Jump to content

CorruptGenie

Members
  • Posts

    186
  • Joined

  • Last visited

3 Followers

Contact Methods

  • Website
    https://www.patreon.com/corruptgenie

Profile Information

  • Gender
    He/Him
  • Interests
    Coding, video games, math and science, fantasy/sci-fi.
  • Bio
    I make Skyrim mods.
    Kinks include slavery, snuff, cannibalism.

    I don't condone real violence or hate. I do believe in consensual expression of a kink.

    <3

Recent Profile Visitors

2,696 profile views
  1. @markdf Alright, I uploaded a version with the new mod event you were talking about. It seems to work when I try. Let me know if it works for you.
  2. Alright, I'm going through the mod now.... I really left this a total mess. I think I'm going to have to clean this up.
  3. I can try to. Though I haven't looked at this mod in months. While I'm at it, I can also make mod events to give the player the mod's items (without esp requirement). Although maybe that's what GetForm is supposed to be used for? I'm not sure, never had to use it.
  4. Sorry, I only understood about half of that.... But if you're wondering if this mod will work with NPCs from another mod then yes, it should work.
  5. Just play on a laptop. Your video card can't break if you don't have a video card.
  6. Yes the factions can be used to test if an actor is the follower. But how do you get the actor that you want to test in the first place? The first idea I had when making the follower feature was to repeatedly use Game.FindRandomActor() and then test for factions like you are saying. But that's inefficient and unreliable. Thinking on it again now, I could have made a new quest that fills an alias for the sole purpose of detecting the follower. Set it to find the closest actor to the player with the criteria you mentioned. Make it so the player can start that quest by pushing a "register closest follower" button in the MCM. That method would likely work, but it involves a redesign of the current method. I can't really work on the mod anytime soon.
  7. I can confirm that there are no GetFormFromFile calls within MF. The "hardcoded dependency" is on the esp level. And, of course, it uses Pama's scripts. But if you keep the scripts and do some tweaking in CK you should be successful with what you're attempting.
  8. The Pama CTD fix is only for a specific scene at the end. If it is CTD-ing at launch then something else is happening. Maybe there is a mod incompatibility that I'm not aware of. I'm afraid I can't be much help, though maybe I'll see something if you post your modlist here (put it in a spoiler if it's long). For troubleshooting purposes, you can make a new profile on your mod manager and have it only include MF and its requirements. See if that runs. Then 1 by 1 add mods you care about and see when/if it breaks.
  9. Yup, a previous user, sissykat, commented on this. I don't think eff is compatible. Try doing what I told them.
  10. The MCM tabs will not update on an already existing game. Needs to be a new game. If you really want to use your old game, you can try "resetquest meatfarmMCM" in the console but I'm only ~10% sure that that will work. Also try "stopquest meatfarmMCM" wait a few seconds and then "startquest meatfarmMCM". No promises that that will work either.
  11. Maybe you mean EnableAI(False). This will freeze the actor in mid-air (they won't havok settle). IIRC from another project I did, they will still collide with thing though. As in, the player can't walk through them. Also, dealing with actors that have been EnalbeAI(false) is a total mess in general. When you TranslateTo such an actor, their collision box and visual model will go out of sync.
  12. View File TrueWolf: A Werewolf Playthrough Mod "Sure, Hircine created lycanthropy, but the Witchmen of High Rock perfected it." Premise: Just as there are normal vampires and true vampires (like Lord Harkon), this mod makes it so there are normal werewolves (like the Companions) and true werewolves (you with this mod). This is a small mod I made for myself to make a werewolf-only playthrough more viable. It adds a new version of the werewolf which is a bit stronger, scales with level, and lets you level up by doing werewolf things. This mod is being posted "as is". ============================== As a "true werewolf", you gain certain new abilities: -You gain an ability that lets you transform into a werewolf as many times per day as you want. -You can stay in wolf form indefinitely. -feeding as a werewolf grants +1 Max HP, +0.1 Max Stamina, and gives a temporary damage buff to your claws/unarmed attacks -the damage buff scales with your max health Also, you can level up by feeding. The number of feedings required to level up increases with level. At the start it is just 1 or 2 feedings, but quickly increases. Note, this level up won't grant you a skill point nor an attribute increase like normal. This makes it possible for you to do a challenge run of Skyrim where you are only allowed to use werewolf things, ie no weapons and armor or levelling other skills, while still letting the levelled enemies get stronger alongside you. ============= Starting the Mod: (See the picture for examples.) Warning: The health/stamina increases from feeding will be permanent on your character, even if you uninstall this mod. Start the mod by typing "startquest TrueWolf" in console (not case sensitive) . This turns you into a 'true werewolf'. You will immediately receive the True Beast Form power. To revert from wolf form to your human form, press the Revert Key. By default it is 'Y'. ============= You can change the revert key if you wish. Type "setpqv truewolf revertkey_var #" in console (not case sensitive). Where the # is the keycode of the key you want to change it to. VERY IMPORTANT: after you type that in the console, you need to reload the game. Doing F5, and then F9 will suffice. For example to change it to the 'U' key, do "setpqv truewolf revertkey_var 22". Then reload. Here is a list of keycodes for reference: Requirements: SKSE, Dawnguard DLC. This mod will work for SE, and likely LE and VR too. -CG Submitter CorruptGenie Submitted 10/08/2021 Category Regular Mods Requires SKSE, Dawnguard DLC Regular Edition Compatible
  13. 113 downloads

    "Sure, Hircine created lycanthropy, but the Witchmen of High Rock perfected it." Premise: Just as there are normal vampires and true vampires (like Lord Harkon), this mod makes it so there are normal werewolves (like the Companions) and true werewolves (you with this mod). This is a small mod I made for myself to make a werewolf-only playthrough more viable. It adds a new version of the werewolf which is a bit stronger, scales with level, and lets you level up by doing werewolf things. This mod is being posted "as is". ============================== As a "true werewolf", you gain certain new abilities: -You gain an ability that lets you transform into a werewolf as many times per day as you want. -You can stay in wolf form indefinitely. -feeding as a werewolf grants +1 Max HP, +0.1 Max Stamina, and gives a temporary damage buff to your claws/unarmed attacks -the damage buff scales with your max health Also, you can level up by feeding. The number of feedings required to level up increases with level. At the start it is just 1 or 2 feedings, but quickly increases. Note, this level up won't grant you a skill point nor an attribute increase like normal. This makes it possible for you to do a challenge run of Skyrim where you are only allowed to use werewolf things, ie no weapons and armor or levelling other skills, while still letting the levelled enemies get stronger alongside you. ============= Starting the Mod: (See the picture for examples.) Warning: The health/stamina increases from feeding will be permanent on your character, even if you uninstall this mod. Start the mod by typing "startquest TrueWolf" in console (not case sensitive) . This turns you into a 'true werewolf'. You will immediately receive the True Beast Form power. To revert from wolf form to your human form, press the Revert Key. By default it is 'Y'. ============= You can change the revert key if you wish. Type "setpqv truewolf revertkey_var #" in console (not case sensitive). Where the # is the keycode of the key you want to change it to. VERY IMPORTANT: after you type that in the console, you need to reload the game. Doing F5, and then F9 will suffice. For example to change it to the 'U' key, do "setpqv truewolf revertkey_var 22". Then reload. Here is a list of keycodes for reference: Requirements: SKSE, Dawnguard DLC. This mod will work for SE, and likely LE and VR too. -CG Support me on Patreon
×
×
  • Create New...