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Ashal

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Posted

:P The above code 'almost' worked perfectly.  A minor touch needed... increasing the freakin' counter would be nice!!!

 

BUT it works (once fixed).   And I added upon this concept.  Not just testing for worldSpaces, but exterior cells.

 

Now some may say "You cannot run GETINCELL on an exterior cell!  It's only for interior cells!"  And they would be correct.  However, to test for an exterior cell, you really just need to test if the Actor is in the same cell as a reference IN that cell.  To test if the player is wandering around BorderWatch, just test if he's in the same cell as BorderWatch's Map Marker!!!

 

So now, I have this little plugin set up with two scripts that return (1) whether the player is in a city or town (even exterior towns like Hackdirt) and (2) able to retrieve the names of these locations.  That... might be entertaining for a HUD. 

 

And yes...  I made another plugin that just used GetFormFromMod and generated the replies just fine.

 

This little plugin will have a few more features before I'm done with it.

Posted
On 3/17/2024 at 3:17 PM, LongDukDong said:

So now, I have this little plugin set up with two scripts that return (1) whether the player is in a city or town (even exterior towns like Hackdirt) and (2) able to retrieve the names of these locations.  That... might be entertaining for a HUD. 

 

And yes...  I made another plugin that just used GetFormFromMod and generated the replies just fine.

 

Yowza!  I got this concept system running just fine!  

Picture, if you will, the installation of "Locations.esm" with its .ini file into your system.  And assume that this master can return whether a targeted actor (
like your player) is in hallowed ground, is in the city streets (whether in a walled city or dirt streets of a settlement), or a custom location for a HUD system.

 

And picture, if you will that a mod you are using can determine if your player is in a  city, or can use "Locations" as an enhancement to expand the list of available city regions... or the like.

 

The script for my Testing Mod that 'uses' the Locations.esm

Spoiler

 

Scriptname MyQuest

 

;; FUNCTION: A test quest script that loads and runs "External Locations.esm"
;; -----------------------------------------------------------------------------
;; USED BY:  LocationTest <QUST>
;; =============================================================================

 

; Declared Variables:
Ref Stage10             ; Quest Variable: External Locations Stage 10 loader
Ref MyTest1             ; Quest Variable: First Test script:  GetIsCity
Ref MyTest2             ; Quest Variable: Second Test script: GetLocation
Ref MyTest3             ; Quest Variable: Third Test script:  GetEt'Ada
string_var sData        ; Mechanics:      String to load individual rumor
short SwitchFlag        ; Variable:       MODDER SWITCH - Determine what test
short iReturn           ; Variable:       Returned numeric test value
string_Var SReturn      ; Variable:       Returned string test value

 


Begin GameMode

 


    ;; On game load or reload, ensure outside mods updated
    If GetGameLoaded || GetGameRestarted
        ;
        Let Stage10 := GetFormFromMod "External Locations.esm" "806" ; Data Load
        Let MyTest1 := GetFormFromMod "External Locations.esm" "811" ; City
        Let MyTest2 := GetFormFromMod "External Locations.esm" "812" ; Et'Ada
        Let MyTest3 := GetFormFromMod "External Locations.esm" "813" ; Locations
        ;
        ; Cancel/Exit quest function if invalid

        If 0 == IsFormValid MyTest1
            StopQuest LocationTest
        endIf
        ;
        ; Acquire List and exit on success

        If FileExists "Data\ini\LocationsShivering.ini"
            RunBatchScript "Data\ini\LocationsShivering.ini"
            PrintC "External Locations: Loading Shivering Isles Locations."
            Return
        endIf

        ;
        ; Debug message and restart for next iteration

        PrintC "Test plugin functioning"
        Return
        ;
    endIf

    
    ;; CHOOSE WHAT TO TEST HERE
    Let SwitchFlag := 3


    ;; PERFORM TEST BASED ON SWITCH
    If SwitchFlag == 0    
        ;
        ; Test if in any Populated area

        Let iReturn := Call MyTest1 PlayerRef
        If iReturn == 1
            MessageEx "In City"
        else
            MessageEx "Not In City"
        endIf
        ;
    elseIf SwitchFlag == 1
        ;
        ; Test for Aedric Only

        Let iReturn := Call MyTest2 PlayerRef 1
        If iReturn == 1
            MessageEx "Aedric area"
        endIf
        ; Test for Daedric Only
        Let iReturn := Call MyTest2 PlayerRef 2
        If iReturn == 1
            MessageEx "Daedric area"
        endIf
        ; Test for Any Good
        Let iReturn := Call MyTest2 PlayerRef 3
        If iReturn == 1
            MessageEx "Generally good"
        endIf
        ; Test for any Unholy (does include Daedric)
        Let iReturn := Call MyTest2 PlayerRef 4
        If iReturn == 1
            MessageEx "Generally unsettling"
        endIf
        ; Test for any Evil (but not Daedric)
        Let iReturn := Call MyTest2 PlayerRef 4
        If iReturn == 1
            Let iReturn := Call MyTest2 PlayerRef 2
            If iReturn == 1
                MessageEx "There is something evil afoot"
            endIf
        endIf

        ;
    else
        ;
        ; Garner Player location

        Let SReturn := Call MyTest3 PlayerRef 0
        MessageEx "%z" SReturn
        ;
    endif

 


End

 

 

 

And once put into a quest stage, this is the basis script I use to push my 'testing' plugin's own INI file into Locations's system.

Spoiler

 

ScriptName Stage10Cmd

 

;; FUNCTION: Loads individual location strings and pass into the record loader
;; -----------------------------------------------------------------------------
;; USED BY:  LocationTest <QUST> - Stage 10 -
;; =============================================================================

 

; Declared Variables:
Ref StageCommand        ; Variable:       Reference for the Stage 10 loader

 


Begin Function {}

 


    ;; Obtain the Stage 10 command recorded in the quest page
    let StageCommand := LocationTest.Stage10

 

    ;; Execute the Stage 10 command with the loaded string data
    Call StageCommand LocationTest.sData

 

    ;; Cleanup
    sv_Destruct LocationTest.sData

 

 

End

 

 

I basically set up the Master to be pretty easy to use, commandwise:

 

The syntax:

  • ret_value   := GetInCity  actor_ref                     Returns 0 if not in a city, 1 if in a city
  • ret_value   := GetIsEtAda actor_ref test_id      Returns 1 if the area is spiritually active
  • ret_string  := GetInCity  actor_ref test_flag  Returns the name of a location, or optionally '!Unknown Area'

 

The test_id parameter for the Et'Ada command is (0=none, 1=Aedric, 2 = Daedric, 3=Good, 4=Bad).  Granted 1-4 are the only functioning flags.

 

The test_flag parameter for the GetInCity command is (0=loaded values only, 1=read cell names as backup)

 

Most returned strings from the City command include a prefix character (!, @ and ^) for optional words "in", "at" and "on", these added for some HUD or text options.

 

I got a bit more work... Ini editing-wise.  Essentially, adding 'Knights of the Nine" content to the .Ini file I intend to supply.

 

  • 5 weeks later...
  • 1 month later...
  • 1 month later...
Posted (edited)

NOW.... I have an optical drive issue.  I had been playing Oblivion from my CD, though I know its supercheap at GOG (and it prolly has ALL the DLCs).  I plan to get both a new Optical Drive and the GOG edition when I can.  But now, I am at a temporary halt as my drive is ... its not supposed to sound like a buzz-saw!

STILL, text editing is possible, and that's what INI files essentially are.

 

On 7/15/2024 at 7:31 AM, fejeena said:

BUT if you have enslaved a quest NPC and you need him/her there are no quest dialogues, quest scripts can not find the quest NPC, . . .  because the NPC-copy is a different NPC with different ID. And if you release the slave you release the copy! the original NPC is gone forever. Only with console you can get it back.


This, Fejeena stated when replying to another individual in his LoversBitch thread.  This is so utterly correct... and I probably have it writtenup 'somewhere'. Within LoversSlaveTrader, it is indeed possible to 'copy/clone' NPCs that are... um... idiots; types that are meant to respawn/refresh, and those that only process/function when in the process of the player---  these clones being mere reproductions that will not respawn and remain active without the player's presence.

 

I took that into consideration months ago, but never truly expanded upon it.  You see... My edition of LoversSlaveTrader includes a "No Copy" ini file that currently lists specific NPCs from LSTBravilUnderground that are actively barred from being copied. This way, the player cannot 'screw up a quest in BravilUnderground' when the original 'referenced' NPC is needed. Sadly, this only extends to NPCs within BravilUnderground.  Thankfully, the same ref IDs exist between MBP and Non-MBP editions.  :smirk:

 

Ex:

Spoiler

 

; LSTBravilUnderground - Custom Berserker Cats, and combatants in MainQuest 17
; ====================

Set xLSTMods.sNoCopyMod to sv_Construct "LSTBravilUnderground.esp"
Set xLSTMods.sNoCopyNPC to sv_Construct "02E869|02E86A|02E86B|04B24B|04B24C|04B24D|04AB4E|04B248|04B249|04B24A|04B933|04D4AD|04AB5F|04AB60|04AB61|04AB62|04B92F|04AB54|04AB6B|04AB56|04AB57|04AB5D|04AB5E"
SetStage xLSTIni 10


; LSTBravilUnderground - Oblivion NPCs affected (apparently just Gilgondorin)
; ====================

Set xLSTMods.sNoCopyMod to sv_Construct "Oblivion.esm"
Set xLSTMods.sNoCopyNPC to sv_Construct "00A129"
SetStage xLSTIni 10

 

 


Would any like to suggest NPCs from Oblivion or other mods that should not be copied, I am open.  The No Copy ini file uses the RefIDs of these NPCs (the hex code IDs for the ones on the map and not the database). The above spoiler shows how BravilUnderground's NPCs are listed, one being Gilgondorin from Oblivion itself.

Edited by LongDukDong
Posted

Can anyone just add NPC to the  ini list?

Add esp or esm  and add the NPC ref ID ?

 

Set xLSTMods.sNoCopyMod to sv_Construct "Oblivion.esm"
Set xLSTMods.sNoCopyNPC to sv_Construct "0234D8|0234D9"          ; Rena and Rimalus Bruiant
SetStage xLSTIni 10

 

Set xLSTMods.sNoCopyMod to sv_Construct "LoversBitch.esp"
Set xLSTMods.sNoCopyNPC to sv_Construct "017839"                     ; Maera Sirius
SetStage xLSTIni 10

 

Set xLSTMods.sNoCopyMod to sv_Construct "Floranius.esp"
Set xLSTMods.sNoCopyNPC to sv_Construct "01B923"                ; Naasira Dorak
SetStage xLSTIni 10

 

There are too many Mods with too many quest NPCs.  (  Nexus in the category "Quests And Adventure" are 800+ Mods )

And if you play a Mod the first time you don't know the quest NPCs.   To be on the safe side I think it is better to play without Slave-copy-function. And it's not just the quest NPCs. NPC-clones with houses "lose" their ownership to house and bed and chests...  with a high responsibility the NPC-clone will not enter the house (no trespassing) or uses beds that do not belong to him. e.g. Innkeepers do not use the merchant chest and do not rent rooms.

So the copy function is actually only good for NPCs without names (Bandits, Necromancer,.. ) ,  because their "respawn" and "No Low Level Processing" flags are removed.

If someone really wants to enslave a nameless NPC they should use the setting Sell, turn the craete-copy function on and turn it off again after enslaving.

Because for all NPCs with names you don't need the copy function. For quest NPCs you should not use the copy function. So only useful for the no-name-NPCs.

Yes there are a few NPCs with name with "No Low Level Processing" flag. I remember some innkeepers. But a released clone-slave could never run the inn.  So it's better to use the original NPC as a slave and use "Set Essential Actors Plus"  Mod-spell to remove the "No Low Level Processing" flag, so that a released original-NPC-slave can go back to his house, bed and to his work.

And because of the problems with quests, ownership, rent beds, dialogues,...  I never use the create copy function.  And if there is a nice enemy-only-race in a mod, all without a name ( with "respawn" and "No Low Level Processing" flag ) , I quickly turn on the copy function for one or two enslavements.

 

Posted

Why manage NPCs in such a way at all? If a specific scene is needed, simply create a mod with that scene and interactive actions

Posted
On 7/22/2024 at 9:52 AM, fejeena said:

Can anyone just add NPC to the  ini list?

Add esp or esm  and add the NPC ref ID ?

 

Set xLSTMods.sNoCopyMod to sv_Construct "Oblivion.esm"
Set xLSTMods.sNoCopyNPC to sv_Construct "0234D8|0234D9"          ; Rena and Rimalus Bruiant
SetStage xLSTIni 10

 

Set xLSTMods.sNoCopyMod to sv_Construct "LoversBitch.esp"
Set xLSTMods.sNoCopyNPC to sv_Construct "017839"                     ; Maera Sirius
SetStage xLSTIni 10

 

Set xLSTMods.sNoCopyMod to sv_Construct "Floranius.esp"
Set xLSTMods.sNoCopyNPC to sv_Construct "01B923"                ; Naasira Dorak
SetStage xLSTIni 10

Indeed.   That should work just fine. :D 

 

 

 

On 7/22/2024 at 9:52 AM, fejeena said:

There are too many Mods with too many quest NPCs.  (  Nexus in the category "Quests And Adventure" are 800+ Mods )

 

Sadly, there are indeed ... plenty. :'(  Well, sad that the Copy feature could 'bug' a quest.  When the feature was added, I highly doubt that quests outside of LSTBravilUnderground were considered, nor realized that some quests 'within' could have been affected. But he did separate the mod in two on Valentines day 2012.  Before that, LST and Bravil-U were one and the same.

 I have been thinking of a 'patch' system where one could make separate 'no-copy' ini files specific to individual quests or quest groups like the NSFW Brothel addons like
Tiber Septim Hotel or the GwedenBrothel sets.  In that, you only upload into the INI folder those files specific to the quest mod(s) you wish.  It would mean a library, but it could be done.

 

 

 

On 7/22/2024 at 9:52 AM, fejeena said:

To be on the safe side I think it is better to play without Slave-copy-function. And it's not just the quest NPCs. NPC-clones with houses "lose" their ownership to house and bed and chests... 

True.  But the slave copy function exists, and has always existed since Wendesday, December 28, 2011.  Boy, do I do my research. :P  I translated the original Update History file for LST.

This is an attempt to 'manage' and/or limit the copy feature's function.  As towards NPC clones, I have thought about re-instituting the original NPCs upon being freed.  That is to saw that once an NPC clone is freed, it is destroyed and the original NPC is resurrected and re-enabled... with all the carried content of the clone applied to the original.  I would need to keep track of the original of course, and have a means to connect the two if/when needed.

As towards copied slaves no longer having ownerships...  I'd label that as a win of sorts.

Of course I realize the dangers of NPC copy effects on NPCs and connections to quests, which is why I had added this option. But one must realize... not everyone else would and would thus abuse this feature. 

 

 

 

On 7/22/2024 at 10:58 AM, TDA5 said:

Why manage NPCs in such a way at all? If a specific scene is needed, simply create a mod with that scene and interactive actions

Certain quests 'demand' that the NPC be available.  I know not whether they are set to 'respawn' and/or 'no-low-level processing'. But if I were allow either Lady Sarah or Lady May Alinna within PlayerSlaveEncounters to become cloned, questline incidents may break.  The same could be said about a multitude of mods that obviously wouldn't take LoversSlaveTrader into account.

 

I would not wish to have to make individual .esp files for each game in question to alter the NPCs so they are not respawning and such. That would be even more of an intrusion. Being able to merely add to a list of NPCs unavailable is clearly a better option.

 

The 'xLSTInviolableToken' (aka [LSTFlag] Blocked from Enslaving token) has existed since Sunday, March 18, 2012.  Perhaps... like TamagoFertilityClinic... I should have a list to apply this token to specific NPCs that should never be enslaved.  Well, when I get this stuff going. 

 

This is about safeguarding other mods that did not take LoversSlaveTrader into consideration.  I cannot blame those mod authors, and must consider that this mod enslaves NPCs and may create clones that could damage those questlines.  Thus, I am working to define means to protect those mods and their questlines with an absolute 'zero' intrusion upon those other mods. An ounce of prevention is worth a pound of cure.

 

Posted

@LongDukDong Having issues getting one of your mods to run and I even clean installed my oblivion... It won't let me message you mostly just having an issue with char creation on childrens of cyrodiil everytime I scroll through race to one of the added races it just crashes I have tried for hours to get it to work,....

Posted
2 hours ago, datika12 said:

@LongDukDong Having issues getting one of your mods to run and I even clean installed my oblivion... It won't let me message you mostly just having an issue with char creation on childrens of cyrodiil everytime I scroll through race to one of the added races it just crashes I have tried for hours to get it to work,....

Which mod?

 

Is it one of his reworked Lovers versions, or one of his own new mods/addons?

 

If it is a reworked Lovers version, try the original version to be sure the crash is caused only by his version or childrens of cyrodiil is not compatible with this Lovers Mod.

If it is one of his addons/new mods try your game without it.

If you don't know which mod it is, uninstall one by one and test. Or uninstall all and enable one by one untill your game crash.

 

And the crash happens not in game? Happens when you are in the race menu? That does not sounds like a compatibility problem with other mods , normally only some missing race files can cause a crash in the race menu. Check your childrens of cyrodiil  installation.

 

And right load order ? Wrong laod order can cause many problems.  Mod sorting, see my yellow Link below.

 

  • 4 weeks later...
Posted
On 7/21/2024 at 4:23 PM, LongDukDong said:

NOW.... I have an optical drive issue.  I had been playing Oblivion from my CD, though I know its supercheap at GOG (and it prolly has ALL the DLCs).  I plan to get both a new Optical Drive and the GOG edition when I can.  But now, I am at a temporary halt as my drive is ... its not supposed to sound like a buzz-saw!

As of today at least, the GOG version has it on sale for 75% off. $5 in USD.  Its the Deluxe version. The site will try to get you to install its GOG Galaxy manager. Its not needed. You can download the installer files manually. The GOG version is sooo nice. It has the 4gb patch already applied and no DRM. It also has no trouble with different size oblivion.ini like the Steam version does. At least it doesnt have that problem with me. It also lets you choose where to install it to.

  • 2 weeks later...
Posted (edited)

Greets.   Um, I already snagged the GOG edition before you answered. :D   Oh, and I needed to snag the GOG edition of the OBSE LOADER at Silverlock for my OBSE 21. Seems Nexus doesn't even LINK it anymore.

But, you would not BELIEVE the issues that arose.   The AC died,  Property taxes came up the moment I garnered the funds for the entire AC replacement.  Then someone SMASHED INTO MY CAR...   the mechanic stalled trying to get more money then realized (two weeks later) that the car was totaled....There goes all I saved for the AC again, and then a friend got Covid... 

 

I have been away for TWO EFFIN MONTHS over freakin HELL events!

 

BTW, why didn't anyone tell me that the "Knights Unofficial Patch" from the Unofficial DLC Patches ... and MBP ... do not play nice together?  Honesly, its past midnight, but I have been trying to figure out why this new copy of Oblivion and my esp setups did not work, only to find it was the stupid PATCH FOR KNIGHTS that borked the Modular Beautiful People set!!!

 

I made backups of every stage of my re-installation:

stage.png

 

Stage 6 will be common mods to play with.   Still,  I have not yet re-installed the Extended Editor so I can once again begin to tinker.  But that's going to be some time from now.  I got paperwork on getting (whats left of ) a car towed... and other stuff.

 

 

 

On 7/26/2024 at 12:00 AM, datika12 said:

Having issues getting one of your mods to run and I even clean installed my oblivion... It won't let me message you mostly just having an issue with char creation on childrens of cyrodiil everytime I scroll through race to one of the added races it just crashes I have tried for hours to get it to work,....

 

Childrens of Cyrodiil , otherwise known as Childrens of Oblivion, is actually by Elgado2k.  A confusing mod, I admit.  Not only it has its own esp, but relies upon a separate Child Races Revamped.esm (or master). And it is wholly dependent upon Cutthroat Mods (or CM Mods) to have dialogue with available partners within.  Personally, I'm not into CM-Mods as I was in the Morrowind days.

 

Sadly, I know that there are resources missing... mostly clothing based.

 

As to races that will crash during character creation, this is not the only mod that has such issues.  Some race mods are 'female only' and scrolling through to encounter the race whilst "male" is toggled would cause issue just the same.  It is a limitation of the original mod/race creator's own doing.

 

 

Edited by LongDukDong
Posted (edited)

STUDY of the Mazcar's Durzog revealed...

Durzog.jpg

 

Its a re-skinned DOGGY.

 

 

That's actually not a joke.  It apparently uses a dog skeleton and had it vocals changed to suit the beast.  Its actually that the creature is saved within its own MOO\DURZOG subfolder seems to be what has been giving me grief where LoversCreatures 2.5+ is concerned.

 

 

 

image.jpeg

 

And it seems, if I copy/paste the body mesh content of the Durzog from within its BSA and place it within a contemporary Creatures\Dog folder...

... It works!

 

This took quite some time of study. I attempted to see if adding "Moo\Durzog" or just "Durzog" to the LoversCreature.ini file, and found the creature recognized but no animatics, this even when I attempted to substitute Skeleton.nif and other facets.  The "Durzog" folder was recognized, this while within the Moo folder rather than the Creatures folder.  But it was 'meh'  and didn't perform action.

 

So I expect the "Common Wolf", the Moo version of the "Timber Wolf", the Fox and other Moo Dogs should be easily adapted as such.  And something within MOO created canine penis stretching.  Upon removal and cleanup, canine penis stretching ended.   So there is something else to look into.


I won't be able to spend as much time as I would like.  But I did want to announce a beginning breakthrough into MOO functionality with LC2.5+
 

 

 

Edited by LongDukDong
Posted

Durzog and fox is in LoversBitch the Extra folder.  4 Durzog meshes from anequina  and a fox from Unique Landscapes .

Yes not LC2.5  but both creatures works good with a dick and the animations.

  • 3 months later...
Posted
8 hours ago, LongDukDong said:

I am here to say ... I'M STILL ALIVE!!!!!!!

But I can't stay long.   I have so much ahead of me in RL stuff, it would make your head spin.

SOON... I hope.

I heard you are going to get married.//

  • 3 months later...
Posted
On 12/19/2024 at 8:16 AM, tda4 said:

I heard you are going to get married.//

 

WHAT?

But yeah, no.  Kinda having a ... time.

I lost all my work, my external HDD backups and all...   So I gotta regain it all.  :| 

  • 11 months later...
Posted
On 12/19/2024 at 8:16 AM, tda4 said:

I heard you are going to get married.//

Um... wut?

I'M STILL ALIVE, but I suffered a lotta issues over the past year.   I mean one after the other, and have not had time to re-acquire my Oblivion (I do have GOG full package there), let alone open any modding.  I gotta  *sigh* again, re-acquire everything.  But even then, I have work ahead of me before I can do even THAT.

Just the same, I told a friend whom helped me on coding some of my generally compliant material, he can post on Nexus Mods.  He helped with various issues that came up in Vacant Houses and even offered some quest-related dialogue options. And he's pursued some stuff for me with both OBSE developers and the Construction Set Extension creator.  

So yeah, still alive... but not yet able to fully return.  And if you see some greenish hound posting my stuff at Nexus... Its fine.

Posted (edited)

Sorry, how do I START? Is there button or spell? I have only spell for diary, stats, masturbation, ect. And no options in dialoges. Checked everything and readme files.

Edited by kitenfo
Posted
On 3/19/2026 at 12:18 AM, kitenfo said:

Sorry, how do I START? Is there button or spell? I have only spell for diary, stats, masturbation, ect. And no options in dialoges. Checked everything and readme files.

Are you tolking about Lovers/LAPF? 

You install LAPF and you have a masturbation spell  for Self(Player) and a target spell vor NPCs.  Thats all. LAPF is the framework.

You need mods.

See

https://www.loverslab.com/topic/6799-lovers-plugin-index-with-direct-links/

and see

https://www.loverslab.com/topic/36443-oblivion-install-gametoolsbodiesbbb-load-order-sorting-espesm-cleaning-cs-cse-body-stretching/

scroll down to

Now you can install Lovers/LAPF if you want. Or other Mods

There are tips in the spoiler. Which mods you should start with depends on how you want to experience sex: dialogue (consensual sex), rape, prostitution, or should the player be surprised by NPCs (stalking)?

And do not install all mods you like or which sound interesting. There are so many setting spells or íni files to set. Instal 1 or 2 Lovers Mods then test the game, check the settings, check new spells,,... until you like it and know what the Mods do.  If you install many Mods at once you don't know which mod changed what and added which spells. If you want to change or delete something, you don't know which mod is responsible.

 

---------------

And see if you have Mods that do not work or have some problems with Lovers.

https://www.loverslab.com/topic/12494-mods-that-are-not-compatible-with-lovers/

 

Posted
On 17.03.2026 at 21:42, LongDukDong said:

Эм... что?

Я ВСЕ ЕЩЕ ЖИВ, но за последний год у меня было много проблем. Одна за другой, и у меня не было времени, чтобы снова приобрести Oblivion (у меня есть полный комплект с GOG), не говоря уже о том, чтобы открыть какие-либо моды. Мне снова *вздох*, нужно все заново приобрести. Но даже тогда мне предстоит много работы, прежде чем я смогу сделать даже ЭТО.

Тем не менее, я сказал другу, который помогал мне с кодированием некоторых моих в целом соответствующих требованиям материалов, что он может выкладывать их на Nexus Mods. Он помог с различными проблемами, которые возникали в Vacant Houses, и даже предложил несколько вариантов диалогов, связанных с квестами. И он занимался для меня некоторыми вопросами как с разработчиками OBSE, так и с создателем Construction Set Extension.  

Так что да, я все еще жив... но пока не могу полностью вернуться. И если вы увидите какого-нибудь зеленоватого пса, выкладывающего мои материалы на Nexus... это нормально.

Well, obviously it was a joke.
It's good to be alive.

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