WiNg0o Posted July 31, 2024 Posted July 31, 2024 With this new set up ZAZ doesn't seem to be working anymore.
KCOLL Posted July 31, 2024 Posted July 31, 2024 auryen sometimes wont walk over! i sometimes could get him to move with a 3some lol. 1
Kusoneko Posted July 31, 2024 Posted July 31, 2024 @Aylis I thought I was done but apparently not, here's my adventures with DynDOLOD so far: - Unoffical Tweaks - Jk's Riverfall Cottage in World - Housing, when this is enabled, DynDOLOD will spit out an error about the this specific mod's ESP having an Unresolved FormID error with a tree. Supposedly according to the mod's post, it can be fixed by either deleting the records in xEdit or by adding JK's Riverfall Cottage's ESP as master. I have tried both and none worked. The first solution did nothing as far as DynDOLOD is concerned, the second only created More errors about Unresolved FormID's but this time on every other thing in the ESP. So, I've deactivated it instead, not sure if permanently or not atm, as it only adds about 10 lights in the cottage and moves a tree to be closer to a chicken coop according to the modpage. Skyshards Skyshards - ENB Light Addon Skyshards - Ryn's Karthspire Patch Skyshards - TGC Winterhold Patch Skyshards - Skyshards Full LOD in World - Locations [Exterior Skyrim], the first one makes DynDOLOD spit out an error that it's "maybe the wrong version", and that makes all the patches from Skyshards Full LOD and up cause the error to happen when DynDOLOD loads them, starting from the bottom one, weirdly enough. Not sure about the Karthspire nor the ENB Light ones, but after turning off Full LOD and getting the error from TGC Winterhold Patch, I decided to just turn off the whole collection instead for now at least for DynDOLOD generation. Not sure what the solution is though. and The Great City of Winterhold Patch Collection in Patches, as I turned off Skyshards' stuff for DynDOLOD purposes, I had to hide this one's Skyshard patch, at least until DynDOLOD is done. I know DynDOLOD will say not to ignore errors and to disable stuff permanently not temporarily but at the moment I just wanna be able to get in game asap and see if most stuff works, I'm willing to have a few weird LOD issues over it for now I guess. - Solstheim Lighthouse - Interior in World - Locations [Exterior Solstheim], the ESP gives out an unresolved formid error as well in DynDOLOD. Will be turned off for DynDOLOD for now. As a result, I had to also turn off EVG Animated Traversal - Solstheim Lighthouse Interior Patch in Gameplay - Animations since otherwise you have a missing masters issue. I'm sure I could spend hours reading the DynDOLOD troubleshooting pages for info on all that stuff but I'm not currently skilled enough to fix it myself, and I have a feeling that mod authors will not be fixing these issues as most of them are several years old mods with 0 updates, so after reading up on the Unresolved FormID errors and seeing them say "Tell the mod author to fix their shit", well, I don't think I will. Anyways, I turned them all back on after DynDOLOD ran through and placed their ESP's back in their proper position, although DynDOLOD itself warns not to do it and instead to actually fix the mods in question, but for the purpose of this test, I think I'll survive 3 mods not having perfectly generated DynDOLOD stuff. 1
Aylis Posted August 1, 2024 Author Posted August 1, 2024 4 hours ago, Bennyfa said: Config Folder for all the MCM settings and mod configuration files. This hasn't been added yet, has it? I find it tedious to set things up when trying a new save, and my UI doesn't look quite clean as I'm no expert in fiddling around MCMs. There's nothing to add. If you have filex in 'Overwrite' and they belong to the mentioned types you just copy them in there... Which, btw, helps with a new char. 3 hours ago, WiNg0o said: With this new set up ZAZ doesn't seem to be working anymore. Thats something you have to ask in the support-thread of the mod. It might need an update - for me it is only in there 'cause 'Sisterhood of Dibella' wants the animations. @Kusoneko Don't overthink DynDOLOD too much. I used a treemod before that had, according to DynDOLOD, errors in every single texture file. But the LOD still worked fine. A friend of mine called DynDOLOD 'prissy' and he was right. 😏
Simpossible_xx Posted August 1, 2024 Posted August 1, 2024 I have a newbie question that bothered me for days - what is the minimum amount of mods that I can download from this guide, ensure that my game works just fine and continue downloading more mods? I can skip texture replacement at the beginning, right?
Kusoneko Posted August 1, 2024 Posted August 1, 2024 @Aylis I can confirm, I played about 5 hours fully expecting a crash or something, nothing of the sort happened, I had maybe a few moments where there were a little lag, but that was relatively rare overall, and usually specifically upon entering towns that are outside like Riverwood. I haven't actually gone in an actual city yet, I was exploring a dungeon for a bit. I did have a few weird places, presumably LOD related, but frankly I can suffer them, specifically some bigger lakes will have a seam separating 2 parts of the lake or moving between 2 Holds can let you see a similar effect on terrain where say between the Riften's Hold and Windhelm's Hold, there's a sort of straight cut off of snowy land vs hotter land. I don't really mind it though, for the most part I didn't notice many of these issues. It's also vastly better than the last time I actually played Skyrim, which was way back on LE, everything looks so good and although the mods changed some bits of gameplay, it's still great, and unlike Vanilla, the world doesn't feel empty, with carriages moving around in some major roads and more than like 3 NPCs traveling. I was having so much fun exploring, which I haven't in ages on bethesda games, that I literally forgot the reason I wanted to play again this month, which is to say, the sex modding inside a game that can actually do way more than just sex stuff. I'll continue playing on this for a while and eagerly await the completion of the WIP sections and the addition of the 2 missing sections. Your guide is genuinely really good so far, and I imagine when it's complete it'll be only a couple tweaks away from perfection for a few playthroughs. @Simpossible_xx You can theoretically skip as much as you want, I'm pretty sure, it just won't give you the exact same (or close enough) result to Aylis' setup. You might also not get much support for your specific setup as you'd be missing lots of things and issues with mod interactions or lack thereof can be pretty annoying to troubleshoot.
Simpossible_xx Posted August 1, 2024 Posted August 1, 2024 (edited) 9 minutes ago, Kusoneko said: @Simpossible_xx You can theoretically skip as much as you want, I'm pretty sure, it just won't give you the exact same (or close enough) result to Aylis' setup. You might also not get much support for your specific setup as you'd be missing lots of things and issues with mod interactions or lack thereof can be pretty annoying to troubleshoot. No, I absolutely love Aylis setup and it is my goal in modding Skyrim, I just don't understand when do I have to test it... Like, I might spend days for downloading all those mods and only then find out that I screwed up somewhere, so I want to do more intermediate tests. Edited August 1, 2024 by Simpossible_xx
Tiemphyx Posted August 1, 2024 Posted August 1, 2024 7 hours ago, WiNg0o said: With this new set up ZAZ doesn't seem to be working anymore. There are problems between SLP+, Zaz and several other mods (SLEN, SLHH, etc) and that may be what you're seeing. Zaz, like many mods over the years, has taken unconventional liberties in the ways it interacts with Sexlab (and itself, frankly). The author(s) of SLP+ simply can't upgrade the SL mod frame and still tailor to all the idiosyncratic aspects of all the mods that have attached to SL over time - regardless of their popularity. So, the new framework will mean those mods will have to be cleaned up, rewritten or abandoned. This beta period is painful, I think of it as a really slo-mo Bethesda update: Keep one working setup and fiddle with a new one. See Someone92's comment here and a github listing here regarding SLP+. if responsive animation calls and consistency of coding mean anything, SLP+ should deliver big time.
Skjall Posted August 1, 2024 Posted August 1, 2024 3 hours ago, Simpossible_xx said: No, I absolutely love Aylis setup and it is my goal in modding Skyrim, I just don't understand when do I have to test it... Like, I might spend days for downloading all those mods and only then find out that I screwed up somewhere, so I want to do more intermediate tests. The most reasonable moment would be after every separator. Most of them are small enough to quickly find out if you missed something. So weird city walls textures, sudden holes in the ground, wolves not looking like they should, UI options that you should have on screen and you don't see them. And so on. Unless the mistakes are intentional and are to be rectified by a patch further down the line. 2
Aylis Posted August 1, 2024 Author Posted August 1, 2024 (edited) Someone mentioned UI? Then i got something... Spoiler Settings: A Matter of Time Spoiler Settings: SkyHUD Spoiler Check the right side Havn't found the compass (yet). And 'Fertility mode needs adjustments... __________________________________________________ I hate stairs. Spoiler Edited August 1, 2024 by Aylis 1
monkinsane Posted August 1, 2024 Posted August 1, 2024 (edited) 16 hours ago, Aylis said: @Kusoneko Don't overthink DynDOLOD too much. I used a treemod before that had, according to DynDOLOD, errors in every single texture file. But the LOD still worked fine. A friend of mine called DynDOLOD 'prissy' and he was right. 😏 Can confirm this. Those errors arent fatal. DynDOLOD will use default textures in cases where it cannot find mod textures for texture errors for example. If your Dyndolod runs all the way through - your good. Edited August 1, 2024 by monkinsane
Kusoneko Posted August 1, 2024 Posted August 1, 2024 Alright, after about 12 hours of playing, I originally had 0 crashes, except for one self-made crash that happened because the loading screen "froze" (while the real time clock was still on and ticking somehow, and the OAR menu would spawn properly with it's shortcut, but otherwise the loading screen wouldn't end.) A quick task manager killing and restarting the game and everything was fine. Then after several more hours I went for the "legend of the aetherium" quest, it was fine at first but then in a specific section it crashed regularly, with the crash log saying the crash reason given by Windows was something along the lines of "access violation", which from my general knowledge of computers means something somewhere tried to access physical memory locations it's not allowed to, and Windows kills the process (in this case Skyrim :c) behind it so that it doesn't cause a BSOD down the line. It happened frequently specifically in the area where you're told to optionally go find the person who made the request for this quest. I just saved extremely frequently and managed to get out just fine. I was still a bit nervous after all that crashing but once out of there I was lulled into a false sense of security by the fact it didn't crash again for many many more hours. Right up until I visited Markarth and started the Remiel stuff. That actually went perfectly fine. Somehow, but then it crashed in the Markarth Keep, later on. I'm starting to suspect that perhaps the issue happens specifically in locations with lots of Dwemer stuff. That's the current state of things, for the most annoying issue. Aside from that: - Some tables and tablecloths in some locations are purple/pink presumably a missing texture issue, which is weird because this is all on MO2 so even if the texture is missing from one mod at the very least the vanilla texture should take over. Specifically, the long tables in the Dragonsreach dining hall are all purple, similarly some cloth placed on tables in Breezehome were also purple. It's a minor issue though and I can frankly live with it, but if it's an easy fix and someone knows what it is I'm all ears. - The final annoyance I noticed is probably my fault somehow, but the KS Hairdo I picked for my character somehow just passes through the boobs as if the collision happened at a slightly lower level for them, which is very strange cause I went through the trouble of generating all female bodyslide stuff with physics/hdt to be with zeroed sliders just so it can adapt in game to whatever, unfortunately, I also noticed in game that the CBBE 3BA morphs, the weight slider, and basically everything else seems to be doing exactly nothing, so I presume the issue with all of that is my Bodyslide output. Will likely be fixed when those get updated in the guide instead of having my make them myself. Although, presumably I could already pick *some* of them as I presume most of them didn't change between versions considering most of the armor and body mods are the same. I might look into doing that tomorrow to confirm whether it works or not. Would need confirmations on which are still good and which are outdated, cause I don't exactly know which mods were added and whether they overwrite anything. My method so far was just select everything CBBE, CBBE 3BA, Physics, No Physics, and such, generate it all, select the most likely correct options? CBBE 3BA with physics with fur shaders where possible, otherwise without fur shaders, ortherwise without physics, and finally without 3BA if there's no choice, tho I don't think that ever actually happened. Anyways, there's a 90% chance the issue is I did something wrong in bodyslide, I just actually had no idea what was the proper preference order for things actually. Some things give groups that we probably do not need nor want and it can lead to confusion. - Also, in game, Fertility Mode complains about the RS Children patch being installed, according to the mod it's not needed and can cause issues. Not sure which issues as while this time I did do some sex stuff, I did not get to any point where pregnancy would have happened (on one hand I love how it tries to simulate a menstrual cycle, on the other testing impregnation is very hard merely with the fact you have to wait for the "Not fertile" and "Prefertile?" phases to end before you can attempt it. Unless there's a good reason to keep the RS Children patch though, it might be better to remove it. (It appears to be part of the original not the v3 Fixes and Tweaks one, so I'll probably hide it and see how it goes.) - Riften's house mod thing, I did the quest and bought it and all, but there doesn't seem to be any tips on how to repopulate it and stuff, considering it's a tiny village, I'd have expected there to be a followup quest with repopulation and essentially fixing things that went into disrepair. Not sure if I'm just blind and missed it though. Very minor annoyances that idk how to fix: - the auto-helmet equip for some reason wouldn't stop freezing my character for a few seconds at every battle just to unequip the currently superior headgear I had and replace it with a random fisher helmet i had, which isn't even the better option out of them all even if we exclude the headgear I already had on that was already much better. after telling it to only do it through hotkeys, effectively disabling it, the issue went away. - i was pondering at some point how to start the MSQ, with Skyrim unbound and all, I went to the riverwood trader and got the dragonclaw quest there, did the bleak falls barrow dungeon, got the dragonstone as well as the word wall stuff, but somehow we don't get the watchtower attack in whiterun so the greybeards never call so the MSQ never really starts. Not sure if I missed some MCM settings or if there's a specific thing I gotta do to make it happen. That's all I can remember right now, if there's another issue, it's gonna be after sleeping me's problem, cause I'm overdue some sleep. 1
Tiemphyx Posted August 1, 2024 Posted August 1, 2024 2 hours ago, Kusoneko said: - i was pondering at some point how to start the MSQ, with Skyrim unbound and all, I went to the riverwood trader and got the dragonclaw quest there, did the bleak falls barrow dungeon, got the dragonstone as well as the word wall stuff, but somehow we don't get the watchtower attack in whiterun so the greybeards never call so the MSQ never really starts. Not sure if I missed some MCM settings or if there's a specific thing I gotta do to make it happen. I just went through a similar experience using the old list. Presumably, with Alternate Perspective you are supposed to be able to start the Main Quest by going to the Helgen Inn and taking a dialogue option to spend the night. The next day you run outside and the original start sequence in the cart begins. Well, for me, that option has long been totally borked. a huge hole appears under the chopping block, npc's are floating in air, and, while I can move the PC, the game becomes unplayable - I flat put off the main quest until somewhere around level 50, but hey, try it, it may work for you. Finally what I chose to do was console: startquest MQ102. This sends you to Riverwood to tell about the dragon after Helgen. So far it's progressing smoothly at least as far as going to see the graybeards, ymmv. What I haven't done is go back to Helgen yet. xD
monkinsane Posted August 1, 2024 Posted August 1, 2024 2 hours ago, Temphyx said: I just went through a similar experience using the old list. Presumably, with Alternate Perspective you are supposed to be able to start the Main Quest by going to the Helgen Inn and taking a dialogue option to spend the night. The next day you run outside and the original start sequence in the cart begins. Well, for me, that option has long been totally borked. a huge hole appears under the chopping block, npc's are floating in air, and, while I can move the PC, the game becomes unplayable - I flat put off the main quest until somewhere around level 50, but hey, try it, it may work for you. Finally what I chose to do was console: startquest MQ102. This sends you to Riverwood to tell about the dragon after Helgen. So far it's progressing smoothly at least as far as going to see the graybeards, ymmv. What I haven't done is go back to Helgen yet. xD Yeah, Alternate Perspective is buggy as hell. I suspect it probably works flawlessly with a mostly vanilla game - but it seems to interact poorly with other mods. I had the same experience. Hole under chopping block - but in my case the executions wouldn't start. Tulius, whose supposed to walk over to the execution grounds would just stand by the fort in perpetuity. I ended up switching to LAL.
Tiemphyx Posted August 1, 2024 Posted August 1, 2024 @monkinsane yeah, sounds exactly the same - I briefly went back to LAL, too. I found it was useful for quickly testing build stages, too. Btw, @Kusoneko : just fyi, I did go back to Helgen with no problems. It still has the rebuilt town and still has a big ditch where the chopping block should go. I'm off after Jurgen's damn missing horn again...everything still stable (so far) Is anyone here using Sexlab Smooth Expressions 3.0.2? It's had development problems that may have been recently fixed. Also, Conditional Expressions Extended 2.0.5 , curious if it plays with SLP+ 2.0. I'm pretty sure that SLSE does not. Cheers
Aylis Posted August 2, 2024 Author Posted August 2, 2024 (edited) To start the mainquest talk to Ferengar once you've given him the stone-tablet. Or kill a dragon ('Unbound' got a timer on them). __________________________________________________ 'Equipment overhaul' is a nice idea but it seems to have some bugs and too many restrictions. Most guards are fine but others got no legs or arms (and missing armor in the inventory). Added armors that seem to be missing. Still not fixed. Removed 'Equipment overhaul' and added more armors. Distribution quirky... Started with SPID, now they got the armors in their inventory, but ended up being nude. Not ideal i'd say. Reinstalled SPID in version 6.82 (with forced equip). They now wear armor but it looks a bit off. Created meshes with bodyslide. Now everything is fine. __________________________________________________ Going on to fix the tables (every bet it is LUX causing this bug). It was LUX (updated the instructions). Spoiler Edited August 2, 2024 by Aylis 1
Kusoneko Posted August 2, 2024 Posted August 2, 2024 @Aylis For Equipment Overhaul, I haven't noticed issues so far on my end, I'm not sure what it does either so I don't really mind leaving it in or removing it at this point. For LUX that makes sense, I did notice the SD tables choice, we were originally picking and was like "I don't recall installing those, but perhaps one of the other mods we have includes them somehow", it just didn't click in my head until just now that obviously, they weren't. Speaking of LUX, in the LUX Orbis instructions, for 1.3 you only select Water in Wells compatibility, but I've noticed we also have in World - Textures [Fixes] the FYX Smooth Wells thing, so I've been selecting the one with the patch for both. I'm not sure if that makes any difference or not. On the crashiness issue I mentioned above, seems it can happen during normal gameplay as well, not just in Dwemer-related locations, though those are more crash-prone for unknown reasons, I've had it happened when entering the blue palace just now, same error, at this point the only thing in common between the 2 crashes is the amount of RAM in use by the game, since I keep task manager open to check on those kinds of things. It appears to be crashing roughly around the 12-15GB memory usage spot, I'm presuming that a lot of that is actually textures and such, as I have Resizable Bar turned on, so my (AMD) GPU will use regular RAM if it's VRAM is full. Having 128GB of actual RAM, I'm sure even if there was a memory leak (highly probable tbh) it'd be just fine for way more than a mere 12-15GB usage, so I have no issue believing that something eventually tries to access RAM locations it's not allowed to, leading to my crashes, I just wish I had an obvious "Yo it's all my fault" written on some mod's face, or at least a more obvious "it always happens when X", which at this moment I don't have, as it's happened when moving, when talking to an NPC, when entering/exiting a location, when fighting. I think the only time it hasn't happened is during sex at this point. Final issue for this post: Fertility Mode, how does it even work? I have since gone through a full cycle, and noticed that while say Fill Her Up, will say NPCs X,Y and Z are the ones who's semen is in my PC's vagina, which is accurate to the actual Sexlab events, somehow Fertility Mode states that my character only has a tiny amount of a random NPC I've never heard of's semen in. Despite the MCM stating compatibility with Sexlab and such, does it just not take that stuff into account and just randomly decides "you know what, I've decided this random came in a teleportation device that leads straight into your womb somehow"? Might just be that I don't understand FM's MCM settings and one of them is responsible for it entirely ignoring Sexlab events in favor of whatever this random bullshit is?
Aylis Posted August 2, 2024 Author Posted August 2, 2024 (edited) @Kusoneko 1. The mod is supposed to be an easy way to distribute armors. But it seems to have issues with guards using heavy armors. Those were sometimes missing parts of the body. Next update will adress this and a few other things that do not work out. LotD is quite invasive and changes a lot of the landscape which leads to errors in other mods that worked fine before. 2. Yep, the instructions are from the older version of the guide. Have to rework them all... 3. I don't have 'Reziable Bar' so i can't say anything about it. But it is an old game (despite the look ) so it might just be Skyrim being Skyrim... The crashes here are becoming almost non-existant. So far i identified roughly a dozen causes and already fixed them. 4. Thats a stupid setting in 'Fertility Mode'. Check for 'Random Insemination (N)PC' and turn them both off. Edited August 2, 2024 by Aylis 1
Kusoneko Posted August 2, 2024 Posted August 2, 2024 @Aylis 1. I see, well, I didn't put LotD in my setup, that might explain why I'm not seeing those issues. 2. Oof... But, correct, I did notice on a few mods that the instructions sometimes did not line up perfectly with the installers, and sometimes there's installers and no instructions at all. I should have made a list of those though, that would save you the time of having to go reinstall each mod one by one just to find out "does this one have an installer that could possibly require instructions on how to answer the questions?" but that still wouldn't save you from rerunning the installers anyways to make the instructions... 3. I eagerly await your wisdom. In other news, this time, again while entering the Blue Palace, I was at 17GB of RAM usage, so I'm starting to think it might not be that, however, perhaps the random insemination from FM3+ is the one responsible for them, since I've just been letting it do whatever all along, and didn't even restrict it to specifically unique NPCs, it's highly possible that since a lot of the NPCs seem to be randomly generated and likely just as randomly deleted later on, those are responsible for this issue happening. I can see the mod trying to access an NPC that was recently deleted cause it needs to update who's cum's where and who's cycle's at what point and stuff, and just happen to be looking into a deleted NPC, who's memory location is likely freed up, leading to that error. On the other hand, if that was the issue specifically, I'd expect it to happen much more often, so maybe I'm wrong. Either way, I will turn random insemination for everything off next time I launch the game. 4. In addition to what I said in 3, the issue with FM not detecting the actual Sexlab events for purposes of deciding how much cum, well turns out that's a Fill Her Up issue, one of the settings in one of the latter pages, where it identifies compatibility with pregnancy mods, has 2 by default turned off settings which serve to send to pregnancy mods (in our case Fertility Mode) data on how much cum was put in the PC's womb, and another for NPC's wombs. Turned both of those on and suddenly FM started putting the actual NPCs my PC had sex with into the "current potential father" slot, though still at 0% conception chance cause at the moment my PC is on the practically endless "Not Fertile" phase. This is like my PC's second fertility cycle and so far the Not Fertile phase feels like it lasts a good 60-70% of the entire cycle. Potential next mods for me to look into the settings of though are defeat (for a hilariously sad reason, mid boss fight, my character despite being still relatively healthy, just decided to fall down by herself and despite my best efforts to use the escape mechanic, for this specific fight the escape bar just would not fill up more than about 10%, and then some bug happened where the boss resumed attacking and I was still stuck unable to move on the ground in defeat mode, so I had to surrender to avoid dying through no fault of my own :'c I don't know why it happened cause it hasn't happened since?) and SLHH, which so far has done nothing, I assumed at first it was cause I never went on naked walks at night, but I started the Sisterhood of Dibella questline earlier and the part where you have to do exactly that with just the wreath on and go beg for donations well, I did get sex scenes, from the begging for donations stuff, but despite it being the middle of the night exactly no one attempted anything, so I'm curious what's wrong with my configuration of it to make it literally never trigger even when practically begging for it. 5. In other news, the MSQ finally started, hilariously, I was in the middle of the bard college burning the effigy event when a dragon attacked and caused the MSQ to start, it was pretty funny how the event got interrupted but somehow the NPCs, despite running away, still kept talking and pretending the event wasn't cancelled or interrupted, the effigy event proceeded fine afterwards but it was pretty funny to see the interruption happen. 6. In other other news, I tried to do the Crusaders of the Divines stuff, it just isn't happening on this save I think. First, I went to the place where I'm supposed to get that collection of gear from earlier in a bounty quest from Markarth's Jarl, unfortunately, while the 2 named bandits that are meant to be alive for the thing were there, I didn't know at the time there were supposed to be 2 corpses with the entire sets somewhere around (wouldn't have noticed them cause unlike vanilla Skyrim, there's a lot of vegetation and stuff around so if I don't notice them I can miss them), when I googled that out, I went back but couldn't find the bodies. Well, then I went the console commands route of "help deadnpcname 4" followed by "player.placeatme deadnpcid" and um, well, it did spawn them, they were very alive and attacked me on sight like they were actual bandits, which was pretty immersion breaking from the other NPC's journal saying these 2 were pacifists who'd never hurt a fly, but anyways, I noticed that 1, on them the armor set is entirely purple, can't recall for the weapons but I assume those were fine, and the helm pieces were, well let's just say... they remove your hair and leave your head visible there. I was like "ok probably a texture issue or something for the bosmer paladin replacer thing for it? but then I tried putting them on, and full body invisible except for the head, where same issue as above with the removed hair. Now, I know the replacer only had a HIMBO bodyslide preset, but I would have assumed on the female part it'd pick the CBA armor replacer for CC content in that case, apparently not the case at all. That's whatever, I guess if not me, then I'll find a male companion to dump it onto, god knows the modlist has a few of those, but then we still have the purple texture issue of earlier that I don't have the fix for. That's it for my latest report of the night. I wish I could say more but I didn't actually get a lot of progress in either quests or basically anything much cause I had to spend like 2 hours running from solitude to a cave between Dawnstar and Winterhold, neither of which I had discovered, just to go explore a necromancer cave and grab a fucking flute (and the next one is a lute from Solitude all the way to the mountains a bit northeast of Riften, which like why? At least there I can start from Riften though cause I did go there at one point, not in there but with all the added map markers I think I have the stables and some other locations close enough.) Also, noticed for the first time, or perhaps, I forgot in earlier playthroughs, but in that necromancer cave, when you first enter you hear a lady scream "help me they're gonna kill me" and by the time you get there she's sacrificed on a table. that's an interesting touch but it feels like if it happened in vanilla, it didn't mark me at all, comparatively, now it did leave an impression. Or rather, maybe it's not just *this* that leaves an impression but rather that modded like this, the game feels more alive and in general leaves more of an impression globally speaking. not only has it been more than 10 years since my actual last fully vanilla playthrough, but it is possible that considering the state of vanilla skyrim, that I may at that time have not taken it in fully because things in there often kinda feel half-assed and not quite immersive.
Aylis Posted August 2, 2024 Author Posted August 2, 2024 SLHH is a strange one. When i intentionally bump into NPC nothing happens. When they sort of bump into me SLHH sometimes triggers. I'll propably remeove it here as it seems to be very very hard to trigger. Same as SLEN. I only use a small part of the mod and i might as well skip it. 'Crusaders of the North' will be gone too. I'm supposed to find more informations but the waypoint ends up being in a mountain... Another mod that bites the dust.
monkinsane Posted August 2, 2024 Posted August 2, 2024 (edited) 2 minutes ago, Aylis said: SLHH is a strange one. When i intentionally bump into NPC nothing happens. When they sort of bump into me SLHH sometimes triggers. I'll propably remeove it here as it seems to be very very hard to trigger. Same as SLEN. I only use a small part of the mod and i might as well skip it. 'Crusaders of the North' will be gone too. I'm supposed to find more informations but the waypoint ends up being in a mountain... Another mod that bites the dust. SLHH has a setting where you can turn off the need to wear sexy clothing for it to trigger. I don't know what SLHH considers sexy clothing. If I tick that - even my follower harass me every time i bumb into them or visa versa lol. Edited August 2, 2024 by monkinsane 1
monkinsane Posted August 2, 2024 Posted August 2, 2024 (edited) Couldn't resist: “It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron.” Spoiler Edited August 2, 2024 by monkinsane
Simpossible_xx Posted August 2, 2024 Posted August 2, 2024 @Aylis I suggest adding a note next to the Unofficial Skyrim CCC Patch, that says if users don't have all the CCC's, they should download the individual version instead of the merged one. This is really a small suggestion, but I think it could be helpful for others, as it took me some time to understand the warning regarding the missing masters.
kaosengine Posted August 2, 2024 Posted August 2, 2024 Hi Aylis, thanks for continuing to work on this. I have notced another couple of things, could just be me being dumb! MESHES Mesh Patch for Various Mods - Which one to download? There are 9 files all with different names that do not match the Mod page title. NPC High Poly NPC Overhaul - The Great Town of Karthwasten - The main mod isn't in the list, assuming it should be under World - Locations [Exterior Cities]? (Also has Patch collection - see below) PATCHES The Great Town of Karthwasten Patch Collection - The main mod isn't in the list, assuming it should be under World - Locations [Exterior Cities]? (Also has High Poly NPC Overhaul entry above) ARMOR - LIGHT Travelling Mage - Textures and Travelling Mage - NPCs (SPID) - Currently hidden on nexus by the author ARMOR - HEAVY Sons of Skyrim - Desaturated Textures - Links to main mod page, not the page for Sons of Skyrim v1.5.0 - My patches and fixes SE by Xtudo, which appears have desaturated textures. Do we just need the regular textures from here or the desaturated ones from Xtudo?
Kusoneko Posted August 2, 2024 Posted August 2, 2024 @Aylis Alright, I'm off to bed, last thing though, before I crashed this time, I was actually trying to find the Fjotra childhood token for the SoD redemption questline. I have no idea which item it is and console commands with help were of literally no help in identifying it unfortunately. Reason for this is essentially that SoD places the item in presumably a box, somewhere in Enmon's Karthwasten house. Unfortunately, to solve the issue @kaosengine mentioned above, I added TGT Karthwasten to my game, apparently big mistake, but a little too late to fix it for this playthrough, and despite all my research in the issue, which is apparently a known bug, not a single person gave a clear name as to what the item is so that you can, idk either console command add it or something. If it didn't crash just now I think I was gonna look into just forcefully setting the quest stage to the next one according to the "walkthrough" page, presuming I could find the correct quest name for that command. I think adding TGT Karthwasten to the game is fine but a note should be made that it causes issues with SoD at the moment. Although, the appropriate move would be to make a patch to SoD that just adds a dialogue option when at that particular quest stage to either Enmon or his wife that lets you ask them for the item instead of trying to find it myself when it clearly isn't where it should be with town replacers. Good thing about SoD though is that despite it being very unclear on how to progress sometimes, and it having exactly 0 map markers to help, in exchange it's very loose with it's requirements in terms of "how to acquire quest items" which are for the most part almost all vanilla items. Unlike vanilla quests which often have you walk to a specific location to grab a "unique" item that's essentially identical to any other but require you to pick *that* specific instance in *that* specific chest in *that* specific location, I've found so far that SoD is pretty liberal with where and how you gather the items it needs you to get. Anyways, problem for tomorrow me, I guess.
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