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About greyspammer

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  1. You're beyond help. :p No, seriously, I have no idea. What sometimes seems to help is the following: Save right before you're taken to the party room. Quit the game. Restart the game. Directly in the main menu, open the console and type 'coc tir_TowerPartyRoomEpi' (without quotes). You should (hopefully) end up in the (probably empty) party room without crash. Immediately load the save you created in step one. Then hopefully, the party room cell will still be cached in memory, which sometimes prevents CTDs. But of course, nothing is guarante
  2. You can open the console and type: "enableplayercontrols". You should be able to move then. If the Mistress is missing, then she's probably stuck somewhere (or the script that was supposed to teleport her is stuck). There's a section in the troubleshooting paragraph in the first post of this thread. It should explain how to (hopefully) fix that. But ultimately, this is the end of the current content. So you're not missing out on much.
  3. I can only assume that there may be a problem with DD. Try using 'player.inv' in the console, then look for all worn items that have no name, and remove them one by one using 'player.removeitem <ID> 1'. Other than that... no idea atm.
  4. You and me both. I wonder if I accidentally turned that option on in the past, if I overlooked it, or if Patreon made some changes (as they seem to do every now and then) and changed it without my knowledge. Either way, it's a bit sad that there might have been money lost because of it. But nothing I can do about now. Just write it off as learning expenses, I guess. Yeah, don't use those. I made them way back when neither DD nor DCL had locking ballet boots, and they were my very first attempt at making a DD device. I then stopped keeping them updated once they got integr
  5. Uhm... I not aware of activating such an option. I think I've found it and disabled it. If you want, you can try again. Let me know if it works.
  6. Can't say. I don't keep count and some of the new story parts are still unfinished. I don't yet know how to spin those.
  7. As the farmer said: Just as I had trained the goat to not eat anymore, the damn thing died on me!
  8. That's the best kind of weather for it, duh. But there's this pesky little thing called real life that keeps me from working on the mod as much as I'd like to. Because at my day job, they give me money for food. Working on TIR doesn't.
  9. Not as much time as I'd like. Currently running some experiments for... new stuff. I don't want to reveal it, though, cause it might not pan out.
  10. Thanks for the info. Would you also happen to know if the functionality is the same as well? Because just having something that calls itself SKSE or DD isn't enough, if it only provides a subset of the features that it has under the classical Skyrim. What we'd need to port TIR to SSE would be the same API functionality.
  11. Porting this particular version of the mod won't be done by me, that much is sure. I'm busy with making the new version. And one day in the far future, your great-grandchildren may get to actually play it. Generally speaking, I'm not aware of any elements in my mod that directly require the non-SSE version Skyrim. If anything precludes it from function in the SSE, it's most likely a dependency. Like SKSE (upon which DD, Sexlab, and a whole lot of other stuff depend). Once all the dependencies work with SSE, TIR should, too. As far as I know. I have not spend a lot of time looking i
  12. Maybe BodySlide screwed up yet again. The mod uses the meshes directly from DD, so if they don't show up, the culprit is likely DD (or its mandatory BodySlide generation). See this for a possible solution:
  13. Broken installation, most likely. Usually when people have this issue, they can fix it be downloading the mod again and installing it a second time. Other than that, it might be some conflict.
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