Kijin101 Posted August 11, 2020 Posted August 11, 2020 Hello! I have been having a small problem with my creature summoning spell in the lovers mod. It used to show properly, but when I tried to add the creatures 2.0 mod it stopped appearing on my spell list. I messed around with my mods, and managed to get it to work properly again perfectly, but the spell is still missing, and I have no idea why. I have the LoversCreature.esp plugin, which I think it is what enables the spell on, but I cannot get to make it show up again. Any help would be appreciated.
gregathit Posted August 11, 2020 Posted August 11, 2020 How did you try to "add" the creatures 2.0 mod? What mod did you have before 2.0? I'm not following what you did. I recommend you start a new game and see if the spell is there.
fejeena Posted August 11, 2020 Posted August 11, 2020 For LAPF there is only LoversCreatures2 or LoversCreatures2.5. They both have LoversCreature.esm and LoversCreature.esp. You need esm AND esp. Yes first test a new game if you get the spell. Maybe the error is in your old save. If you don't get the spell install LoversCreatures2 again. If you get the spell with a new character/game you can try your old old save. There are the spells xLoversCreatureSummonCreature "Summon Creature" [SPEL:030060EA] and xLoversCreatureSummonLastCreature "Summons Creature (previous)" [SPEL:030067C0] With the console in game you use the addspell command open the console, click on the Player. Enter in the console addSpell XX0060EA hit enter key ! replace the XX with the load order ID of the LoversCreatures.esp ( not the esm ) EDIT: And I hope you do not use this Mod https://www.loverslab.com/topic/123558-lovershidespells/ and wonder why the spell is gone.
LongDukDong Posted November 25, 2020 Posted November 25, 2020 Okay, let's say that the loss of the Lovers Creatures summoning spells is a current unknown. For purposes of assistance, let's supply console commands to return the two summoning spells to the player. Said command is by way of Player.AddSpell XX@@@@@@ where XX is the index position of the LoversCreatures.esp mod in your list, and the remaining @s are the Hex Code FormIDs for the spells. The Hex Code FormIDs for the spells are as follows: XX0060EA - Summon CreatureXX0067C0 - Last Summon Creature So if your LoversCreatures Index Position is 2F, then you would enter: Player.AddSpell 2F0060EA to add the basic Summon Creatures spell.
magickik22 Posted October 21, 2022 Posted October 21, 2022 On 11/24/2020 at 8:43 PM, LongDukDong said: Okay, let's say that the loss of the Lovers Creatures summoning spells is a current unknown. For purposes of assistance, let's supply console commands to return the two summoning spells to the player. Said command is by way of Player.AddSpell XX@@@@@@ where XX is the index position of the LoversCreatures.esp mod in your list, and the remaining @s are the Hex Code FormIDs for the spells. The Hex Code FormIDs for the spells are as follows: XX0060EA - Summon Creature XX0067C0 - Last Summon Creature So if your LoversCreatures Index Position is 2F, then you would enter: Player.AddSpell 2F0060EA to add the basic Summon Creatures spell. im having this problem now and i have no clue how to find the index position or maybe the spell id's have changed idk i can't get spells to show up
fejeena Posted October 21, 2022 Posted October 21, 2022 (edited) no matter if you use LC2 or LC2.5, the IDs are the same "Lovers Creatures Summon" [SPEL:xx0060EA] "Summons Creature (previous)" [SPEL:xx0067C0] You open the console and enter Player.addspell xx0060EA and hit the enter key Then Player.addspell xx0067C0 and hit the enter key ! replace the xx with the load order number of the LoversCreatures.esp ! not the esm ! The load order number you can see in the Oblivion Modmanager ( or I'm sure you see it in Wrye Bash as well ) Open Oblivion Modmanager Hover the cursor over the LoversCreatures.esp and you see the load order number Spoiler example So I my game I have to use Player.addspell 8F0060EA -------------------------------------------------------------------------------------------------------- Or you go to your partition C and search Plugins.txt wait until it's found ( if you have Skyrim or Fallout there are several Plugins.txt , of course you need the one in the Oblivion folder ) Copy it and past in a folder or to your desktop ( Just to be safe that you don't accidentally change anything in the original ) Open it with Notepad++ Check the line number of the Oblivion esm that is load oder number 00. The line number of the Oblivion esm you have to subtract from the number of LoversCreatures line number The first mod below is load order number 01 scroll down to the Loverscreatures.esp In my exaple it is line number 150. Now you subtract 7 (Oblivion esm line number) and you get 143. So it's the 143 esm/esp below the Oblivion esm. 143 decimal is 8F hexadecimal If you have your line number you google "decimal to hexadecimal". There are many free conversion programs on the net. Or maybe you have a Pocket calculator that can do that. Now you can use the hexadecimal number in game In my example Player.addspell 8F0060EA Spoiler example ---------------- EDIT Have you activated/allowed Creatures sex in the Lovers settings? I never deactivaed it , but maybe the creatures spells are not added if you don't allow Creatures Sex. Setting spell " Sexual Exploits (Lovers Settings) " Edited October 21, 2022 by fejeena
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