Aldid Posted December 17, 2025 Posted December 17, 2025 2 hours ago, Kat8086 said: Is there a way to designate my player home (bloodchill manor in AE) as not a "town"? I have a deal that I need to stay bound in towns but that is affecting my ability to craft You could use xEdit to edit the dialogue conditions for the relevant idle comment to explicitly exclude locations with the player home keyword 1
Kat8086 Posted December 18, 2025 Posted December 18, 2025 21 hours ago, CaptainJ03 said: No, player homes are, as far as I know, always considered to be inside of a town. You need to find crafting stations in the wild. Thank you, while o have you here, I'm trying to get either the pet suit deal or the crawl deal to activate in testing. Is there a list to see what classic or modular deals block access to this?
Beta The Slave Posted January 27 Posted January 27 Possibly dumb question. Is there a way to make an armor that's usually broken up into multiple pieces into a single set for the whore armor option? I was looking at a reverse bunnygirl set but its broken up into several pieces which I figure would get in the way of the custom whore setup.
Beta The Slave Posted January 27 Posted January 27 On 12/18/2025 at 12:00 AM, Kat8086 said: Thank you, while o have you here, I'm trying to get either the pet suit deal or the crawl deal to activate in testing. Is there a list to see what classic or modular deals block access to this? As both of those are modular, they both should be available as potential 3rd options on a modular deal. I personally haven't found any non-3rd rank blocks access.
Hex Bolt Posted January 27 Posted January 27 4 hours ago, Beta The Slave said: Is there a way to make an armor that's usually broken up into multiple pieces into a single set for the whore armor option? I was looking at a reverse bunnygirl set but its broken up into several pieces which I figure would get in the way of the custom whore setup. Yes, if you're okay with using NifSkope. The process won't always work (sometimes pieces require a specific parent node), but it usually does, especially for your situation where the pieces are intended to be worn as a set.  Make a backup copy of the mesh that you're going to modify. Open the base item (usually, it's the one that has a body) in NifSkope. Open one of the other pieces in a second NifSkope window. In the second window, click on the part to copy over (an NiTriShape), right click, and select Block -> Copy Branch. Keep this window open (you must do this). In the first window (with the main piece) click on Scene Root. Right click and select Block -> Paste Branch. Expand the pasted part in the left-hand pane and click BSDismemberSkinInstance. In the bottom left pane, expand Partitions until you see Body Part. Edit the value to be the same as the base part (usually this will be 32, the body). If you forget this step or mess it up, the part won't be visible. If the piece being copied has multiple parts (NiTriShapes), repeat for each part that you want to copy. Remember to always select Scene Root in the first window before pasting. If the combined version has parts that don't move with you, you forgot to select Scene Root when pasting. When finished, close the second widow (it will say it's changed, but abandon whatever it thinks changed). If you have more pieces to merge, repeat the process as before, using two NifSkope windows. 2
Beta The Slave Posted January 27 Posted January 27 13 hours ago, Hex Bolt said: Yes, if you're okay with using NifSkope. The process won't always work (sometimes pieces require a specific parent node), but it usually does, especially for your situation where the pieces are intended to be worn as a set.  Make a backup copy of the mesh that you're going to modify. Open the base item (usually, it's the one that has a body) in NifSkope. Open one of the other pieces in a second NifSkope window. In the second window, click on the part to copy over (an NiTriShape), right click, and select Block -> Copy Branch. Keep this window open (you must do this). In the first window (with the main piece) click on Scene Root. Right click and select Block -> Paste Branch. Expand the pasted part in the left-hand pane and click BSDismemberSkinInstance. In the bottom left pane, expand Partitions until you see Body Part. Edit the value to be the same as the base part (usually this will be 32, the body). If you forget this step or mess it up, the part won't be visible. If the piece being copied has multiple parts (NiTriShapes), repeat for each part that you want to copy. Remember to always select Scene Root in the first window before pasting. If the combined version has parts that don't move with you, you forgot to select Scene Root when pasting. When finished, close the second widow (it will say it's changed, but abandon whatever it thinks changed). If you have more pieces to merge, repeat the process as before, using two NifSkope windows. I love you for this. Thank you.
Beta The Slave Posted January 27 Posted January 27 14 hours ago, Hex Bolt said: Yes, if you're okay with using NifSkope. The process won't always work (sometimes pieces require a specific parent node), but it usually does, especially for your situation where the pieces are intended to be worn as a set.  Make a backup copy of the mesh that you're going to modify. Open the base item (usually, it's the one that has a body) in NifSkope. Open one of the other pieces in a second NifSkope window. In the second window, click on the part to copy over (an NiTriShape), right click, and select Block -> Copy Branch. Keep this window open (you must do this). In the first window (with the main piece) click on Scene Root. Right click and select Block -> Paste Branch. Expand the pasted part in the left-hand pane and click BSDismemberSkinInstance. In the bottom left pane, expand Partitions until you see Body Part. Edit the value to be the same as the base part (usually this will be 32, the body). If you forget this step or mess it up, the part won't be visible. If the piece being copied has multiple parts (NiTriShapes), repeat for each part that you want to copy. Remember to always select Scene Root in the first window before pasting. If the combined version has parts that don't move with you, you forgot to select Scene Root when pasting. When finished, close the second widow (it will say it's changed, but abandon whatever it thinks changed). If you have more pieces to merge, repeat the process as before, using two NifSkope windows. Follow-up question. Is there a difference between the 0 and 1 .nif files? One of my mods only has 1 .nif for the armor. Should I just make 2 copies, one labeled 0 the other 1?Â
Hex Bolt Posted January 27 Posted January 27 (edited) 24 minutes ago, Beta The Slave said: Follow-up question. Is there a difference between the 0 and 1 .nif files? One of my mods only has 1 .nif for the armor. Should I just make 2 copies, one labeled 0 the other 1? 0 is for 0 body weight; 1 is for 1 body weight. If an item only has the "1" nif, it's not using body weight scaling (which is okay). If you have both 0 and 1 nif files, you should merge their pieces separately (merge the individual "0" parts into a combined "0" part, and do the same with the "1" parts). Edited January 27 by Hex Bolt 2
dracu. Posted February 5 Posted February 5 how do i dress myself if i dont have a folower anymore i cant put anything on is there a way to fix this?
CaptainJ03 Posted February 5 Posted February 5 4 hours ago, dracu. said: how do i dress myself if i dont have a folower anymore i cant put anything on is there a way to fix this? There should be an MCM option to reset the mod. You might want to export your settings before doing so, because it resets everything to some default values.
justbob2 Posted March 14 Posted March 14 I'm having a problem with the follower's task where I am put in a pet suit and told to talk to the yarl. This occurs when trying to set up the cease fire meeting with the grey beards. In Solitude, I talk to Elisif and she says I look like I'm in heat, then it looks like an animation is supposed to trigger but it never does and I end up stuck. Is there a way to manually trigger the animation or bypass it?
justbob2 Posted April 2 Posted April 2 On 3/14/2026 at 9:07 AM, justbob2 said: I'm having a problem with the follower's task where I am put in a pet suit and told to talk to the yarl. This occurs when trying to set up the cease fire meeting with the grey beards. In Solitude, I talk to Elisif and she says I look like I'm in heat, then it looks like an animation is supposed to trigger but it never does and I end up stuck. Is there a way to manually trigger the animation or bypass it? The way I bypassed this problem was to dismiss my devious follower before talking to the yarl.
justbob2 Posted April 2 Posted April 2 I have a problem with my devious follower attacking the person I have sex with, even when it results from one of my deals. Can I set something in the mod menu to prevent this?
justbob2 Posted April 2 Posted April 2 1 hour ago, justbob2 said: I have a problem with my devious follower attacking the person I have sex with, even when it results from one of my deals. Can I set something in the mod menu to prevent this? For curiosity, I loaded an earlier save of this same character and got to the same point (with the *puts his hand on your shoulder* deal, and it worked. So, it appears I have a corrupted save. (Don't know how or when) Fortunately, I save frequently so I will simply go back and find the most recent save that is not corrupted. I apologize for falsely reporting a possible bug.Â
Seeker999 Posted April 2 Posted April 2 5 hours ago, justbob2 said: The way I bypassed this problem was to dismiss my devious follower before talking to the yarl. A few pages back there's a fix for the pet suit game. For important scenes, like setting up a meeting with the Greybeards, I prefer to just disable the mod in the debug menu. That way I can enable it later w/o losing the follower. 1
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