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stobor

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About stobor

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  • Birthday 03/03/1966

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  1. stobor

    Devious Cidhna (May-5-2018)

    Very possibly. I have no idea why it would be incompatible, if all the dependencies are present in SE-compatible form, but nobody's ever reported such a problem with Oldrim. You'll likely have more success debugging Skyrim SE issues on a thread dedicated to that. In other words, not here.
  2. stobor

    Rogue Sexbot

    @xenic: The outfit in question is from the Rogue Prototype mod (optional). The chem sound (and chems are used, either Overclock or Psychobuff depending on what mods are present) is normal in that situation; dying horribly is not, unless you've got some other mod that makes you allergic to Psychobuff. I've made no attempt to put the player character under AI control, there's just so many ways for that to go horribly (and frustratingly) wrong. Even in rigidly controlled circumstances, that's flaky at best.
  3. stobor

    Rogue Sexbot

    You mean like Sturges banging away on the terminal in the museum? Hmm, I'll have to see if I can figure out what Idle that used, maybe it can be worked in somehow. As to other plans, the only concrete ones are bug fixing & updates for newer AAF (there have been some changes to the API to make it more extensible and future-proof, and this mod needs to take advantage of those changes). But suggestions are welcome. Several small features (and one not-so-small encounter) have already been added in response to such feedback. No promises, of course.
  4. stobor

    Devious Cidhna (May-5-2018)

    @chubjub: No, that quest's not repeatable.
  5. stobor

    Being a Cow

    If you're locked in a milker when 'your master calls', you can get stuck in an infinite loop - your breasts (and milk) grow faster than the milker draws it down. Might want to make the interval between breast growth changes longer (or make the size increments smaller). Probably not a common problem, since the timing has to be just right.
  6. @reistr: No, the endings are mutually exclusive.
  7. stobor

    Being a Cow

    A few other things to add: The game-time-passing change in the captured cow scene is good, well done. I would guess you'll be adding the same to the captivity scenario in Riften? The captivity in Riften passes super quick, it feels rushed. One idea to make it seem like time is passing: have the scene fade in / fade out a couple more times to signify time passing in a drugged blur. The parade in Riften was flaky, but I suspect that's purely due to Skyrim path-finding being flaky. It seemed to get particularly confused if there were two almost-equal paths to the Master, and dithered between them if there was any hint of obstruction, but it worked out in the end. Once fur/tats appear on the character, the progression appears to work fine, no further need of a save/reload to get them to show up. So if there's a problem, it seems to be unique to first application of the textures. Face textures also showed up without any problems.
  8. stobor

    Being a Cow

    Skyrim - Being a Cow - Tats 1.7e.7z
  9. stobor

    Being a Cow

    @skyrimfet: A few other minor nits: I'd mark the bac_watchdog magic effect 'hide in UI', since it doesn't seem to be relevant to users. I'm seeing the sneak buff (from horns & ears) twice because of the two different slot versions of the item. That might be another candidate for hiding in the UI, since it exposes the multiple versions of the horns & ears to users. The armor rating for various cow body pieces really adds up. I was seeing base ratings around 180 w/o any gear at all. Seems excessive to me, but other folks may have different opinions.
  10. stobor

    Being a Cow

    No. Horns, ears, hooves were fine (without a save/reload), the fur and brand textures didn't update (visibly) without save/reload - but they were never blue. The blue indicates that the textures were applied (or rather, tried to) but you're missing the actual textures. I have the old tats package installed, and when NMM asked about conflicts between 1.8pre and the tats package, I gave priority to the tats package (because AFAICT the conflicting file was larger in that, so less likely to be missing anything). Hope that helps. @skyrimfet: It would be a good idea to make sure there aren't any duplicate files between the main package and the tats pack. One less installation headache, and potentially fewer bug reports for you.
  11. stobor

    Being a Cow

    Some observations on the 1.8pre version: The cow textures & hunter brands did not appear on the character until I saved and reloaded (they did appear then, so I know the textures work). No breast growth potions were applied on capture, as far as I can tell. The milker on the cart doesn't appear to be functional anymore; I assume that's deliberate? It still works as furniture, just not as a milker. The scene with the hunters is still buggy, when it's supposed to continue after waking up (after the branding). The hunter says his first line, but it's just a 'hello' line at that point (dialogue menu isn't actually up, as it should be for a force-greet). I strongly suspect that the problem is that he's just slightly too far away for the force-greet. In prior versions I could enable player controls, move closer to him, and the scene would proceed normally. In this version, 'epc' only works momentarily, and then you're back in the milker. So I resorted to 'setstage' instead, to advance the quest and skip his dialogue. That appeared to work. Looking at the logs, I didn't see anything directly relevant to the issues above, but there were a few red flags. See the attached log fragments for details: bac_log_fragment.txt
  12. stobor

    Rogue Sexbot

    @Jappa123: Deacon's unlock dialogue is intended for entering HQ locations (the Old North Church, Cambridge Police HQ) where his games might be frowned upon, or where they'd interfere with disguise. But I was mostly thinking about the police station in terms of the Railroad endgame assault on the Brotherhood - not about casual visits to 'enemy' turf. And I never updated that check after adding Rhys's dialogue; I'll have to revisit the logic there. Deacon's unlock probably won't work on Rhys's collar because they're actually different devices. I've had intermittent problems with DD equip from scripts, entirely aside from the dialogue condition issue above. Sometimes it works the first time, sometimes not (when it doesn't, the device shows as equipped in inventory, but not visually - and it isn't locked in any way). I've no idea about cause. Manually equipping through the inventory menu seems to work reliably though.
  13. stobor

    SkyrimLL mods open beta thread

    Yes, I have the Beta4 version of SL Dialogues installed and running (and the MCM for it is working fine).
  14. stobor

    Rogue Sexbot

    Yeah, I really liked that idea as a way to integrate the sexbot concept into real gameplay. I've used it for assorted vanilla missions: Corvega factory, to get to a terminal and hack the Protectron placing MILA sensors in raider/supermutant locations getting to the BoS distress beacon in the satellite array (supermutants) the one-off custom variation for scouting the Beantown Brewery (for Travis) Changing it up by having Deacon (or Mac, or Strong) tag along isn't a bad idea, but fiddling with the follower AI can be... frustrating. I'll have to give that some thought. Other options for additional objectives (and risk of things going pear-shaped) might include: slipping poison into the stewpot planting tripwires / mines convincing two of the NPCs to fight over the PC (to the winner go the spoils) I'm sure other possibilities will occur to me.
  15. stobor

    SkyrimLL mods open beta thread

    Log fragment covering a failed attempt to surrender to Falmer (NOTE: this behavior seems to be present in 361 as well, it may not be new to the Beta4 version). It's been awhile since I tried that scenario. log_fragment.txt
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