Jump to content

Recommended Posts

  • 5 months later...
Posted
On 10/9/2020 at 10:19 PM, zerozerosix said:

Does this mod add npcs to the game? I only want it for my character. Is it possible?

Only dog-NPC interaction, no player. The mod spawns dogs, female captives and some guards.

  • 2 weeks later...
Posted
5 minutes ago, musasiaaaa said:

Added creatures and NPCs have died. Will these be resurrected?

If all else fails, you can do so yourself via the console.

Posted
1 hour ago, Taki17 said:

If all else fails, you can do so yourself via the console.

The dog is killed by a vampire attack. It's a hassle to resuscitate every time. Is there any good way?

Posted
1 hour ago, musasiaaaa said:

The dog is killed by a vampire attack. It's a hassle to resuscitate every time. Is there any good way?

At that point, you might as well edit the plugins to flag all of them as essential or protected in xedit or the creation kit, so that they won't die a random death.

  • 5 months later...
Posted

So I'm not exactly clear what all the dependencies for this mod are... What creature animations does it use? 

 

I've also noticed that when I go to order the beasts to start, the dialogue options will only want to ask them about the chain beasts from their respective mod. Can only one of these be active at a time?

Posted
34 minutes ago, ThekinkyPlayer said:

So I'm not exactly clear what all the dependencies for this mod are... What creature animations does it use?

As far as I'm able to tell, nothing specific, it merely requires any of them to be present in your game for all the applicable creatures that are featured in this mod. Past that, the mod won't care which anim pack, say, the dog animation is from, as long as its properly tagged dog animation.

Posted
3 hours ago, Taki17 said:

As far as I'm able to tell, nothing specific, it merely requires any of them to be present in your game for all the applicable creatures that are featured in this mod. Past that, the mod won't care which anim pack, say, the dog animation is from, as long as its properly tagged dog animation.

Ah I see. Just tried it with More Nasty Critters and it seems to be working. I also noticed the chain beasts dialogue option disappeared afterward, for some reason. Thanks!

  • 3 weeks later...
  • 2 months later...
Posted

С оригинальным модом на размещение персонажей все работает, правда у меня в некоторых местах пропали ограждения мест наказания сучек, которые были в LE. Пробовал без него и не понял что делает дополнение для CO Creatures, не увидел результата. Можно конкретнее?

Posted

Does this fuck the player at all, or just people in towns? I cannot tell from the description.

Posted
1 hour ago, crococat said:

С оригинальным модом на размещение персонажей все работает, правда у меня в некоторых местах пропали ограждения мест наказания сучек, которые были в LE. Пробовал без него и не понял что делает дополнение для CO Creatures, не увидел результата. Можно конкретнее?

Чего тебе непонятно в слове *демо*? В первоначальном патче было всего два места - около Колсельмо и лагерь охотницы. Сейчас работают все интерьеры (таверны и тп), где есть подходящие животные от *Снупи*. Но для следующих версий потребуются *Люди Скайрима* - они сильно меняют внешние ячейки, а отдельно что-то делать я не собираюсь. Так что, дополняй патч сам в зависимости от своих модов. Как это сделать я написал. Кстати, старый аддон на размещение лучше не использовать - уж очень много мусора туда натащил автор.

Posted (edited)
7 hours ago, Yuni said:

Does this fuck the player at all, or just people in towns? I cannot tell from the description.

To my knowledge this just adds female NPCS getting rutted by creatures around towns for their crimes. Though to be honest, the screenshots provided make it look like the player is involved aswell. Maybe they are, but they weren't in the old mod that's for sure.

Edited by AkiKay
Posted

Just a quick heads up, the second plugin ( the non-master one) has a bunch of deleted navmeshes in it, located in a high traffic area.

 

Quote

[00:02] Done: Applying Filter, [Pass 1] Processed Records: 299, [Pass 2] Processed Records: 273, Remaining unfiltered nodes: 273, Elapsed Time: 00:02
Skipping: [NAVM:0010C310] (in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2))
Skipping: [NAVM:00105319] (in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2))
Skipping: [NAVM:000941E3] (in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2))
Skipping: [NAVM:0005BEF2] (in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2))
Skipping: [NAVM:0005156C] (in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2))
Skipping: [NAVM:0005156A] (in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2))

 

At a glance it appears that these are just 1:1 replaced with new navmeshes - which points to a Creation Kit dirty edit. I'll analyze further and see if I can do an easy fix, but wanted to give a heads up. On further review, there appear to be extensive navmesh issues with, at least, the Whiterun portion of the 1.2 mod, such as reverting USSEP optimizations and scrambling the edge links (which in turn creates more navmesh conflicts when they're not neccessary). I'll cut out some time to fix it eventually, but I can't promise any fast turnaround.

 

image.png.f9f43e6eb02a8f139746cc573ec58bba.png

Posted (edited)

For the particularly gifted... This mod does not interact with the main character in any way! Absolutely nothing! Ganz und gar nicht! De ninguna manera! 绝对没有!!!!!!

 

And what does mod do? Purely visually, the same as the AC in relation to the NPC- some women are periodically fucked by animals. The difference is in the implementation. There are no scans, cloaks, hundreds of checks and rechecks... accordingly, there is no load on the engine. Actually, there are only three scripts in mod, one of which is responsible for a few settings.

The second point is that all the fucking takes place in the designated places, and not in the middle of the road or inside the counter.?

The third... Fucking will not interrupt important dialogues, etc., since only pre-appointed actors are involved (of course, if you assign an important actor when creating an addon with placement, then he will be fucked)

 

Well, a little bit on creating extensions. For the normal operation of the scene, four things are needed:

 

1 The fucker animal from mod (strictly mandatory!). He is assigned a link to the fuck object with the keyword aebbwc_TargetBitch

 

2 A return marker for the animal (preferably) to return to its place after the scene  XMarkerHeading.

 

3 Actually, a woman... You can take a ready-made mod, assign a nearby NPC, or create something in the editor using the simplest template.

 

4 A marker for a woman (preferably). In principle, anyone - for example, lean on the fence.

 

As an example, a forest elf came to visit the Fendal, and he is not at home...

 

ScreenShot7.jpg

ScreenShot8.jpg

Edited by vjnmrf
Posted (edited)

hello  i follow your work and i put in my game first version for try.

 

But today  you choice to make dependancy of mod with  " complete people of skyrim ".

 

but :  But Nesbit is imperative and warns its mod is absolutely present everywhere and therefore incompatible with many many other mods including those of cities and other additions and many other things. I know its work for having followed it for a long time used its mod is to have to make a specific game that revolves around it. I don't have much time to rebuild my games. another profile should be made on Mo2 to continue using your mod.

  • UNDERSTAND THIS MOD BEFORE ADDING LOTS OF OTHER MODS
  • DO NOT RUN CC CONTENT WITH THIS MOD OR CC CONTENT THAT ADDS NEW LOCATIONS WITHOUT CHECKING IN-GAME FIRST.
  • DO NOT RUN MULTIPLE TYPES OF MODS THAT CONFLICT OR OVERLOAD YOUR ENGINE.
  • DO NOT USE MODS THAT ADD NEW TREES TO THE GAME. TPOSC HAS NEW FORESTS.
  • DO NOT PLACE ANY MOD BELOW TPOSC IN YOUR LO UNLESS IT IS A PATCH LIKE LAL OR IF I DIRECT YOU TO DO SO.
  • DO NOT ADD MODS MID-GAME OR UNINSTALL.
  • DO NOT THINK YOU CAN ADD ANY OTHER MOD EVEN A SMALL ONE TO ANY TOWN CITY OR VILLAGE WITHOUT CAUSING AN ERROR SOMEWHERE. IT IS HIGHLY UNLIKELY THAT YOU CAN.
  • DO NOT RUN MULTIPLE MUSIC OR SOUND REPLACEMENTS OR ANY COMBO OF MODS THAT MIGHT STRESS OR UNDERMINE THE LO AND PERFORMANCE.
  • DO NOT USE MULTIPLE SPAWN MODS OR ENEMY MODS - CHOOSE ONE IF YOU MUST TO ACCOMPANY TPOSC.
  • i am sad but i use all "Great City mods" , "COTN mods"" Whiterun Valley"
  • and a lot of creature mods 1000 mods also  i think CTD if i put also the Nesbit mods " People of Skyrim complete " ?  Its better to choice  this compatible version 'People of skyrim 2 " " https://www.nexusmods.com/skyrimspecialedition/mods/22392?tab=description
Edited by demicabestan
Posted

Also wanted version free of PeopleOfSkyrimComplete as i cannot install it becouse of so many conflicts.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...