dkatryl Posted January 15, 2014 Author Posted January 15, 2014 This any help? Post #3. http://forums.nexusmods.com/index.php?/topic/669051-distances-in-skyrim/ 'One unit is six feet in ground-scale (same as it was in Oblivion)' BTW, 100 units would then still be 200 yards, which is a LONG way in RL.... Well, raw numbers are a little hard to directly translate, as in that same post it says that the ENTIRE area of Skyrim is only ~11.7 square miles. But yep. Edit: I'm revising this again. I am going to have a single "surrender" cloak spell, which primary purpose is to apply the calm effect to valid targets in the radius. Given the nature of the cloak spell, I can't assign the value for the range to a variable, so to make multiple ranges, I would have to actually make a separate spell PER setting, which can quickly get tedious. Then I realizes, I could have a single cloak spell for the calming part, but for the actual target selection, I can use something like this: If (Target.GetDistance(PlayerRef) <= _SLConfig.Range || (Target.GetDistance(PlayerRef) <= 250 && Target.HasLOS(PlayerRef))) _SLSubmitAssign.Cast(Target) EndIf This allows the actual target selection to be limited to either any valid actors within the range you select, or any valid actors within the max range of the cloak spell (250) and has LOS on the player. I selected 250 because a 300 radius covered pretty much ALL of Helgen, which is a pretty big area. 250 is a wee under that, and seems fine. Given that I don't have to limit the selectable range in order to make several spells, I will make it just 25-250, in increments of 1. Edit2: And before anyone goes OHMAHGERD! 25?! NO WAI!!! , I tested it in my Helgen party zone save, and other than the archer dude way the fuck on the other side on the tower, all 6 bandits chasing me went calm and queued up for some fun with my poor test girl.
eifrag Posted January 15, 2014 Posted January 15, 2014 I have something to report. "submit or die!" dialogue is blocked when trespassing. where: calcelmo laboratory
MonaBabii Posted January 15, 2014 Posted January 15, 2014 I have something to report. "submit or die!" dialogue is blocked when trespassing. where: calcelmo laboratory I believe this is because whatever script makes them go into super psycho protective seriousness of evil mode (technical terms.) has priority over anything. I think it's the same deal when it comes to going into someones' home and killing one of their relatives. Their running around panicking the hell out of their minds (more technical terminology) behavior can't be overridden either once it's triggered. As far as I know it's a limitation with the game. I remember asking about this very issue a very long time ago, though not 100% sure of the exact answer lol.
Guest GreyFeng19 Posted January 15, 2014 Posted January 15, 2014 Random funny anecdote. So I am using aroused animation and submit. I forced a bandit to submit and tried to turn him in to a female guard. The female guard was stuck feeling herself up, so another guard, out of nowhere, just pulls out a crossbow and shoots him. Guess he just got irritated waiting.
dkatryl Posted January 15, 2014 Author Posted January 15, 2014 I have something to report. "submit or die!" dialogue is blocked when trespassing. where: calcelmo laboratory I believe this is because whatever script makes them go into super psycho protective seriousness of evil mode (technical terms.) has priority over anything. I think it's the same deal when it comes to going into someones' home and killing one of their relatives. Their running around panicking the hell out of their minds (more technical terminology) behavior can't be overridden either once it's triggered. As far as I know it's a limitation with the game. I remember asking about this very issue a very long time ago, though not 100% sure of the exact answer lol. I don't know if this is the case, but it is indeed possible. I know the "killed a relative" thingy is hardcoded as part of a, I think it's called a scene or something? But yep, this is basically it.
MonaBabii Posted January 15, 2014 Posted January 15, 2014 Also there are at least 3 quests involving Calcelmo, One of them is part of a huge plot for the Thieves guild. I'm not quite 100% sure how the mod handles that but if Calcelmo is essential due to all those tie-ins, the "die" in "Submit or die" wouldn't really make much sense so he might have been left out of the loop on accident-purpose lol, just like a person a few pages back mentioning Astrid from the Dark Brotherhood (whom I know for sure is essential if you did not choose to kill her the very first time you saw her).
LTD Posted January 15, 2014 Posted January 15, 2014 I'm having a problem. Escape doesn't seem to be working correctly. I can surrender with the hotkey, or try to rape them, but once bound nothing seems to happen. That's with either the default np7 or any other key I've tried. I don't get any messages or anything, and most of the time nothing at all happens. Sometimes my PC jumps up and stands, she can crouch, sneak, block, but not attack, get into inventory or equip spells via hotkeys. Any thoughts?
nutluck Posted January 15, 2014 Posted January 15, 2014 I'm having a problem. Escape doesn't seem to be working correctly. I can surrender with the hotkey, or try to rape them, but once bound nothing seems to happen. That's with either the default np7 or any other key I've tried. I don't get any messages or anything, and most of the time nothing at all happens. Sometimes my PC jumps up and stands, she can crouch, sneak, block, but not attack, get into inventory or equip spells via hotkeys. Any thoughts? My first thought is you didn't do a clean save before you upgraded to the latest version. Since sometimes that can cause things to screw up.
LTD Posted January 15, 2014 Posted January 15, 2014 I'm having a problem. Escape doesn't seem to be working correctly. I can surrender with the hotkey, or try to rape them, but once bound nothing seems to happen. That's with either the default np7 or any other key I've tried. I don't get any messages or anything, and most of the time nothing at all happens. Sometimes my PC jumps up and stands, she can crouch, sneak, block, but not attack, get into inventory or equip spells via hotkeys. Any thoughts? My first thought is you didn't do a clean save before you upgraded to the latest version. Since sometimes that can cause things to screw up. I'm off a fresh install. Started working on setting Skyrim up for a new play because I just got a new video card (went from a gtx 260 to a gtx 770!). I haven't had to upgrade any mods, everything was installed within the last 2-3 days. I do get an armbinder message when being bound...could this be conflicting with Devious Devices somehow? (I'm not using the submit + devious devices mod thing, but I am using FtM) BOSS load order has Submit way down in the load order from DD. I'll try putting it higher, see if that works. Edit: that didn't work. lol
nutluck Posted January 15, 2014 Posted January 15, 2014 I don't think it would be a load order issue, BOSS is pretty good most of the time and I have let it always place Submit and never had a issue. Devious Devices... maybe I don't use that mod so I really don't know. Have you check your Papyrus log and see if it showed any errors or warnings? Also when you try and escape and have zzzpack installed so your character is hogtied they only struggle a little and it is easy to miss. The big thing to look for is in the upper left corner after you are bound and you hit the hotkey. You should see a message saying escape chance #% you rolled a #%. A thought, check all your mods to be sure none of the other ones are using the same hotkey as Submit does. If one of them also uses that hotkey then that might cause a problem.
dkatryl Posted January 15, 2014 Author Posted January 15, 2014 I'm off a fresh install. Started working on setting Skyrim up for a new play because I just got a new video card (went from a gtx 260 to a gtx 770!). I haven't had to upgrade any mods, everything was installed within the last 2-3 days. I do get an armbinder message when being bound...could this be conflicting with Devious Devices somehow? (I'm not using the submit + devious devices mod thing, but I am using FtM) BOSS load order has Submit way down in the load order from DD. I'll try putting it higher, see if that works. Edit: that didn't work. lol I don't use DD, but the armbinder, from what I've read over in the Submit + DD thread, has its own overriding behavior. If you are seeing the armbinder message, I suspect you are having some kind of conflict.
RogueMage Posted January 15, 2014 Posted January 15, 2014 This mod gets better and better How are guards handled btw.? My character autosubmitted to the Whiterun guards. She went to kneeling position, was teleported into the Whiterun prison and played the rape animation (alone). I guess the guard was still standing at the Whiterun gate. Then she was bound. I had a similar thing in Riften. I could not check if her stuff was in the prison chest or in the guard's inventory as didn't get the standard lockpick. I had a similar thing in Riften. Is it possible to take guards in cities out for autosubmit or handle them differently?
dkatryl Posted January 15, 2014 Author Posted January 15, 2014 This mod gets better and better How are guards handled btw.? My character autosubmitted to the Whiterun guards. She went to kneeling position, was teleported into the Whiterun prison and played the rape animation (alone). I guess the guard was still standing at the Whiterun gate. Then she was bound. I had a similar thing in Riften. I could not check if her stuff was in the prison chest or in the guard's inventory as didn't get the standard lockpick. I had a similar thing in Riften. Is it possible to take guards in cities out for autosubmit or handle them differently? Once upon a time, guards just sent you to jail and no sex animations were played. You were treated like a standard jailing. Somewhere in recent updates this no longer seems to be the case, so I need to find out why you end up humping the air. As I said earlier, for now pretend that's how you earn parole.
RogueMage Posted January 15, 2014 Posted January 15, 2014 OK. But I checked my mods again. I still have the prison overhaul installed. This might be a conflict. Stupid me. Thought I had uninstalled it for this playthrough. This mod gets better and better How are guards handled btw.? My character autosubmitted to the Whiterun guards. She went to kneeling position, was teleported into the Whiterun prison and played the rape animation (alone). I guess the guard was still standing at the Whiterun gate. Then she was bound. I had a similar thing in Riften. I could not check if her stuff was in the prison chest or in the guard's inventory as didn't get the standard lockpick. I had a similar thing in Riften. Is it possible to take guards in cities out for autosubmit or handle them differently? Once upon a time, guards just sent you to jail and no sex animations were played. You were treated like a standard jailing. Somewhere in recent updates this no longer seems to be the case, so I need to find out why you end up humping the air. As I said earlier, for now pretend that's how you earn parole.
volfin Posted January 15, 2014 Posted January 15, 2014 Yeah sadly I was thinking the same thing Dkatryl... ok not the same thing cause half of that made no sense. But I was starting to think it was a broken save, which sometimes happens. I know I once had that happen too, very annoying but at least when mine happened I wasn't to far in the game so wasn't a huge deal to start over. I haven't personally had a need to use it, but http://www.nexusmods.com/skyrim/mods/31724 could be worth a try. It's showing 1601 endorsements, so I guess a few people consider it to have been a help. If the save is potentially borked anyway, then making a copy of it and giving that cleaner mod a shot couldn't hurt. Edit: Hopefully, you were able to read that before starting the cart ride to Helgen. Edit2: Hrm, reading the desc a little closer, not sure that will actually do anything directly helpful with regards to this mod, but it might help out a lot of other things by removing a lot of bad references all around. Edit3: Oh, duh! TES5Edit can be used on saved games as well as on mods directly? Well, duh! Maybe try to disable Submit, go through the clean save attempt process, get a save file made without the mod loaded, then run TES5Edit on it, try to remove errors. Edit4: Hrm, maybe I got hasty with Edit3's excitement, and misread this page I found on a google search. Not sure if you can do what I thought. That, or I just can't find out how to do it. I see people always suggest this method, but I've found this one works better: http://www.nexusmods.com/skyrim/mods/31675 It actually zeros out the script and data portion of the save, lets you reload so the latest scripts are embedded, then Transfers the variable data back over to the script-embedded save so everything is back to the state it was. It's requires a few steps, but they include a nice guide. Fixes my issues every time.
Pinute Posted January 15, 2014 Posted January 15, 2014 Yeah sadly I was thinking the same thing Dkatryl... ok not the same thing cause half of that made no sense. But I was starting to think it was a broken save, which sometimes happens. I know I once had that happen too, very annoying but at least when mine happened I wasn't to far in the game so wasn't a huge deal to start over. I haven't personally had a need to use it, but http://www.nexusmods.com/skyrim/mods/31724 could be worth a try. It's showing 1601 endorsements, so I guess a few people consider it to have been a help. If the save is potentially borked anyway, then making a copy of it and giving that cleaner mod a shot couldn't hurt. Edit: Hopefully, you were able to read that before starting the cart ride to Helgen. Edit2: Hrm, reading the desc a little closer, not sure that will actually do anything directly helpful with regards to this mod, but it might help out a lot of other things by removing a lot of bad references all around. Edit3: Oh, duh! TES5Edit can be used on saved games as well as on mods directly? Well, duh! Maybe try to disable Submit, go through the clean save attempt process, get a save file made without the mod loaded, then run TES5Edit on it, try to remove errors. Edit4: Hrm, maybe I got hasty with Edit3's excitement, and misread this page I found on a google search. Not sure if you can do what I thought. That, or I just can't find out how to do it. I see people always suggest this method, but I've found this one works better: http://www.nexusmods.com/skyrim/mods/31675 It actually zeros out the script and data portion of the save, lets you reload so the latest scripts are embedded, then Transfers the variable data back over to the script-embedded save so everything is back to the state it was. It's requires a few steps, but they include a nice guide. Fixes my issues every time. I've used this with success as well. There are a couple of issues, one of which escapes me (it didn't affect me) but the other was I had to re-buy the vanilla homes.
MonaBabii Posted January 15, 2014 Posted January 15, 2014 Hey @DK, here's something interesting I just found (no worries, no glitches or bugs or broken things ahead just something I noticed): I was just at that barrow place right in front of Iverstead, the little village at the bottom of the Grey Beards' mountain, and met with that evil NPC Wyndelius or whatever the heck his name is. Here's the interesting bit... -The first time around that he completely obliterated me with a fireball, my wounds were mortal and I died, though he was relatively far from my body at this point; he was at the far end of his room, and I was at the closest end of the room adjacent to it. -The second time around (when the game reloaded) he obliterated me just as easily, but he came up very close to me before he did. This time around auto-submit did work. -As soon as he was done with me, and then I eventually freed myself off my bounds I started running away after giving him a hard slap across the face (though in hindsight... bad idea questionmark). He chased me into one of those hallways with a claw door, and I was near the claw door whereas he was at the entrance of that hallway, and I got beat down again by a fireball, to which I died. Now my radius settings are sitting at 250 Units... and if I were to tell you how close or far away that is, I'd say the hallways that lead to claw doors (at least in this particular barrow, which I believe they all are pretty similar in length) is longer than 250 units... At this point I would be second-guessing myself and thinking something is wronger that I'm giving it credit for, if it wasn't for the wiki and graphs you showed me, which if I take that rough Unit guide and my experience with this NPC, I'd say that wiki page is pretty accurate actually... but that also means that your test with Units in Helgen is completely out of the window wrong o.o So I'm not sure anymore what to believe or use for the settings lol. The only "logical" way that both your test at Helgen and my experience at this barrow are correct is if Skyrim's "Units" change depending on the scenario, one of my earlier guesses. In this case it would be outdoors vs indoors, but again no idea D: What do you make of that? P.S.: Sorry for bringing this up yet again. You can just ignore the entire post if you want Just felt the need to report this as it was a rather thorough-accidental test lol I see people always suggest this method, but I've found this one works better: http://www.nexusmods.com/skyrim/mods/31675 It actually zeros out the script and data portion of the save, lets you reload so the latest scripts are embedded, then Transfers the variable data back over to the script-embedded save so everything is back to the state it was. It's requires a few steps, but they include a nice guide. Fixes my issues every time. I'll keep that in mind Thanks! Nexus seems to be having a crapfit on me, but I'll definitely check it out later! Question though, the one thing I get to see clearly... What's that about "clear invalid registrations" SKSE thing? Do they explain what that is and how to test that in that mod's page?
nutluck Posted January 15, 2014 Posted January 15, 2014 From reading all the posts and stuff I am seriously starting to wonder if the unit size isn't different when it is indoors as opposed to outdoors.
MonaBabii Posted January 15, 2014 Posted January 15, 2014 From reading all the posts and stuff I am seriously starting to wonder if the unit size isn't different when it is indoors as opposed to outdoors. Pretty much what I think as well. It seems as if when in-doors the Units are actually as long or short as the rough CK guides say. But when outdoors you have DK's test showing what you think you know about Units is thrown out the window lol.
dkatryl Posted January 15, 2014 Author Posted January 15, 2014 From reading all the posts and stuff I am seriously starting to wonder if the unit size isn't different when it is indoors as opposed to outdoors. Pretty much what I think as well. It seems as if when in-doors the Units are actually as long or short as the rough CK guides say. But when outdoors you have DK's test showing what you think you know about Units is thrown out the window lol. Hrm, there could be some truth to this. Not sure. I could do some research into it, and if there seems to be something to it, it would be very easy to use a IsIndoors() or whatever the check is called to have 2 sets of radii.
nutluck Posted January 16, 2014 Posted January 16, 2014 No worries I never payed attention indoors, since most places are so close and I am in melee it grabs everyone I see. But seeing what others have posted made me wonder, so thought I would share my idle thoughts.
LTD Posted January 16, 2014 Posted January 16, 2014 Yeah, something is seriously wrong. I get the same problem even without devious devices running (tested in a new game), including the armbinder message. I double checked to make sure the hotkey wasn't being used by anything else either. Here's my list of mods: GameMode=SkyrimSkyrim.esm=1Update.esm=1Unofficial Skyrim Patch.esp=1Dawnguard.esm=1Unofficial Dawnguard Patch.esp=1ApachiiHair.esm=1ClimatesOfTamriel.esm=1ETaC - RESOURCES.esm=1FM - HaafingarHall.esm=1hdtHighHeel.esm=1HmmWhatToWear.esm=1HmmWhatToWearDawnGuard.esm=1Schlongs of Skyrim - Core.esm=1SexLab.esm=1SexLabAroused.esm=1ZaZAnimationPack.esm=1Devious Devices - Assets.esm=0HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1Brawl Bugs CE.esp=1Unofficial High Resolution Patch.esp=1Better Dynamic Snow.esp=1ClimatesOfTamriel-Sound.esp=1Weapons and Armor fixes.esp=1Weapons and Armor fixes - Hacks.esp=1StaticMeshImprovementMod.esp=1StaticMeshImprovementMod-FurnitureChestSnowFix.esp=1Auto Unequip Ammo.esp=1Dual Sheath Redux.esp=1Immersive Battles.esp=1Immersive Brigands.esp=1Immersive Dawnguard.esp=1Immersive Mercenaries.esp=1Immersive Patrols.esp=1Immersive Travelers.esp=1SexLab Submit.esp=1LoversVictim.esp=1LoversVictim_DogsnHorses.esp=1mcCampingLite.esp=1MF_SpectatorCrowds.esp=1Moss Rocks.esp=1Place2Sleep.esp=1Populated Lands Roads Paths.esp=1Populated Skyrim Prisons Cells.esp=1SexLabNudeCreatures.esp=1Skyrim Flora Overhaul.esp=1SMDropLitTorch.esp=1Traps Make Noise.esp=1WetandCold.esp=1Footprints.esp=1RaceMenu.esp=1RaceMenuPlugin.esp=1SkyUI.esp=1iHUD.esp=1Customizable Camera.esp=1Devious Devices - Integration.esp=0Devious Devices - For the Masses.esp=0Devious Devices - For the Masses - Outfits.esp=0Devious Devices - FtMOutfits - merge.esp=0Elewin Pumps 2.esp=1Immersive Weapons.esp=1NewmillerHighHeelsBlck.esp=1UNP High Heels.esp=1zzLSAR.esp=1Smithing Perks Overhaul - Balanced.esp=1Complete Crafting Overhaul - BS version.esp=1DeadlyDragons.esp=1DeadlyMonsters.esp=1Devious Deviants.esp=0FM - HHall Exterior.esp=1FM - UNP Merchants.esp=1Markarth_plus.esp=1OBIS.esp=1OBISDB.esp=0OBIS ApachiiSkyHair.esp=1Run For Your Lives.esp=1sanguinesDebauchery.esp=0SDpatch - dawnguard.esp=0whiterunMarket.esp=1Headbomb's Better Sorting - Ammo.esp=1Headbomb's Better Sorting - Books.esp=1Headbomb's Better Sorting - Food (Normal Weight).esp=1Headbomb's Better Sorting - Ingredients.esp=1Headbomb's Better Sorting - Miscellaneous.esp=1Headbomb's Better Sorting - Potions (Normal Weight).esp=1Headbomb's Better Sorting - Soul Gems (Ranked).esp=1Headbomb's Better Sorting - Spells.esp=1Default Teammate Weapon Draw Distance.esp=1Grass_On_Steroids_SFO-SHORT.esp=1Headtracking.esp=1masteredmagicka.esp=1RealisticHumanoidMovementSpeed.esp=1Schlongs of Skyrim.esp=1SOS - VectorPlexus Regular Addon.esp=1SexLab Solutions.esp=1SkyFalls - Distant Waterfall Overhaul.esp=1SkyFalls - Dawnguard Edition.esp=1SkyMills - Animated Distant Mills.esp=1SFO - Expanded Diversity.esp=1SJs_InvHelms_Eng_Plugin_DLC1_AHelm_A.esp=1SJs_InvHelms_Eng_Main_AHelm_A.esp=1SkyTEST-RealisticAnimals&Predators.esp=1Convenient Horses.esp=1dD - Enhanced Blood Main.esp=1dD-Dawnguard-EBT Patch.esp=1TheChoiceIsYours.esp=1TheChoiceIsYours_Dawnguard.esp=1Thieves Guild Requirements.esp=1xazPrisonOverhaul.esp=1Complete Solitude.esp=1ETaC - Complete.esp=1ETaC - Smelters.esp=1ETaC - Dragon Bridge South.esp=1MarkarthReachExpEnv-Part1.esp=1RiftenThiefEdition.esp=1Solitude A City Of Trade.esp=1WHITEX.esp=1Populated Cities Towns Villages.esp=1CinematicFireFX.esp=1Realistic Lighting Overhaul - Dungeons.esp=1Realistic Lighting Overhaul - Dawnguard Interiors.esp=1Realistic Lighting Overhaul - Major City Exteriors.esp=1Realistic Lighting Overhaul - Major City Interiors.esp=1Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp=1Realistic Lighting Overhaul - Brighter Dungeons.esp=1RLO_Torches_Flicker.esp=1ClimatesOfTamriel-Dawnguard-Patch.esp=1ClimatesOfTamriel-Dungeons-Hazardous.esp=0ClimatesOfTamriel-Nights-Level-4.esp=1DawnguardDelayedStart30.esp=1Apocalypse - The Spell Package.esp=1Balanced_Magic.esp=1Balanced_Magic_Dawnguard.esp=1DeadlySpellImpacts.esp=1DeadlySpellImpacts - Two Fire.esp=1FNISspells.esp=1DeadlyCombat.esp=1DeadlyCombat_GiantsAIFix.esp=1Dual Wield Parrying_SKSE.esp=1Dodge Mod.esp=1The Dance of Death - Dawnguard Edition.esp=1ABT - Faster Bolts Improved +25%.esp=1ABT - Faster Arrows Improved +50%.esp=1ABT - Merchants Arrows +25%.esp=1ABT - Increased Bolts Damage (BS and CCO) +100%.esp=1ABT - Increased Progressive Damage (BS and CCO) +50%.esp=1ABT - Immersive Weapons 50%.esp=1Stealth Skills Rebalanced_COMPLETE.esp=1zzLSARAddon.esp=0SexLab_DibellaCult.esp=1DangerousNights.esp=1AmazingFollowerTweaks.esp=1TNT - HWtW Applicifier Vanilla.esp=1Alternate Start - Live Another Life.esp=1Alternate Start - Live A Deviant Life.esp=0dD - Realistic Ragdoll Force - Realistic.esp=1WATER.esp=1WATER Plants.esp=1WATER DG.esp=1FM - UNP TERA Boots - HDT.esp=1Automatic Variants.esp=1ASIS-Dependency.esp=1ASIS.esp=1Dual Sheath Redux Patch.esp=1Submit belt.esp=0 I'd appreciate any insights any of you might have to offer here. Everything else seems to be working just fine, it's just this one issue (that I've found so far). I did a lot of testing as I installed things a bit at a time, but I could never figure this out. I figured it was just bad luck on the rolls at first, since everything else seemed to work properly with this mod. Now I'm just stumped.
nutluck Posted January 16, 2014 Posted January 16, 2014 You do know even if you uncheck mods in the load order that if any other mod uses any part of them Skyrim will turn them on anyways yes? My suggestion is to deactivate them with Nexus Mod manger or which ever mod installation tool you are using so it completely removes them from the load order and then check. Because my guess is right now one of the other mods is turning them back on, despite the fact you have them unchecked in the load order.
LTD Posted January 16, 2014 Posted January 16, 2014 You do know even if you uncheck mods in the load order that if any other mod uses any part of them Skyrim will turn them on anyways yes? My suggestion is to deactivate them with Nexus Mod manger or which ever mod installation tool you are using so it completely removes them from the load order and then check. Because my guess is right now one of the other mods is turning them back on, despite the fact you have them unchecked in the load order. Yeah, I'm the process of meticulously combing through directories and making sure things have been properly removed. I was planning to wait on that step, because I was a dumbass and manually installed a couple things before remembering that I should import via NMM. Obviously this mod works for other people, so there's a solution here somewhere!
nutluck Posted January 16, 2014 Posted January 16, 2014 Ah yeah manually installing is fine until you want to remove the mod then often there is issues in my experience. It honestly sounds like if you are still getting the armband message that you have loose scripts floating around and/or you saved needs cleaned cause it keeps detecting things that was removed.
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