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Nessa

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  1. Only thing I've found is one of the CC's plays with the navmesh slightly. Nothing problematic that I can see however. Specifically The Cause. (Had to look it up. I LOATHE the CC crap naming conventions! Stupid thing is named "ccbgssse067-daedinv". ðŸĪĄ) So naturally I started another new game and............... It's totally fine. Door opens as it should. 😅ðŸĪĢ
  2. Great work as always. I've only encountered one hiccup and it's weirding me out. The Dwemer bank in the Rift. I can't seem to actually activate the door from the outside 😆 I've checked. It is activatable, the navmesh seems fine. And I can exit the place fine. But something somehow is preventing me from using the door from the outside. Going to have another check at my load order now to see if anybody is getting in the way.
  3. Decided to go ahead and try it now. Downgraded to Acheron 1.4.2. HOWEVER forgot to toss your new script patch. (So that may have an effect.) No camera/menu control freeze! Scene proceeds as expected. Crawling anims work and I can move around now. SL anims initiate as expected. One quirk: I can move around while tied up which is too funny. (Especially the hogtied anim. She looks like a shark moving around. ðŸĪĢ) Could be your new patch, not sure. Anyway... that is a minor nitpick. Definitely is an Acheron issue for sure. EDIT: And OF COURSE I miss your post AGAIN. 😆 I'll for sure turn on logging tomorrow and get some logs for this. 😆
  4. OK, tried the new patch on a brand new save minus YK and double checked everything (going to triple check tomorrow in case late night eyes missed something). ANNND..... Defeat happens. Camera and all controls frozen. NPCs will talk a little bit. Crawling animation works... but no controls so I can't move. Timer runs out. NPCs talk a little more. And.... stand there. And nothing else happens. 😆 YK on the other hand does actually do SL anims. And... then still locks my controls. (For reference.) If nothing turns up tomorrow on my triple check of required mods... I'll turn on logging and see what the heck is going on here! 😅 EDIT: I keep managing miss your posts before I post! 😆 I'll try downgrading as well as a test tomorrow, thanks! EDIT 2: Fun side note! The spinning cam that activates if you don't touch a control for awhile? STILL WORKS! ðŸĪĢ
  5. Decided to try out the latest up and coming Defeat mod! Very sorry to report: total control freeze out as well. 🙈 What's interesting is gpc indicates I actually have full control when I don't. Camera is locked. ESC and inventory locked. Movement locked. Console still works at least. Crawling animation works but can't move anyway. (When triggered.) Funnily enough I can send my character flying (pushactoraway) and she'll get back up... and still have no controls available. COC to another cell? Locked. On Skyrim 1.6.640, SL 1.65, PD 0.42, Acheron 1.4.4. Of curious note: I have YK as well. That also freezes controls. Could be an Acheron issue. Tried a dirty test by deactivating YK (I noticed the comment in this thread earlier). No effect. I'll try a new game and see what happens as well as double check I've got everybody updated properly. EDIT: Just noticed your patch. Will try that and get back to you when I get a moment.
  6. Was doing some testing and I think I identified the issues some people were having with my ancient CC patch. Some kind of bad formatting in the .json was causing weird results with Creature Framework. (I could swear there was a guide at one point but I have no idea where now.) Presenting it again here in it's more recent combined form. I've done some cursory testing and now the horses are all showing up as expected regardless of load order. The boss ayleid guy isn't handled as that's more than a copy/paste job in nifskope. (Not willing to do full on editing for this anymore. 😆) CC Baka Patch Combined(1.2).7z NOTE: There's some kind of horse armor system for the wild horse CC I think. Not tested! If I actually get far enough in my current game to get through it, I'll have a look at dealing with that. Requires: Plague of the Dead Wild Horses The Cause Baka's ABC MNC (You are here.) And naturally all their requirements. Also affects a little patch I made for Redcap. Original post below. https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1885816&key=4f21cab1058380f577d25e2dfed58900 As always, anyone is welcome to add-on or incorporate this into something else.
  7. Then you installed the wrong version. The SE version is an ESL which can't happen on form 43 anyway. Should be automatic in MO2. EDIT: Hah, ok just tried it. You have to select SE. 😆
  8. I was asked to throw this together. And for some idiotic reason I said "Sure." 😆 This is a patch to get RedCap recognized in Creature Framework. What it does: Registers RedCap in Creature Framework Adds excited part based on Baka's rieklings with matching texture. -- Collisions and everything. Renames RedCap's custom race so SL (via MNC) can be used. Is ESL-ified naturally. Gives redcap the appropriate keyword to work with SLEN. What it isn't: Does not add custom meshes for each armor set. -- Give me a break. ðŸ˜ą Plus stuff like the pirate hat would clip anyway. Has not been thoroughly tested. -- It works for the base creature but I'm not sure about the armor system. There are entries for all of them though. I'm not sure if Redcap rides a boar or not. That hasn't been handled. Don't look here 💀: Requirements (in case it's not obvious): RedCap MNC Baka's ABC (Along with all its requirements!!) Anyone is more than welcome to add on to this. Redcap SL Patch-(v1.2).7z EDIT: I was reminded that SLEN compatibility consists of a keyword. Oops. New version has that. EDIT Version 1.2: Turns out, the "null" on normal armor apparently causes the little guy to go around constantly excited. 1.2 fixes this. Probably. 😆
  9. NOT USING THEM ALL!??? ðŸ˜ą It wouldn't take a whole lot to fix. Or even make your own just for the one. You just need to copy over Pandorable's NPC appearances to a new patch. As for my patch, I can't even remember it at all now. (I'm using another missives mod now.) I think this mod added a few inventory items? I think? Or perhaps a faction? Been way too long. For modern Skyrim I'd suggest something like SPID to handle this so you don't have to edit NPC/creatures directly anymore. That would negate the need for patches at all.
  10. How the hell did I miss this!? ðŸ˜ą Right in the middle of an FO4 run and I was annoyed with the guy bodies too. 😆
  11. Really like the new patrol stuff. (Well I think it's new. I'm not even sure what version I was on before!) 😅
  12. Actually I can't even remember what needed changing. ðŸĪŠ (I make a lot of patches!) But if you load Pandorables et al. below this mod, they won't be trolls. But may lose ... whatever it is this mod did to them. 😅
  13. You could load them lower true, but they wouldn't retain the changes made by this mod. They would however not look like trolls. 😁
  14. My patches simply use the Pandorable and Kalilies appearances along with the changes made in this. As for trolls well... vanilla NPCs are ALL trolls. 😅 (No offense to trolls. 😆)
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