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LoversBitch 0.5b


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Posted

Chase Roxand i know, i never said i'm trying to tame him. I can't tame normal wolfs. I get the bone, but they keep attacking. Or sometimes they stop attacking and start wondering like normal wolfs do. No companion menu on them, no reaction on the bone.

But all the dogs are perfectly visible to me, while people complain about their invisibility. So i just added all my dog texture and meshes folder to the archive. I think those who can't see the dogs had no previous version installed, so they miss some textures.

Posted

For those' date=' who can't see canines, added by this mod. Try this link - http://www.mediafire.com/?qow3rx93to1yrab

I included all the textures i found in other LB versions.

[/quote']

The only alternate mesh that the Alpha Wolf uses is the eyes. Everything else should be the vanilla meshes.

 

OK.. Got it.  The problem with the invisible wolves was NOT with LB.. It was from the older version of LoversCreatures.  After a COMPLETE (and I mean start from nuttin'!) reinstall... checking each install step as I went....I noticed the wolves were gone after I installed LC.. an updated LC fixed them.. and then I installed LB. 

 

And as a side not.. NEVER throw a corded mouse in frustration. The vile thing will return to it's origin at twice the exiting velocity.

Posted

Wich commands? Spells or from the dog's menu? Have you tried changing your companion?

Strange, many people having dfferent problems.

Posted

Finally got around to playing this mod and man.......you're one sick puppy Chase(pun intended) lol. Great work' date=' loving everything about it especially the variations on the other dogs in terms of ability and traits. A couple of  problems though

 

1.) The Alpha dog in the cave was invisible. I could hear him and I could feel him(PC moved like there was an object in her path) but he didnt do anything and he let the women go free without much problems. Didnt attempt to attack me or anything either. Luckily the quest ended properly without any issues.

 

2.) The wolf at the very beginning of the cave: Is he supposed to be immune to death? Tried to kill him but he just kept regenerating his health to the point that I couldnt get him down to even half health, in the end after another sex session I managed to get into sneak mode and whack him for 6x damage thus killing him in one blow. Idk if you intended to make him become yours after knotting but after 10 attempts of no knotting I decided to try killing him instead. This is not the same problem as the other poster, I can kill random wolves fine including the other wolves in the cave but only this specific wolf had the problem.

[/quote']

 

I had invisa-alpha problems too, he didn't do anything. Stone dog crashes my game on mounting. Otherwise, it's been great.

 

Where are you getting the Wolf Statue from? It isn't supposed to be unlockable yet, unless you're cheating. I'm not sure why the Alpha Wolf would be invisible, but I'll look at later.

 

I went through the door after the alpha. The invisibility thing seems kinda common if anyone goes through the floor, I noticed a lot of dogs mounting then disappearing into the void after finishing.

Posted

Ok, everything is working out fine, but exploring the mod, I've hit a few roadblocks. Yes Loversbitch is at the bottom of my load order, the animations and scripts all work fine save maybe one.

 

1. I can buy dogs from Rena up to the Mutt, after that the option to ask for dogs is gone. You can still talk with her about the kennels and buy things.

 

2. Wolf Cave, I noticed it but there seems to be no way in it (need a key). I can't find the key and Rena has no dialogue option for it up to 83 deposition.

 

3. I found a house(Meaius Sirius or something) that was only recently added to my map, it's close to the Wolf Cave so I'm assuming it has some connection. This too is locked.

 

The one script I don't think is working is maybe the wild companion but I haven't read up on the option. Likely it's just a misunderstanding to me, but any wolf I run into is more interested in mauling me.

Posted

1. Not all dogs are available now, you've got 4 now? You can also get BloodHound, speak about her with Rena and then go to the breeding cells to tame.

2. Read teh books inside the shop.

3. same as 2

Wild companions don't work for me too.

Posted

1. Not all dogs are available now' date=' you've got 4 now? You can also get BloodHound, speak about her with Rena and then go to the breeding cells to tame.

2. Read teh books inside the shop.

3. same as 2

Wild companions don't work for me too.

[/quote']

 

Thanks, I was sodding bothered when I found the locked cave and house lol. I'll read the book and try to get a conversation option about the bloodhound. I haven't tried wild companions yet, so i don't know if they work for me.

Posted

little info about the book, there is a slight bug (at least for me) where you only get the quest if you opened the book in the world not from your inventory

 

so either read the book on the table in the dog shop, or if you already bought them and they are gone from the tables, drop it to the ground and then open it

Posted

Just want to say I enjoy what you have done so far, and to keep up the good work.

 

I encountered a strange thing while using some CM partners (not thier inventory as this messes with Tomaga), my canine will have his way with them occasionaly while they are in wait or standby mode. Am waiting to see if this will produce any children.

Posted

forget to write it earlier. in book with description of dogs is little typo. bloodhound starts on one page and rest of the text on the other refers to doberman. is it just me or is it global mistake.

Posted

Great mod! One of the few which started working without a hitch and is consistent in atmosphere. I am really looking forward to seeing in what direction you choose to develop this.

 

A thing I personally would like to see, are added dogs of all breeds to the cities. Named or otherwise. This would make the "in heat" debuff a lot more interesting. Vanilla Oblivion only has 4 or 5 named dogs running around. You might even consider splitting the breeds by areas. For example:

 

Mutts (poorer districts/cities, Bravil, IC harbor, etc.)

Dobermann/Collie (rich districts/cities)

Bloodhounds (Arena, Barracks, Dark Brotherhood Sanctuary, etc.)

 

Just an idea to add some flavour and spice. Anyway, thank you for the great addition to my game. :)

Posted

I'm using this with Unique Landscapes and Better Cities installed.  The Wolf Cave is kinda in the middle of a walled path, semi-blocked off (but still reachable).  You may want to move it a LITTLE further out of town, say a bit to the north of its current location.

Guest Donkey
Posted

i am not sure, but somehow asking to make a compatibility is bit much, better city is incompatible with allot of mods. Don't forget modders release stuff because it is fun for them and maybe see others enjoying there work.

 

Making a mod is tricky, keeping a compatibility list is impossible, do you have any idea how many mods there are ??  :P Next one will come hey can you move it back a bit to the left because i use xx mod..  ;D

 

For the fun of it. ask better city if they could move that a bit away ?? See what answer you get..  :P

Posted

Something like: "LoversBitch? What the hell's with this mod's name? You better ask the author to make it compatible with Better Cities." Infinite loop here. ;D

Or maybe: "Shit, our damn mod are in a way of this awesome LoversBitch mod. We need to fix it ASAP!!1"

Posted

Better cities and unique landscapes are two of the most popular mods out there, it's not an unreasonable request to make one small mod compatible with a couple of the biggest and most widely used mods.  It's one thing if the conflict is minor, like an building has a tree growing out of it, but in the case of this mod, it's actually placing structures inside of other structures.

 

Would you rather make one minor location change in your mod one time to make it compatible with a couple larger, popular mods, or would you prefer everyone who uses those mods have to make their own changes to the plugin every time you update your mod?

 

Anyhow, to make this compatible with unique landscapes, the move is very minor.

 

Change the Y position for the cave and its door to the following.

cave

103395.1094

 

door

103539.9844

 

And there you have it, I've already done the hard part of finding a new location for both the wolf cave and the dog shop.  All Chase would have to do is put in the numbers and his mod will forever be compatible with both better cities and unique landscapes.

Guest Donkey
Posted

You are right, about the request in the end it will be chase choice to do so.. but when we look at tesnexus and see how many of those request turn into demand by better team fans i wonder why some modders leave the community completely ??? What if the next popular mod also make request ?? don't forget better city is not the only popular mod out there.. :P

 

besides from what i remember these lovers mod exist even before better city.. why don't they do the same ?? It is not just lovers with pk.. you got xlovers too.. this is just continuation from that one..

Posted

Why are you so fucking indignant over this anyhow?  First of all, the problems with compatibility were brought up respectably, and politely asked to be fixed.  No demands were made.  Second, Chase has already said he'd do a compatibility patch.  Third, it's not your mod, so you barging in and being a dick to people and saying THEY are being unreasonable is douchebaggery.

Posted

Meddlesom just don't use this douchebag's mods. This will help Donkey a lot.

You're asking to make it compatible with something. Why? If Chase already said he will do a patch, why ask?

 

Personally, a want LoversBitch to be expanded with new quests and functions. Not fixing compatibility issues with a million mods around, that will take forever.

Posted

He said he'd do a patch because I asked about it.  I'm not the one who brought it up the next time, and that person didn't do anything to deserve the replies he got in response to it.  And we're not talking about fixing it with a million mods, we're talking about making two minor changes to make it compatible with two of the most popular mods ever.

 

Like I said, I did the hard part of finding a good location to move the two problem areas to fix the issue, and posted the locations.  All Chase would have to do is plug in the numbers and it'll be fixed without him even having to load those mods.  It would take all of 10 minutes, so I don't know why you think it's going to somehow set the mod's development back in any way.

Guest Donkey
Posted

First of all i wasn't being a douche.. so please refrain calling this to a moderator.. Second is, by moving the building to where you suggested in your post what other mod did you just break ?? See my point ?? What if there are other popular mods who also uses this location.. then chase is also with the dilemma of moving it all over again..

 

But you are correct this is not my mod so i am stepping back and let chase sort this out.

 

The best option for when modding is always create a new world space. This will be the best compatibility between mods. Since you can place it anywhere and no worries that it won't work with other.

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