Jump to content

petronius

Members
  • Content Count

    205
  • Joined

  • Last visited

Everything posted by petronius

  1. Just a thought - have you considered adding a simplified soulgem pregnancy feature to FHU? There are several good options but they all rely on simulations of more or less "realistic" features like fertility cycles, etc... In all cases I can definitely tell in game when the mod is updating because of stutters, fps drops, etc (worth mentioning that I run a pretty heavy build on all sorts of mods, other users with lighter builds might not notice such performance impact). It would be nice to have soulgem pregnancy as a simple feature... FHU already tracks inflated actors and it would only need to
  2. Hey! I'm trying your version of FHU overwriting an older version that included the Fill Them Up plugin (with quests). I find them amusing and they work pretty well - would you consider adding them to this version at some point? Maybe expanding / making quests radiant? Thanks for a good mod.
  3. Is it possible to update an earlier version of radiant prostitution with this into an ongoing game? Should I remove it altogether first (and lose progress), or simply delete scripts with Fallrim?
  4. Hey Delzaron... I'd like to try and make a little tweak to your mod but would also like to ask you if you think it's possible or even if it's in your plans to do something like that. What I would like is to create special factions for beasts involved in the mod so that all animal actors involved in quests are neutral towards the player and don't aggro or flee, but other animals behave normally. Want to do this because I also use Hunterborn and it makes no sense to slaughter animals that don't even run away... Do you think it's possible? Or make no changes at all to game factions and races, and
  5. I came to your post from reading about performance issues with Smoking Torches and Candles. Now while mindflux's mods are solid, that one in particular has always had hardware struggling to keep up. It has a performance option in the installer, are you using that? Also always read about performance issues with "bird mods" ever since the old Skybirds for LE, and so never even tried them - so I can't comment, but share my thought on why I avoid them. I run SSE with over 1200 mods and it's rock solid, takes me a couple of months just to build or update my setup before starting a playthrough... I
  6. I had the same problem, I couldn't advance without a minor console help. Go to Windhelm Bridge and look for Frabbi (in my game she was waiting behind the stables, in the general area where the khajiit usually camp). There was also a "ghost" further down by the water. If you want to be sure you're stuck at the same point that I was, open the console and type "getstage aTID1Begin" - it should report stage 45. Then type "setobjectivecompleted aTID1Begin 45 1", exit the console - you should get a message reporting the objective completed, but it won't advance the quest. So open the con
  7. Is there any way to disable chastity belt effects/events (the ones that have animations) completely? I've tried disabling events that seemed related to belts in the MCM but the chugging and tugging events still keep firing while I'm processing carcasses (hunterborn) which are also animated and force third person view, and the animation events conflict in some way that render the camera permanently useless. I've lost track of the number of times I've had to reload and lose a considerable amount of game time because of this. I hope I'm missing something and there is a way to disable these events
  8. Thanks... I was overthinking Afraid I was missing something, then I ended up doing just what you said. Alicia is just the perfect sl...ave for the job!
  9. Thanks... LOL I snuck out through the Falkreath tunnel and fetched Alicia in Windhelm I thought she'd be pleased with her role but she still hated me for it LOL The mod's been running sweet. I like Ibn... If you ever considered NOT building an entirely new city that one would do just fine. Maybe some navmesh tweaks here and there (noticed some tricky terrain around the Nobles' tower since I now have a slav... follower) and I wonder if it's possible to flag certain tunnel doors so that they can't be used for pathfinding? A combination of both would probably fix the map markers not
  10. I'm starting this topic to see if I can get some quick help, so thank you if you read this and can give me some hints! I'm stuck, can't continue my game because the quests in @Delzaron's awesome Things in The Dark now seem to require followers - particularly, the quest log where you're sent to fight for gloomreach (after the farm quests) tells me to get a female follower, but I can't get ANY follower in Ibn - am I missing some mechanic? Is it possible to leave Ibn (without cheating) and find someone in Skyrim? Thanks again
  11. I'm at the farm jobs' part of the Servant's Life quest. I can use a follower to distract the skeevers - how do I get one, do I have to go outside and get one of the game's followers? Can I talk with someone to get a slave in my service? Also I've already looked into the quest record and it seems like the next quest, to get the escaped brood back, will also require a follower. If I do have to go outside and bring a follower, do I need to do anything to them in order to have the Ibn falmer recognize them? Edit: After some console work to advance the previous 2 farm quests, I can't ad
  12. So far it's been smooth! I've played as far as Ibn without any further issues. Meanwhile I made this little file that applies ELE imagespaces and lighting templates to your cells... just to keep them coherent with the rest of my build. Requires ELE from Nexus. Made for SSE but probably good to use in LE... I've never backported but this patch only edits your mod's cell records. Hardcore darkness wherever there isn't any light source but I find it very in line with your lovecraftian narrative. Also enhances sneaking gameplay (I know at the moment characters don't chase you for stealing but it's
  13. Hi Delzaron. I know you're planning to rebuild the mod but until you get there, would you mind if I report any issues I find here? Might help with ideas for the next version? I'm playing it in SSE, for starters... On a VERY heavily modded build. Some issues can happen due to an unexpected spike in script latency, I'm aware of that and I'll mention it if I think that might have cause some issue. Right now I'm at the moment where I should have been through the scene at Traitor's Post. When I got there, the bandits were fighting someone, and apparently they won!. I saw a "falmer ghost" walking to
  14. Hi! I tried to create a trans character as a new game. The CAS allows me to choose a female with male frame and a penis, but when I remove all clothes (still in the CAS screen) the sim is always presented with female parts. Is this a non-avoidable thing in the CAS and will the sim have a penis in game? Or does the female frame and penis options conflict in the game itself and it just can't be done that way? Male with female frame will not have a breast slider. I tried this with only WW and no other mods installed, and also with the EVE V6 female replacers and Pornstar Cock, the res
×
×
  • Create New...