MadMansGun Posted December 3, 2018 Posted December 3, 2018 34 minutes ago, Violence6884 said: Let me see if I understand all this correctly; A change brought on by Hentai Creatures to accomodate other mods, affected a mod that was relying on HC as it was before that change? If so, are there any options to work with towards eliminating this issue? Like editing the races to allow dialogue again, without breaking what HC needs to work properly with other mods? first i need to know what mod your trying to use (as in what mod are you trying to activate the creatures with), i need that info to answer these questions: 1. was creature interaction actually intended by the mod or accidentally achieved? 2. does the mod already have "allow player dialogue" flags of it's own that could be getting overridden by other mods?
Violence6884 Posted December 3, 2018 Author Posted December 3, 2018 34 minutes ago, MadMansGun said: Let me be as thorough as I can... I decided that one of my characters shall have 2-3 pet dogs in her house; Not as followers, simply house hold pets. The only way to do that(At least that's what came to mind then) would be through My Home Is Your Home, which for some reason allows its "Let's talk about home..." dialogue to assign an NPC a new home, to any target as long as MHIYH sees that target as a follower. To avoid making each dog a follower, I used Ordinator's "Speak With Animals". I took the first dog home and while it was under that Perk's influence I tried talking to it. Surprisingly, admittedly, it worked and MHIYH viewed the temporarily tamed animal as a follower. I assigned it its new place and released it, via Speak With Animals obviously. It worked, IE the dog idled and walked around ETC, and it did not wander off. I went off to find some other animal, found one from "SexLab More Creatures" which I use on this particular character(By the way why did its author put soooo many animals, especially horses, in there?! Oh well, can't be looking a gift horse in the mouth, the mod is fine. Pun intended...), specifically a Tamed Wolf outside the Companions' place. Approached it and that's when I noticed my cross hair was ignoring it, whether it was tamed via that Perk or not. I then searched for more animals and monsters and of course, it wasn't just that one particular Tamed Wolf, nor just stuff added by More Creatures... Hence this thread. So in short... You could say the mod I was attempting to activate the creatures with, was... MHIYH? And I think it might be considered not intended by the mod, since I used Ordinator's Perk to work around making the targets AFT followers. But at the same time it would be safe to assume that I don't have just one mod that could intentionally or otherwise bring up dialogue. Doesn't for example, SD+ or SD Dialogues, give creatures actual dialogue? SDD also has an option to use message boxes instead. In the same vein, even Ordinator allows activating animals via that Perk I describe- Also a message box though. While tamed you can't command them per se, but they'll follow and attack enemies until you release them. I really hope this helps even a little bit, apologies for the 400 words but I really want to be as clear as possible. I have no idea how to answer 2. Edit - Here's a silly question; In vanilla, would the cross hair bring up the target creature's name when moved over it? I don't expect it would prompt you to press E to talk to it normally, but I seem to remember that it did indicate what the target was, its description or name I mean. Like "Troll"? Because that's the base issue here, cross hair ignoring the target. The dialogues not coming up is proooobably a side effect or a result of that.
MadMansGun Posted December 3, 2018 Posted December 3, 2018 1 hour ago, Violence6884 said: I used Ordinator's "Speak With Animals". by the looks of it "Ordinator - Perks of Skyrim" uses a spell & script combo of some kind to enable creature dialogues, so i'm assuming the problem is with that perk not getting applied to the player or creatures (MNC/HC/CF should not be effecting the perk at all because it is it's own thing) so try removing & re-adding the perk. 1 hour ago, Violence6884 said: specifically a Tamed Wolf outside the Companions' place. Approached it and that's when I noticed my cross hair was ignoring it Edit - Here's a silly question; In vanilla, would the cross hair bring up the target creature's name when moved over it? by default you can't talk to wolves, and you would NOT have a name show up on the crosshair, names only show up when you are able to activate something (or when the game thinks you can).
Violence6884 Posted December 3, 2018 Author Posted December 3, 2018 2 hours ago, MadMansGun said: "Ordinator - Perks of Skyrim" uses a spell & script combo of some kind to enable creature dialogues Perhaps I did not phrase it correctly. Ordinator's working fine, as intended. I understand I wrote a lot in an effort to be precise, and to make a point, so perhaps something got lost in translation so to speak. I'll try to explain. With my mod set up, I should normally be able to activate these creatures at the very least under specific circumstances... Creatures such as that Tamed Wolf I mention or even a vanilla sabre cat let's say. I know I was able to, before I got this problem. Moving XHair over it would display "Tamed Wolf" and "Talk"(Using the wolf as an example, the issue is not with this NPC alone). I also could make it(Or really any creature) a follower via AFT or tame it via Ordinator, and any such method would enable dialogue, depending; AFT would bring up normal follower dialogues including MHIYH stuff(If at a house I own), if I simply tamed it via Ordinator I would only get MHIYH lines when in an appropriate area. All of the above, is what stopped happening. If I AFT the wolf, there are no follower dialogues, nor MHIYH ones. If I tame it(Ordinator) and move to a house I own, I won't be able to talk to it for the MHIYH dialogues. I hope now it makes more sense? So... Earlier you mentioned a change in Hentai Creatures that could probably be responsible for this, either on its own or due to another mod or mods not taking up that change too well. At least from what I understood. Can this change be reverted or edit such that nothing breaks and I get back my functions?
GenioMaestro Posted December 3, 2018 Posted December 3, 2018 15 minutes ago, Violence6884 said: With my mod set up, I should normally be able to activate these creatures at the very least under specific circumstances... Creatures such as that Tamed Wolf I mention or even a vanilla sabre cat let's say. I know I was able to, before I got this problem. Moving XHair over it would display "Tamed Wolf" and "Talk" Some aclarations for be more clear and be sure i understand the problem. Normaly, when you put the crosshair over a cow the interaction message "E to talk" NOT SHOW. Normaly, when you launch the Tamed spell over the cow the interaction message "E to talk" appear. Now, when you launch the Tamed spell over the cow the interaction message "E to talk" NOT appear. And happend in a NEW GAME, then is NOT a problem in the savegame. How long have you had this problem? 1 week 2 weeks 1 month 2 months What have you changed in your mod list that may cause this problem? Like appear a problem with Ordinator, has you try reinstall Ordinator and put it the last mod in your plugins?? Ordinator not update from 29 September 2017 and i presume you have the last version 9.26
Violence6884 Posted December 4, 2018 Author Posted December 4, 2018 50 minutes ago, GenioMaestro said: Some aclarations for be more clear - Vanilla game = No "E to talk". - Modded game(My set up) = In some cases, "E to talk" is available, depending. Example : Dog added by SexLab More Creatures = E to talk. Other creatures too, but it depended on the situation and mods involved. Another example : Turn any animal or monster into a follower through AFT(Amazing Follower Tweaks) = "E to talk". Normal AFT follower dialogue options. - Now, "E to talk" is NEVER available for some creatures, no matter what. Example : Dog added by SexLab More Creatures = "E to talk" buuuuut, Wolf added by SexLab More Creatures = NO "E to talk". And... The same wolf turned into a follower = NO "E to talk". Yet another example : Sabre Cat from vanilla game BEFORE = "E to talk" if turned into follower via AFT. NOW, no "E to talk". I use those creatures as examples to explain the issue, don't focus on those 2 in particular. Just to be clear. About Ordinator's perk -- I USED THAT ONLY AS AN EXAMPLE TO SHOW THAT MESSAGE BOXES WORK... TO MAKE A POINT THAT BEYOND NO "E TO TALK" IT ALL WORKS NORMALLY, obviously including Ordinator AND Amazing Follower Tweaks!! Do not focus on Ordinator or AFT, they work 100% fine. And forgive me for using Caps please but I feel like I have to emphasize this x100. There is something ELSE stopping the interaction on some creatures, I am trying to find out what, why, and how to fix it. To answer the rest of your questions... I've had this problem for... I think 2-3 days. I added 2-3 mods, but I tried removing them(Properly), cleaning the Save, no good. I tried a New Game, no good. I listed every single thing I have tried earlier in the discussion. And yes I do have the latest Ordinator but that's NOT the issue as I explained above. Perhaps I should not have mentioned it after all.
GenioMaestro Posted December 4, 2018 Posted December 4, 2018 1 hour ago, Violence6884 said: I've had this problem for... I think 2-3 days. I added 2-3 mods, but I tried removing them(Properly), cleaning the Save, no good. I tried a New Game, no good. I listed every single thing I have tried earlier in the discussion. If the problem happend only from 2-3 days ago and is NOT directly related to Ordinator or AFT AND you have the same problem ==> NO DIALOG when you tamed the creature with Ordinator OR when you launch the command spell with AFT.... AND this happen now in a NEW GAME AND NOT happend 1 week ago with the same mod list... I only can think in a problem in load order... When you install the new mod you run LOOT like all we make and is good and you must make it. But when you remove/uninstall the new mods maybe the load order is not restored exactly equal. For verify it, open a savegame from 1 week ago with ReSaver and select File->Export plugin list. Compare the load order from the old savegame with your actual load order. Be sure you have EXACTLY the same plugins in EXACTLY the same order. I go to sleep.
Violence6884 Posted December 4, 2018 Author Posted December 4, 2018 8 hours ago, GenioMaestro said: I only can think in a problem in load order... My LO is the same exactly, whenever I remove or add a mod and place it where it needs to be(According to automated sorting and of course to the mod's instructions) I always import my latest working LO to make sure what you describe doesn't happen. That's what I did with the latest couple of mods I added and then tried to remove, thinking they were to blame. Besides don't forget that other people have this exact same problem, it's not unique to me. So it's not what you suggest. Sleep well and thanks for your time and suggestions! ^_^
GenioMaestro Posted December 4, 2018 Posted December 4, 2018 2 hours ago, Violence6884 said: My LO is the same exactly, whenever I remove or add a mod and place it where it needs to be(According to automated sorting and of course to the mod's instructions) I always import my latest working LO to make sure what you describe doesn't happen. That's what I did with the latest couple of mods I added and then tried to remove, thinking they were to blame. Besides don't forget that other people have this exact same problem, it's not unique to me. So it's not what you suggest. Sleep well and thanks for your time and suggestions! ^_^ Well.... i think perfectly understand the problem because appear that i suffer it. The exact problem is that when you aim SOME animals, and i want be TOO CLEAR about SOME, the interaction "E to talk" NOT APPEAR. I not have Ordinator and i not want install it, i use it time ago and i not want return to Ordinator. But I have Inmersive AFT and i ussing the Leadership hability for make some test. Teorically, when activate the Leadership hability from iAFT and talk with ANY npc, human or animal, appear a option that say "Join me i can use your help" but that option in the talk menu ONLY appear when you have the interaction "E to talk" for talk/interact to the npc or animal. I making some test, first with domestic animals, and when the interaction "E to talk" appear i have no problem. For example, i go to Riverwood and search for the dog Stump. When i aim the dog Stump the interaction "E to talk" appear and when i talk to it with the Leadership hability from iAFT the option "Join me i can use your help" appear. Same whit the dog inside markant, when i aim the dog in markank the interaction "E to talk" appear and when i talk to it with the Leadership hability from iAFT the option "Join me i can use your help" appear. Same when i aim my own horse, the interaction "E to ride" appear and when i press the key my player mount the horse and the talk menu with the option "Join me i can use your help" appear. Same when i aim a horse that i not own, the interaction "E to steal" appear and when i press the key my player mount the horse and the talk menu with the option "Join me i can use your help" appear. BUT this not happend with SOME domestic animals like cow's or chickens. When i aim to it no interaction message appear and when i click over it or press the E key for talk to it none happend, the talk menu not appear and i can NOT recruit it as followers. Same with salvaje animals like mamuts and deers. Like they are salvaje when i approach they atack me or run a lot and i use a calm speel over it. When i approach to it no interaction message appear and when i click over it or press the E key for talk to it none happend, the talk menu not appear and i can NOT recruit it as followers. That is EXACTLY your problem?
GenioMaestro Posted December 4, 2018 Posted December 4, 2018 Contrary to my principles, and only for curiosity, i reinstall Ordinator for see how is made the "Speak With Animals" and i must admit is a bit complex. But the real important thing is that "Speak With Animals" WORKS on my game with 190 mod's, MNC, CF, HC. If i have the perk hability "Speak With Animals" and approach a cow or chicken i not see any posible interaction but when i press E the message box appear and i can made the cow or the chicken my follower whitout any problem selecting "Speak With Animals" in the mesagebox, but i can NOT talk to it. Same while i approach a calmed mamouth or deer. Inclusive while figting with some horkers if i press the E key i can made it my follower whitout any problem selecting "Speak With Animals" in the mesagebox, but i can NOT talk to it. Looking in CK how is made the "Speak With Animals" I'm thinking on, maybe, you alrready have a creature tamed that is your follower but you have disabled the auto teleport feature in the MCM of Ordinatior and you not see the tamed creature. Then, when you press E over another creature the messagebox with "Speak With Animals" not appear, because you can have ONLY one creature and you ALRREADY have it. Look if you have the comand for "Release Wild Creature" and fire it. But this problem can NOT happend on a NEW GAME. If you really have made a test in a NEW GAME and not works i not know why.
Violence6884 Posted December 5, 2018 Author Posted December 5, 2018 8 hours ago, GenioMaestro said: Contrary to my principles, and only for curiosity,[...] You have gone to great troubles in the wrong direction I am afraid. Forget about Ordinator, I only brought it up as an example to show that other systems work, like "Speak With Animals". That is all. I don't have a tamed creature, and I can use the Perk on any creature I want as it should be. This was never the issue!
Violence6884 Posted December 5, 2018 Author Posted December 5, 2018 13 hours ago, GenioMaestro said: The exact problem is that when you aim SOME animals, and I want be TOO CLEAR about SOME, the interaction "E to talk" NOT APPEAR. That is the exact problem, since the last couple of days or so. Quote And talk with ANY NPC appear a option that say "Join me I can use your help" but that option in the talk menu ONLY appear when you have the interaction "E to talk". I use AFT, not the Immersive version. To turn any NPC into a follower I must use a spell. It's the same thing though. Otherwise this is exactly as you describe it. Quote When the interaction "E to talk" appear I have no problem. [...] When I aim to it no interaction message appear and when I click over it or press the E key for talk to it none happened, the talk menu not appear and I can NOT recruit it as followers. Same with savage animals. They atack me or run a lot and I use a calm spell over it. When I approach to it no interaction message appear and when I click over it or press the E key for talk to it none happend, the talk menu not appear and I can NOT recruit it as followers. That is EXACTLY your problem? Yes, any mod that relies on dialogue can't work if you can't talk to the target(Like AFT in this example, or My Home Is Your Home, another mod that works through dialogue). So I am trying to figure out why I can't talk to SOME targets any more. Things that don't rely on dialogue, for example "Speak With Animals", work fine.
Caideus Posted December 5, 2018 Posted December 5, 2018 Oh hey, I had that problem before. My question to you, are you able to walk right through these NPCs as if they were ghost, look solid, but totally a marge? (Mirage?) Whatever, I had to use two mods to "fix" some of those NPCs, and then reinstall AFT because another mod was messing with it. I can't recall or if I ever knew which mod started the problems but LOOT DOES NOT always have the right damn answer. First mod I went to was Skyrim Spells and Powers by Warriorkeke on nexusmods, because it contains spells that I didn't have already, which was a telekinesis spell that allowed me to grab NPCs as far as i could see, my thinking that if I could force the NPC to load into another will cure the ghosting that's going, and even though that train of thought didn't work. It did what the original concept was, which was to force the NPC to move. Now that didn't always work, so I went out looking for something else I can do to force this NPC and a few others back into working order. Jaxonz Postioner at Skyrim Nexus HELPED, still HELPS lol, sometimes with ghosting resurrected NPCs, maybe you seen them in your game too, the dead zombies you just called back to life but are stock 4 or 5" of the ground and showing how awesome the moon walk is... So Skyrim Spells and Powers by Warriorkeke & Jaxonz Postioner may fix your shit, but it may be another mod fucking with ATF that you have loaded under it. Always keep ATF, Better Vamps, and Violens Kill mod at the end of your load order, NOW WHAT LOOT SAYS!! But all in all you will probably have to reinstall ATF, and if you're lucky that'll be it.
Grey Cloud Posted December 5, 2018 Posted December 5, 2018 What were the mods which were installed and uninstalled?
GenioMaestro Posted December 5, 2018 Posted December 5, 2018 9 hours ago, Violence6884 said: That is the exact problem, since the last couple of days or so. I use AFT, not the Immersive version. To turn any NPC into a follower I must use a spell. It's the same thing though. Otherwise this is exactly as you describe it. Yes, any mod that relies on dialogue can't work if you can't talk to the target(Like AFT in this example, or My Home Is Your Home, another mod that works through dialogue). So I am trying to figure out why I can't talk to SOME targets any more. Things that don't rely on dialogue, for example "Speak With Animals", work fine. Then, after five days reading, writing, thinking, searching in nexus, reading web pages and making test... Let me say your game not have any problem and run as expected. Your game make exactly the same things that does my game and, with the convenient respect, i must say that you must be confused, you imagine things and REALLY you NEVER has made the thing that you say. And let me explain why. In a vanilla game you only can talk/interact with dogs and horses and you can NOT talk/interact with cows, goats, rabits or salvaje animals. In a MODED game you only can made the things permited by the base game plus the things permited by yours installed mods. Have you a mod that allow talk/interact with cows, goats, rabits or salvaje animals??? NOT Then you can NOT make it. If you are running EXACTLY the same mod list with the same pluging list in the same order is tecnically IMPOSIBLE that your game made different things 1 week ago. Can made different things depending of the configuration of the mods in the MCM and you can have it disabled or unconfigured, but i not know any setting in any MCM of any mod that can allow you talk/interact with cows, goats, rabits or salvaje animals. Note that mod list is not the same that pluging list. You ONLY can talk/interact with an animal when a mod, like Sanguine Debauchery, allow it because you are enslaved by an animal and you must talk/interact with the animal. As i know, none of the mods like More Nasty Critters, Creature Framework, Hentay Creatures, More Creatures, Untamed, Beastess and all the rest of the mod that works with creatures allow you talk/interact with the animal except in exact circunstances and in the way designed by the mod. I request help of @MadMansGun, creator of MNC 11, for confirmt it and aseverate that all that i say is true. Let me give the TECHNICAL explication. Take a look to the Race definition in Creation Kit: https://www.creationkit.com/index.php?title=Race As you can see, the Race definition have some flags like Allow PC Dialogue and Allow Pickpocket If the game permit you talk/interact with an NPC is because the RACE definition of the NPC have that flags active. If the RACE of the NPC not have the flags you can NOT talk/interact with any NPC of this RACE. Of course that flags are active for dogs and horses but not for the rest of the animals. And i not know any mod that enable or disable it in general way. And for demostrate it i made a small modification to Ordinator addiding one line of code in the function "Speak with Animals" for allow you talk/interact with the tamed creature. The posibility of talk/interact with a creature is defined at RACE level and when i enable it in the function "Speak with Animals" i allowing you to talk to the tamed creature AND any other creature of the SAME race. For example, if you enable the leadership hability of AFT and launch "Speak with Animals" over a goat you can recruit any OTHER goat as follower with the dialog of AFT but can NOT recruit the tamed creature beacuse "Speak with Animals" make the tamed creature your follower and the dialog from AFT only show if the NPC is not your follower. If you go to any of your houses, you can talk with the tamed creature and the dialog from My Home is your Home appear. Allowing you talk/interact with the creature make the creature talk when you press E over it like any other npc follower but enable another funny functionality. Your tamed creature say funny things in a brawl. This is my patch for Ordinator: OrdinatorPATCH.rar Have mod structure and you can install it with any manager. This is the code inside the script: Spoiler ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 8 Scriptname QF_ORD_SpeakWithAnimals_Scri_0102386E Extends Quest Hidden ;BEGIN ALIAS PROPERTY ORD_Player_Alias ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ORD_Player_Alias Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ORD_Target_Alias ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ORD_Target_Alias Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_2 Function Fragment_2() ;BEGIN AUTOCAST TYPE ORD_SpeakWithAnimals_Periodic_Script Quest __temp = self as Quest ORD_SpeakWithAnimals_Periodic_Script kmyQuest = __temp as ORD_SpeakWithAnimals_Periodic_Script ;END AUTOCAST ;BEGIN CODE If Alias_ORD_Target_Alias Debug.Trace("ORDINATOR DEBUG: Speak With Animals called to target " + Alias_ORD_Target_Alias.GetActorRef(), 0) Alias_ORD_Target_Alias.GetActorRef().AddToFaction(MagicAllegianceFaction) PlayerRef.StopCombat() Alias_ORD_Target_Alias.GetActorRef().StopCombat() Alias_ORD_Target_Alias.GetActorRef().SetPlayerTeammate(true, true) PlayerRef.AddSpell(ORD_Spe_SpeakWithAnimals_Spell_DispelPower) ORD_Spe_SpeakWithAnimals_Message_Success.Show() Alias_ORD_Target_Alias.GetActorRef().GetRace().SetRaceFlag(0x00200000) Alias_ORD_Target_Alias.GetActorRef().EvaluatePackage() Alias_ORD_Target_Alias.GetActorRef().IgnoreFriendlyHits(true) kmyQuest.StartPinging() EndIf ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN AUTOCAST TYPE ORD_SpeakWithAnimals_Periodic_Script Quest __temp = self as Quest ORD_SpeakWithAnimals_Periodic_Script kmyQuest = __temp as ORD_SpeakWithAnimals_Periodic_Script ;END AUTOCAST ;BEGIN CODE If Alias_ORD_Target_Alias Alias_ORD_Target_Alias.GetActorRef().SetPlayerTeammate(false, false) Alias_ORD_Target_Alias.GetActorRef().RemoveFromFaction(MagicAllegianceFaction) ORD_Spe_SpeakWithAnimals_Message_Release.Show() Alias_ORD_Target_Alias.GetActorRef().GetRace().ClearRaceFlag(0x00200000) Utility.Wait(1.0) PlayerRef.RemoveSpell(ORD_Spe_SpeakWithAnimals_Spell_DispelPower) Alias_ORD_Target_Alias.GetActorRef().RemoveSpell(ORD_Spe_SpeakWithAnimals_Spell_Ab) Alias_ORD_Target_Alias.GetActorRef().IgnoreFriendlyHits(false) kmyQuest.StopPinging() EndIf ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SPELL Property ORD_Spe_SpeakWithAnimals_Spell_Ab Auto Message Property ORD_Spe_SpeakWithAnimals_Message_Success Auto SPELL Property ORD_Spe_SpeakWithAnimals_Spell_DispelPower Auto Actor Property PlayerRef Auto Faction Property MagicAllegianceFaction Auto Message Property ORD_Spe_SpeakWithAnimals_Message_Release Auto As you can see i only add the line Alias_ORD_Target_Alias.GetActorRef().GetRace().SetRaceFlag(0x00200000) when capture the creature and the line Alias_ORD_Target_Alias.GetActorRef().GetRace().ClearRaceFlag(0x00200000) when free the creature.
Violence6884 Posted December 5, 2018 Author Posted December 5, 2018 38 minutes ago, GenioMaestro said: Then, after five days reading, writing, thinking, searching in nexus, reading web pages and making test... Let me say your game not have any problem and run as expected. Your game make exactly the same things that does my game and, with the convenient respect, I must say that you must be confused, you imagine things and REALLY you NEVER has made the thing that you say. And let me explain why. In a vanilla game you only can talk with dogs and horses and you can NOT with cows, goats, rabits or salvaje animals. In a MODED game you only can made the things permited by the base game plus the things permited by yours installed mods. Have you a mod that allow talk with cows, goats, rabits or salvaje animals??? NOT Then you can NOT make it. You ONLY can talk with an animal when a mod, like Sanguine Debauchery, allow it because you are enslaved by an animal and you must talk with the animal. Could you then please explain how before this incident for example, a Tamed Wolf from SL More Creatures, DID allow dialogue, and DID show on cross hair, and then the next day it simply stopped? I really want to believe that you are right and I simply got confused somehow, it would mean my game is fine but I clearly remember being able to talk to Tamed Wolves added by SL More Creatures. 100% sure about it. Whether that was by design or not, I do not know but I always was able to talk to these animals. For sure. So why did that stop and how? And why does getting enslaved by SD+ and RELEASED, allow dialogue afterwards? Again, I have not made changes to my mod set up, I did install a couple of new ones lately which I mentioned, but I cleanly removed them and tried again and nothing changed, I still had the problem. Lastly, other people already have said here that they have the same issue, meaning I'm not imagining things. Unless I didn't properly understand what their problem is, or they didn't understand what mine is, and thought it's the same problem when it's not. I'm not doubting you, I'm just posing a couple of reasonable questions on your theory of it all being a product of my imagination.
GenioMaestro Posted December 5, 2018 Posted December 5, 2018 6 minutes ago, Violence6884 said: Could you then please explain how before this incident for example, a Tamed Wolf from SL More Creatures, DID allow dialogue, and DID show on cross hair, and then the next day it simply stopped? My only explication is: that "Tamed Wolf" enslave you before with SD and SD not clear the race flag when free the enslavement. Same if you use Beastess, for example. You can put the crosshair over the conjured animal from Beastess and you can see the name and you can talk/interact with it because use a modified race, a copy of the default races but with the flags enable. Please, install my patch for ordinator and test it. Not have ESP and not change your plugin list. Is only a modified script. If you have MO you can see how my mod overwrite 1 script from ordinator. But if use NMM you not get any alert because the the Ordinator scripts are inside the bsa. If you remove my mod the game automatically use the scripts from the bsa and your savegame is not afected in any way because mi patch not install any ESP and not create any new property. Play a bit with my patch for see how works and maybe you can relate my patch with other mod or other patch or maybe a bad functionality of other mod. 15 minutes ago, Violence6884 said: Lastly, other people already have said here that they have the same issue, meaning I'm not imagining things. Unless I didn't properly understand what their problem is, or they didn't understand what mine is, and thought it's the same problem when it's not. Found another person that can made it and we can start talk about it. The others player not have any issue, like you not have it. I not have any issue in my game. Is the default functionality of the game and that is NOT a problem. I must exit. Wait my next answer for this nigth.
Violence6884 Posted December 5, 2018 Author Posted December 5, 2018 10 minutes ago, GenioMaestro said: My only explication is that "Tamed Wolf" enslave you before with SD and SD not clear the race flag when free the enslavement. Except it did not, I wasn't enslaved. Any other explanations? Because while I am willing to accept I may have been confused, there has to be something to back it up with. 10 minutes ago, GenioMaestro said: Find another person that can made it and we can start talk about it. Here's at least one person from this thread; Onesumgame said I had this issue when I upgraded to the SLAL version of MNC. [...] I've had this issue more than once over the years and as I recall it would come and go with updates to MNC / CF. I've privately discussed it with 2 other people who reported the same problem I have. If I understand correctly, MadMansGun also says that indeed SOMETHING has changed in Hentai Creatures which may have caused this : "Hentai Creatures mod edited all the races to have the "Allow player dialogue" flag so that it's summoned creatures could be activated, but the new Hentai Creatures uses "DefaultAllowPCDialogueScript" on it's NPCs instead. The change was done to help with compatibly problems with many other creature mods that edited the races in some way. By the sounds of it a mod was relying on Hentai Creature's "Allow player dialogue" flag race edits."
Violence6884 Posted December 5, 2018 Author Posted December 5, 2018 10 hours ago, Caideus said: My question to you, are you able to walk right through these NPCs as if they were ghost - No, they are solid. I read what you wrote and it seems the solution you kindly offer, would not work in my case as the issue is not the same. Also let me thank you for taking the time to share this information and of course, to read about my problem.
onesumgame Posted December 5, 2018 Posted December 5, 2018 37 minutes ago, Violence6884 said: Except it did not, I wasn't enslaved. Any other explanations? Because while I am willing to accept I may have been confused, there has to be something to back it up with. Here's at least one person from this thread; Onesumgame said I had this issue when I upgraded to the SLAL version of MNC. [...] I've had this issue more than once over the years and as I recall it would come and go with updates to MNC / CF. I've privately discussed it with 2 other people who reported the same problem I have. If I understand correctly, MadMansGun also says that indeed SOMETHING has changed in Hentai Creatures which may have caused this : "Hentai Creatures mod edited all the races to have the "Allow player dialogue" flag so that it's summoned creatures could be activated, but the new Hentai Creatures uses "DefaultAllowPCDialogueScript" on it's NPCs instead. The change was done to help with compatibly problems with many other creature mods that edited the races in some way. By the sounds of it a mod was relying on Hentai Creature's "Allow player dialogue" flag race edits." Yes I absolutely used to see creature names like Giant and Cow in my cross hair and now I do not. I've had a kissing mod called KissMeCari in my load order for a long time and it used to allow me to initiate dialog with creatures (even sleeping Draugr) and say "Kiss me lover", and they would respond with "No, I don't think so.". ? I can no longer do this because there is nothing in my cross hair with which to interact since I switched to the SLAL version of MNC and Hentai Creatures is no longer in my load order.
MadMansGun Posted December 5, 2018 Posted December 5, 2018 6 hours ago, GenioMaestro said: As i know, none of the mods like More Nasty Critters, Creature Framework, Hentai Creatures, More Creatures, Untamed, Beastess and all the rest of the mod that works with creatures allow you talk/interact with the animal except in exact circunstances and in the way designed by the mod. I request help of @MadMansGun, creator of MNC 11, for confirmt it and aseverate that all that i say is true. yes (but Hentai Creatures from MNCV9 & 10 did edit the races to have the flag, newer MNCv11 versions do not) 5 hours ago, Violence6884 said: Tamed Wolf from SL More Creatures, DID allow dialogue, and DID show on cross hair, and then the next day it simply stopped? there is noting in that mod to enable dialogue with it's wolves. 5 hours ago, Violence6884 said: MadMansGun also says that indeed SOMETHING has changed in Hentai Creatures which may have caused this yes but it's not a change that was done recently.
GenioMaestro Posted December 5, 2018 Posted December 5, 2018 9 hours ago, Violence6884 said: Could you then please explain how before this incident for example, a Tamed Wolf from SL More Creatures, DID allow dialogue, and DID show on cross hair, and then the next day it simply stopped? 9 hours ago, GenioMaestro said: My only explication is: that "Tamed Wolf" enslave you before with SD and SD not clear the race flag when free the enslavement. I cuote me because when i write this i have a bit of hurry and not explain it correctly. Test this in your game. When you are enslaved with SD by a creature, SD must activate the flag "Alow PC Talk" in the base race of the creature, for example Wolf, for allow you talk to it. While you are enslaved, for example by a Wolf, you can put the crosshair over ANY wolf of entire Skyrim and see the name Wolf and the Interaction "E for Talk" When the enslavent end, SD must remove the flag "Alow PC Talk" from Wolf RACE. If not made it, for any error, fail o malfunction in the mod, the game continue show the name Wolf and the Interaction "E for talk" over any Wolf of entire Skyrim but you are NOT enslaved. You understand??? Appear that, in any moment, you have a error/fail/malfunction in SD or in other mod and, for any strange motive, you think that is a normal functionality of the game and you want recover the bad functionality caused by an error/fail/malfunction in SD. 2 hours ago, MadMansGun said: Thanks for your assistance. 7 hours ago, onesumgame said: Yes I absolutely used to see creature names like Giant and Cow in my cross hair and now I do not. I've had a kissing mod called KissMeCari in my load order for a long time and it used to allow me to initiate dialog with creatures (even sleeping Draugr) and say "Kiss me lover", and they would respond with "No, I don't think so.". ? I can no longer do this because there is nothing in my cross hair with which to interact since I switched to the SLAL version of MNC and Hentai Creatures is no longer in my load order. If i made a good use of my memory i can remember the same of you == names of the creatures in my crosshair, but can be 2 o 3 years ago. Maybe, the old version of MNC or HC allow it, but as MadMansGun say is not a recent change. The problem in this post is that Violence6884 HAVE the names and CAN interact with SOME salvaje creatures and NOW they can NOT made it. And happend ONLY some days ago with the new version of MNC and HC. That only can be caused by an error, fail o malfunction in a mod, imo, of course.
Violence6884 Posted December 12, 2018 Author Posted December 12, 2018 On 12/5/2018 at 7:36 PM, MadMansGun said: There is nothing in that mod to enable dialogue with it's wolves. I did not say there was, I said through other mods such as SD+, I could talk to those Tamed Wolves, then I couldn't, as described. On 12/5/2018 at 7:36 PM, MadMansGun said: Yes but it's not a change that was done recently. But perhaps someone who does not update as often, could have been using a version from before the change. Then upon switching, the issue could then appear? I am only trying to reason this out in any way possible, apologies if I appear overly persistent.
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