rayraysminions Posted May 27, 2014 Posted May 27, 2014 I may be ditching this mod and starting something new. The new mod would be more focused than this one. If you have ideas, I'd love to hear them because that's actually how this mod got started. that would be awsome, even if its along the same lines as this maybe simpler would be great. i cant get this one to work to save my life lol
ren54642 Posted May 27, 2014 Posted May 27, 2014 tears in my eyes lol I set new vegas aside waiting for more expansion of the death claw mod but the choice is yours
Halstrom Posted May 27, 2014 Posted May 27, 2014 that would be awsome, even if its along the same lines as this maybe simpler would be great. i cant get this one to work to save my life lolThe main reason you can't get this to work is you haven't been able to get the mods it requires to work first. Start with SexoutNG & SexoutSexLite then proceed after you have those working ok
Soap desu Posted May 28, 2014 Posted May 28, 2014 Your killing me slowly User29 with this quitting talk, lol. I'm up for whatever you do just please continue to due mutations / transformations in your story arc's PLOX!. You and Halstrom are the reason I even bought the Fallout games.
Nomenklacher Posted May 28, 2014 Posted May 28, 2014 I like the idea of getting a mutant story line going. The whoring out as a way to start it doesnt appeal to me very much tho. Maybe as a down the road thing. The only idea i have for a start would be maybe while talking to marcus their is an attack on jacobstown you get hurt and when its over the mutants find you and take you in and heal you up. I could see the whore scenario working better after something like that if its done out of a loyalty or something after saving her life. I guess a similar situation to the pregnant girl in the mutant party who stays of her own free will. Not sure what else after that. Thats all i have for now. On a side note I hate to see the deathclaws get abandoned, i was realy looking forward to playing the dominant female side of the titus stuff at the end and seeing where the story went but what ever you do next it will be awesome.
ivar Posted May 28, 2014 Posted May 28, 2014 I like the idea of getting a mutant story line going. The whoring out as a way to start it doesnt appeal to me very much tho. Maybe as a down the road thing. The only idea i have for a start would be maybe while talking to marcus their is an attack on jacobstown you get hurt and when its over the mutants find you and take you in and heal you up. I could see the whore scenario working better after something like that if its done out of a loyalty or something after saving her life. I guess a similar situation to the pregnant girl in the mutant party who stays of her own free will. Not sure what else after that. I like this idea. It sounds quite refreshing and enjoyable. Of course the question of what to do with the ideas then. But as I said I like it.
Ichor Posted May 29, 2014 Posted May 29, 2014 I don't care much about supermutants. I was hoping you would have motivation to do something awesome with the deathclaws like taking over the new vegas areas and push legion and republic out. I don't know much about modding. But still i would assume it's not easy. Otherwise you would have done something like that allready. But what ever comes, comes.
Nomenklacher Posted May 29, 2014 Posted May 29, 2014 Another idea, tying the supermutants into the deathclaw quest would be cool. Choose your side get mutated take over and rule the wasteland as the queen or top bitch and destroy the other side. A side note, I'm getting really tired of the overflow of the usual rape, endless sex, and slavery mods that are out there. This is a unique mod with a good story that makes the sex make sense that the other games are severely lacking. I agree with ivar it sounds refreshing.
Soap desu Posted May 29, 2014 Posted May 29, 2014 We'll, if its going to be super-mutants. Have a setting much like in breeder but with what you described above User29 1. Go meet Marcus in jacobstown or find a random mutant guy roaming the land. 2. Have sex for a while until pregnant. 3. Get noticed by someone related to the quest line and make a dialog box saying something along the lines as the character is tired and has to sleep. 4. When the character wakes up your brought to Tabitha. 5. While in this area, your forced to have sex with supermutants until the child is born. 6. Once you give birth a few more times your character gets some quest options opened up (much like your other episodes). 7. Branching quest line; A: You have to meet with a old lady mutant/lady character or a alpha mutant scientist (Iono imagine something cool here) B: You continue to have sex with super-mutants forever or try to escape / run away from captors. 8. Depending on your choice; A: This special mutant character can tell the player something along the lines as, Hey having mutant babies is rough; wouldn't you like to make your life easier? Drink this potion / take this shot. (doing so unlocks new mutations / powers) B: You continue to have sex; and eventually find a way to escape. 9. Depending on the previous choice; A. You accept the offer of mutation take the shot / drink as many times as its available this visit. You get the bonus of the amount of time it takes to carry the super mutant to term takes less time, hair changes color to sand blond. 10. You keep having babies; your told to talk to the shot / drink giver once again. 11. You take more shots / drinks; hair grows longer and changes to bleach blond, Character can now carrier more super mutant babies at once. (Larger belly mesh / custom mesh iono). 12. You keep having babies; finally a quest line opens up asking the player to meet the head super mutant. 13. You meet the head super mutant and he tells the user (if their pregnant) come back later, if not pregnant you have the head mutants babies. 14. Doing this more then once opens up more mutation options such has super mutant strength, durability and speed. 15. Player can now freely go between this area; but oh no the player has en-jested so much super mutant sperm and radiation they keep having babies no matter what (for a certain amount of time, and they require super mutant sperm every few days to stay fully mutated). Iono user29 these are just some random thoughts I had while watching tv... lol
ivar Posted May 29, 2014 Posted May 29, 2014 A side note, I'm getting really tired of the overflow of the usual rape, endless sex, and slavery mods that are out there. This is a unique mod with a good story that makes the sex make sense that the other games are severely lacking. I can say I agree with that. I'm already a little tired of all this formula "captured raped, gives birth." It can be fun. But not always the same. Frameworks even ones as simple as that are really the best thing you can do to help me. Because even if I don't use your ideas exactly it really gets the thought process going. The other possibility for the new mod is spore carriers because I've always had a soft spot for them (no pun intended). And I already have a spore carrier race completely created. And it's such a waste not to use it. So yeah, please continue with any thoughts or ideas related to spore carriers/plants and super mutants. A real good spore carrier breeder like mod is waaaaaaay overdue. I'll add my own ideas later. Well, I can suggest the route of a mad scientist. That is to start an episode with an attempt by one or another reason to investigate spore carriers. And in the course of research create loyal to the character spore carrier. Well, then, to continue research needs sex with spore carriers. Basically the idea is that to start the episode with something unusual. Super mutants do have way more animations however and they can talk... hmmm... decisions.. As I've said I like the idea altmagr, with saving character and follow gratitude. But I would add there aspect of research. Dr. Henry say, does not only researches on problems of insanity nightkins. But trying to find a way to solve the problem sterility Super Mutants. And here enters the scene the player's character. Which for one reason or another can help solve the problem of sterility. On another note, I wonder if the episodes are planned for geckos, ghouls and lakelurks? Just I wonder Will there be improved bighorner farm? And what about the spore plants episode? And what happens with the episode of ants? I also apologize for my English. This is not my native language so I apologize for grammatical errors
00ptic Posted May 29, 2014 Posted May 29, 2014 A side note, I'm getting really tired of the overflow of the usual rape, endless sex, and slavery mods that are out there. This is a unique mod with a good story that makes the sex make sense that the other games are severely lacking. I can say I agree with that. I'm already a little tired of all this formula "captured raped, gives birth." It can be fun. But not always the same. Frameworks even ones as simple as that are really the best thing you can do to help me. Because even if I don't use your ideas exactly it really gets the thought process going. The other possibility for the new mod is spore carriers because I've always had a soft spot for them (no pun intended). And I already have a spore carrier race completely created. And it's such a waste not to use it. So yeah, please continue with any thoughts or ideas related to spore carriers/plants and super mutants. A real good spore carrier breeder like mod is waaaaaaay overdue. I'll add my own ideas later. Well, I can suggest the route of a mad scientist. That is to start an episode with an attempt by one or another reason to investigate spore carriers. And in the course of research create loyal to the character spore carrier. Well, then, to continue research needs sex with spore carriers. Basically the idea is that to start the episode with something unusual. Super mutants do have way more animations however and they can talk... hmmm... decisions.. As I've said I like the idea altmagr, with saving character and follow gratitude. But I would add there aspect of research. Dr. Henry say, does not only researches on problems of insanity nightkins. But trying to find a way to solve the problem sterility Super Mutants. And here enters the scene the player's character. Which for one reason or another can help solve the problem of sterility. On another note, I wonder if the episodes are planned for geckos, ghouls and lakelurks? Just I wonder Will there be improved bighorner farm? And what about the spore plants episode? And what happens with the episode of ants? I also apologize for my English. This is not my native language so I apologize for grammatical errors I like the Deathclaw line and while I would not call it finished, for them to actually conquer all or most of New Vegas would require you to more or less rebuild every location and npc in the game (which is, while not a bad thing, a very time consuming thing). Also Deathclaws seem to be over half of the mod as of now (which is again not a bad thing, I like them ). The Dr. Henry idea seems like a possible way to tie this in, with him possibly needing to modify the player as well (i.e. mutations) in order to determine what part of the process is not working. I personally cannot see what path would lead from the aforementioned premise to the super mutants attempting to breed you (and possible others) endlessly, but it is an option.
Guest Posted May 29, 2014 Posted May 29, 2014 A side note, I'm getting really tired of the overflow of the usual rape, endless sex, and slavery mods that are out there. This is a unique mod with a good story that makes the sex make sense that the other games are severely lacking. I can say I agree with that. I'm already a little tired of all this formula "captured raped, gives birth." It can be fun. But not always the same. Frameworks even ones as simple as that are really the best thing you can do to help me. Because even if I don't use your ideas exactly it really gets the thought process going. The other possibility for the new mod is spore carriers because I've always had a soft spot for them (no pun intended). And I already have a spore carrier race completely created. And it's such a waste not to use it. So yeah, please continue with any thoughts or ideas related to spore carriers/plants and super mutants. A real good spore carrier breeder like mod is waaaaaaay overdue. I'll add my own ideas later. Well, I can suggest the route of a mad scientist. That is to start an episode with an attempt by one or another reason to investigate spore carriers. And in the course of research create loyal to the character spore carrier. Well, then, to continue research needs sex with spore carriers. Basically the idea is that to start the episode with something unusual. Super mutants do have way more animations however and they can talk... hmmm... decisions.. As I've said I like the idea altmagr, with saving character and follow gratitude. But I would add there aspect of research. Dr. Henry say, does not only researches on problems of insanity nightkins. But trying to find a way to solve the problem sterility Super Mutants. And here enters the scene the player's character. Which for one reason or another can help solve the problem of sterility. On another note, I wonder if the episodes are planned for geckos, ghouls and lakelurks? Just I wonder Will there be improved bighorner farm? And what about the spore plants episode? And what happens with the episode of ants? I also apologize for my English. This is not my native language so I apologize for grammatical errors I like the Deathclaw line and while I would not call it finished, for them to actually conquer all or most of New Vegas would require you to more or less rebuild every location and npc in the game (which is, while not a bad thing, a very time consuming thing). Also Deathclaws seem to be over half of the mod as of now (which is again not a bad thing, I like them ). The Dr. Henry idea seems like a possible way to tie this in, with him possibly needing to modify the player as well (i.e. mutations) in order to determine what part of the process is not working. I personally cannot see what path would lead from the aforementioned premise to the super mutants attempting to breed you (and possible others) endlessly, but it is an option. once pregnant she gets blackmailed by crazy nightkin how wants to become grandma of an foodballteam.^^ they are all crazy if you are running out of ideas just remember that.
Damicles Posted May 29, 2014 Posted May 29, 2014 Frameworks even ones as simple as that are really the best thing you can do to help me. Because even if I don't use your ideas exactly it really gets the thought process going. The other possibility for the new mod is spore carriers because I've always had a soft spot for them (no pun intended). And I already have a spore carrier race completely created. And it's such a waste not to use it. Also I really appreciate the disappointment with not continuing the deathclaws, however there are a couple things on that. A) Breeder is no longer functional with the updated version of a few of the mods. It would require A LOT of work and time to go through everything and make it functional again. I kinda did it all with the Deathclaws already. I mean there's a few things missing from the end, but where do they go from here? I can't skip forward time to where they've taken over the west coast or anything. They can continue to take towns, but you've already done that. 3 times. Purely from a gameplay perspective, there comes a point where if you really do have deathclaws crawling over every inch of the mojave, there's really nothing else left to do. Although I could see maybe spending enough time to get the deathclaws functional again if I ever felt the urge to expand them. Unless someone else wants to come along and fix everything up for me that'd be great So yeah, please continue with any thoughts or ideas related to spore carriers/plants and super mutants. A real good spore carrier breeder like mod is waaaaaaay overdue. I'll add my own ideas later. Super mutants do have way more animations however and they can talk... hmmm... decisions.. If you were wondering where to go with the deathclaws you still have adam who got captured by the ncr. You could get a message from a scientist that adam managed to corrupt and learn that hes been held in a secret ncr reseach base. Since you already have a few corrupted ncr soldiers in the fire house and a doctor who could make you look human again for a time you could help adam slowly subvert the reseach base for the deathclaws.
Nonameforjoo Posted May 30, 2014 Posted May 30, 2014 I think I'd rather see spore carriers than super mutants. But then again, I kind of like the more alien looking things than the human/monkey looking things. Well anyway, that's my half a cent of nothing.
count_marcus Posted May 30, 2014 Posted May 30, 2014 Supermutant idea: Idea 1 The doctor in jacob's town gets the character to help with a number of experiments to help the nightkin, This involves a series of injections (mutations) exposure to radiation, matings with supermutants, nightkin, and even nightstalkers, as he tries to make a perfect 'host' female that will produce a nightkin that can either naturally go invisible at will or is physically able to cope with the side effects of using the stealth boys. Of course this would cause the character to mutate through the various experiements the doctor performs on her through the storyline. Could start it with the supermutant encounter that's already in breeders, and when the character is a prisoner of the 'party camp' supermutants they sell her to jacobs town for the doctor to experiment on, or they send her to jacob's town if she agrees to help them gather more supermutants and nightkin to their team - taking over jacobs town in the process.
ivar Posted May 30, 2014 Posted May 30, 2014 Supermutant idea: Idea 1 The doctor in jacob's town gets the character to help with a number of experiments to help the nightkin, This involves a series of injections (mutations) exposure to radiation, matings with supermutants, nightkin, and even nightstalkers, as he tries to make a perfect 'host' female that will produce a nightkin that can either naturally go invisible at will or is physically able to cope with the side effects of using the stealth boys. Of course this would cause the character to mutate through the various experiements the doctor performs on her through the storyline. Could start it with the supermutant encounter that's already in breeders, and when the character is a prisoner of the 'party camp' supermutants they sell her to jacobs town for the doctor to experiment on, or they send her to jacob's town if she agrees to help them gather more supermutants and nightkin to their team - taking over jacobs town in the process. I personally like the idea of experiments. Maybe even a player with a high science or medicine can skip a couple of steps mutations. On the other hand, I personally do not really like the episode with the Super Mutant camp. I personally would prefer that it did not exist. I just do not like this episode.
DemonKnightRaziel Posted May 31, 2014 Posted May 31, 2014 Hey, i've been away for awhile, whats all this I hear about Deathclaw line being non-functional?
Culaio Posted May 31, 2014 Posted May 31, 2014 I think I'd rather see spore carriers than super mutants. But then again, I kind of like the more alien looking things than the human/monkey looking things. Well anyway, that's my half a cent of nothing. I must agree with you, to me super mutans are one of least interesting races since they are technically modifed humans, you could say they fit least in this mod compared to other species. Hey, i've been away for awhile, whats all this I hear about Deathclaw line being non-functional? I am also wondering about this since I finished deathclaw story line not that long ago without problem(ok had problem once but I bypassed it easily using console: had to unlock player controls and talk to person manually and thats it).
Ringlonn Posted May 31, 2014 Posted May 31, 2014 I don't know what I'm doing wrong here but Sam does not appear in the deathclaw cave after the PC is captured by the deathclaws...in some of the earlier versions she was there but not in the last few versions of the breeder.The rest of the breeder works just fine but Sam does not appear in the cave...I even uninstalled and installed again with only the mods breeder and sexout need and still no Sam in cave. I will post my load order if needed but I have to ask is there some specific file that Sam needs in order to work or does she conflict with some mods?got tryouts in there too at the moment.
blazingsquirrel Posted June 1, 2014 Posted June 1, 2014 I can't seem to initiate any scenes with Deathclaws after getting captured... the dialogue options are there but the animations don't start up.
BogBrush82 Posted June 1, 2014 Posted June 1, 2014 So yeah, please continue with any thoughts or ideas related to spore carriers/plants and super mutants. A real good spore carrier breeder like mod is waaaaaaay overdue. I'll add my own ideas later. I have an idea related to the spore carriers that sort of popped into my head: Dr Hildern would be a good candidate to incorporate into a spore carrier storyline, since he's the one that sends you to Vault 22 in the first place. Perhaps something along the lines of him discovering a hidden piece of info in the data you recovered, which mentions that when spore carriers mate, they "pollinate" the surrounding area, which explains the rapid plant growth. His experiment could be to determine whether or not a carrier could "pollinate" a human female, making then produce multiple offspring on a regular basis.
Halstrom Posted June 3, 2014 Posted June 3, 2014 Ok people, I went through Breeder and made a few fixes in Scorpions, Ants & Deathclaws that might solve a few issues, there are still a heap of Navmesh errors and Use of Levelled lists or Player references in conditions errors coming up in FNVEdit and GECK PowerUp that have nothing to do with any SCR/Pregnancy changes, I have no idea if these are "real" errors that cause issues or not, maybe someone with NavMesh/Dialogue experience can look into them. I haven't tested this, just did code fixes that showed in FNVEdit & GECK PowerUp, so please let everyone know here in this thread if it fixes things or breaks things. Remaining errors: [00:00] Checking for Errors in [7A] SexoutBreeder.esp [00:00] Location -> Found a NULL reference, expected: ACHR,ACRE,PGRE,PLYR,PMIS,REFR [00:00] Above errors were found in :PLDT - Location 1 [00:00] Above errors were found in :Locations [00:00] Above errors were found in :A2PanBackToStart [PACK:7A00AA2A] [00:00] Above errors were found in :GRUP Top "PACK" [00:02] Parameter #1 -> Found a LVLC reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CHIP,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,IMOD,KEYM,LIGH,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP [00:02] Above errors were found in :CTDA - Condition [00:02] Above errors were found in :Conditions [00:02] Above errors were found in :[INFO:7A046A87] ('...' in GRUP Topic Children of A4Patrol2Sex "My womb aches for seed, and you look pent up. How about we help eachother?" [DIAL:7A046A86] for A4NVFQ "Deathclaw Expansion" [QUST:7A043732]) [00:02] Above errors were found in :GRUP Topic Children of A4Patrol2Sex "My womb aches for seed, and you look pent up. How about we help eachother?" [DIAL:7A046A86] [00:02] Parameter #1 -> Found a LVLC reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CHIP,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,IMOD,KEYM,LIGH,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP [00:02] Above errors were found in :CTDA - Condition [00:02] Above errors were found in :Conditions [00:02] Above errors were found in :[INFO:7A046A85] ('...' in GRUP Topic Children of A4Patrol1Sex "It looks like you could use a break. It just so happens I'm a little thirsty." [DIAL:7A046A84] for A4NVFQ "Deathclaw Expansion" [QUST:7A043732]) [00:02] Above errors were found in :GRUP Topic Children of A4Patrol1Sex "It looks like you could use a break. It just so happens I'm a little thirsty." [DIAL:7A046A84] [00:03] a4is "188AlexanderAboutGunRunners" [DIAL:000E88D5] -> Record marked as deleted but contains: Editor ID, Added Quests, Name, Priority, [00:03] Parameter #1 -> Found a LVLC reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CHIP,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,IMOD,KEYM,LIGH,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP [00:03] Above errors were found in :CTDA - Condition [00:03] Parameter #1 -> Found a LVLC reference, expected: ACTI,ALCH,AMMO,ARMA,ARMO,ASPC,BOOK,CHIP,CONT,CREA,DOOR,FLST,FURN,GRAS,IDLM,IMOD,KEYM,LIGH,MISC,MSTT,NOTE,NPC_,PROJ,PWAT,SCOL,SOUN,STAT,TACT,TERM,TREE,WEAP [00:03] Above errors were found in :CTDA - Condition [00:03] Above errors were found in :Conditions [00:03] Above errors were found in :[INFO:7A046A81] ('[You've gotten the stalking Praetorian's attention]' in GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8] for A4NVFQ "Deathclaw Expansion" [QUST:7A043732]) [00:03] Above errors were found in :GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8] [00:03] Above errors were found in :GRUP Top "DIAL" [00:03] VERT3BarkRep09 [ACRE:0015E983] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkRep08 [ACRE:0015E982] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkRep07 [ACRE:0015E981] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkRep06 [ACRE:0015E97E] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkRep05 [ACRE:0015E977] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkRep04 [ACRE:0015E976] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT2NiptonAmbushViper04REF [ACHR:0016122B] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT2NiptonAmbushViper02REF [ACHR:0016120C] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkScorpionGulch06REF [ACRE:0015E93F] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkScorpionGulch05REF [ACRE:0015E93E] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkScorpionGulch02REF [ACRE:0015E93B] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] VERT3BarkScorpionGulch01REF [ACRE:0015E93A] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] NVCCLegionary9REF [ACHR:00138A90] (in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) -> Record marked as deleted but contains: Editor ID [00:03] XLKR - Linked Reference -> Found a PLYR reference, expected: ACHR,ACRE,PGRE,PMIS,REFR [00:03] Above errors were found in :A4DCAssault1Ref [ACRE:7A044301] (places A4DCAssault1 "Deathclaw Praetorian" [CREA:7A044300] in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) [00:03] XLKR - Linked Reference -> Found a PLYR reference, expected: ACHR,ACRE,PGRE,PMIS,REFR [00:03] Above errors were found in :A4DCAssault2Ref [ACRE:7A044302] (places A4DCAssault1 "Deathclaw Praetorian" [CREA:7A044300] in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) [00:03] XLKR - Linked Reference -> Found a PLYR reference, expected: ACHR,ACRE,PGRE,PMIS,REFR [00:03] Above errors were found in :A4V1Ref [ACHR:7A0448E9] (places A4Volunteer1 "Volunteer Leader" [NPC_:7A0448E7] in GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0)) [00:03] Above errors were found in :GRUP Cell Persistent Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0) [00:03] Above errors were found in :GRUP Cell Children of [CELL:000846EA] (in WastelandNV "Mojave Wasteland" [WRLD:000DA726] at 0,0) [00:03] Above errors were found in :GRUP World Children of WastelandNV "Mojave Wasteland" [WRLD:000DA726] [00:03] Above errors were found in :GRUP Top "WRLD" [00:05] Above errors were found in :[7A] SexoutBreeder.esp [00:05] All Done! SexoutBreederFix20140603.zip
Ulfric von Skyrim Posted June 3, 2014 Posted June 3, 2014 When I go into nipton the powder gangers are not there and the town hall is empty from mobs :-( This only happened with breeder..new version Sorry..I forgot have sexout lust.
Halstrom Posted June 3, 2014 Posted June 3, 2014 Ok people, I went through Breeder and made a few fixes in Scorpions, Ants & Deathclaws... Wait, hold the phone, did Scorpions get reactivated? Cause it was deactivated before I discovered it and have been wanting to try it. If it is reactivated, you sir have just made my day! I just tried fixing some script errors, I didn't reactivate anything. And no idea why anything in Navmesh like actors would disappear. If this didn't work for anyone I'll remove it.
Ulfric von Skyrim Posted June 3, 2014 Posted June 3, 2014 I think it did that before too..I removed lust. No change
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