HornyNerdBird Posted March 20, 2025 Posted March 20, 2025 (edited) Any chance you could move Alduin somewhere else on the Throat Of The World? Him perching on that rock makes the animations half obstructed, I know there's the reposition actors option on SexLab, but it's kind of just tedious to use. Also could be just me, but after I do an animation with him, he just stays in place where the animation took place & refuses to do anymore animations. I also think Paarthurnax & Alduin should have bigger dicks lol, they deserve it! Edited March 20, 2025 by PhoenixFlyer324650
LKCLM Posted March 22, 2025 Posted March 22, 2025 (edited) Changelog for new version? Edit: what are those digested remains in Bozillah's inventory 👀 Edited March 22, 2025 by LKCLM
MadMansGun Posted March 23, 2025 Author Posted March 23, 2025 7 minutes ago, LKCLM said: Changelog for new version? almost nothing: added a ancient health record and a chair in the medic area. added another hidden note near the temple entrance in the hallway (basically to imply how the temple got its name) (annoyingly both it and the health record get knocked out of place when Boziilah teleports to the hallway). swapped what shelf the lusty argonian books are on in her den (i did not like having them placed under the ink pen). changed the ownership of the book cabinets in the hallway (because with the patched collision mesh it's now possible to open them). put door bars on the unused door in the hallway. 1
MadMansGun Posted March 23, 2025 Author Posted March 23, 2025 1 hour ago, LKCLM said: what are those digested remains in Bozillah's inventory 2
Guest Posted April 9, 2025 Posted April 9, 2025 Would it be possible to make this mod work with the new Ocreatures?
Dravus Posted April 10, 2025 Posted April 10, 2025 6 hours ago, Rapilo said: Would it be possible to make this mod work with the new Ocreatures? does that mod even have any dragon support?....I've looked over the front page for it and it shows nothing to indicate what races to supports it makes no sense for this mod to have a compat patch if the mod being suggested doesn't support dragons anyway
Guest Posted April 10, 2025 Posted April 10, 2025 10 hours ago, Dravus said: Esse mod tem algum suporte para dragão?.... Eu olhei na primeira página para ele e não mostra nada que indique quais raças apoiar Não faz sentido para este mod ter um patch de compatibilidade se o mod sugerido não suporta dragões de qualquer maneira not "yet" but the author has already said that it will be ported, the werewolves already work, so the integrations with Sinding already work
entity202s Posted April 19, 2025 Posted April 19, 2025 not really sure why, but for some reason none of the options actually do anything, the options all show up fine, the dialog plays fine, but then nothing, i just sit there awkwardly 1
MadMansGun Posted April 20, 2025 Author Posted April 20, 2025 Quote 5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings. 6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play. 7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8 NOTE1: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior" (doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed) NOTE2: try turning on the "hkx file compatibly check" in FNIS to see if you installed the wrong version/s of any animation packs. 8. you may need to reload the animations, go to the Animation Loader's MCM and then: 8.1. click on the "Disable All" button. 8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*. 8.3. click on "Reload JSON". 8.4. click on "Enable All". 8.5. click on "Count Animations" and make sure nothing is over 1000 (the stock SexLab v1.65 animation limit), turn off some animations if they are. 8.6. click on "Register Animations", then Wait for the message to pop up*. *if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.
MadMansGun Posted April 21, 2025 Author Posted April 21, 2025 nothing worth logging, just some text editing. 1
riksor Posted April 30, 2025 Posted April 30, 2025 This is a great mod, thank you so much. New to modding--everything works, but Paarthurnax only does oral on me. I can't make him do AV or anything else, even if I select that dialogue. Any idea how to fix it?
MadMansGun Posted April 30, 2025 Author Posted April 30, 2025 (edited) 44 minutes ago, riksor said: New to modding you need to install sexlab animation loader (SLAL) to use HCOS/SLDragons. also you need to register the animations in SLAL (and make sure creatures are enabled first in Sexlab Framework) before they can be used. make sure "match creature gender" is off. edit: you did remember to rerun FNIS after installing HCOS right? Edited April 30, 2025 by MadMansGun
riksor Posted May 1, 2025 Posted May 1, 2025 21 hours ago, MadMansGun said: you need to install sexlab animation loader (SLAL) to use HCOS/SLDragons. also you need to register the animations in SLAL (and make sure creatures are enabled first in Sexlab Framework) before they can be used. make sure "match creature gender" is off. edit: you did remember to rerun FNIS after installing HCOS right? I didn't rerun FNIS---sorry for the basic question, thanks for the help though!
Ekkuplays Posted May 28, 2025 Posted May 28, 2025 For some reason the vore animations aren't working, I've installed all the other mods correctly (I think) but for some reason there's no mod related animations loading on my FNIS or my SLAL MCM menu.
Guest Posted May 28, 2025 Posted May 28, 2025 Now Ocreatures already has dragons, would an ostim version be possible?
hoouy Posted June 22, 2025 Posted June 22, 2025 I would like to put it on record for anyone wondering, this mod along with all of its requirements works perfectly with Pandora instead of FNIS and Nemesis with all their add-ons, and so far its been significantly better for me at least, since I no longer have to do all that nonsense to get FNIS and Nemesis working together to play with both these mods and good combat animation mods
hoouy Posted June 23, 2025 Posted June 23, 2025 Out of curiosity, is there any way to go back to Bozilla's place yet after you leave without using the coc command? I assume there isn't but I thought I would ask just in case
MadMansGun Posted June 23, 2025 Author Posted June 23, 2025 10 minutes ago, hoouy said: Out of curiosity, is there any way to go back to Bozilla's place yet after you leave without using the coc command? I assume there isn't but I thought I would ask just in case open the book (outside)
hoouy Posted June 23, 2025 Posted June 23, 2025 I may have an incompatible mod or my save may be bugged then in that case, since when I do that all that happens is a distant dragon noise, but I am not sure what mod would break something like that if it was due to an incompatibility I initially had to use coc to get there since I think I maybe broke it by using "Read Or Take SKSE" to pick it up without reading it first, but I didn't think that would cause any issues if it did. The only other mod I have that touches anything related to books is "Little Lessons - Neglected Books Teach Small Skills"
MadMansGun Posted June 23, 2025 Author Posted June 23, 2025 5 hours ago, hoouy said: I may have an incompatible mod or my save may be bugged then in that case, since when I do that all that happens is a distant dragon noise, but I am not sure what mod would break something like that if it was due to an incompatibility fast travailing needs to be available for it to work, if fast travailing is disabled by something then opening the book inside Bromjunaar Sanctuary should still work Scriptname aaaSLD_BoziilahBook_EnterHome extends ObjectReference Actor Property PlayerRef Auto Sound Property MAGRestorationCharge300m Auto imageSpaceModifier property AzuraFadeToBlack auto imageSpaceModifier property FadeToBlackBackImod auto objectReference property aaaUnbirthedByaDragonRef auto objectReference property COCMarkerHeading auto location property aaaBoziilahHomeLocation auto location property DragonPriestSanctuaryLocation auto Event OnRead() if PlayerRef.isInLocation(DragonPriestSanctuaryLocation) == true || (PlayerRef.isInLocation(aaaBoziilahHomeLocation) == false && PlayerRef.getItemCount(aaaUnbirthedByaDragonRef) == 1 && Game.IsFastTravelEnabled() == true) Utility.Wait(0.01) if PlayerRef.getItemCount(aaaUnbirthedByaDragonRef) >= 1 AzuraFadeToBlack.apply() MAGRestorationCharge300m.play(PlayerRef) utility.wait(2.5) PlayerRef.moveTo(COCMarkerHeading) FadeToBlackBackImod.apply() AzuraFadeToBlack.remove() Game.disablePlayerControls(False, True, False, False, False, False, False, False) if PlayerRef.getItemCount(aaaUnbirthedByaDragonRef) < 1 ; <-makes sure book is in inventory so it won't get lost. PlayerRef.addItem(aaaUnbirthedByaDragonRef) endif else return endif else return endif endevent 6 hours ago, hoouy said: I initially had to use coc to get there since I think I maybe broke it by using "Read Or Take SKSE" to pick it up without reading it first, but I didn't think that would cause any issues if it did. if that mod messes with this mod then it would also effect the black books in the dragonborn dlc, and therefore would be a bad mod to have.
hoouy Posted June 23, 2025 Posted June 23, 2025 Ok so my save is bugged with the book and I did some testing and found out exactly how I broke it. I picked up the book without reading it, but even if I then read it while its in my inventory (while outside) it still works, but if I instead put the book on a bookshelf in a player home, then read it and pick it up, it breaks permanently for whatever reason, like regardless of where I am it will not work if I did those things beforehand Ok so I did more testing, and it looks like it will always permanently break the book if you put it in a container or on a bookshelf, and if it matters I am using a bookshelf and container in "Elysium Estate SSE"
MadMansGun Posted June 24, 2025 Author Posted June 24, 2025 (edited) 3 hours ago, hoouy said: Ok so my save is bugged with the book and I did some testing and found out exactly how I broke it. I picked up the book without reading it, but even if I then read it while its in my inventory (while outside) it still works, but if I instead put the book on a bookshelf in a player home, then read it and pick it up, it breaks permanently for whatever reason, like regardless of where I am it will not work if I did those things beforehand Ok so I did more testing, and it looks like it will always permanently break the book if you put it in a container or on a bookshelf, and if it matters I am using a bookshelf and container in "Elysium Estate SSE" i don't have Elysium Estate and i'm not getting that behavior when i do it in Breezehome. (dropped it into a chest, traveled out of town, saved & quit game to desktop, reloaded, went back to Breezehome and got book, went outside and used it. still worked) Edited June 24, 2025 by MadMansGun
hoouy Posted June 24, 2025 Posted June 24, 2025 Ok, so I have no idea what changed, I added and removed a few mods since I decided to make a new save anyway, and now it works perfect for whatever reason I removed one mod related to books that allows you to mark a book as read or unread since I tried using that to fix this book on my old save, but the only other things I removed were some follower mods I wasnt using, and I just added some combat and spell mods, so I assume that book mod I removed was causing that specific glitch but then again I got that bug initially before I got that book mod so I really have no idea, I am just glad it fixed itself I guess Sorry for wasting your time with all that
KinerenCadence Posted July 7, 2025 Posted July 7, 2025 About Alduin. If there was a way to force him to land somewhere, then the player can have all the fun they want with him. That's the problem. He just never lands. You'll have to clip his wings somehow or tether him to the ground. I asked him to wait on High Hrothgar and was able to return to him and have my fun with him as often as I wanted. I don't really like having followers anyway. They steal all the experience. I'd rather if Alduin just stayed on his perch on High Hrothgar and never went anywhere. Especially after you've beaten him, there's no reason to have him follow you. He can't follow you into dungeons. The only thing I'd even call him or Odahviing for would be for the Civil War battles. But if Alduin never lands, then you can never dismiss him to return to High Hrothgar.
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