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sen4mi

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  • Birthday 02/04/1987

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  1. Wait, really? Hmm... I was hoping for integration with locking game mechanics (and removal mechanics) like real handcuffs and DD. But commonwealth slavers sort of introduced a check against kft because of problems it caused there, if I understand right, so I was thinking that I needed to wait. *checks* I guess I see https://www.loverslab.com/files/file/32918-expanded-gag-dialogue-for-kft/, and https://www.loverslab.com/files/file/33295-latex-collar-curse/ appeared a few hours ago, so that's two. Edit: no, I see that commonwealth slavers actually added support for kft. So I had that backwards. oops Did I miss anything?
  2. How could we know? You have not told us much here. Perhaps this is coming from a mod you have installed? If so, maybe you could uninstall that mod (which probably would need you to start a new game...) But maybe it's something else?
  3. I do not think KFT is ready for that. KFT does not support existing mods. No one has written mods for players which use KFT.
  4. Maybe setting FPSH_CollarMaster to the NPC's actorvalue, in the console, would work?
  5. And sometimes you need to reinstall mods after other mods have been installed. (Ideally, the manual lists mods which have an installer which depends on other active mods.)
  6. I downloaded a copy of the file. There's no bodyslide support here. It's probably rigged for vanilla.
  7. What mod is "Animal Lover and Wasteland Seducer" mod? (For some reason, searching files here does not find me a mod with that name...)
  8. I see two mods that egoballistic has posted in "Framework & Resources". Does this mod work with both of those? Just one of those? Some other mod which is in a different category? https://www.loverslab.com/profile/2916389-egoballistic/content/?type=downloads_file
  9. I do not know enough to be sure, but I imagine the problem with AAF removing your ears/tails during scenes is because the scenes use a clone of the player, and the cloning process does not know how to clone these ears/tails. Beyond that... Are these intended to be anatomy or devices? (That matters for both modders and players, because the concepts would be so different.)
  10. That wizard can also useful when the player is dealing with "broken" mods and the animations do not chain together properly and/or do not fit the dialog which led up to them. (I put "broken" in quotes, because mods which use custom animations often have many dependencies on other mods and when mods do not work well together, isolating or even characterizing the issue can be difficult. And on top of that there's the "stable code" issue where fixing things breaks something else.)
  11. I've sometimes added debugging statements to the approach code. One thing that I have frequently seen is the mod requesting an npc referencealias from the game, and the game refusing to provide one. This happens even when NPCs I think would be suitable are nearby. I do not know how to further isolate this issue.
  12. You could make backup copies of your save. A bigger question is whether you could detect problems when they happen (instead of waiting for future sessions to break). https://www.nexusmods.com/fallout4/mods/44949 can help with that (though it's not perfect and needs help from the mods themselves).
  13. It doesn't really matter, because no one else has adequately addressed the same niche.
  14. Sadly, none of these mechanisms are perfect. Not microsoft's not kasperki's, no one's. Which doesn't help when something like this happens. I'm assuming there was no embedded trojan, but ... we do the best we can?
  15. I am getting a virus scan warning from the most recent update here (Wacatac.B!ml trojan). I have no idea what that means. I suspect it's a false positive, but maybe it's something wrong with the archive. Would it be possible to pack it differently or something?
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