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Just Checking

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  • Birthday 02/23/1990

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  1. I didn't see this exact issue when I did a quick search so hopefully I'm not parroting something that's been asked about a hundred times. I did Show of Strength, resisted the whole way through and after my character was "escorted from the palace" by the other characters I went on my merry way figuring the quest was over and all was done. Ever since, Ulfric, Balgruuf and Igmund seem to be constantly pathing to my character. Took me a little while to notice and now I don't want to back track my save, but I can't interact with them like this in any capacity that the characters are normally supposed to serve. On top of that, Ulfric causes absolute pandemonium near Imperial aligned guards. Fast travel shakes them for a little while as they seem to get left behind and have to walk to reach me, but if I wait in Solitude for the general store to open, I come out of waiting to the blasting sound of unrelenting force as Ulfric starts a one man war with the entire law enforcement system of Solitude. Riverwood almost turned into a graveyard because he got in a fight with a guard there and every NPC that is considered a Stormcloak supporter rushed to his aid, which prompted the guards to then attack them as well. If I have to reload and lose a few hours that's fine, I'll live, but the novelty of the situation is starting to wear off a little and just become an inconvenience. It's possible I didn't wait long enough after what I thought was the end of the quest and now they're just stuck to me trying to do something they aren't able to anymore.
  2. Hey quick question about wicked attributes, I like to randomize my town so they have their traits without me having to hand pick them all, but sims tend to end up with quite a few traits. Is there a way to limit how many traits a sim can get randomized? I haven't seen anything like that in the options myself but maybe I've missed something. It would be nice to be able to press a button that assigns like... 2 or 3 traits to each sim chosen at random from the list. As it is it almost feels more like a 50/50 roll is made independently on each trait.
  3. Hey after I get defeated, whether my character is assaulted or not, they have a permanent cut to their movement speed. I know there's a post assault "Raped" debuff that damages your speed and some regenerations but even after that effect is gone I'm still stuck going at about half speed. Anyone know why that might be happening?
  4. Small question, I ran one of the rescue quests and the quest target keeps getting knocked over and asking me to not hit them whenever they get close to me, which is constantly because they follow so close. I don't imagine the problem is this mod specifically because I noticed sometimes random event npc's would just attack me when I approached but if it is the same issue, it's interacting noticeably with the rescue targets, so I figured I'd ask here. Are there mods that will cause this issue by using, for instance, cloak spell effects? I remember brawling was a big one for mods that use cloak spells for their tracking effects because the cloak, while not hostile, would still be read by brawling as breaking the fight's rules with magic. Does this mod, or maybe Notice Board itself, suffer a similar issue? Edit- Realised there was in fact a mod I was running that added an effect that was probably causing it, Dealing With Daedra adds an effect that drains magic around your character. Haven't confirmed that's what's causing it yet but I would bet that would do it. Will probably edit again when I have a chance to test this idea.
  5. Thanks for the reply. Doesn't look like I have anything overwriting SLSO or these tweaks, or even anything else messing with Utility from what I can gather. I disabled Utility and the Tweak patch and things seem to be working fine now, whatever was happening may have had a less obvious source. I did install Cum Alchemy and Swallow Need, could be SN's patch for SLSO didn't play nice with this mod's Utility patch somehow.
  6. I've been getting my load order set up for a new run of the game and looking into this mod. Is this still an issue others experience? I noticed a couple times where orgasms couldn't occur, I'm guessing it's this. Maybe I should just disable Utility and the patch for the time being?
  7. Yeah I got stung by the update. Comments on the downgrade patcher have some pinned instructions by the creator to manually download the last skyrim version's files from steam's console though. Just tried it out and it works so if you're having trouble rolling back, go to that page and follow those instructions.
  8. When the grown-ups want to do things Cora has to wait in the landing bay. They're airtight, right?
  9. 2 Purgatory is meant to pick you up after the Violate Bad End event. I don't actually know if Purgatory can trigger off of anything else, to be honest. But yeah, once the Bad End animation ends Purgatory will kick in. Don't know if it works with a non-lethal bad end, I believe there are settings in Violate to decide the lethality of the event (Never, only with stronger enemy, always).
  10. Took me a bit to come back to this but thanks for the suggestion. Not quite what I was looking for but like you said, it's an option I have right now. Using two distinct xenotypes and just implanting them as appropriate is way more logistically sensible than having a single xenotype that can somehow distinguish and filter traits based on another trait. The mod that gives "dominant genes" basically does this, but if two dominant xenotypes reproduce it uses normal gene mixing rules, for my purposes I'd basically want to change that function into being a coin flip of which of two dominant xenotypes get inherited. In the meantime, this solution will basically do what I want, like you said it's only a single extra step.
  11. So Biotech is really cool, I can basically make what amounts to new alien races in my games without having to rely on Humanoid Alien Races and other mod authors to have already made the thing I'm looking for, and addons for it only improve things, but I've hit a specific snag. Thought it would be interesting to have a colony of co-dependent xenotypes where males are always born one type and females are always born another to get a sort of biological roles thing going, but I haven't found anything that can quite do that. I've found a few mods that add a "male only" and "female only" gene, another that adds a dominant gene so children will always be of the dominant parent's xenotype, and those combinations set up for some fun colony dynamics, but it's not quite what I'm looking for. I saw reference to Sex Matters but it looks like it's not set for 1.4, and looking at it I didn't think it would quite do what I'm looking for. RJW's support for Humanoid Alien Races lets you specify how often a child will be the mother or father's species, or even if they're hybrids, so I'm tentatively assuming the same thing is possible for biotech, but I haven't found anything that says "Xenotype inherited by male/female" or anything similar. Anyone know a mod or settings I might have missed that lets a child inherit either of their parents complete xenotypes and not just mash them together or only get the same one each time?
  12. That's all pretty fair, I figured those constraints would be the reason. Also holy cow, 11 minutes on just the one option, that's still a pretty impressive amount of material. But yeah, I get that. Would be so easy if we could just slot another image or video into a list and it just adds it in on the loop, but you gotta work with the game as it is, right? Regardless, it's good to see you back and this getting worked on.
  13. I see we can still only choose one category, I'm guessing merging them all into one long loop like the mod was originally would just be too long to use as the menu loop. Any intention to make combos? I understand you can't reasonably include every possible combination into the one download without it ending up being like 200gb in size, but would uploading some separately be feasible, or just too much work and storage for the smaller number of people that might want a certain mix?
  14. Any word on this issue? I've also had a problem with pawns going into labor and then just nothing coming of it. Do we know if it's an issue with Rimworld's reproduction stuff, or if it's something RJW causes? If it's not a common enough occurrence to know what's going on I'll run on the assumption it's some kind of unfortunate incompatibility with another mod just coming together to break that function and make a note to myself to somehow start the hunt for what's causing it sometime.
  15. Unless something changed in a recent version, I was pretty sure you could do this. You need to have tamed the animal first though, since it's a surgery and you can't do surgery on wild animals. Or maybe the animal just needs to be downed from an injury or something so you can rescue it, maybe you can perform a surgery on a rescued wild animal while it's still incapacitated, I don't remember.
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