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Posted (edited)

Remove the walk away topic and it should work.

Invisible continues are not meant to have a walkaway topics and can cause this issue. (even if it's possible to set but its also possible to set multiple invisible cont.)

It is greyed out because you have no selection. It should be visible if you uncheck invisible + add a second link.

 

Genral tifs.

TIFs are hell. and yes i see it, you should make a prefix i guess, else collisions may happen.

The idea of making for every info id one tif script is an understandable but not good design decision by Bethesda. The fun thing is, they know it and the internal file structure is hinting that they at least had tried or had it implemented to work differently.

That's why i created this tool. i planned it to release in a bigger scope but the GUI tooling just never worked as i wanted so i had it just as a cmd for me. Btw. the tool ofc supports also merging existing topics to one branch script.

 

Thats why i generally try to avoid tifs as much as i can or at least basically no logic inside.

I spent way to much time with this stupid DL topics and it's the worst interface in CK. Everything else is might be clumsy or not nice to use but Dialogue are from scratch just awful. (I also only use Player DL View, because the DL View ist just even more clumsy, if you get used to player dialouge it's just faster and i design the DL trees in plantuml if i need them)

 

Regarding prefix:

do not add the _. it's done automatically this creates for me

cfl_TIF__<INFO-ID>

image.png.50daecaaeb1e1c68fde026cb0a6f3ee8.png

 

@naaitsab if you want i can provide you the tool. it is basically just a parser for bethool xmls and works with the dl files and pushes it back. for SE and LE Skyrim it works fine. (tested only those)

My original goal was to fully replace the stupid DL CK Kit from scratch. To be able to create branches, topics infos in a separate tool and inject it into the esp later on. But the amount of work is just huge, Esp. i can (if i want) write very efficient and clean code ... but no GUIs and it took way to long to have a broken somehow gui.  That's not my world.

Edited by coffeeink
Posted (edited)
22 hours ago, manafalls said:

 

Bring up the wheel menu - select Misc - select Tidy - select Tidy Room

 

The wheel menu = the UI Menu. You can set a shortcut key for it in the MCM.

 

 

Thanks for the explanation.  I may go back and try it on an earlier save, just to see if it works for me.

 

EDIT:  I went back to a save still showing the clutter and then did the "Tidy Room" function as you described.  Worked like a charm! Thanks for the help.

Edited by robert.marquis
Posted
1 hour ago, coffeeink said:

 

@naaitsab if you want i can provide you the tool. it is basically just a parser for bethool xmls and works with the dl files and pushes it back. for SE and LE Skyrim it works fine. (tested only those)

My original goal was to fully replace the stupid DL CK Kit from scratch. To be able to create branches, topics infos in a separate tool and inject it into the esp later on. But the amount of work is just huge, Esp. i can (if i want) write very efficient and clean code ... but no GUIs and it took way to long to have a broken somehow gui.  That's not my world.

 

You could always share it as a modders resource for all to use who need it. Interested how you made it.

Posted
5 hours ago, Monoman1 said:

Ideal?

Doesn't sound like WT. Spank that ass has a bug where a quest sometimes doesn't shut off automatically but that's limited to 1 Npc.

 

Open the console and click on the Npc to find out what mod they're from: 

image.jpeg

 

Better yet. If you have SLS installed you can use Wheel -> Misc -> Debug -> Get Actor Package

This will display the AI package running on the Npc you're pointing at. 

 

Interestingly, before I could do as you suggested, I had deleted and re-installed the "yps-ImmersiveFashion" mod. When I restarted my game, the followers were gone! Not sure whether that was a fix or just a coincidence.  If people start following me again I'll give your suggestion a try.  Whatever, thanks for your help.

Posted
22 hours ago, Monoman1 said:

Couple of questions for people:

A) How would people feel about removing the cooking pot animation? At least for serving. It's nice to have a little variety I know but I've been thinking about this a bit lately. Meals aren't really ever served from a pot. If you were in a restaurant and the chef brought out your meal in a pot I bet you'd wonder wtf is going on. There's 2 reasons I bring this up: 

1. Realism/Immersion. 

2. Function. 

 

Regarding function, I'm toying with the idea of making preparation of meals/drinks/snacks more involved. This involves a serving table (near the cooking pot). To serve anything you need a silver platter and to place the platter on the serving table. Then you activate the tray and place the items you want to serve into the tray's 'container'. Why do this? To add more risk to the task. Maybe you trip/or are tripped and spill everything onto the floor resulting in having to make it again and/or add debt for the food you've wasted. Or maybe you're groped on the way to a guest and drop one of their drinks etc. 

 

Is it too much busy work though?

 

B) How would people feel about expansion of the outside of the farm in the westerly direction (towards markarth) to add some crops for you to work on. Possibly just hoe animation and harvest crops to restock pantry or something fairly simple like that...

 

A) - Sounds great, the original idea only seemed to alternate between 2 to 3 dishes and was pretty straightforward, so adding complexity/confusion in what to make sounds a good idea. A few thoughts

 

i) Could the additional pantry be staged, as in originally the farm has no money so the cooking pot and relatively small farm would suffice, but as you progress and start making money for father then that adds the expansion to the house and extended kitchen .. and hence extended menu to provisions for. Not sure whether allowing the house to expand could be achieved by sticking in fake walls so it starts out looking small, but the removal of walls opens up the additional elements of the house. 

 

ii) in terms of providing the meals the current version you probably need to provision 2 to 3 times a day however with the increased suggested complexity I wonder if that could be too repetitive from the outstart hence a gradual increase in the provisioning of food. 

 

iii) Although I have a memory myself like a sieve and struggle to remember more than two instructions (so hopefully father requests at least 3 items or more per meal) to increase the element of getting the meal wrong and it might also be worth considering father doesn't always request the food directly but requests it in a more vague way. like get me a hot bowl of food with meat and veg .. but he might want beef, but get venison or he's served fish accidentally .. or maybe his food 2 times in a row is the same .. in which case he complains about lack of variety.

 

iv) Could tripping also be caused by failing to keep the house properly cleaned. So if you've forgotten to clean up a dirt pile or floor stain you cloud trip/slip. Could the wasted food then become ruined/spoiled food which subsequently becomes daughters food for the day or could there be a scraps bin where spoiled food is placed and used later .. not sure if a dependency on iNeeds or something to control food spoilage would be required or easy to develop within the mod . Thinking about it could be a mechanic where food in the pantry only has a certain shelf life before needs chucking (in the spoils bin) cooked up or needing to be replaced. - Spoils bin could be used to feed animals outside (through expansion) or as punishment for daugther.

 

B) - Absolutely! could be feeding cattle, watering plants, hoeing, using grinding machine, but could also have a stall to sell goods/products and/or provide meals for passing NPC's - Maybe move the old cooking pot outside.

 

The whole work consideration is it too much or not .. I guess it's finding that balance between seeming too repetitive verses the path leading to degradation. As it currently stood father added things to your list of things to take care of over time (which is great and seeing what next steps he is taking) but you then start having to juggle with all the rules. 

 

As a consideration some of the rules/jobs have varying levels of un/favour points .. so cleaning the house may not incur that much penalty over other chores however the penalty of not cleaning the house over time may mean the penalty if left a number of days goes up or increases the chance of slipping/tripping .. So as a player if you have 3 jobs to finish by end of day you take stock and do the jobs that avoid the greatest decrease in favour .. but be aware the longer you leave something the more of an issue it becomes.

 

As another suggestion maybe rules and instructions that are given early on might be rescinded over time and/or paused whilst others are deemed more important .. which is decided by Father .. That way you potentially still have a number of chores to juggle with but if these change/alter over a period it may avoid any potential repetition complaints giving the player a change in scenery once in a while.

 

For the record I don't mind the repetition at all, you're a slave afterall it's not meant to be fun (for the daughter that is .. the gameplay/mod is fantastic!) 

 

 

Posted

This dialogue bug is SO strange...

 

I've done dialogue like this a thousand times in the past. Here's a new topic. Force greet block has one line: 

"You hear that? The fighting's getting closer every day."

 

image.jpeg

 

Invisible continue into the next topic info with two lines:

"It's getting too dangerous around here. I'm going to start locking the door at night. If you're not back in time then it's your own fault. "

"Stay at the inn for the night. Don't  bother trying to wake me. You know I'm a heavy sleeper."

 

Very simple. 

 

Dots show up as the first line plays (they shouldn't - invisible continue) and if you click the dots say at the "Stay at the inn for the night" line then the 2nd topic will actually replay from "It's getting too dangerous around here."

 

I'm totally baffled what it's doing. And this is after deleting these two topics and rebuilding them from scratch...

The only solution seems to be to remove the invisible continue and let the player have some dialogue to say. Which doesn't always suit the dialogue.

So weird!

 

 

Posted (edited)

ah i see,

 

I don't think it's necessary to remodel it. We can fix it. I had this bug several times and in the end it's solvable.

 

I try to understand it.

This is an own Branch for the FG, you set this Branch as Normal or Blocking, right?

Next you have a FG package which is calling the Starting Topic. Topic Type is set to Force Greet (but i never seen any impact here tbh)

 

But the topic Text is filled, but the Prompt is empty right?

Can you try to clear the topic text?

 

Next could you make a screenshot of the full Topic? the ... indicates normally that there is an option but it has no text.

 

I have an idea i make a minimal test to verify that.

 

// Edit: i played around and tested it. I can reproduce the bug reliably and fix it by setting the branch to blocking. Blocking is the only way to supress the ... No idea why but it works for my test here.

Anything else does not matter. ... or "ForceGreet" pops up

Edited by coffeeink
Posted (edited)
1 hour ago, coffeeink said:

ah i see,

Oh God damn it. That was it! Must be losing my touch. Dunno how it became normal dialogue. I must have changed it at some stage and forgot to change it back. 

 

I removed all the walk aways so I'll have to readd them tomorrow and see how things work then. I feel walk aways are important for this FG as I don't want you walking away and subsequentially get a 'softer' FG. Seemed to work ok in the past. 

Edited by Monoman1
Posted

Ideal? 

My spelling is bad :P I think I meant to ask for the idle that you are using... (The animation your character has when they are standing still)

Posted
On 4/9/2023 at 4:47 PM, Monoman1 said:

Its my development version of WT. 

I know it looks big but there was no room to do anything more in the old house. Every inch was crammed. 

+ my fov is high

Its an effect shader. Have a look at the effect shaders in TesEdit in SLSs sense items function. 

There's a bunch of different ones there for different item types. 

Just out of general interest what FOV setting do you use in your game  ? and do you recommend a time scale of 10 or 15 for best results generally ?

Posted (edited)
2 hours ago, jperrins66 said:

Just out of general interest what FOV setting do you use in your game  ? and do you recommend a time scale of 10 or 15 for best results generally ?

Ahh fov is like 75 or 80 I think. But I have a widescreen monitor...

I usually use a timescale of 5. I've read there may be problems if set lower but I've never noticed any issues at 5. 

 

2 hours ago, Sierrok said:

Ideal? 

My spelling is bad :P I think I meant to ask for the idle that you are using... (The animation your character has when they are standing still)

Think it's this: https://www.nexusmods.com/skyrim/mods/53396

 

13 hours ago, Karkhel said:

What animation pack do you guys use for the massage?

Not sure tbh. Anything with non penetrative foreplay kind of fits the bill IMO (heavy petting)

But tags can be adjusted in sextags.json if needed. 

 

16 hours ago, Didalus said:

I would like to see my father's new assignments and new types of work to earn money.

Haven't made any new assignments to earn money. Maybe party guests will toss some coins while you're dancing. I would love to expand the serving food/drink system (probably in SLS) to all the vanilla inns but that would make it conflict with every inn overhaul mod going. + so much work...

 

17 hours ago, coffeeink said:

This is an own Branch for the FG, you set this Branch as Normal or Blocking, right?

Thanks again for this. FGs appear to be working normal again. I have no idea why I'd change the dialogue type though... Need to keep an eye out for problems. 

 

18 hours ago, jc321 said:

i) Could the additional pantry be staged, as in originally the farm has no money so the cooking pot and relatively small farm would suffice, but as you progress and start making money for father then that adds the expansion to the house and extended kitchen .. and hence extended menu to provisions for. Not sure whether allowing the house to expand could be achieved by sticking in fake walls so it starts out looking small, but the removal of walls opens up the additional elements of the house. 

The house is already fairly complex with spawning bondage furniture, a player room that goes from private to exposed to prison and a bathroom that goes from private to exposed. The main problem is navmeshes. If you add removeable walls that lead to new areas then Npcs are going to try walking into those walls. I'm not sure how hearthfire homes got around this. Or did they? It's possible that each new 'stage' of building is simply a new cell entirely. Which is no good to me. 

 

In my mind the home is a bit of an old manor that's fallen into bad times. Or at least that's how I explain it. 

18 hours ago, jc321 said:

ii) in terms of providing the meals the current version you probably need to provision 2 to 3 times a day however with the increased suggested complexity I wonder if that could be too repetitive from the outstart hence a gradual increase in the provisioning of food. 

I guess we'll find out. I could at least reduce the frequency of meals if needed. 

18 hours ago, jc321 said:

iii) Although I have a memory myself like a sieve and struggle to remember more than two instructions

I was considering a mechanism to write down orders it a little book. Like say when an npc orders something you have until the line ends to use the wheel to jot it down in your notebook. Handily there are nice animations for this in vanilla that would fit really well but I wonder if that makes it too easy. Maybe you'd need to provide your own inkwell/book and could only write down so many orders before needing a new set...

18 hours ago, jc321 said:

to increase the element of getting the meal wrong and it might also be worth considering father doesn't always request the food directly but requests it in a more vague way. like get me a hot bowl of food with meat and veg .. but he might want beef, but get venison or he's served fish accidentally .. or maybe his food 2 times in a row is the same .. in which case he complains about lack of variety.

Think even I'd get confused as to how this works. But there's already arbitrary failure via 'using too much salt' or 'overcooking' food (basically father just wants to punish you). 

18 hours ago, jc321 said:

iv) Could tripping also be caused by failing to keep the house properly cleaned.

Handily, SLS steep fall already kind of does this. I've tripped over random goblets lying around on the floor. Another idea I had that would feed further into this is for party guests to be more rowdy slobs, throwing tankards around on the floor etc for you to fall over. 

18 hours ago, jc321 said:

Could the wasted food then become ruined/spoiled food which subsequently becomes daughters food for the day or could there be a scraps bin where spoiled food is placed and used later .. not sure if a dependency on iNeeds or something to control food spoilage would be required or easy to develop within the mod . Thinking about it could be a mechanic where food in the pantry only has a certain shelf life before needs chucking (in the spoils bin) cooked up or needing to be replaced. - Spoils bin could be used to feed animals outside (through expansion) or as punishment for daugther.

It's an interesting idea but the thought of interfacing with all those needs mods is giving me cold sweats...

18 hours ago, jc321 said:

The whole work consideration is it too much or not .. I guess it's finding that balance between seeming too repetitive verses the path leading to degradation. As it currently stood father added things to your list of things to take care of over time (which is great and seeing what next steps he is taking) but you then start having to juggle with all the rules. 

Again timescale will help immensely with this but you're probably right. There might need to be some kind of task management system put into place where maybe instead of cleaning the house today you're assigned a different task so as to keep thing varied and keep the workload to something you can realistically achieve...

 

Edited by Monoman1
Posted (edited)

@Monoman1 you can setup navmeshes as if it was a space without the walls. You can then use a primitive on the wall section and mark it as "navmesh cut".

Easiest is to select a wall. Then in the top bar press the cube with a C in it to create a collusion box around the item. Then modify the box and set it's type to L_Navcut

 

You can modify the box size using the size gizmo (2 on keyboard). Then enable/disable the collision box at the same time you enable/disable the wall/chair/device etc it covers. You might need to make 3 intersecting ones if you want to make a door opening or something.

 

Might need to make the box a bit bigger as the object if the NPC still colide as navmeshes are not very accurate. As with all things CK, your mileage may vary ?

 

image.png.c3ab0508aa69baab69ab55d1bab43fe1.png

Edited by naaitsab
Posted

Anyone tried recently updated YPS fashion? Includes tweaked additions according to patch notes so can we just use this without tweaks now?

Posted (edited)
2 hours ago, Karkhel said:

Anyone tried recently updated YPS fashion? Includes tweaked additions according to patch notes so can we just use this without tweaks now?

I would hold off for another while. 

 

- included all script tweaks and fixes by Momoman’s Tweak v1.3 (though no update of the forms: no new potions etc.)

 

Newest tweak version is 2.4 so some important things may be missing for WT/SLS.

 

Edit: Looks like the new version should be compatible now. 

 

2 hours ago, naaitsab said:

@Monoman1 you can setup navmeshes as if it was a space without the walls. You can then use a primitive on the wall section and mark it as "navmesh cut".

Easiest is to select a wall. Then in the top bar press the cube with a C in it to create a collusion box around the item. Then modify the box and set it's type to L_Navcut

 

You can modify the box size using the size gizmo (2 on keyboard). Then enable/disable the collision box at the same time you enable/disable the wall/chair/device etc it covers. You might need to make 3 intersecting ones if you want to make a door opening or something.

 

Might need to make the box a bit bigger as the object if the NPC still colide as navmeshes are not very accurate. As with all things CK, your mileage may vary ?

Thanks. That's good information. Navmeshes are bastards at the best of times. 

 

I still think the pantry has a place in the home as it is. It's not very big at all and you can't just take stuff from it willy-nilly either because there's consequences. I suppose fake walls could be used to expand the home further but then the disproportion between the inside and the outside of the house will look even more ridiculous than it does now...

 

Fake walls could possibly be used to better effect in the cellar. 

Edited by Monoman1
Posted
16 minutes ago, Monoman1 said:

Thanks. That's good information. Navmeshes are bastards at the best of times. 

 

I still think the pantry has a place in the home as it is. It's not very big at all and you can't just take stuff from it willy-nilly either because there's consequences. I suppose fake walls could be used to expand the home further but then the disproportion between the inside and the outside of the house will look even more ridiculous than it does now...

 

Fake walls could possibly be used to better effect in the cellar. 

 

You could experiment with a subterranean portion. So the entrance is like it is now but some rooms that are used a bit less can be downstairs. So you don't have a cell load in between (crash inducing) but make it a bit more realistic. NPC's sometimes have issues with stairs so you could make it so only rooms the player visit often like a storage room for the food etc.

 

Or you can make the house blue and put a public phone on it (Doctor Who reference :P )

Posted (edited)
1 hour ago, Monoman1 said:

I would hold off for another while. 

 

- included all script tweaks and fixes by Momoman’s Tweak v1.3 (though no update of the forms: no new potions etc.)

 

Newest tweak version is 2.4 so some important things may be missing for WT/SLS.

 

Edit: Looks like the new version should be compatible now.

 

Indeed, just posted a merger, YPS v. 6.3, which makes tweak 2.4 obsolete, please go ahead and try it.

But note that the new merged version is LE only! (Not doing SE conversions myself for the time being.)

 

And thanks to Monoman for the great work! ?

Edited by emily1673
Posted

Thanks for the great mod!
I believe that I reached the end of the story, and it was a great experience. Can't wait for the future update(s) that expand it further.


Couple issues I had with the mod were as followed;

  • Father will sometimes take away the food/drinks you carry that are meant for the Guests during the Party.
    I saw some big changes coming to the Party event, so guess this won't be an issue later on.
     
  • When Mother dies, father will keep reminding the player that you have 1 day left.
    Maybe because the PC already was pregnant/baby born? 
  • After the Supply Run, Belethor refuses to show his "special inventory". It would be available for maybe couple hours to half a day at most before it disappears. Not sure if it's intended but I often miss it. 
  • ! The Cum Slut job (filled containers) completely broke.
    I had changed the amount required for completion from 3 to 2, but whatever I gave didn't register. It did give the PC dialogue option but nothing thereafter. Even after disabling the Cum Slut job, it would keep asking & failing.
     
  •  Because of the issue listed above, I decided to kill Father but whenever I equip a Devious Device item - it would say that "Father didn't see me put it on". The Wartimes quest is still ongoing.
    Is there a Console Command to terminate Wartimes quest?
     

What I hope to see;

  • I believe upon completion of the Supply Run, Father will mention if the PC enjoyed being looked at and that he wishes to "make money with her body". It never got to that point though. Hopefully in the future it will explore that part, like the comments from the towns people suggested during Supply Run.


Anyways, thanks a lot for this mod! It was a great unique experience trying to combine it whilst progressing with Main Quest/Side Quests.

Posted
On 4/17/2023 at 7:13 AM, Monoman1 said:

Ahh fov is like 75 or 80 I think. But I have a widescreen monitor...

I usually use a timescale of 5. I've read there may be problems if set lower but I've never noticed any issues at 5. 

After all the hours playing I have never changed the timescale. Based on this thread I changed the timescale. I can't believe what a difference it makes! Can't believe I didn't pick up on this earlier. Thanks for calling it out.

Posted
20 hours ago, Straze said:

Father will sometimes take away the food/drinks you carry that are meant for the Guests during the Party.
I saw some big changes coming to the Party event, so guess this won't be an issue later on.

Yup. Know all about it. It's even more of a problem now so I'll have to make adjustments. 

20 hours ago, Straze said:

When Mother dies, father will keep reminding the player that you have 1 day left.

I can easily add a check to dialogue to check if she's alive. 

20 hours ago, Straze said:

After the Supply Run, Belethor refuses to show his "special inventory". It would be available for maybe couple hours to half a day at most before it disappears. Not sure if it's intended but I often miss it. 

I'll keep an eye out for that one. 

20 hours ago, Straze said:

The Cum Slut job (filled containers) completely broke.

Broke before or after changing the amount? Something I'll have to keep an eye out for. I've never noticed any issues but I use the default amounts. 

20 hours ago, Straze said:

it would say that "Father didn't see me put it on". The Wartimes quest is still ongoing.

A portion of it. 

StopQuest  pchsDeviousSubQuest

 

 

10 hours ago, ck2modfan said:

After all the hours playing I have never changed the timescale. Based on this thread I changed the timescale. I can't believe what a difference it makes! Can't believe I didn't pick up on this earlier. Thanks for calling it out.

Right?

More time to do things outside of WT. Less hectic. Not feeling constantly under pressure. I hate timers in games in general. 

More time with SLS licences too. 

Posted (edited)
6 hours ago, Monoman1 said:

Broke before or after changing the amount?

After. 
If I recall correctly, the "don't bathe" is part of the Cum Slut Job - and thus I it became a struggle to get the 3 Filled Containers. So I lowered it from 3 to 2. I can't say if I temporarily disabled the Cum Slut Job while in progress to save myself from missing the requirement (which didn't help).

What I do know is that upon changing the requirement from 3 to 2, the task did not change and it still showed "father expects 3 filled containers". So when I delivered them (with Cum Slut Job active), they did not count as 2 nor 3, and next day (after failing) he still wanted 3.

Edit: Upon giving the Filled Containers, the first dialogue line would play normally - but the dialogue cuts off before his (dis)satisfaction sentence where he is about to request the next batch. 

Edited by Straze
Posted (edited)

I have modieifed the Outfits.json in game.

Father corretly gave me the outfit0 (abba0) items.
However he keeps telling me I am not wearing the clothes.
(I am at outfit 0 with no slave heels)


I am using the SE 10.3 from Monoman1

Spoiler
{
	"formList" : 
	{
		"abba0" : 
		[
			"0x285e|ABBA.esp",
			"0x24ed2|ABBA.esp"
		],
		"abba1" : 
		[
			"0x19c9a|ABBA.esp",
			"0x637d4|ABBA.esp"
		],
		"abba2" : 
		[
			"0x637d6|ABBA.esp",
			"0x803|ABBA.esp"
		],
		"abba3" : 
		[
			"0x637d6|ABBA.esp"
		],
		"bdsm maid" : 
		[
			"0x80d|KziitdFeitshSet-BdsmMaid.esp",
			"0x80e|KziitdFeitshSet-BdsmMaid.esp",
			"0x80f|KziitdFeitshSet-BdsmMaid.esp"
		],
		"hasaccessories" : 
		[
			"765171|Skyrim.esm",
			"0x84a|[COCO] Luscious Lady.esp",
			"0x808|KziitdFeitshSet-BdsmMaid.esp",
			"0xc215c|ABBA.esp",
			"0x637d2|ABBA.esp",
			"0x24ed1|ABBA.esp",
			"0x802|ABBA.esp"
		],
		"lucious maid" : 
		[
			"0x83e|[COCO] Luscious Lady.esp",
			"0x84c|[COCO] Luscious Lady.esp",
			"0x84e|[COCO] Luscious Lady.esp",
			"0x83b|[COCO] Luscious Lady.esp",
			"0x83d|[COCO] Luscious Lady.esp"
		],
		"monks clothes" : 
		[
			"821531|Skyrim.esm"
		],
		"outfits_0" : 
		[
			"0xc215c|ABBA.esp"
		],
		"outfits_1" : 
		[
			"0x637d2|ABBA.esp"
		],
		"outfits_2" : 
		[
			"0x24ed1|ABBA.esp"
		],
		"outfits_3" : 
		[
			"0x802|ABBA.esp"
		],
		"outfits_4" : 
		[
			"0x84a|[COCO] Luscious Lady.esp"
		],
		"outfits_5" : 
		[
			"0x808|KziitdFeitshSet-BdsmMaid.esp"
		]
	},
	"stringList" : 
	{
		"accessorieslist" : 
		[
			"monks clothes",
			"lucious maid",
			"bdsm maid",
			"abba0",
			"abba1",
			"abba2",
			"abba3"
		]
	}
}

 

 

Edited by zato770
Posted

A minor thing. Every time I start the game I see "Wartimes Soulgem Factory started" and I've always wondered what's that about. Is that some unfinished quest from the ancient times or what?

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