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Posted

I'm too lazy to quote you guys (on the cellyP).

 

Using a default texture may not look good for everyone. Specially when I provide the schlong texture that goes well together with the default texture "I" choosed to use.

 

This is the same with draugrs I guess. If you have installed Kajuan's Draugr Retexture you notice the MNC schlong texture is totally of (I'm working on that issue actually).

 

The "riekling stumbles out of the barrel" ambush is something I've thought about earlier, but with Riek Goblins. I can't use draugr rigged creatures for that ambush. Hmm... rig drowners after the riekling skeleton ????

Posted

I like the new ducks.  :D  And I shot down a hummingbird.  I saw it fly right past me and I was like, wtf is that?  And its aggro?  Haven't tested its alchemy uses 'cause my alchemy isn't high enough yet. 

 

Still think the level of the added dwemer mobs in Arkmthamz... (uh, the place where you meet the ghost of Katria and start the quest for the Aetherium Forge) ...are way too high.  Maybe I'm going too early but I could always handle the Falmer that are originally there.  

Posted
57 minutes ago, Gukahn said:

gD3suNt.jpg.9cd39042b88db8dbe69dc84565e3c5b1.jpg

 

All right Fisto ?

8 minutes ago, Naps-On-Dirt said:

And its aggro?  Haven't tested its alchemy uses 'cause my alchemy isn't high enough yet.

 

Still think the level of the added dwemer mobs in Arkmthamz... (uh, the place where you meet the ghost of Katria and start the quest for the Aetherium Forge) ...are way too high.  Maybe I'm going too early but I could always handle the Falmer that are originally there.  

Yeah I love the birds too. They create "life" . Might add more of them later on.

 

About the aggro, I remember mihail got some mentions about that. The reason I believe he put aggro on them was to make them able to fly away when threatened. But there has to be another way to do that. I had my follower go on a hummingbird chase through Falkreath. Seems a bit too much for a little bird.

 

I have played through the  start there myself. I don't remember the dwemer mobs to be that hard. It's four dwemer rieklings in the start? Did they down Katria too? The falmers afterwards was the ones kicking my ass.

Posted
1 minute ago, Thor2000 said:

About the aggro, I remember mihail got some mentions about that. The reason I believe he put aggro on them was to make them able to fly away when threatened. But there has to be another way to do that. I had my follower go on a hummingbird chase through Falkreath. Seems a bit too much for a little bird.

In that case, if it's just runing away, would be the cowardly behavior like other Prey animals have suffice? Can't remember a time where a Deer doesn't run away from me (straight into a pack of wolves mostly.. Yeah yeah, run away from the big bad orc but those wolves look nice. The bloodshot eyes really give a feeling of comfort and the teeth calm me in a way... Why does it have a foot long erection ? ?) Yea.. my Wolves raped bambis mum ? ok they would if i had animal x animal animations on.. Probably.

 

Posted
40 minutes ago, Gukahn said:

In that case, if it's just runing away, would be the cowardly behavior like other Prey animals have suffice? Can't remember a time where a Deer doesn't run away from me (straight into a pack of wolves mostly.. Yeah yeah, run away from the big bad orc but those wolves look nice. The bloodshot eyes really give a feeling of comfort and the teeth calm me in a way... Why does it have a foot long erection ? ?) Yea.. my Wolves raped bambis mum ? ok they would if i had animal x animal animations on.. Probably.

 

Could be... that is the first thing I'm going to try out. But I'm wondering why Mihail just didn't do that. Afterall, he is the creature master.

Posted
Just now, Thor2000 said:

Could be... that is the first thing I'm going to try out. But I'm wondering why Mihail just didn't do that. Afterall, he is the creature master.

Maybe because he didn't liked the behavior or he found a bug with it that annoyed him.. No reason to think about his reasons, you yourself will see if it works ok enough or not ? 

Is changing behaviour possible with SSEdit/XEdit? Maybe i can do some testing on Saturday, wanted to tweak some mods anyways..

Posted
1 hour ago, Thor2000 said:

I have played through the  start there myself. I don't remember the dwemer mobs to be that hard. It's four dwemer rieklings in the start? Did they down Katria too? The falmers afterwards was the ones kicking my ass.

The little dwemer rieklings aren't too bad, but there's alot of kiting involved, and occasionally getting defeat-raped a couple times before finishing them off.  Its the two dwemer warrior maidens, can't remember their real name, in the room beyond there that introduces the swingy target that opens doors.

Posted
17 hours ago, Naps-On-Dirt said:

The little dwemer rieklings aren't too bad, but there's alot of kiting involved, and occasionally getting defeat-raped a couple times before finishing them off.  Its the two dwemer warrior maidens, can't remember their real name, in the room beyond there that introduces the swingy target that opens doors.

Gonna check it.

17 hours ago, Gukahn said:

Maybe because he didn't liked the behavior or he found a bug with it that annoyed him.. No reason to think about his reasons, you yourself will see if it works ok enough or not ? 

Is changing behaviour possible with SSEdit/XEdit? Maybe i can do some testing on Saturday, wanted to tweak some mods anyways..

I ran into one of those hummingbirds now. I have Serana with me and a follower named Melody. None of them aggroed the Hummingbird. Gonna change the AI on the bird to see if it behaves differently.

 

EDIT: Did change some parameters but it didn't check anything with the behaviour. The hummingbirds still remained "friendly" to followers and hunters. I even spawned 5 of them inside the hunter's natural jacuzzi camp. Nothing else than a flock of hummingbirds flying away.

Posted
On 3/12/2022 at 2:02 PM, donttouchmethere said:

Did you grab the correct version for your game? SE/LE? (can be tricky ^^)

Yes; I did. I am able to read. ;)

Posted (edited)
On 3/13/2022 at 10:53 AM, Thor2000 said:

Canceller, Dreamer1986 and Maplefluff

 

Thanks for kind words everyone? 

 

Mkess, reading post from other users it seems like one thing is common: wrye bashed patch. I don't know much about what you should do when updating mods that is included in bashed patches. Maybe a full mod uninstall in advance or wait with updating until a new game. I don't use these bashed patches myself so I haven't got a clue.

 

 

How can anybody not use the tool?

 

You should use it. The patch is essential to merge leveled lists from different mods and merging items with the same name and their attributes into one. I will not deactivate the patch. It is very important, fixes even some bugs and let you change some global parameters.

 

I will wait for a fix, then. Keep up the good work, though.

Edited by mkess
Posted (edited)
17 hours ago, mkess said:

 

How can anybody not use the tool?

 

You should use it. The patch is essential to merge leveled lists from different mods and merging items with the same name and their attributes into one. I will not deactivate the patch. It is very important, fixes even some bugs and let you change some global parameters.

 

I will wait for a fix, then. Keep up the good work, though.

 

My biggest problem with Wrye Bash is not the tool itself, but the frequent lack of or incomplete support in mods.

 

It's great if everyone applies **all** the right tags to every single one of their mods. But they don't, and I can't blame them - there are so many things that it can touch, and knowing which tags you should add is not perfectly clear.

 

I'll typically run Bash once when I've got my LO pretty well started, then manually modify if afterwards, since frequently all the mods that **do** have bash tags are typically ones that have some fixes I want, but will overwrite other mods that I want their changes instead (USSEP/USLEEP is the biggest problem child that I run into with Bash).

 

It's not a tool I can trust to just always re-run, or I **will** lose a lot of mods' features/functionality.

Edited by nb097
Posted

Does the 1.6 ver added a lot of creatures? I mean, some new out of the pdf....

 

If not so many, perhaps I will update my work a bit late. I mistakingly ghosted my mod list by MO and now everything goes a mess.

 

I can't even keep my game running for 60 secs then CTD. I have to take tons of time renew it....

Posted
On 3/19/2022 at 10:29 AM, mkess said:

How can anybody not use the tool?

Anybody that uses another tool like smash patch or Tes5edit merged patch ?‍♂️

 

On 3/19/2022 at 10:23 AM, mkess said:

Yes; I did. I am able to read. ;)

Doesn't always saves you from errors as you can see in tech support. ?

 

 

Posted
On 3/17/2022 at 5:27 AM, Thor2000 said:

Thanks for feedback so far. I'm preparing a patch for the errors found. I also discovered that the texture files for the Sanguine Misterss is enormous. So the the patch will reduce the whole mod install with 150MB ?. I guess I didn't pay any attention when I first set up those folders.

 

Other things I'm looking at which I'd like to hear comments on:

 

- Baliwogs. They are now in LCHARmudcrabs, which means that they pop up in every placea mudcrab would. I'm seriously considering removing them and only make them spawn in the swamps where the other grummites are. Makes more sense.

 

- Mounted Skavens: They use a low quality texture 1K that is custom. I'm considering restructing it so it uses your default installed skeever texture instead.

 

- Drowner Ambushes: I don't know about you people, but in my game, more than 50% of the times, the drowners just stand there when I arrive instead of being hidden in the water. I'm considering removing most of them (keep a few) and instead make a condition based ambush where they come out when it forexample rains instead. Also I'm thinking about rerigging them after another skeleton. Draugr is "ok" but I'm wondering if Falmer is better. Or we could have both. the draugr drowner needs a full rerigg anyway to be able to have jaw and eye brow movements.

 

 

I had the same issues with Drowners, I ended up replacing them with NPCs from the shark race mod. Basically made my own Shark girls, that spawn instead of Drowners.

 

I also had an idea for prison zombies. I had to remove them b/c they would make all the guards go into combat mode. Anyways, I was thinking if it's possible to link them to prison wall or grating that you escape from? And place them as Disabled references with a script to ENABLE them once you interact with the wall/grate to escape. Undead mihail mod does this with urns in one of the Hall of the Dead -windhelm one I think. You loot urns in there and ghosts pop out. But same idea but you try to escape jail and zombies jump you instead.

 

Anyways can't wait to try v1.6. Gonna take a lot of work just to replace 1.5 tho, I made too many changes -should've made patches instead.

 

Posted

So If I directly replace 1.5 with 1.6 in MO2, it won't be any problems right?

And one little question, How can I make those female draugrs play female animations with male player instead of futa animations?

I don't wanna see my straight male character get fxcked by futa draugr with fat titties ?

Posted

Zombie ambushes sounds like a great idea. Maybe make them like the Ash Spawn's? I've never had any problems with the prison Zombies though. They never aggro the guards in my game. Guards just cheer like you're involved in a brawl, which was never a big issue for me.

Posted

Great new stuff especially for the mountain lion, Witcher lycan, new dwemer dongs, keep up the good work Thor2000.

You heard the news that 4thunknown has pulled all of his stuff on Nexus and wont modding again because of these Russian vs Ukraine at war, he doing modding for work as a job and his paypal account got banned because of this war, sadly really we lost another great author.

Posted (edited)
13 hours ago, razzor69 said:

Great new stuff especially for the mountain lion, Witcher lycan, new dwemer dongs, keep up the good work Thor2000.

You heard the news that 4thunknown has pulled all of his stuff on Nexus and wont modding again because of these Russian vs Ukraine at war, he doing modding for work as a job and his paypal account got banned because of this war, sadly really we lost another great author.

Yeah I heard... Considering this text from mihails permission tab;

 

"- I don't allow my creatures to be added to mixed creature packs mods, containing creatures from other authors, popular or not, because the same reason said above, and because i'm working in my own standalone creature pack/bestiary;" - I guess you can say if I want new creatures I have to either get them myself  ?. Which is fine... It's more work for me but it forces me to learn more.

 

I finally now why the convertion of Outlawers rigged Bloodborne Werewolf failed in LE. So if I fix it, it will be part of the mod in the next version. If the company that owns the assets allows reuse. Have to check that.

 

 

Edited by Thor2000
better wording
Posted (edited)

My game Crashing after update to 1.6.. I install all Mods again  and I Found  SL Aroused 29 is conflict with  Demoniac Creature 1.6. Some one help me?

 

There's a Link for download Demonic Creatures 1.5 ???
 

Edited by helyezercanette
Posted
16 hours ago, helyezercanette said:

My game Crashing after update to 1.6.. I install all Mods again  and I Found  SL Aroused 29 is conflict with  Demoniac Creature 1.6. Some one help me?

 

There's a Link for download Demonic Creatures 1.5 ???
 

Do you have DemonicMCM.esp in your load order?

Posted
44 minutes ago, Thor2000 said:

Do you have DemonicMCM.esp in your load order?

Yes I hava but Now I Uninstall  Because the mod Demoniac Creatures 1.6 crasing my game

Posted (edited)

Every new creatures are here, but in my game they are all invisible, when i go close i can see there name and all, but full invisible (they can attack, move),  any idea how to fix ?

Edited by Doramatsurugi
Posted

@Thor2000 Ei Man Did you have the tutorial or guide or xml with Vagina collision like a video of demon blue and Red?

 

 

And I uninstall Demoniac Creature MCM 1.5 and my game working together Demonic Creatures 1.6 Thx!

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