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LoversBitch 0.5b


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Posted

I had the stone wolf as wa wild companion (took a looong time)' date=' so it's "finished" in that regard, but you cannot get it permanently in the kennel as you can the hellhound (at least I haven't found an obvious way for that). I never saw one of the other special dogs.

 

I second the feline idea =) The dibella temple mod has nice ones, unfortunately they have a special skeleton, so they don't work with lovers :/

 

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Posted

Re LoversBitch 0.5b

Aboout the stone wolf. I think the wild companion part is finished but there may be a quest to get one as a kennel companion.

 

I met a shadow wolf one night near greenmead cave. I already had an absent companion so did not try and recuit it.

Posted
Make it possible for the PC to enter in the cities whitout losing her wild companion.
I've never lost a wild companion by entering a city, what are you talking about?
Posted

Funny story. I was playing as a vampire character using LTD-Vampire Overhaul. One of the powers is the ability to transform into a wolf. Basically, the mod hides your character model and places a wolf model there which syncs up to your character's movement keys, so it stays in the same place as you and gives the illusion of you controlling a wolf. Problem is, the wolf is an actual creature that just follows your movements.

 

Long story short, I turned into a wolf and a moment later found my wolf form air-humping my invisible human form.

Posted
Make it possible for the PC to enter in the cities whitout losing her wild companion.
I've never lost a wild companion by entering a city' date=' what are you talking about?

[/quote']

 

Happened to me a lot, I tried to have a spectral wolf companion... after entering cities, houses, or just fast traveling, the wolf would "wander off", the quest window would pop up and give a message about it wandering off, and cease being a companion.

Posted

That's because your companion doesn't exist any more. The game deleted it because it was only created to exist temporarily. I can't do anything about that.

Posted

Yeah, that's the problem with the wild companions... which is why I just edited the hellhound to have the ghost shader and removed its fire shader. Combined it with alienslof's hellhound model and I've got a pretty awesome ghost dog now.

Posted

I do not have the Shivering Isles. But i didn't realize it was a requirement (missed that line) until after I installed the mod.

 

It seems to be working pretty good. I've had a couple seemingly random CTD's here andthere...

 

What should I expect since I don't have the Shivering Isles though?

Posted

It's the last main quest in the progression. The Hellhound quest is also in, but it doesn't seem to be part of the actual "plot" progression (if you can call it a plot).

Posted

I do not have the Shivering Isles. But i didn't realize it was a requirement (missed that line) until after I installed the mod.

 

It seems to be working pretty good. I've had a couple seemingly random CTD's here andthere...

 

What should I expect since I don't have the Shivering Isles though?

 

you summed it up already. If you don't have shivering isles and somehow have loversbitch working with oblivion "refusing" to load the mod due to missing requirements... first, your lucky and second, expect more random CTD's. I would recommend just searching for and downloading the shivering isles patch. There are a ton of mods anymore the list SI as a required mods.

Posted

Mods that need Shivering Isles will load because they don't require the esp as a master, they need the stuff in the BSA. All the SI esp does is enable that BSA.

So it'll load, but there'll be missing meshes, textures and crashes.

 

Really there's no excuse not to have SI if you still play Oblivion, you can get the GotY version dirt cheap and it's a fun expansion.

Posted

lol...

 

yeah, i don't have an excuse for not having Shivering Isles... I just found Oblivion in a box in my brother's house and... haven't figured out where's best to get SI from.

 

As for LoversBitch and my SI-less system...

 

I do get a few random crashes when a dog mounts my character, but its rare. The real problem is that 98.9% of the time the animations of the dog and my character are not lining up... They're not even CLOSE to lining up sometimes. Sometimes the dog is 10 feet in the air!

 

Its a bummer. But i don't know if thats a side effect of not having SI...

Posted

I've installed everything on the first page with oblivion and shivering islands, I started the quest chain, and rescued Maera, now back at her home she makes you strip and get on all fours, and tells you to walk over to her dog and let it mount, I've walked to the dog and waited 10 to 15 minutes and nothing happened, I tried talking to the dog. still nothing continues. pleas help.

Posted

lol...

 

yeah' date=' i don't have an excuse for not having Shivering Isles... I just found Oblivion in a box in my brother's house and... haven't figured out where's best to get SI from.

 

As for LoversBitch and my SI-less system...

 

I do get a few random crashes when a dog mounts my character, but its rare. The real problem is that 98.9% of the time the animations of the dog and my character are not lining up... They're not even CLOSE to lining up sometimes. Sometimes the dog is 10 feet in the air!

 

Its a bummer. But i don't know if thats a side effect of not having SI...

[/quote']

 

I have GOTY edition with SI installed with all unnoficial patches installed and I also get the random crashes every so often when a dog mounts my character.

Me too. Random crashes are not SI based.

As for the dogs not aligning with the player, that isn't caused by not having SI either. That's caused by solid objects (a.k.a. with collision maps) in the vicinity, which "bump" the dog off of them before TCL kicks in, causing them to float in the air (either that, or you have a messed up .ini, but bumping is the more common cause, as the .ini's of the animations should not be modified anyways)

Posted

Me too. Random crashes are not SI based.

As for the dogs not aligning with the player' date=' that isn't caused by not having SI either. That's caused by solid objects (a.k.a. with collision maps) in the vicinity, which "bump" the dog off of them before TCL kicks in, causing them to float in the air (either that, or you have a messed up .ini, but bumping is the more common cause, as the .ini's of the animations should not be modified anyways)

[/quote']

 

Okay, in regards to the dogs "flying in the air" problem, I'm encountering that as well in the dog shop basement, in particular, the kennels on the left side. All the kennels on the right are fine. That said, is there something we can do to fix the problem (assuming it isn't .ini related)? Or, do we pretty much have to wait for Chase to fix it himself?

 

NOTE: I have the latest LoversBitch mod posted by Chase on the first page, and it is currently last on my load order.

Posted

Invoke "tmg" from the console, you'll be able to see collision boxes with unarmed eyes from now on. Then you need to go and observe some UFDs(Unexpected Flying Dogs). Look what's happening between the dog's collision and other actors, or maybe a dog and a wall.

Posted

Well done, Chase. Had flying dogs - not a problem. Only CTD were collies and mutts, but I saved after every success so - not a problem. Very fun mod, and thanks for the "the end" box at the end. Good luck with your classes.

Posted

Great mod, and great potential for further development. I loved the training and the submission. Please do continue whenever you can, we love you. <3

Posted

Just one question:

 

As far as I understad,, a player can have only one companion. How do you get rid of an existing one, e.g. For gerring a new one, or just to get rid of a dog?

Posted

Just one question:

 

As far as I understad' date=', a player can have only one companion. How do you get rid of an existing one, e.g. For gerring a new one, or just to get rid of a dog?

[/quote']

 

The onnly way I know to get a dog's bone out of your inventory is to select one of your dogs from the kennels. That will bring up a box about dismissing/replacing the "wild" dog. If it is a kennel dog then simply send it back to its cage. (Hope that's what you were asking.)

Posted

Just one question:

 

As far as I understad' date=', a player can have only one companion. How do you get rid of an existing one, e.g. For gerring a new one, or just to get rid of a dog?

[/quote']

 

The onnly way I know to get a dog's bone out of your inventory is to select one of your dogs from the kennels. That will bring up a box about dismissing/replacing the "wild" dog. If it is a kennel dog then simply send it back to its cage. (Hope that's what you were asking.)

 

Sounds good, thank you!

Posted

Wow this mod rules :) Thanks!

 

(There's a double typo in one of the first sentences said by Maera at the beginning of the bitch training, it says twice "it's" and it should be "its", in the "between a dog and it's owner" part. - not a big deal, but since you aim for super high quality obviously, I'll report it for fixing.)

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