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Posted

Bugfix V8.6

 

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

 

Posted

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)

Posted

fixed issue with followers from follower mods did not revert always to their original race.

Posted

V8.72

fixed another issue with custom followers, races.

 

UPDATE

remove amulets from followers, save and reload, then give them to the followers again.

Posted

V8.73 lots of fixes and new spell tranfer follower into ridable horse (see DL page for more explanations).

image.thumb.jpeg.83845c950fb7e4964916a46a3a7eaa7f.jpeg

female horse.jpg

Posted (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 by Tlam99
Posted

V8.74

fixed HCOS skin removal on bad timing.

(reverting during animation did not always remove the HCOS skin)

  • 1 month later...
Posted

V9.4

Final version, some tweaks, runs well on an extented play trough without any bugs showing up.

Posted
3 hours ago, posuideqianzhihe two said:

Work

Ty.

Question, how many h did you play with this ?

 

  • 2 weeks later...
Posted
1 hour ago, Stiver5 said:

AE

I don't use AE.

Try it, however, install at least the AE version of MCM helper.

Posted
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.

Posted (edited)

only some bug fixes, nothing new.

 

Version V9.5

 

Edited by Tlam99
Posted (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.

 

Edited by Tlam99
Posted (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.

 

Forgot to mention,

 

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.

 

Edited by Tlam99
  • 2 weeks later...
Posted

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

Screenshot 2022-08-21 133153.png

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