Jump to content

asianboy345

Members
  • Posts

    270
  • Joined

  • Last visited

  • Days Won

    1

4 Followers

About asianboy345

  • Birthday 01/01/1970

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The Nun skin replacement seems to only contain like 4 sprites and doesn't fully replace the class's full movesets. Is this an error or is there something wrong with the download?
  2. For example, the new wild horses, zombies and goblins creatures don't have MNC support for SL scenes.. I think I remembered someone made one for the wild horses, but no clue on the zombies and goblins
  3. Would it be possible to add an option when asking an NPC to engage with the animal so that the PC will join them to make a FFC or MFC scene? There's not a lot of mods or ways aside from debug mode to trigger those types of scenes.
  4. I notice that this version auto-import all the settings but not the expression tab. I have custom expression from another mod here where I need to import them into the framework and they works fine, but the expression settings are reset on subsequent new games instead of the custom ones. All other settings are auto-load on new game, just not expressions. Also, not sure if it's this mod or something else, but animations on beds seems to be a bit too close to the head of the bed (where the pillow is). Standing animations are usually fine but lying down animations have the character clipping part of their body into the bed's headboard. I think if these animations can rotate 180 degrees, they would fit the bed just fine, but unfortunately the rotate hotkey doesn't work for bed animations
  5. One thing that irks me about the original SL that I hope it'll eventually be fixed is the "only use same sex animations for same sex scenes" toggle. Because from my experience, that setting doesn't work at all, regardless of what you tell it. Seems like SL gives priority to the mod's scene starter first and if the scene has FxF then the setting is ignored unless you have no FF animations. For sample, Amorous Adventures' free sex dialogue option after you've completed their quests and you're playing Female DB. The scene always call for Lesbian animation no matter if the toggle is on/off. Even with SL+ Using SL Tools to get around this is fine but hopefully we'll get a cleaner fix for that option.
  6. There's a new mod Dirt and Blood Expanded that was released recently. Seems like that one is not fully compatible with this version (animation doesn't play). https://www.nexusmods.com/skyrimspecialedition/mods/87960 Any one got the two to work together, and if not, any chance for a compatibility patch?
  7. I'm having weird micro-stutter with this config installed as well. Reverting back to v2.2 and has no issue.
  8. I ended up doing that permanently. I enjoyed the atmosphere and the randomness of it that sometimes make me laugh but it can be a bit intrusive sometimes. I went to Sleeping Giant, talked to the high elf about sending her brother a letter, and in the middle of the conversation, she got teleported to the nearby bed and was having sex with Gorr from Interesting NPC. Not anything game breaking but a way to reduce the frequency would be helpful
  9. A suggestion for NPC prostitute's auto scenes, give an option in the MCM to control the cooldown and maybe allowed time frame when they work (day or night or both). Sometimes, I notice that these scenes happen a bit too often, even interrupting quest dialogues for quests from this mod (like the elf in Sleeping giant)
  10. The kissing animations and the toys solo Female animations (the one with the bottle) has some really weird loops for stage 1-2. I think these stages are supposed to have a custom timer but they're not playing properly. Anyone have the same issue and/or find a way to fix them?
  11. Hi, So I found this estrus addon on a KR site, Mimic Trap. Seems similar to the old Estrus Mimic but affects stuffs like gold and gems instead of container chests It's developed by a JP guy so all the MCM settings are in JP, but I'm having a difficult time trying to figure out how to translate this, even machine google translate, to English. There's no interface folder, no MCM folder, the esp are all in English since it's just hidden effects copied from Estrus and there's no localization files. The MCM seems to be entirely script-based so I have no clue how the Korean players manage to translate it to KR from the original language. Even if there's not a way to do this w/o getting the source files from the original author, 'I'd at least want to know what is what to set the MCM settings. anyone here either know how to translate this or just know Korean in general and can give a quick rundown on what the MCM options are? You can see the Korean MCM screenshots in the link below: https://arca.live/b/tullius/64199525?category=모드&target=all&keyword=estrus&p=1
  12. I assume this is a port using the old Ostim version and not NG. Ever since Ostim updated to NG, the animation packs need to be updated as well or the scene can't display facial expressions, sound, can't read tags or increase the pleasure gauge. Looking at the Ostim porting guide to NG, seems like it's just a lot of tedious works with the xml files
  13. I got to Hroki and got through the dialogues with her but I noticed that she's continued to be registered as a follower even after the scene is done. Using Quick Follower Command shows that she's always on the list and can be teleported to the player. There doesn't seems to be a dialogue to "dismiss" her from this as far as I can tell. So far this mod is quite impressive in terms of scope. This is just a quick bug that I found after a short playtest
  14. A pretty big mod just got updated and doesn't seems to have any voice file yet. Can anyone try to take a crack at it?
  15. I've had troubles getting the animals like the dogs from the first quest (not Bailey) to follow me inside the Animal Mansion. If I go outside, they're right there in front of the door but they and any follower I have, can't seems to go inside the mansion with me. Which bugs out the quests where I have to bring them to the basement. Bailey has this issue, too, but it seems he has a failsafe to teleport him inside and outside the mansion if needed. I think this teleport failsafe should be added to all creatures and even customers. As soon as your character reach the quest marker and if the animals are not in the same cell as you, they should be teleported there so you can complete the quest And I can't even get around this with NFF because they're not really followers in that sense so I can't use that mod's teleport function to fix this.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use