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bcw81

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  1. Any chance to update this for AE 1.6.640? Edit: Read back and saw you said to use 1.63; sorry for missing that.
  2. Seems to be working fine, though bodyslides would be nice. (Trying to create my own bodyslide seems to have removed the animation so... ?
  3. Just an idea for a future release: Different colors based on race. I want glowing blue chaurus - but bonus points if you can make each one configurable.
  4. This doesn't look right, does it? Out of the box there should be 3 for each of these, right? Then I added the Painterly texture set linked in the main download page, so now it should be showing as 4/4/4 - or am I missing something? I am using v 0.11 posted earlier on this page. Okay that was a me-issue. I fixed this by uninstalling the mod, loading up my save, making a new save without the mod, closing, turning the mod back on in MO, and then loading it back up. When I loaded in, it went through the proper folder detection thing that it did not do the first time. It was still showing -1/-1/-1 in the MCM so I make another save, reloaded it, and now it's showing up properly as 4/4/4.
  5. Because this is the top hit when you search for the error message: DAR now comes with an INI file in the SKSE folder called DynamicAnimationRepacer.ini as of Version 1.1.1. Edit that to increase your animation limit with DAR. I have mine set to "AnimationLimit=0x6000" and I can load the game, I have not gotten far enough in for real testing yet.
  6. Try opening the console and typing 'help <creaturenamehere>'. That will pull up a list of objects/npcs/rooms/spells in the game with that name, then you type 'player.placeatme <RefNum>' where refnum is the number on the left hand side of the console window on the same line as the creature you want to spawn. (Command 'Help Forager') Note: if you have a reference number (refnum) that starts with FF these are temporary numbers and should not be used. If you notice in the screenshots, I did that myself and though it said I was spawning a kwarma forager it spawned a frostbite spider. When you use the correct number (one that does not start with 'ff') then it spawns the correct creature. The creature will spawn (more or less) wherever you're looking. Use pageup/pagedown on your keyboard to scroll through the console window.
  7. There's a few cells changed in the esp: A few few doors and such are changed to French.
  8. As a guy with zero hand in the creation of any of this, I'm pretty sure if you use the DLL version it'll be fine.
  9. In addition to what tejano2828 said the poster for SoS Papyrus also indicated it runs slower than the DLL version, and the OP for SoS AE said that the DLL will be required for his future mod. I've been running with the papyrus version for about ~24hrs now without any significant issues. Worst I've got is every so often after large battles one or two of the NPCs will keep their SoS underwear on. I'm sharing this more as a holdover for the DLL rather than as a permanent replacement. I run through new saves every few days, so it's not an issue for me. If you want to keep your old save I wouldn't recommend this.
  10. The papyrus version of SoS requires a new game, it can't read the schlongs if you try to load it on a save with regular SoS data.
  11. Thanks for working on the DLL, until then the Papyrus version still works with the latest AE release.
  12. Hey, just want to say thanks for these. I wanted to try using some new armors models since I always default to the same few packs and this allowed me to try out a few of Nordwar's things without either A) having giant tit-plates that flop about (overexaggerating) from the few 3ba conversions I've seen out there B) leaving it default and just leaving gender indistinguishable. Thanks for the work!
  13. Hey, thanks for the work - I always love a good FOMOD - but this seems to be working incorrectly. After selecting the settings I wanted it's uh... Not unpacking.
  14. Do you have an example of what wasn't working? I use both CBP and SMP and don't see issues.
  15. Try the attached file. When I was porting it we had two versions, I wanted to try getting the DD version to work because I thought I found what went wrong the first time. I haven't encountered a dwarven ruin yet, so no crashes on my end - but this should remove DD from the list of spawnable creatures I think. DemonicCreatures.esp In MO just merge this with your current DC install and it should overwrite the ESP. I dont think you'll need to do anything else. (Though you may need to wait 30 days for the cell to reset)
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