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Posted

idk it just takes ages to try and even open in nexus and its the only mod that has this happened. i downloaded the mod in past and it was having issues too but eventually it did load but everytime i opened nexus i had to enable it for some reason. Im not trying to sound picky or rude i just dont know why its acting that way. 

Posted
8 hours ago, bobmarley24 said:

idk it just takes ages to try and even open in nexus and its the only mod that has this happened. i downloaded the mod in past and it was having issues too but eventually it did load but everytime i opened nexus i had to enable it for some reason. Im not trying to sound picky or rude i just dont know why its acting that way. 

I don't know why it would be doing that.  The mod isn't large and isn't packed in a special way.

Posted

yeah ive never seen an issue like this before so at first i thought maybe it was large file but when u reminded me how small it is I have not a clue! I doubt it has anything to do with the mod itself cause if it did there be issues after its activated, If i find a way around it or find out whats wrong with it in a more technical explanation I will let you know, and even though I cant get it to work at the moment I am very eager to see what will be put in next :D dont give up your awsome work!

Posted
On 9/4/2019 at 1:52 PM, danta said:

So all the chaurus in the game have disappeared when I installed this mod

 

The add victim quest spell says its been added but I don't get it. When I try to add it to my pc via console it says it cant  

On 9/4/2019 at 1:57 PM, Seijin8 said:

This mod doesn't remove chaurus from the world, only adds more of them and some specific ones.

 

The only way that the existing chaurus could have disappeared with this mod is if you had this mod installed, then uninstalled it (as might happen with a clean save).

The main reason it would say you can't add it is because you already have it.  If in doubt, reset the mod through the MCM and it will remove the old copy and replace it.  (But that happens automatically on version updates anyway.)

 

EDIT: The "Victim Spell" will not show up as a spell effect on you or one that you can cast.  It is a background spell that manages the mod's effects.  You can verify that you have it through the console effects list.

Danta, when I deleted the old Chaurus Life and did a clean save as instructed, it appears my Skyrim chauruses disappeared too. I use Mod Organizer, and I keep a backup version of all vanilla Skyrim files in a folder. Consequently, what I did you may be unable to do. I copied my backup Skyrim files over my game Skyrim files. Now I have Skyrim chauruses again. If you don't have a backup copy of all Skyrim files, you can still get the original files back via Steam. However, if you do this and have mods that changed your game Skyrim files, they'll get changed back to their original Skyrim vanilla state. As Mod Organizer doesn't touch the original game Skyrim files, I didn't have trouble with that.

 

I wish you success getting vanilla Skyrim chauruses back.

Posted

In case someone runs into the issue with Nexus Mod Organizer. The NMO cannot deal with the rar files. And worse, in case of the scripts it threw

 

ChaurusLife Script overwrites and Patches v0.1.4 // A problem occurred during install:
The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.

 

Solution: Unrar the rar files. Rename the "ChaurusLife Script overwrites and Patches v0.1.4" Folder into maybe "CLSP v0.1.4", zip the folders and then install the 7z or zip files.

Posted
2 hours ago, Abraxas67 said:

Solution: Unrar the rar files. Rename the "ChaurusLife Script overwrites and Patches v0.1.4" Folder into maybe "CLSP v0.1.4", zip the folders and then install the 7z or zip files.

Easy enough to do, thanks for the suggestion.  As far as:

2 hours ago, Abraxas67 said:

The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.

... that may have to do with your destination directory.

Posted
12 minutes ago, letterman said:

do hatchlings from ec+ grow with this mod?

My mod does not directly affect EC+ hatchlings.

 

One of the many (many, many) problems with EC's hatchlings is that they grow so slowly (1% of scale per "food event", which is approximate at best), that you probably never notice them growing, and it likely takes at least 100 consecutive days of feeding them regularly for them to finally "mature".  At that point, they are supposed to become normal Chaurus, and at that point my mod would start to affect them.

 

tl;dr: nope.

 

EDIT: I will fix that whole system in the future, but it likely will not be compatible with EC+ at that point.  And that isn't happening very soon.

Posted
6 minutes ago, Marcus_FeniX said:

beastess questline, quest 3

I'm guessing that is because Beastess modifies race records to allow dialogue.  You can make a patch, easily enough.  For a quick fix, load that mod after mine to get the dialogue going, and then switch it right back once that part is done.

  • 2 weeks later...
Posted

No such thing as a clean save, and what do you mean for "stuffs"? files? if its files, im guessing you should extract the original file to a isolated folder and see what is included in that mod, then search and delete. Vortex is probably your best friend if you need to do this but if you manually extracted it to your data folder, its going to be slow going.

Posted
1 hour ago, Hawkhunter347 said:

No such thing as a clean save

1) Remove the mod

2) Start up the game without the mod

3) Save the game

4) Use a script cleaner to remove orphaned scripts

5) Optional, load resulting save, wait a couple minutes and save again

6) Re-add mod.

 

This has been the understood "clean save" procedure for years.  Arguing otherwise is pedantic.

Posted

im not arguing on what the procedure is, im saying the mod will impact your files in some way that is not as easy as deleting the mod so therefore it will technically never be properly clean. but yes you are correct in your procedure

Posted
8 minutes ago, Hawkhunter347 said:

im not arguing on what the procedure is, im saying the mod will impact your files in some way that is not as easy as deleting the mod so therefore it will technically never be properly clean. but yes you are correct in your procedure

Sorry, didn't mean that to come off as harsh as I think it did, just hoping not to steer into that territory.  "Clean save" has a fairly commonly understood meaning, and while it isn't truly clean, it is as close as we can get.

Posted

Was just wondering if I'm the only one having trouble DLing this? I download the file "ChaurusLife v0.1.4a.rar" but it tells me it's corrupt. I've tried redownloading about 5 times over the course of several days and always the same results. Sound like a really cool WIP, and well thought out.

Posted
2 hours ago, Metalo said:

Was just wondering if I'm the only one having trouble DLing this? I download the file "ChaurusLife v0.1.4a.rar" but it tells me it's corrupt. I've tried redownloading about 5 times over the course of several days and always the same results. Sound like a really cool WIP, and well thought out.

You're the second to mention it, so I will reupload momentarily.  Not sure why it is being a problem, but hopefully this resolves it.

 

EDIT: Newly uploaded file is just a repack of the previous file.  Nothing new has been added.

Posted
22 minutes ago, Unknown Dragon said:

Yeah, can't download the file either.

I can download it fine, so please provide more information:

 

1) Which file exactly are you trying to download?

 

2) Are you able to download other files from the site?

Posted
59 minutes ago, Seijin8 said:

From my blog:

I would love to get some input from people here about what they'd like to see.

i would say a mix of them:

it's meant to be #4 but some eggs fall out (#2) due to the breeder being too full, then (#3) a restless larva or 2 may come out accidentally that a passing flyer may then choose to pick/suck up with it's ovipositor and (#5) reinsert it into another breeder.

Posted
1 minute ago, MadMansGun said:

i would say a mix of them:

it's meant to be #4 but some eggs fall out (#2) due to the breeder being too full, then (#3) a restless larva or 2 may come out accidentally that a passing flyer may then choose to pick/suck up with it's ovipositor and (#5) reinsert it into another breeder.

Fair thoughts there.  I'd always figured the "eggs falling out" were related to the workers not really having a vested interest (they didn't create the eggs themselves), and there are (presently) no reaper animations where eggs are allowed out (and several where they are stuffed back in when falling out).

Posted
16 minutes ago, Seijin8 said:

Fair thoughts there.  I'd always figured the "eggs falling out" were related to the workers not really having a vested interest (they didn't create the eggs themselves), and there are (presently) no reaper animations where eggs are allowed out (and several where they are stuffed back in when falling out).

they probably don't care until the eggs are proven to be alive (i'm assuming that some of the egg piles are just duds that they keep around to be used as a food reserve)

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