lcewolf Posted April 29, 2024 Posted April 29, 2024 On 4/27/2024 at 7:22 AM, divinefire said: hehe I almost was going to convert to SE until a few months ago Bethesda decided to update a 10+ year old game a few more times in a month for a cash shop patch, break many mods, and then have do download another mod/process to downgrade versions. no thanks but happy to see the mod have some future with some folks. You know I had a NWN mod i played and loved but the mod developer took a break and then a few years later came back and updated some good stuff for it. I will probably check this mod for years in the hopes that happens again. I was also tired of getting my game screw up by useless Bethesda update. Since Anniversary edition srew my whole game, I have been force to restart the whole reinstallation of every mod and I use noe LE. I like Stability.
adle Posted April 29, 2024 Posted April 29, 2024 On 4/27/2024 at 11:19 PM, Highborn said: I'm not sure if this suggestion counts or if it's doable, but I wonder if it would be possible to change the house location, since there are multiple mods now that changes the area surrounding Whiterun. And for immersion purposes, since if you decide to escape Father at the some point and become an adventurer, it would be kinda strange to bump into the house all the time, since its location is pretty much in your face everytime you travel the center of the map. Your character (now stronger) would probably do something about it, be revenge or check out Mother, but I'd rather roleplay as someone who left that trauma behind and don't want to face it. So a more remote location in the tundra, maybe more up north would be ideal. (Also, the more remote, more makes sense for Father to act boldly about slaving her) hm.. yes i feel you. i dumped whiterun extension because of wartimes. Actually, i do like the positioning of the home. its central enough that, whiterun citizens might catch you and hear moanings. but far enough to give you some space. I will see if i can make a patch later on for JK's whiterun exterior. I would absolutly love to use both. But right now, there are other things to do. Moving the house entirely to another location is something i actually dont plan to do. 2
OtherMoleva Posted May 3, 2024 Posted May 3, 2024 On 3/19/2024 at 3:35 PM, adle said: Here is my version of Wartimes. I have so many ideas left, but just dont have the skills to do it. I would love to find somebody helping me. At the end, there is nothing much new, regarding to new tasks or quest. Only more dialogue and new player home. Monoman1 gave me permission to release it. Besides that, im really hoping @Monoman1 will come back and continue. Yes its SE. im playing on 1.5.79. The Dildo ZIP is for the table decoration of the player. You dont need Monomans version for his. But all dependencies like the original mod if you want to use it. I did also a DBVO Voice Pack for it - CIRI. Wartimes - Voice Files NPCs.zipAnd NPC Voices. at least now i know how to generate voices as well 👩⚕️ Dildo Collection.zip 3.55 MB · 122 downloads DBVO - Wartimes.zip 8.66 MB · 133 downloads Wartimes ADs Tweak v10.3 SE (25.03.24).zip 9.64 MB · 135 downloads if i turn off DD in wartime it will still force equip them. monomans didn't had this problem (at least im my playthrough)
adle Posted May 5, 2024 Posted May 5, 2024 On 5/3/2024 at 8:17 PM, OtherMoleva said: if i turn off DD in wartime it will still force equip them. monomans didn't had this problem (at least im my playthrough) this is weird. i have it deactivated and it doesnt happens on my side. Can somebody confirm? Didnt touch the DD script so far
TheIn614 Posted May 16, 2024 Posted May 16, 2024 I'm currently downloading the 'Gate to Sovengarde' collection which includes Alternate Perspective - Alternate Start. I was hoping to also use this mod, but I see that the Alt Start that is included with the collection doesn't match what is required. Is there any compatibility between these two Alt Starts so that I can run this mod? If not, would I be able to use the command menu as a work around?
OlBenny Posted May 16, 2024 Posted May 16, 2024 (edited) Hihi! For whatever reason the repeatable quest that sends the PC to the watchguard tower (for making the "beef stew" for the soldiers) just stopped working. By chance, does anyone know how to reset it, console command or otherwise? Thank you in advance! By the way, I'm using version 10.3 (LE) 15 Mar 2022. Oh, and my girl has advanced one step above making beef stew... Spoiler (sucking off what's his face there) when it just stopped working. Reverting the save to when it was working doesn't seem to fix it. Edited May 16, 2024 by OlBenny
Estceps Posted May 16, 2024 Posted May 16, 2024 4 hours ago, TheIn614 said: I'm currently downloading the 'Gate to Sovengarde' collection which includes Alternate Perspective - Alternate Start. I was hoping to also use this mod, but I see that the Alt Start that is included with the collection doesn't match what is required. Is there any compatibility between these two Alt Starts so that I can run this mod? If not, would I be able to use the command menu as a work around? The alternative start integration is for Alternative Start - Live Another Life. Wartimes doesn't have any other Alt-Start mod integration afaik, but you can access the Wartimes MCM and click on the option to force start the mod. This will kickstart the quest and warp you to your bedroom, as if you had used an Alt-Start-like integration, so doing that should get you what you want. 48 minutes ago, OlBenny said: Hihi! For whatever reason the repeatable quest that sends the PC to the watchguard tower (for making the "beef stew" for the soldiers) just stopped working. By chance, does anyone know how to reset it, console command or otherwise? Thank you in advance! By the way, I'm using version 10.3 (LE) 15 Mar 2022. Oh, and my girl has advanced one step above making beef stew... Reveal hidden contents (sucking off what's his face there) when it just stopped working. Reverting the save to when it was working doesn't seem to fix it. Yea, that's a bug I've also encountered. An easy work-around is to type the following quotation into console: "set pchsTaskSoldiers to 0". This should reset the task correctly and allow you to get assigned the soldier task from Father like normal. There is a similar bug with the dog task, which has an equally similar solution of typing "set pchsTaskDogs to 0" to reset it. These bugs, and a few others, are being worked on based on my communications with Adle. 1
OlBenny Posted May 16, 2024 Posted May 16, 2024 1 hour ago, Estceps said: Yea, that's a bug I've also encountered. An easy work-around is to type the following quotation into console: "set pchsTaskSoldiers to 0". This should reset the task correctly and allow you to get assigned the soldier task from Father like normal. There is a similar bug with the dog task, which has an equally similar solution of typing "set pchsTaskDogs to 0" to reset it. These bugs, and a few others, are being worked on based on my communications with Adle. Thanks Estceps, that's exactly what I was looking for! Appreciate you!
KartoffelStampfer Posted May 21, 2024 Posted May 21, 2024 So i have no idea what i'm doin wrong it just ctds everyway it says ai overhaul and high poly head? I have no clue anymore.. Here my crashlog hopefully someone can help.... The rest just works! Its only wartimes tested everything over weeks now. Crash_2024_5_21_2-10-14.txt
Estceps Posted May 21, 2024 Posted May 21, 2024 6 hours ago, KartoffelStampfer said: So i have no idea what i'm doin wrong it just ctds everyway it says ai overhaul and high poly head? I have no clue anymore.. Here my crashlog hopefully someone can help.... The rest just works! Its only wartimes tested everything over weeks now. Crash_2024_5_21_2-10-14.txt 55.56 kB · 0 downloads If I had to guess, that mod, High Poly NPC Overhaul, is conflicting with edits made to Skulvar Sable-Hilt, the owner of the stables outside Whiterun, since he is involved in a few quests within Wartimes. Making a merged esp for those two mods might fix your problem. There's video guides you can search that'll walk you through how to do it, but disabling High Poly NPC Overhaul should also solve the problem. 1
adle Posted May 21, 2024 Posted May 21, 2024 (edited) Another Update From me. Iam currently working on the addon. But a user told me, that there might be some bugs. So i looked into my tweaked Wartimes Fixes i did: - Dogs Task Fixes - Soldiers Task Fixes - removed Alternate start as master Edited September 28, 2024 by adle 4
KartoffelStampfer Posted May 21, 2024 Posted May 21, 2024 8 hours ago, Estceps said: If I had to guess, that mod, High Poly NPC Overhaul, is conflicting with edits made to Skulvar Sable-Hilt, the owner of the stables outside Whiterun, since he is involved in a few quests within Wartimes. Making a merged esp for those two mods might fix your problem. There's video guides you can search that'll walk you through how to do it, but disabling High Poly NPC Overhaul should also solve the problem. Thanks for the fast reply! I did notice that problem i deactivated it but it wasn't enough i will try to merge it then, to clarify you mean merge wartimes and high poly? What should i do with ai overhaul it must stay because its required for other mods.. 1 hour ago, adle said: Another Update From me. Iam currently working on the addon. But a user told me, that there might be some bugs. So i looked into my tweaked Wartimes Fixes i did: - Dogs Task Fixes - Soldiers Task Fixes - removed Alternate start as master Wartimes ADs Tweak v10.3 SE (21.05.2024).zip 9.64 MB · 0 downloads Woah you're fast.. thanks! Yesterday i just thought i wish it wouldn't be a requirement and here you are dropping it just like that. Will try it right away.
adle Posted May 21, 2024 Posted May 21, 2024 41 minutes ago, KartoffelStampfer said: Thanks for the fast reply! I did notice that problem i deactivated it but it wasn't enough i will try to merge it then, to clarify you mean merge wartimes and high poly? What should i do with ai overhaul it must stay because its required for other mods.. Woah you're fast.. thanks! Yesterday i just thought i wish it wouldn't be a requirement and here you are dropping it just like that. Will try it right away. found some other bugs. uploaded a newer version. Please testplay and tell me what didnt work 🙂 1
OtherMoleva Posted May 22, 2024 Posted May 22, 2024 22 hours ago, adle said: Another Update From me. Iam currently working on the addon. But a user told me, that there might be some bugs. So i looked into my tweaked Wartimes Fixes i did: - Dogs Task Fixes - Soldiers Task Fixes - removed Alternate start as master Wartimes ADs Tweak v10.3 SE (21.05.2024).zip 9.64 MB · 1 download there also a bug where horse from stablemaster task dies randomly (vanilla wartime also has it). can you make it invulnerable? 1
adle Posted May 22, 2024 Posted May 22, 2024 (edited) 1 hour ago, OtherMoleva said: there also a bug where horse from stablemaster task dies randomly (vanilla wartime also has it). can you make it invulnerable? never expierienced it. But i just changed the horse in the stable to invulnerable. as well as brutus. Will upload it with the next patch Edited May 22, 2024 by adle 3
KartoffelStampfer Posted May 22, 2024 Posted May 22, 2024 (edited) On 5/21/2024 at 7:07 PM, adle said: found some other bugs. uploaded a newer version. Please testplay and tell me what didnt work 🙂 On it! EDIT: Oh by the way i was thinking about upgrades in a way. Why not changing all NPCs to custom ones for better compatibility and move some events, i would then be more than happy to work on it too on the visual and minor things? There is so much potential. Would be hard to move scripts and stuff the first thing that came to mind was the start event of the quest, it seems the mod doesn't like changes on new game scenario or is this different now because Alternate Live is gone? Edited May 22, 2024 by KartoffelStampfer
adle Posted May 22, 2024 Posted May 22, 2024 2 hours ago, KartoffelStampfer said: On it! EDIT: Oh by the way i was thinking about upgrades in a way. Why not changing all NPCs to custom ones for better compatibility and move some events, i would then be more than happy to work on it too on the visual and minor things? There is so much potential and oh the house is a little rough and small i mean this guy is secretly doin big business. XD Would be hard to move scripts and stuff the first thing that came to mind was the start event of the quest, it seems the mod doesn't like changes on new game scenario or is this different now because Alternate Live is gone? Edit2: Netscript: Problems Identified Ai Overhaul and Highpoly Npc Overhaul also Ussep - Patch. Forgot to do the merge but on the otherside Ussep wasn't flagged last time the everlasting problem with editing original content. Hm well i try solving that now and test. Great to hear, thanks. Well actually i already made the house interior bigger. Also, later the room of the player and some things in the house changes. After a certain amount of rep with father. Like sex toys on the table and so on. What i havent touch, so far, is the basement. Do you know how to use creation kit?
KartoffelStampfer Posted May 22, 2024 Posted May 22, 2024 1 hour ago, adle said: Great to hear, thanks. Well actually i already made the house interior bigger. Also, later the room of the player and some things in the house changes. After a certain amount of rep with father. Like sex toys on the table and so on. What i havent touch, so far, is the basement. Do you know how to use creation kit? Ya i modded quite a bit i did make a shop mod with a custom voice npc and other stuff. I saw the changes its quite the improvement :). I couldn't really test because the mcm menu doesn't appear in the latest version maybe thats the fault of the alternate perspective mod i use? I guess it just activates after certain newgame conditions, could be wrong though. But again i really like what you did with the house that place was a skeever hole before you.
adle Posted May 22, 2024 Posted May 22, 2024 14 minutes ago, KartoffelStampfer said: Ya i modded quite a bit i did make a shop mod with a custom voice npc and other stuff. I saw the changes its quite the improvement :). I couldn't really test because the mcm menu doesn't appear in the latest version maybe thats the fault of the alternate perspective mod i use? I guess it just activates after certain newgame conditions, could be wrong though. But again i really like what you did with the house that place was a skeever hole before you. If you want, we can mod it together via Discord? looking at your name, i suggest you are also german? You could work on the basement if you want hm.. usually wartimes always require a new game. did you tried that one? Did anybody else have missing MCM?
KartoffelStampfer Posted May 22, 2024 Posted May 22, 2024 30 minutes ago, adle said: If you want, we can mod it together via Discord? looking at your name, i suggest you are also german? You could work on the basement if you want hm.. usually wartimes always require a new game. did you tried that one? Did anybody else have missing MCM? Yeah that would be great haha the name yes got me i just had no idea so i took what was cultural appropriated. Sadly i lost data of my own mod sometime ago i did built the ma'syd'jr shop (Blood and Mud 'Oblivion') i did even the very comforting voice. Maybe i could voice npc's even? Discord link appreciate. MCM: I will load it now without other mods and see if it stills has no mcm maybe its my load order.
safado Posted May 22, 2024 Posted May 22, 2024 (edited) 2 hours ago, KartoffelStampfer said: Yeah that would be great haha the name yes got me i just had no idea so i took what was cultural appropriated. Sadly i lost data of my own mod sometime ago i did built the ma'syd'jr shop (Blood and Mud 'Oblivion') i did even the very comforting voice. Maybe i could voice npc's even? Discord link appreciate. MCM: I will load it now without other mods and see if it stills has no mcm maybe its my load order. Did you try having the "Papyrus Tweaks NG" ini experimental feature bSpeedUpNativeCalls set to true? You may notice more FPS, papyrus and rendering share game engine timing resources. It speeds up some Skyrim Papyrus calls, and SkyUI is latency sensitive when adding new entries to the menu. In Sexlab animation registry is very noticeable the speed-up. You may need to install the "INI reference" in Misc files first, because the mod do not include one. It runs default without it. Also, it may help to move the mod to be last or nearly last it plug-in load order. That always help with the Old man task, because Wartime re-register the house and player to be in the same faction during the task. Without it, you get the response "out of my property" if not NPC friend. Normally, faction is overwritten by light and atmosphere effect mods that load last. Edited May 22, 2024 by safado
KartoffelStampfer Posted May 23, 2024 Posted May 23, 2024 20 hours ago, safado said: Did you try having the "Papyrus Tweaks NG" ini experimental feature bSpeedUpNativeCalls set to true? You may notice more FPS, papyrus and rendering share game engine timing resources. It speeds up some Skyrim Papyrus calls, and SkyUI is latency sensitive when adding new entries to the menu. In Sexlab animation registry is very noticeable the speed-up. You may need to install the "INI reference" in Misc files first, because the mod do not include one. It runs default without it. Also, it may help to move the mod to be last or nearly last it plug-in load order. That always help with the Old man task, because Wartime re-register the house and player to be in the same faction during the task. Without it, you get the response "out of my property" if not NPC friend. Normally, faction is overwritten by light and atmosphere effect mods that load last. No but i will try it. I found out after deactivating nearly everything that somehow my skyrim.esm is not willing to parlay with wartimes. So maybe i thought i could try to resave it in creation kit but maybe that would make everything worse. I'm out of guesses.. Oh and i used that mod in the past and i had it always down to the bottom. Crash_2024_5_22_23-36-31.txt
safado Posted May 24, 2024 Posted May 24, 2024 (edited) 4 hours ago, KartoffelStampfer said: No but i will try it. I found out after deactivating nearly everything that somehow my skyrim.esm is not willing to parlay with wartimes. So maybe i thought i could try to resave it in creation kit but maybe that would make everything worse. I'm out of guesses.. Oh and i used that mod in the past and i had it always down to the bottom. Crash_2024_5_22_23-36-31.tx 53.64 kB · 1 download I think you did not install Backported Extended ESL Support. (BEES) It is needed for every mod that is updated or created using new Creation Kit Editor. It is now a requirement for any SkyrimSE\AE older than 1.6.1130. Basically, Bethesda under Microsoft has expanded the ESL index limit from 2048 to 4096, like in Fallout 4. Spoiler On December 5, 2023, Bethesda released the Creations update for Skyrim Special Edition. Not only did this break compatibility with SKSE mods, it also broke compatibility with plugins (.ESP, .ESL, .ESM) by incrementing their header versions from 1.70 to 1.71. Attempting to use a version 1.71 plugin on an old game build will likely crash. So why did they do this? To expand the maximum number of new records in an ESL from 2048 to 4096. See this reddit post for a comprehensive explanation. Edited May 24, 2024 by safado
KartoffelStampfer Posted May 24, 2024 Posted May 24, 2024 (edited) 26 minutes ago, safado said: I think you did not install Backported Extended ESL Support. (BEES) It is needed for every mod that is updated or created using new Creation Kit Editor. It is now a requirement for any SkyrimSE\AE older than 1.6.1130. Basically, Bethesda under Microsoft has expanded the ESL index limit from 2048 to 4096, like in Fallout 4. Hide contents On December 5, 2023, Bethesda released the Creations update for Skyrim Special Edition. Not only did this break compatibility with SKSE mods, it also broke compatibility with plugins (.ESP, .ESL, .ESM) by incrementing their header versions from 1.70 to 1.71. Attempting to use a version 1.71 plugin on an old game build will likely crash. So why did they do this? To expand the maximum number of new records in an ESL from 2048 to 4096. See this reddit post for a comprehensive explanation. I have that installed so no and i found the problem kinda not specific sadly. It lies in a script that starts with the game. This happens to me on nano and ad's version so their mods work not for me though.. and it doesn't matter if i run this with my mods or only with zaz and sl activated. The Crash happens merged mods or not after it says wartimes soul facality started... If i only load sl and zaz with wartimes Netscript mentions NPC Ghost but also my Skyrim.esm - <- Skulfar, if i activate all my mods of course it mentions Ai and Npc Overhaul but even if it would be a critical problem it would ctd in the moment when i reach cellWhiterun not immediate i guess... Without wartimes everything goes, all sl mods working fine and do tha thing. A little note, i use Pandora for animation injection instead of Nemesis and Fnis but then again all the other LL stuff works with it, Baka, devios devices, mnc, milk mod and so on. I tested this now for a week net mentions QUEST and skulvar and random id's, i try now to load into feandals appartment per coc if it crashes than well if not still well... Edited May 24, 2024 by KartoffelStampfer
safado Posted May 24, 2024 Posted May 24, 2024 (edited) 15 minutes ago, KartoffelStampfer said: If i only load sl and zaz with wartimes Netscript mentions NPC Ghost but also my Skyrim.esm - <- Skulfar, if i activate all my mods of course it mentions Ai and Npc Overhaul but even if it would be a critical problem it would ctd in the moment when i reach cellWhiterun not immediate i guess... Your ZAP is 8+? If not, it crashes if Wartimes do not find the dance stuff from ZAP 8+(plus is important, 8 is older). Do not know what else could be. Good luck. Edited May 24, 2024 by safado 1
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