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Devious Devices, Luxury Collection & Bikini Armors Patches for Vanilla and Various Mods


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Posted
16 minutes ago, Corsec said:

 

Currently it's only adding factions to vanilla NPCs, who originate in official plugins with a predictable LO. I'd assume users are following best practice (including setting up LO for official content) and using all DLC. Therefore, I would expect the load IDs should only be changing for the zaz faction. HexBolt8 mentioned earlier that users could use search and replace in the .txt file to adjust for LO changes, do you think this wouldn't work well?

 

Adding all NPCs from a particular plugin wouldn't work either. The NPCs need to be selected by hand, there isn't a simple selection criteria. It's just as important to exclude certain NPCs as it is to include others. That's why it would need a pre-made list of NPCs.

 

Of course, that's all assuming that it would pick the same NPCs as me. I'm sure other users would have different preferences. If it was a script, and if it could be made to pick NPCs on other criteria, that may satisfy other users. Race and gender would be useful. Keywords or outfit types would work too. Selecting for the barkeep outfit would have the effect of including many inkeeps, for example.

Well the find-replace thing is an option. But I foresee a lot of users skipping the readme or enormous red text on the download page warning about this :P

 

If you want to modify and select vanilla NPC's then you will need to make selections. You can traverse arrays and filter out things like dead, essential, child etc. The thing is the scripting engine is quite garbage and it's missing a lot of essential functions. For example you can't just add all NPC's that are member of faction X to an array. And looping all NPC's in the DLC's will result in a script that would require quite a while to complete. That's not an option. So defining all NPC's you want to modify is the best approach but will take a while to do.

 

There are also scripts to run inside Tes5Edit to automate things on the ESP level, perhaps that could be used to achieve the thing you want to do?

 

Posted
8 minutes ago, naaitsab said:

Well the find-replace thing is an option. But I foresee a lot of users skipping the readme or enormous red text on the download page warning about this :P

 

If you want to modify and select vanilla NPC's then you will need to make selections. You can traverse arrays and filter out things like dead, essential, child etc. The thing is the scripting engine is quite garbage and it's missing a lot of essential functions. For example you can't just add all NPC's that are member of faction X to an array. And looping all NPC's in the DLC's will result in a script that would require quite a while to complete. That's not an option. So defining all NPC's you want to modify is the best approach but will take a while to do.

 

There are also scripts to run inside Tes5Edit to automate things on the ESP level, perhaps that could be used to achieve the thing you want to do?

 

 

A TES5Edit script could work, and it would have the advantage of compatibility by merging in edits from other mods. However it would need still a plugin slot. In practice, I don't know if it would be better or worse than just merging the current plugin into a bashed patch. I haven't used bashed patches in years, I do it all by hand. Maybe it depends on how many users are familiar with Wrye Bash vs TES5Edit.

 

Could it be possible to define all NPCs that are included in a plugin, even if no NPCs originate in that plugin? Basically that would mean just copying vanilla NPCs into a new plugin without further changes, then using the NPCs copied in that plugin to define the list of NPCs.

Posted
3 minutes ago, Corsec said:

 

A TES5Edit script could work, and it would have the advantage of compatibility by merging in edits from other mods. However it would need still a plugin slot. In practice, I don't know if it would be better or worse than just merging the current plugin into a bashed patch. I haven't used bashed patches in years, I do it all by hand. Maybe it depends on how many users are familiar with Wrye Bash vs TES5Edit.

 

Could it be possible to define all NPCs that are included in a plugin, even if no NPCs originate in that plugin? Basically that would mean just copying vanilla NPCs into a new plugin without further changes, then using the NPCs copied in that plugin to define the list of NPCs.

It depends how you interpret copy. 1:1 is not possible as you get duplicates so everything just crashes. So there are 2 options. You make a clone that looks the same, same factions, inventory etc. But has a different ID, Alvin001 instead of Alvin for example. So that does 0 for the vanilla game as that has Alvin loaded/referenced not Alvin001.

The other option is an override. This wil modify Alvin to have different hair for example. This is the route you want to take. The other route won't work in this usecase.

This option does create the dependency "problem". As you can't reference to something that's not there of course. So every mod/DLC you reference to becomes a hard requirement.

 

So the most dynamic way is by scripting in the CK on a custom ESP with a "loader" script. The easiest way (with its drawbacks) is to create overwrites in Tes5Edit.

Posted
9 minutes ago, naaitsab said:

It depends how you interpret copy. 1:1 is not possible as you get duplicates so everything just crashes. So there are 2 options. You make a clone that looks the same, same factions, inventory etc. But has a different ID, Alvin001 instead of Alvin for example. So that does 0 for the vanilla game as that has Alvin loaded/referenced not Alvin001.

The other option is an override. This wil modify Alvin to have different hair for example. This is the route you want to take. The other route won't work in this usecase.

This option does create the dependency "problem". As you can't reference to something that's not there of course. So every mod/DLC you reference to becomes a hard requirement.

 

So the most dynamic way is by scripting in the CK on a custom ESP with a "loader" script. The easiest way (with its drawbacks) is to create overwrites in Tes5Edit.

 

I wasn't sure of the exact terminology. Yes, it's an override that I meant. Just a plugin full of override of selected vanilla NPCs, but which add no new edits. Since it would reference only base + DLC + USLEEP it would require only plugins that it is safe to assume everyone has.

 

So, the idea would be to add the zaz faction to all NPCs with overrides in the pluign, and which included all later edits for the same NPCs that are later in the LO. Would that be possible?

Posted
3 minutes ago, Corsec said:

 

I wasn't sure of the exact terminology. Yes, it's an override that I meant. Just a plugin full of override of selected vanilla NPCs, but which add no new edits. Since it would reference only base + DLC + USLEEP it would require only plugins that it is safe to assume everyone has.

 

So, the idea would be to add the zaz faction to all NPCs with overrides in the pluign, and which included all later edits for the same NPCs that are later in the LO. Would that be possible?

That should work. But if you plan to do it "by hand" then the CK method might be better.

 

-Load CK with Skyrim, DLCs, Usleep and Zaz

*Open the NPC

*Add the faction to the NPC

-Repeat * steps

//save (do this often)

 

This creates an override ESP as well but might be a lot faster to do as it skips a few steps you have to take in Tes5Edit.

Posted
2 minutes ago, naaitsab said:

That should work. But if you plan to do it "by hand" then the CK method might be better.

 

-Load CK with Skyrim, DLCs, Usleep and Zaz

*Open the NPC

*Add the faction to the NPC

-Repeat * steps

//save (do this often)

 

This creates an override ESP as well but might be a lot faster to do as it skips a few steps you have to take in Tes5Edit.

 

I've already made the esp with the zaz faction added to selected NPCs. It's available to download. HexBolt8 was suggesting the .bat method as an alternative way that would spare the need for an extra plugin slot.

 

Another user (donttouchmethere) has tested the plugin in his LO and says it is merged into a bashed patch so that will also spare the need for a plugin slot.

 

I really hate the CK and I use TES5Edit or zEdit wherever possible even if it needs a few extra steps. I'm also paranoid about unwanted edits being created.

Posted
8 hours ago, Corsec said:

 

I've already made the esp with the zaz faction added to selected NPCs. It's available to download. HexBolt8 was suggesting the .bat method as an alternative way that would spare the need for an extra plugin slot.

 

Another user (donttouchmethere) has tested the plugin in his LO and says it is merged into a bashed patch so that will also spare the need for a plugin slot.

 

I really hate the CK and I use TES5Edit or zEdit wherever possible even if it needs a few extra steps. I'm also paranoid about unwanted edits being created.

I also had a think about the whole overwrite thing. It might also turn troublesome if somebody has a mod in the loadorder that also modifies the factions of vanilla NPC's.

So I think in the end the only method that does not A rely on users to read and do as the download page says, B does not ruin other mods (or gets ruined by) and C works out of the box. Is to get scripting. Then it just adds the faction to the NPC, no matter what other mods have done to it already as it runs ingame, not on ESP level.

 

The benefit of this as well is that you can reference other mods without creating hard requirements with the method posed before. And you could also make a remove option so the faction gets removed from the NPC's to "clean" it. And the CK is not that bad if you do a few tweaks and give it it's own "empty" profile in MO (so no texture/mesh on vanilla stuff or trees etc). Had about 0 crashes after I've done that myself.

Posted
14 hours ago, naaitsab said:

I also had a think about the whole overwrite thing. It might also turn troublesome if somebody has a mod in the loadorder that also modifies the factions of vanilla NPC's.

So I think in the end the only method that does not A rely on users to read and do as the download page says, B does not ruin other mods (or gets ruined by) and C works out of the box. Is to get scripting. Then it just adds the faction to the NPC, no matter what other mods have done to it already as it runs ingame, not on ESP level.

 

The benefit of this as well is that you can reference other mods without creating hard requirements with the method posed before. And you could also make a remove option so the faction gets removed from the NPC's to "clean" it. And the CK is not that bad if you do a few tweaks and give it it's own "empty" profile in MO (so no texture/mesh on vanilla stuff or trees etc). Had about 0 crashes after I've done that myself.

 

I think I can agree with your reasoning.

 

Since I don't know how to make scripts, in order for it to happen someone else would have to actually make the script. Then I would have to edit it in the CK to add the necessary NPCs. I would need someone to write a quick tutorial for how to correctly do the CK editing.

 

By 'empty' profile I assume you mean to sue a dummy plugin, since only the script gets edited not a plugin.

 

How would a script like this get activated? By console command, or could it be set to run automatically on startup or both? I think there would need to be an option to activate either script manually.

Posted
13 minutes ago, toto85400 said:

Do you have a SE version of the devious device for vanilla NPC? Because ... Usleep.

 

No, I don't have SE so I can't make conversions. All my mods are free use so anyone is welcome to make conversions.

Posted
9 hours ago, Corsec said:

 

I think I can agree with your reasoning.

 

Since I don't know how to make scripts, in order for it to happen someone else would have to actually make the script. Then I would have to edit it in the CK to add the necessary NPCs. I would need someone to write a quick tutorial for how to correctly do the CK editing.

 

That's not a problem, I could write up a small esp with script files to get started. Let's focus on adding the zaz faction to the NPC's first. then it could be expanded by adding devices etc. But the core principle is the same.

 

9 hours ago, Corsec said:

By 'empty' profile I assume you mean to sue a dummy plugin, since only the script gets edited not a plugin.

No, in ModOrganiser you can work with profiles. E.g. Mod X and Y are loaded if you select profile Z but only mod X is loaded with profile O. If you create a empty profile that only loads things like SL and DD then the CK works a lot better. I think Vortex has the same option but I don't use that. 

 

9 hours ago, Corsec said:

How would a script like this get activated? By console command, or could it be set to run automatically on startup or both? I think there would need to be an option to activate either script manually.

I think it should be done like this

-Create 2 quests (Cpatches_start and Cpatches_clean ?)

-Start quest is start enabled so if a new game is started it starts, if the mod is loaded mid gameplay it also starts. The attached script does it's thing and at the end shuts down the quest. So the script and quest stop running.

-If you want to remove the factions start the quest Cpatches_clean via console to do so. This does the same as the start quest but the other way around. This part is optional of course.

 

The CK is far from perfect but if you get the hang of it a bit I'm sure you gonna ditch Tes5Edit for primary modding. With the dynamically loading part you might even be able to cleanup the mod so it's just 1 ESP and the rest is done by quests/scripts/MCM ingame :) 

Posted
16 minutes ago, naaitsab said:

That's not a problem, I could write up a small esp with script files to get started. Let's focus on adding the zaz faction to the NPC's first. then it could be expanded by adding devices etc. But the core principle is the same.

 

No, in ModOrganiser you can work with profiles. E.g. Mod X and Y are loaded if you select profile Z but only mod X is loaded with profile O. If you create a empty profile that only loads things like SL and DD then the CK works a lot better. I think Vortex has the same option but I don't use that. 

 

I think it should be done like this

-Create 2 quests (Cpatches_start and Cpatches_clean ?)

-Start quest is start enabled so if a new game is started it starts, if the mod is loaded mid gameplay it also starts. The attached script does it's thing and at the end shuts down the quest. So the script and quest stop running.

-If you want to remove the factions start the quest Cpatches_clean via console to do so. This does the same as the start quest but the other way around. This part is optional of course.

 

The CK is far from perfect but if you get the hang of it a bit I'm sure you gonna ditch Tes5Edit for primary modding. With the dynamically loading part you might even be able to cleanup the mod so it's just 1 ESP and the rest is done by quests/scripts/MCM ingame :) 

 

You could script devices onto NPCs? Would it also be possible to do outfit changes by scripts? If so, that would mean that adding sets of DD item patches could work without needing to change NPCs records, as my patches do. That would be a big improvement. Would it still need the premade outfits and associated leveleld lists to exist in a loaded plugin.

 

I understand what you mean now with a minimal LO when using the CK. I do the same thing when I make facegen, otherwise I get the red forehead bug.

 

I've learned to mod through imitation and trial-and-error, but that's an ineffective method for learning to script, the learning curve is too steep. So far I've only succeeded in learning to mod through TES5Edit. I'd be enthusiastic for a chance to learn how to achieve the same result through scripts.

 

Posted
50 minutes ago, Corsec said:

 

You could script devices onto NPCs? Would it also be possible to do outfit changes by scripts? If so, that would mean that adding sets of DD item patches could work without needing to change NPCs records, as my patches do. That would be a big improvement. Would it still need the premade outfits and associated leveleld lists to exist in a loaded plugin.

 

I understand what you mean now with a minimal LO when using the CK. I do the same thing when I make facegen, otherwise I get the red forehead bug.

 

I've learned to mod through imitation and trial-and-error, but that's an ineffective method for learning to script, the learning curve is too steep. So far I've only succeeded in learning to mod through TES5Edit. I'd be enthusiastic for a chance to learn how to achieve the same result through scripts.

 

Jup, you can create outfits and reference to them. And use this command to set the outfit on a specific actor (npc)

https://www.creationkit.com/index.php?title=SetOutfit_-_Actor

Posted

Heya, thanks for the "Interesting NPCs" (3DNPCs) patch.

 

Just like last time for Bijiin, I made a compatible patch for the more-beautiful version of 3DNPC - https://www.nexusmods.com/skyrim/mods/74959/ which is imo a must-have for everyone.

 

Here is a comparison (yes I know the pubes are bugged, that is because I spawned her via console and it usually takes 2+ minutes until the DD and SOS scanners are finished with fixing this, but I didn't want to wait)

 

Spoiler

Compare-it.thumb.jpg.f0a4d853d2b1ff4cc5a7e2d4bd190252.jpg

 

Both are Jolene, Diballan priestess from Markarth, usually in the Silver Blood Inn.

 

Load Order:

[...]

3DNPC.esp

TheAmazingWorldOfBikiniArmor.esp

3DNPC patch for Devious Devices and Bikinis.esp

Hott Interesting NPCs.esp (my modified version)

[...]

 

Installation:

1 - Download and install Corsecs "3DNPC patch for Devious Devices and Bikinis" and install it.

2 - Download and install "Hott Interesting NPCs" and install it: https://www.nexusmods.com/skyrim/mods/74959/

3 - Download my patch below and overwrite the esp from Hott Interesting NPCs with mine.

4 - Profit!

 

Note: NPCs you already met will possibly not represent outfit-changes made by the mods, this is a known behavior of Skyrim. Open the console, select the NPC (use the mouse-cursor) and type resurrect to fix this manually for one NPC at a time. A full cell reset (waiting 10 days in "coc qasmoke") will fix this permanently for all NPCs.

 

Download:

Hott Interesting NPCs - Devious Devices and Bikinis patch.rar

 

 

Enjoy, and @Corsec: full permission to do with this what you want, just like last time ;)

 

 

Final thought: I use CBBE-COS and I honestly have no idea if this will fully work for UNP users. Can someone test this?

Posted
2 hours ago, glebbus13 said:

Is there a way to revert NPCs back to their original attire? I was using immersive wenches patch but after I disable the esp they are still wearing devious devices.

 

They change outfits when they get a cell reset. Go somewhere indoors without NPCs, wait for the cell reset time, which is 10 days by default.

 

9 hours ago, King-Crimson said:

Heya, thanks for the "Interesting NPCs" (3DNPCs) patch.

 

Just like last time for Bijiin, I made a compatible patch for the more-beautiful version of 3DNPC - https://www.nexusmods.com/skyrim/mods/74959/ which is imo a must-have for everyone.

 

Here is a comparison (yes I know the pubes are bugged, that is because I spawned her via console and it usually takes 2+ minutes until the DD and SOS scanners are finished with fixing this, but I didn't want to wait)

 

  Reveal hidden contents

Compare-it.thumb.jpg.f0a4d853d2b1ff4cc5a7e2d4bd190252.jpg

 

Both are Jolene, Diballan priestess from Markarth, usually in the Silver Blood Inn.

 

Load Order:

[...]

3DNPC.esp

TheAmazingWorldOfBikiniArmor.esp

3DNPC patch for Devious Devices and Bikinis.esp

Hott Interesting NPCs.esp (my modified version)

[...]

 

Installation:

1 - Download and install Corsecs "3DNPC patch for Devious Devices and Bikinis" and install it.

2 - Download and install "Hott Interesting NPCs" and install it: https://www.nexusmods.com/skyrim/mods/74959/

3 - Download my patch below and overwrite the esp from Hott Interesting NPCs with mine.

4 - Profit!

 

Note: NPCs you already met will possibly not represent outfit-changes made by the mods, this is a known behavior of Skyrim. Open the console, select the NPC (use the mouse-cursor) and type resurrect to fix this manually for one NPC at a time. A full cell reset (waiting 10 days in "coc qasmoke") will fix this permanently for all NPCs.

 

Download:

Hott Interesting NPCs - Devious Devices and Bikinis patch.rar 139.97 kB · 1 download

 

 

Enjoy, and @Corsec: full permission to do with this what you want, just like last time ;)

 

 

Final thought: I use CBBE-COS and I honestly have no idea if this will fully work for UNP users. Can someone test this?

 

Once again, thank you for helping support the mod.

 

I use Hott NPCs too but I load this mod after it and prefer the looks. I think it's higher quality, close to the standards of Pandorable/Bijin. Hott NPCs only changes NPCs that this one doesn't-

https://www.nexusmods.com/skyrim/mods/92893

Just mentioning in case you've never seen it before.

 

If you have any requests for additional patches for other mods, let me know.

 

Posted
34 minutes ago, Corsec said:

 

I use Hott NPCs too but I load this mod after it and prefer the looks. I think it's higher quality, close to the standards of Pandorable/Bijin. Hott NPCs only changes NPCs that this one doesn't-

https://www.nexusmods.com/skyrim/mods/92893

Just mentioning in case you've never seen it before.

 

If you have any requests for additional patches for other mods, let me know.

 

 

What? Why didn't i know of this?! This looks amazing, much better like you said. Downloading and patching it right now  :P

Posted
11 minutes ago, King-Crimson said:

 

What? Why didn't i know of this?! This looks amazing, much better like you said. Downloading and patching it right now :P

 

Glad you like it. Nerdofprey's Hott mods have a problem in that his NPCs tend to have very soft, melted looking faces. As if they were sculpted out of mashed potato. Still better than the vanilla looks in the base mod though.

 

Hott NPCs still edits some NPCs that Cuyima doesn't.

 

 

Posted

I give you credit taking on a big task such as this....
Just a heads up, I was using your
- DD on Hydra slaves with beautification esp,
- and the immersive wenches with LUX and DD esp,
- and last the Bikini on Deadly Wenches esp.

the only odd thing that popped out was in whiterun the skooma whores in the jail cells, a slave or two in whiterun jarl Great Hall Room. Also like in markarth guard tower inside the slut maid  were not human at all but the body of the fox animal? ( I did not look around too much but only incorrect bodies for some slaves was noticed )


I know a number of NPCs may point to the fox race or I wondered if you did some kind of mass copy paste and may have snagged several NPCs to become actual fox animals.
;) Keep up the great work as it is coming along nicely!

 

Posted
4 minutes ago, ragnam said:

I give you credit taking on a big task such as this....
Just a heads up, I was using your
- DD on Hydra slaves with beautification esp,
- and the immersive wenches with LUX and DD esp,
- and last the Bikini on Deadly Wenches esp.

the only odd thing that popped out was in whiterun the skooma whores in the jail cells, a slave or two in whiterun jarl Great Hall Room. Also like in markarth guard tower inside the slut maid  were not human at all but the body of the fox animal? ( I did not look around too much but only incorrect bodies for some slaves was noticed )


I know a number of NPCs may point to the fox race or I wondered if you did some kind of mass copy paste and may have snagged several NPCs to become actual fox animals.
;) Keep up the great work as it is coming along nicely!

 

 

FOXES I hate those fucking foxes! I've spent so many hours dealing with them trying to debug this.

 

OK it's a bit of an annoyance. Are you using a bashed patch? I don't know exactly what it does but it screws up the DD on Hydra slaves with beautification esp. It prevents the templates from properly activating, resulting in the NPCs using their default race, which is a fox. Since I don't know hot to fix a bashed patch, my only recommendation is just to not include it in a bashed patch. Deactivate it during the process of making a bashed patch, or load it after the bashed patch, or both.

 

If not a bashed patch, are you using any auto patchers that modify levelled lists or NPCs?

Posted
36 minutes ago, Corsec said:

 

FOXES I hate those fucking foxes! I've spent so many hours dealing with them trying to debug this.

 

OK it's a bit of an annoyance. Are you using a bashed patch? I don't know exactly what it does but it screws up the DD on Hydra slaves with beautification esp. It prevents the templates from properly activating, resulting in the NPCs using their default race, which is a fox. Since I don't know hot to fix a bashed patch, my only recommendation is just to not include it in a bashed patch. Deactivate it during the process of making a bashed patch, or load it after the bashed patch, or both.

 

If not a bashed patch, are you using any auto patchers that modify leveled lists or NPCs?

LOL you hate them , I found myself in the whiterun great hall hearing all this vocal groaning breathing and gurgling, I thought a wench was getting choked or something and was trying to find this odd event. I ran past the pet fox a few times then realized it was not a new pet for the kids :) 

I dont do any of that bashed patch stuff, just straight up ESM / ESPs. I am just use to going through CK or tesVedit to Create/make mods and corrections one by one to things. 
I was not sure if you had those as placeholders or something till you got around to them or over looked them.

But now I understand what your going through. Kind of like when Moders port LE mods to SE and or make mods in SE and the dialogs all get F'd up.
even I seen that with my NPC face creations in LE and when opening it in SE it F'd the faces by loosing the DDSs, then I have to drag a copy of the LE files over to SE by hand.

Maybe if I got time I can take a closer look at the so called foxes? and what the original esp was and what needs to be corrected to make them look like girls again.


For me I think that whole FOX race IN CK KIT was a lazy catch all in the past with NPCs, now when people make changes to Fox race they mess more then just Foxes up.


I dont use any auto patchers that would have effected it that I can see,

 

Posted

just a first glance the only odd thing I never saw in TesVedit before? I knew like two NPCs as "Adventure" and another "Skooma Slut" and a third "??? Maid"

Say for bandit I would expect in the upper right window Hydra slave, then beautification esp and last DD or DD with Lux esp.image.png.00a10a3628fd680ef341239df016e567.png
 

Looking at the so called Adventure tag slaves in Hydra ESP All those tagged "Adventure or Skooma Slut are missing any over write of your esps
image.png.d8c48616910307ffb23552d47a97e7aa.png

 

 

but the shit that made me in awe was scrolling through and seeing some NPCs getting written over TWICE by the Beauty ESP and the DD/LUX esps? yet they show no red edits in the fields that show how each esp overwrites ?image.png.793c4ec6de11a2c84e558bd2d8fabf74.png

Is that what you mean with bash???? did some how the BASH miss tagging Skooma slut or Adventure in its auto process and where say Adventure EDITS missed there target and tagged like Battle Mage Twice for each of the same 2x Beautification esp and the 2x DD/LUX esps???

That is a first for me ever seeing a esp used twice overwriting it self, and not show what fields were actually RED and bold. ;)

who knows maybe I am barking up the wrong tree, I did not verify grabbing an actual NPC ID and walk it back to the above notable, but still that above made me stop and stare at it for a while.

If this is the case, when it tries to generate a "______" for the skooma slut or adventure it falls to the catch all FOX . I did not verify this but I still pinched a loaf when I saw the esps over writes used 2 times each on the other NPCs as "battle mage".

Posted
1 minute ago, ragnam said:

just a first glance the only odd thing I never saw in TesVedit before? I knew like two NPCs as "Adventure" and another "Skooma Slut" and a third "??? Maid"

Say for bandit I would expect in the upper right window Hydra slave, then beautification esp and last DD or DD with Lux esp.image.png.00a10a3628fd680ef341239df016e567.png
 

Looking at the so called Adventure tag slaves in Hydra ESP All those tagged "Adventure or Skooma Slut are missing any over write of your esps
image.png.d8c48616910307ffb23552d47a97e7aa.png

 

 

but the shit that made me in awe was scrolling through and seeing some NPCs getting written over TWICE by the Beauty ESP and the DD/LUX esps? yet they show no red edits in the fields that show how each esp overwrites ?image.png.793c4ec6de11a2c84e558bd2d8fabf74.png

Is that what you mean with bash???? did some how the BASH miss tagging Skooma slut or Adventure in its auto process and where say Adventure EDITS missed there target and tagged like Battle Mahe Twice for each of the same 2x Beautification esp and the 2x DD/LUX esps???

That is a first for me ever seeing a esp used twice overwriting it self, and not show what fields were actually RED and bold. ;)

who knows maybe I am barking up the wrong tree, I did not verify grabbing an actual NPC ID and walk it back to the above notable, but still that above made me stop and stare at it for a while.

 

Are you using all 4 Hydra patches at once during a game? Or are you just loading all 4 at once to compare their edits?

 

Use only 1 for playing the game. ONLY ONE!!!

 

The reason they have green edits when all 4 are loaded is that they have some features in common (making some NPCs into followers). They differ based on whether they apply the beautification feature or not, and whether they use DD or DD + LUX.

 

Some NPCs don't get touched at all by my patches, mostly this is for non-slave males. Other NPCs are edited only by changes to their templates.

Posted

maybe my fault, I noticed F6 just DD esp , F7 was DD and LUX esp listed, and seems when I disabled the MOD or ESP it viewed that one twice? 
I will have to correct this and double check  

HAHA I have to eat that loaf! Talk about taking it back, eating shit!



I installed all four esps and only turned OFF the esp plugin I should have manually separated the choice ones I wanted. 
seems steam some how turned on all 4 choice esps on verification under my nose having to login in after update again.

 

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