TotallyStephenHawking Posted August 30, 2022 Posted August 30, 2022 I unfortunately don't know enough about scripting to figure it out, but I've been trying to get the consumed souls to work with the soul forge either by allowing you to put them into the forge or by letting them just add straight to it instead of being added to inventory. Do you think it might be possible to do so, or to have an option to instead just have it give normal soulgems (at least for unnamed souls)?
Thelewddragon Posted August 30, 2022 Posted August 30, 2022 On 8/28/2022 at 7:41 PM, Gherking said: Â If you're on SE, then you're missing LibFire. If you're on AE, then you're using a version of Refactor meant for SE. Ahhh... That might be it... Â Thanks!
Multirpg Posted September 1, 2022 Posted September 1, 2022 (edited) Could someone help me to find the correct version of the two missing dependancies I need, please? Because I downloaded them, but not the right version, it seems, for some reasons I do not understand. Edited September 1, 2022 by Multirpg
Multirpg Posted September 2, 2022 Posted September 2, 2022 I am down to "ScrambledBugs" missing, I downloaded the latest version but it does not work for some reason, could someone open it's Nexus page and tell me which version they downloaded?
Gherking Posted September 2, 2022 Posted September 2, 2022 1 hour ago, Multirpg said: I am down to "ScrambledBugs" missing, I downloaded the latest version but it does not work for some reason, could someone open it's Nexus page and tell me which version they downloaded? Â That one can't be detected properly, and it's optional anyway. Don't worry about it.
Multirpg Posted September 2, 2022 Posted September 2, 2022 Just now, Gherking said: Â That one can't be detected properly, and it's optional anyway. Don't worry about it. Thing is I am trying to use But acid level is making the digestion not working so I wonder if is this become scrambledbugs is not working properly
Multirpg Posted September 3, 2022 Posted September 3, 2022 (edited) Hu. https://www.nexusmods.com/skyrimspecialedition/mods/64344?tab=description&BH=0 Imagine starting as a child from level 1 to 9, eating people to grow up into adulthood, and welp. Â https://i.imgur.com/XxaQBle.mp4 Edited September 3, 2022 by Multirpg
Zeorik Posted September 3, 2022 Posted September 3, 2022 Minor problem, but something I've noticed a lot in the past and just felt like asking. When devoured, my player character remains invisible nearby... resulting in npcs continuing to attack my invisible PC instead of going about their business. Any thoughts? (SE, not AE)
Gherking Posted September 3, 2022 Posted September 3, 2022 5 hours ago, Zeorik said: Minor problem, but something I've noticed a lot in the past and just felt like asking. When devoured, my player character remains invisible nearby... resulting in npcs continuing to attack my invisible PC instead of going about their business. Any thoughts? (SE, not AE) Â Kind of an AI limitation. We need to stash the player nearby to keep everything rendered, but no matter how many pacification spells and ally factions you slap on some NPCs are determined to still attack you.
Zeorik Posted September 6, 2022 Posted September 6, 2022 On 9/3/2022 at 2:13 PM, Gherking said:  Kind of an AI limitation. We need to stash the player nearby to keep everything rendered, but no matter how many pacification spells and ally factions you slap on some NPCs are determined to still attack you. Hmm. And putting then a few feet under the ground doesn't o the trick in multi-floor places, hah. Fair enough
Guest Posted September 7, 2022 Posted September 7, 2022 I have a similar issue to what xJamKatx had before. I installed Devourment Refactor on a new instance of Skyrim on a new SSD and I have all the dependancies installed for it. Devourment Refactor recognizes the installation of all the dependancies except for two, Bug Fixes SSE and Scrambled Bugs. I've tried installing Bug Fixes and Scrambled bugs both manually and through my mod manager (I use Vortex) yet Devourment Refactor still says that they are missing. I was able to get them working on the HDD I first installed them on. I do not recall what I did differently back then. Could someone help me with this? Again, I have all the other dependancies installed and working. I also have USSEP for Special Edition (not Anniversary Edition), I use the DLL Plugin loader from Engine Fixes Part 1, and I run the animations through Nemesis instead of FNIS.
Gherking Posted September 7, 2022 Posted September 7, 2022 8 hours ago, Xenanraptor720 said: I have a similar issue to what xJamKatx had before. I installed Devourment Refactor on a new instance of Skyrim on a new SSD and I have all the dependancies installed for it. Devourment Refactor recognizes the installation of all the dependancies except for two, Bug Fixes SSE and Scrambled Bugs. I've tried installing Bug Fixes and Scrambled bugs both manually and through my mod manager (I use Vortex) yet Devourment Refactor still says that they are missing. I was able to get them working on the HDD I first installed them on. I do not recall what I did differently back then. Could someone help me with this? Again, I have all the other dependancies installed and working. I also have USSEP for Special Edition (not Anniversary Edition), I use the DLL Plugin loader from Engine Fixes Part 1, and I run the animations through Nemesis instead of FNIS.  Well, ideally you would use FNIS. However, if you read this page that we're on, you'd see that those two mods can't be detected properly, and are optional anyway. Don't worry about it.
Guest Posted September 7, 2022 Posted September 7, 2022 10 hours ago, Gherking said: Â Well, ideally you would use FNIS. However, if you read this page that we're on, you'd see that those two mods can't be detected properly, and are optional anyway. Don't worry about it. Ah, well that solves that I guess. I haven't seen any immediate problems. I was just worried that it would lead to problems coming up as I make more progress on the saved game I have Devourment installed on. As for choosing Nemesis over FNIS, I also use MCO, SCAR, TDM, Precision, and other mods that overhaul the combat system and they are not compatible with FNIS. Devourment does not need those mods either, I'm aware, but I like to vary my gameplay.
LoveIsDrab Posted September 9, 2022 Posted September 9, 2022 Heya  First off I just want to say that this is one of the best mods out there for Skyrim, hands down. Loved playing with it!  Tho I must ask, is there a way to make the belly colour match up with my characters? As the screenshot shows, the textures of the belly match, but the colours off. Its not a huge issue, but it'd be nice to have a seamless transition nonetheless.
Gherking Posted September 9, 2022 Posted September 9, 2022 7 hours ago, LoveIsDrab said: Heya  First off I just want to say that this is one of the best mods out there for Skyrim, hands down. Loved playing with it!  Tho I must ask, is there a way to make the belly colour match up with my characters? As the screenshot shows, the textures of the belly match, but the colours off. Its not a huge issue, but it'd be nice to have a seamless transition nonetheless.  Yeah, you'd have to use an outfit conversion rather than the equipable bellies. We've explained the process here a few times, or you could find details in the discord. https://discord.gg/mBNmf4a9
LoveIsDrab Posted September 9, 2022 Posted September 9, 2022 36 minutes ago, Gherking said:  Yeah, you'd have to use an outfit conversion rather than the equipable bellies. We've explained the process here a few times, or you could find details in the discord. https://discord.gg/mBNmf4a9 The discord seems to have what I need, cheers man
very sneaky Posted September 10, 2022 Posted September 10, 2022 On 9/3/2022 at 3:47 PM, Zeorik said: Minor problem, but something I've noticed a lot in the past and just felt like asking. When devoured, my player character remains invisible nearby... resulting in npcs continuing to attack my invisible PC instead of going about their business. Any thoughts? (SE, not AE) I have a similar problem. I think it has something to do with character invisibiliy. I tested several versions of the mod with More Informative Console and SSEdit and found out that, for some reason, player does not become invisible for NPCs when eaten in versions of mod after 21-07-05.  All these versions have a problem where player gets detected by enemies, while 21-07-05 version doesnt have it. Player still gets muffled and becomes disabled in all versions of the mod. I don't know why this happens. Maybe I messed up with versions of dependencies or smth. I created a .bat file with commands "player. setav invisibility 1" and "player. stopcombatalarmonactor" and use it everytime player gets eaten, it seems to work most of the time, though its not really a solution to a problem and it breaks immersion.
fdsfadasdas Posted September 14, 2022 Posted September 14, 2022 I'm noticing an issue with Refactor AE Alpha 3, modded NPCs (followers in my case) do not get stomach inflation when they eat anything. I've noticed this specifically for CBBE/3BBB models and I'm not sure how to fix it. Vanilla characters and my character seem to work completely fine though. Anyone know how to fix this?
Gherking Posted September 14, 2022 Posted September 14, 2022 5 hours ago, fdsfadasdas said: I'm noticing an issue with Refactor AE Alpha 3, modded NPCs (followers in my case) do not get stomach inflation when they eat anything. I've noticed this specifically for CBBE/3BBB models and I'm not sure how to fix it. Vanilla characters and my character seem to work completely fine though. Anyone know how to fix this? Â They'll need to use the Devourment 3BAv2 body for them to have the correct stomach nodes for the mod to morph.
Droin55 Posted September 16, 2022 Posted September 16, 2022 Does this mod work with AE update? Or do I need the 1.5.xx version of the game?
Gherking Posted September 16, 2022 Posted September 16, 2022 36 minutes ago, Droin55 said: Does this mod work with AE update? Or do I need the 1.5.xx version of the game? Â You'd need 1.5 for this (10.11) version, but there's an AE alpha too. Â https://github.com/Gaz-tec/Devourment-Refactor/releases
Droin55 Posted September 16, 2022 Posted September 16, 2022 19 minutes ago, Gherking said: Â You'd need 1.5 for this (10.11) version, but there's an AE alpha too. Â https://github.com/Gaz-tec/Devourment-Refactor/releases Interesting. How stable is it?
Gherking Posted September 17, 2022 Posted September 17, 2022 6 hours ago, Droin55 said: Interesting. How stable is it? Â I'm finding it quite stable - I've got about 120 hours in a save with it. Many improvements over the SE version, and more coming.
Droin55 Posted September 17, 2022 Posted September 17, 2022 7 hours ago, Gherking said: Â I'm finding it quite stable - I've got about 120 hours in a save with it. Many improvements over the SE version, and more coming. Sounds good! I'll give it a go!
MajorPink Posted September 18, 2022 Posted September 18, 2022 took a long break from skyrim and i come back to find an AE alpha. this day couldn't get even better, but as of me checking this out now i currently have a playthrough with over 100 hours on it. so is this fine to ad on to it or do I need to shed a tear and start over
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