Tlam99 Posted May 23, 2022 Author Posted May 23, 2022 Bugfix V8.6 Â wearer of amulet transfering into vampire lord during fight did not revert form if entering bleedout. Cast spell on hostile NPC to transfer them into vampire lord will revert them back to their human form after effect runs out. Quite interesting fights between 2 vampire lords, as they use the perks. Give your follower the amulet and cast spell on hostile (human) npc Â
Tlam99 Posted May 26, 2022 Author Posted May 26, 2022 added amulet werewolf and spell tome transfer NPC into werewolf. MCM 2 new sliders setting time transfered (Amulet, Spell). Aela's mirror added Elisif mirrors will carry Spelltomes "call Dibella" and Call "Dibella's Assistant" (a little Faerie)
Tlam99 Posted May 27, 2022 Author Posted May 27, 2022 fixed issue with followers from follower mods did not revert always to their original race.
Tlam99 Posted May 29, 2022 Author Posted May 29, 2022 V8.72 fixed another issue with custom followers, races. Â UPDATE remove amulets from followers, save and reload, then give them to the followers again.
Tlam99 Posted June 1, 2022 Author Posted June 1, 2022 V8.73 lots of fixes and new spell tranfer follower into ridable horse (see DL page for more explanations).
Tlam99 Posted June 1, 2022 Author Posted June 1, 2022 (edited) post above  first picure 2 male horses, second female horse  Here the fix I used to get the dicks: It adds Keyword Actortype horse to the horse race. It works for me, feedbck welcome   MissingHorseDickFix.7z Edited June 1, 2022 by Tlam99
Tlam99 Posted June 3, 2022 Author Posted June 3, 2022 V8.74 fixed HCOS skin removal on bad timing. (reverting during animation did not always remove the HCOS skin)
Tlam99 Posted July 24, 2022 Author Posted July 24, 2022 V9.4 Final version, some tweaks, runs well on an extented play trough without any bugs showing up.
Tlam99 Posted July 25, 2022 Author Posted July 25, 2022 3 hours ago, posuideqianzhihe two said: Work Ty. Question, how many h did you play with this ? Â
SesameSeedSalad Posted August 2, 2022 Posted August 2, 2022 Great mod! Been playing this with special edition but I've been wanting to try out a Wabbajack mod list which requires Anniversary edition. Any idea would this work with AE?
Tlam99 Posted August 2, 2022 Author Posted August 2, 2022 1 hour ago, Stiver5 said: AE I don't use AE. Try it, however, install at least the AE version of MCM helper.
ercramer69 Posted August 3, 2022 Posted August 3, 2022 19 hours ago, Tlam99 said: I don't use AE. Try it, however, install at least the AE version of MCM helper. I somehow was forced to update last weekend (think steam forced it when I opened steam for another game I had heard about) and tested a few mods yesterday including this one and this mod does work with AE.
Tlam99 Posted August 5, 2022 Author Posted August 5, 2022 (edited) only some bug fixes, nothing new. Â Version V9.5 Â Edited August 9, 2022 by Tlam99
Ngo Van Dang Posted August 10, 2022 Posted August 10, 2022 possible to have a patch that remove ussep requirement?
Tlam99 Posted August 10, 2022 Author Posted August 10, 2022 (edited) 32 minutes ago, Ngo Van Dang said: ussep requirement Will remove it tomorrow. on a version. But it is not tested. Removing masters on a mod midgame might corrupt the save. Saretti farm nirnroots got modified by ussep for example. Â Edited August 10, 2022 by Tlam99 1
Tlam99 Posted August 11, 2022 Author Posted August 11, 2022 (edited) 11 hours ago, Ngo Van Dang said: to have a patch Try version V9.5.1 no USSEP depency. Not tested, however, I just removed Sarethi farm Nirn from the effects. Â Forgot to mention, Â both versions V9.5.1 got a new shout. It applies the defeat knockout on the player for 10s. (obviously, it needs defeat installed to work, without the shout just does not work) In some stuck defeat or other animation this will help to free the player. Now there are 2 player debug shouts. I works in lots of cases. However, if for some reason the mouse disconnects, like in animations provide no coordinates and no cell record (the center of cell does not work), ones nees still reload before. Anyway, it works on lots of cases. Â Edited August 11, 2022 by Tlam99
Ngo Van Dang Posted August 19, 2022 Posted August 19, 2022 do we have an option to turn off damage health traps?
Tlam99 Posted August 19, 2022 Author Posted August 19, 2022 1 hour ago, Ngo Van Dang said: turn off set all probabilities to 0 Â
Glazed_Golden Posted August 20, 2022 Posted August 20, 2022 Sorry I know this isn't related to the mod, but how did you get those messages in the screenshots?
Mystikk0 Posted August 21, 2022 Posted August 21, 2022 So I tried this and it works fine for the most part. You grab something, and something may happen. However, yesterday I experienced an issue where rather than instant effects happening, the mod would spawn a golden little statue, a pink vase or a barrel after using it for a little while. These objects would break after sometime, which is when they did the actually intended effect. (Small explosion and so on) This delay would be a good 10 seconds. The mod wasn't working as intended at this point, however I decided to continue grabbing more things to test things out and unfortunately I suddenly got a pink-ish explosion that would be stuck in an endless loop that blew everything away near its path. Unfortunately I had to reload an older save to get rid of the endless loop. Aside from that, I do like the mod. However I would like to suggest that the mod configurations in MCM should be made a little bit more clear as to what they do. I'd also like it if it were possible to turn off certain effects (E.g. the explosion effect, or the shock effect, poison effect and so on) , filter creatures that it could spawn etc
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