. Hey everyone, I'm using CCAS with this mod and I'm a bit confused on the Necromancer's Pet quest that this mod starts when you pick that CCAS start. I managed to pickpocket the master's key and then killed my master. I have the quest sitting right now at the stage where it says "escape your master and find clues about your past" but I don't have any idea where to begin doing that. Is there some objective that I'm missing? thanks. edit: I read through the papyrus source and it looks like that quest simply isn't finished past that stage, for future reference. Stage 10 is the last useful stage.
  3. Same here.... please help! mmm, if the menu has no text, it's usually a sign the MCM menu has not initialized itself yet. if waiting for a while or quicksave/quickload doesnt trigger the MCM menu initialization, I would tend to think something is broken. what you can do: first try to de-activate (as in uncheck the mods in NMM plugins panel) the mod (and the mods that depend on it) and reload/resave your game and re-activate the de-activated mods, ONE AT TIME, because something, activating too many mods at once cause the mods to not initialize correctly. if that doesnt work, I fear you are good for a clean re-install of the mods. btw, I used 1.39b with skse v1.7 without problem, so it *should* work. I meant the main game menu. Something about SKSE 1.7 makes my crap itself at the main menu and freeze. Everything loads properly in TESVedit but the actual "continue, new game, etc" doesn't show up and I have to force the game closed. I have too many mods to troubleshoot properly, but I have isolated it as being one of my SKSE mods. It's not a big deal, somebody has kindly sent me a link to the old version.
  4. Sorry if the answer to this is available somewhere, but is there any place I can get sexlab v1.39b at? I decided to come back to skyrim but I'm not really in the mood to wait around for all my SKSE mods to update just to use sexlab. My game works just fine with skse v1.6, but when I use 1.7 I don't even get menu text. It just sits there not doing anything on the menu with no text. My load order is fine, TESVedit comes up fine, LOOT runs fine, etc. Thanks in advance for answering.
  5. Hey guys, I'm loving this mod. I do have a problem though that I encountered recently - I forced a bandit chief to submit, stole her stuff, and did my thing. After that, I selected the option to kill her and everything went fine. I moved on and a few hours of play later, I find that on loading a save I get the option to loot her inventory again - with only the items I didn't take still there. After I closed out, it teleported me to the middle of nowhere (no terrain, just ocean and something in the distance) and played one of the rape animations with no second actor. This continued (without the teleporting) every time I loaded a save until I exited the game, but didn't occur on a re-launch. Now, every so often this script will run again on loading a save and I'll have to totally exit the game and re-load. Does anybody know what could have caused this?
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