pekkie Posted October 28, 2011 Posted October 28, 2011 I'm using the merged experimental lovers pk (http://www.loverslab.com/showthread.php?tid=1054&highlight=x117) and all the requirements for this mod only and i see loversmagic (LoversMagicEx_0_1) there. Is there a way to fix this problem? or should i reinstall and do everything one by one. Also, what exactly does loversmagic do to cause this problem?
Dee383 Posted October 28, 2011 Posted October 28, 2011 Lovers Succubus Is Usually The Common Cause Of For Dogs Dying ... Try Disableing LoverMagic Plugin Then Try It ...
rylasasin Posted October 29, 2011 Posted October 29, 2011 A possible idea. It's probably been brought up before, but... perhaps an option for (straight) males concerning both the anims and a questline for straight males? Since the game (stupidly) doesn't differentiate between sexes for animals, what I was thinking is that perhaps the game could randomly assign a token to the animal (either on spawn or just before sex) to determine the gender of the animal. Then when the token determines weither the dog is "male" or "Female" (or even in rare/possible cases: Herm) the appropriate animation plays. If male, normal anims. If female, there's a different set of anims. And possibly a different questline for straight males instead of just trying to enslave as many people as possible in Rena's kennels as possible. Dunno how that would work though.
belgianwiz Posted October 29, 2011 Posted October 29, 2011 I have a weird problem with (this?) mod; I'm not too sure if this mod is the cause but when my char gets raped by the dogs the dogs end up dying. This happens for animals out in the wild as well. Did I mess up something? the only thing i can think of is if you use loversmagic, that the life suction spell is active, thus draining the health of the one you're having sex with
kystos Posted October 30, 2011 Posted October 30, 2011 No sure if this has been suggested before, but it'd be nice if the "invite to get mounted" position could have some effect on creatures other than dogs/wolves. Kind of like what Loversyield does, but with beasts.
Zorrow Posted October 30, 2011 Posted October 30, 2011 Great mod, hope to play the new version..... ok i've got a little problem here,i cannot complete the training with Maera, due to a crash, when im suposed to "strip?" to let the dog mount me, it crash (fixed this like the daedra, "stripping before") but now when the dog finish and maera finish talking to me, the game crashes before letting me chose the key (yes, it once let me finish this part of the quest) also i try to put it manually "setstage xloversbitchtraining 6" the same happened, crash!! What can i do? that means that i cant let my dogs to mount me?
pekkie Posted October 30, 2011 Posted October 30, 2011 Thanks chase, dee and belgian disabling Loversmagic fixed my problem
kystos Posted October 31, 2011 Posted October 31, 2011 Erm. I got a little problem that started showing up this morning. Every time I try to get my character mounted, I get the following message "xLoversQuest.deffence to xLoversQuest. Defence both are defined. Exit without saving and please correct the appropriate script." The only things that changed recently is me finishing the main quest line (closing the gates forever blahblahblah) and installing Kvatch rebuilt. Deactivating Kvatch rebuilt and going back to an earlier save don't fix anything. Any ideas what's causing this/how to fix it? Thanks.
Ryanhabs Posted October 31, 2011 Posted October 31, 2011 If your using OBMM and have installed loversbitch via an OMOD, deactivate loversbitch and re-activate it. It should unpack all the files again but since your not entering the game and saving again this won't affect your progress with the mod. It will also move the esp low in your load order so remember to bump it up slightly in your order to accommodate the more demanding mods you may have installed. loversbitch also likes to be loaded as one of the last mods to avoid any random troubles.
kystos Posted October 31, 2011 Posted October 31, 2011 If your using OBMM and have installed loversbitch via an OMOD' date=' deactivate loversbitch and re-activate it. It should unpack all the files again but since your not entering the game and saving again this won't affect your progress with the mod. It will also move the esp low in your load order so remember to bump it up slightly in your order to accommodate the more demanding mods you may have installed. loversbitch also likes to be loaded as one of the last mods to avoid any random troubles. [/quote'] I've installed it manually so I cant' deactivate and reactivate it with OBMM. Also, it's the last lod in my load order. Oh well, I installed and uninstall too many thing son this game, time for a clean re-install, I guess.
striky Posted October 31, 2011 Posted October 31, 2011 First of all, thank you Chase for a great mod that makes my character's adventures in Cyrodiil much more entertaining. I really hope you won't abandon it after Skyrim comes out - I can understand not releasing any more updates after 0.6, but I would love to see that one. If I may post a suggestion... In my opinion the "secret society feeling", as someone accurately named it a few pages back, is well implemented in the Leyawiin party quest. I'd really like to see more of these, as opposed to "public shows" and people coming in randomly to see you screw dogs. Here's an idea - how about a demonic cult that requires you to fuck your dog on a full moon, while they stand around you chanting in order to perform some kind of perverted ritual or something? Nevermind, guess I'm too tired, must be the foggy weather. Oh, one more thing, though - I hope you'll keep focusing on dogs... I mean, clannfears and other fantasy creatures are fine, but dogs are what makes this mod great, because they actually exist ;-) Just my two cents. Keep up the good work!
belgianwiz Posted October 31, 2011 Posted October 31, 2011 @Kystos something that also might help is upgrading Oblivion so it uses 4 GB. use this one: http://www.ntcore.com/4gb_patch.php works on pretty much everything lol
deathguard08 Posted November 1, 2011 Posted November 1, 2011 Hm, I've done the first quest, but when I get to the bitch training part the dog seems to refuse to mount me. Any ideas?
Atriya Posted November 1, 2011 Posted November 1, 2011 All I can suggest is reloading a save. At that point I don't think you've gotten the chance to map the mounting invitation to any keys, so if you somehow get knocked out of that mode you're pretty much stuck.
deathguard08 Posted November 1, 2011 Posted November 1, 2011 Hm, sorry, what'd I miss exactly? How do I map the keys? I didn't get an obse message about it.
asdfasdf Posted November 1, 2011 Posted November 1, 2011 Hm' date=' sorry, what'd I miss exactly? How do I map the keys? I didn't get an obse message about it. [/quote'] It should be a popup during the quest when you are at Maera's home after "rescuing" her from the wolves.
deathguard08 Posted November 1, 2011 Posted November 1, 2011 EDIT: Well, not sure what fixed my problem exactly, but after resintalling all the required mods over, it seems I finally have it working. Thanks.
belgianwiz Posted November 1, 2011 Posted November 1, 2011 sometimes its just a matter of load order, i guess but then again, mine is a mess as well, lol
kystos Posted November 1, 2011 Posted November 1, 2011 @Kystos something that also might help is upgrading Oblivion so it uses 4 GB. use this one: http://www.ntcore.com/4gb_patch.php works on pretty much everything lol Thanks, but I already had it installed. I've reinstalled Oblivion and all my mods. Started all again fresh, we'll see what happens then.
belgianwiz Posted November 1, 2011 Posted November 1, 2011 @Kystos something that also might help is upgrading Oblivion so it uses 4 GB. use this one: http://www.ntcore.com/4gb_patch.php works on pretty much everything lol Thanks' date=' but I already had it installed. I've reinstalled Oblivion and all my mods. Started all again fresh, we'll see what happens then. [/quote'] good luck with that
Shebeth Posted November 2, 2011 Posted November 2, 2011 How do you remove the flames effect of the hellhound in TES contruction set ? I found the the creature myhellhound in the list, i tried to edit, i can change the model ; i took exactly the same as another dog, hoping the flame effect is in the nif files (yep i'm noob) ; and, well my hellhound is all black as a mutt, but still have the flame aura. I removed the 2 spell he has too, but it was hopeless (if i remember well fireball and fire resist). I didnt find something close to aura, or visual effect in this windows, where it is please ?
rylasasin Posted November 3, 2011 Posted November 3, 2011 Just out of curosity, has a fix to the "flying/floating humping the air inside the breeding cages" thing been found yet? I noticed that for some reason it seems to happen almost exclusively to the dogs in the eastern(left when you come in) cages and almost never to the ones on the western (right when you come in) ones. Yeah there seems to be quite a few glitches associated with the breeding kennels. 1. Dogs on the Left (east) side as I said float up into the air at an angle while fucking, and then after they cum they sink into the back wall and fall down into the void (or somehow stay close) untill the process starts again. 2. Though they don't have the floating problem, dogs on the Right (West) side are known for somehow being thrown through the bars and out of their cages, only to teleport back in when the screwing starts. 3. NPC prisoners will sometimes "bail" just after the player enters the kennel. They appear outside of the kennels, right outside the door, and exit if they aren't still in the hallway 2-3 seconds later.
Shebeth Posted November 3, 2011 Posted November 3, 2011 ... (stealth bump) I found this line in the script pms xHellhoundFlames But if i try to put an ";", when i save it i got an error (for another line in the script, nothing to do with that), when i quit the CS, i save the changes to the esp. When i come back in the CS, editing again xmyhellhound to check, CS tells me that the script (xloversbitchmenu, or something like that), could not be loaded and there is no more script attached to the dog !(every dog of the mod) Edit : when you change somethings in a script, i guess you have to recompile it ? When i do it, TES is frozen, and windows tells me that TES is crashed. I miss something ?
DogOnPorch Posted November 3, 2011 Posted November 3, 2011 Just out of curosity' date=' has a fix to the "flying/floating humping the air inside the breeding cages" thing been found yet? I noticed that for some reason it seems to happen almost exclusively to the dogs in the eastern(left when you come in) cages and almost never to the ones on the western (right when you come in) ones. Yeah there seems to be quite a few glitches associated with the breeding kennels. 1. Dogs on the Left (east) side as I said float up into the air at an angle while fucking, and then after they cum they sink into the back wall and fall down into the void (or somehow stay close) untill the process starts again. 2. Though they don't have the floating problem, dogs on the Right (West) side are known for somehow being thrown through the bars and out of their cages, only to teleport back in when the screwing starts. 3. NPC prisoners will sometimes "bail" just after the player enters the kennel. They appear outside of the kennels, right outside the door, and exit if they aren't still in the hallway 2-3 seconds later. [/quote'] Exactly the same deal here...load order etc doesn't affect it.
monolith Posted November 3, 2011 Posted November 3, 2011 The floating dog isn't a "bug" as such. Its a problem with collisions. If the dog is too near a wall or other collidable object it can't align properly. The same thing happens if the dog gets thrown out of jail. Collision is turned off during sex, thats why it can get through the bars. After sex finishes, collision is turned on again. Try to stand in the middle of the cell and move back there after finishing an act. It's a known problem and can be resolved with bigger cells.
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