Guest Posted March 28, 2025 Posted March 28, 2025 On 3/20/2025 at 10:44 AM, clubnickamal said: Mortal Skyrim Revamped SE v4 conflicts? No idea cause I don't know the mod. On 3/27/2025 at 9:29 AM, mingmingjue said: Could you update it again please? it is unavailable now......😂 ABC Patch DLC2 frostgiant Schlong Special Edition.7z
Nymra Posted April 5, 2025 Posted April 5, 2025 Hey, i have a weird bug where Haldir in his Cairn is "stuck" in a sex animation. Sexlab is not running, just the idle is stuck on him. Had no success to "free" him yet. He seems to be unable to animate a new scene. Im using Pandora on AE and Sexlab 166b See screenshot (the guy in the foreground). Never mind me hanging there casually ^^ It happend each time btw. after every sex scene (had like 3 with him in this battle)
Guest Posted April 5, 2025 Posted April 5, 2025 (edited) 8 hours ago, Nymra said: Hey, i have a weird bug where Haldir in his Cairn is "stuck" in a sex animation. Sexlab is not running, just the idle is stuck on him. Had no success to "free" him yet. He seems to be unable to animate a new scene. Im using Pandora on AE and Sexlab 166b See screenshot (the guy in the foreground). Never mind me hanging there casually ^^ It happend each time btw. after every sex scene (had like 3 with him in this battle) Can you provide some more info on the involved actors? I rarely find myself inside this ruin, but read that Halldir splits himself into three (?) undeads or something? Could it be that one of those three spawned as a non draugr race screwing up the scripted dynamics? I know this happened to me with the Forbidden Legend quest when I was gonna forge the Gauldur amulet. I'm trying to identify the actor doing the "humping" in front in your screenshot as well as the ghostly actor in the background. If you could provide some info or pictures on those undead that spawned. Edited April 5, 2025 by Thor2000
Nymra Posted April 5, 2025 Posted April 5, 2025 1 hour ago, Thor2000 said: Can you provide some more info on the involved actors? I rarely find myself inside this ruin, but read that Halldir splits himself into three (?) undeads or something? Could it be that one of those three spawned as a non draugr race screwing up the scripted dynamics? I know this happened to me with the Forbidden Legend quest when I was gonna forge the Gauldur amulet. I'm trying to identify the actor doing the "humping" in front in your screenshot as well as the ghostly actor in the background. If you could provide some info or pictures on those undead that spawned. hey, can provide IDs too, just busy atm. I did not know Haldirs behavior, but now that makes sense a bit. I think one time I indeed had two of those Halldir Draugr hump air. In the cave there are: - Human Ghosts (regular inhabitants I guess) - Halldir as Draugr Priest/Boss - Draugr (need to check their origin) - Demonic Creature Draugr named Halldir that count as "Falmers" for Sexlab. --> the ones getting stuck.
Nymra Posted April 5, 2025 Posted April 5, 2025 (edited) Halldir 1 (in ghostly form) Base Form 3B6016C4 Ref Form 000642C0 Halldir 1 (in more physical form) Base Form 3B6016DD Ref Form 000642C5 both defined by and last changed by Demonic Creatures.ESP both get reliably stuck in the last stage of the sex scene All are considered "Falmers" by sExlab The weird thing is, the console saids "Halldir" but when I use GetName in my Mod to track actors they are identified as : Crippled Skeleton Scourge Warlock Crippled Skeleton Restless Warlock EDIT: I noticed that the "true" Halldir is already dead and one of the Falmers is considered the "Endboss". Only killing him (required console kill) ended the quest. NOTE: I was playing my Naked Defeat mod. The actors were drawn from the dungeon for the scene. Dunno if this is connected. I will try later again with only starting a scene in the throne room. maybe this confused something. Edited April 5, 2025 by Nymra
Guest Posted April 5, 2025 Posted April 5, 2025 39 minutes ago, Nymra said: NOTE: I was playing my Naked Defeat mod. The actors were drawn from the dungeon for the scene. Dunno if this is connected. No idea really. 40 minutes ago, Nymra said: The weird thing is, the console saids "Halldir" but when I use GetName in my Mod to track actors they are identified as : Crippled Skeleton Scourge Warlock Crippled Skeleton Restless Warlock EDIT: I noticed that the "true" Halldir is already dead and one of the Falmers is considered the "Endboss". Only killing him (required console kill) ended the quest. This is probably why the quest is stuck. In forbidden Legend, the end bosses (draugr) will do a defeat pose when.. uh.. defeated. Falmerrace do not have this animation and the script that progress the quest to the next stage will fail because the actor never was in its initial state for that stage. I suspect the same thing is happening here (though I don't remember exactly how the Halldir quest is set up). The solution for me is to create new Leveled actors in these positions that only draws actors belonging to the vanilla draugrrace from a new leveled list. Shouldn't be hard for me to fix if the actors are set up the same familiar way as the Potema quest and all other linked scripted ambushes etc.
Bandit_of_Trash Posted April 6, 2025 Posted April 6, 2025 (edited) I don't know why but the creatures are invisible for me I think I found the reason why and it's because I had the patch and not the mod Edited April 6, 2025 by Bandit_of_Trash Mistakes were made
Doom.lord16 Posted April 13, 2025 Posted April 13, 2025 Ya know... it'd be interesting to mod in spell tomes for summoning the undead/daedra adjacent themed monsters. Add to the conjurer/necromancer playstyle.
Guest Posted April 18, 2025 Posted April 18, 2025 On 4/13/2025 at 10:20 PM, Doom.lord16 said: Ya know... it'd be interesting to mod in spell tomes for summoning the undead/daedra adjacent themed monsters. Add to the conjurer/necromancer playstyle. That might be. My next update will solely be leveled list modifications/fixes and the some other quest breaking bugs mentioned earlier in a few posts up.
Doom.lord16 Posted April 19, 2025 Posted April 19, 2025 On 4/19/2025 at 5:25 AM, Thor2000 said: That might be. My next update will solely be leveled list modifications/fixes and the some other quest breaking bugs mentioned earlier in a few posts up. makes sense!
SirSchmilllph Posted April 20, 2025 Posted April 20, 2025 On 12/13/2024 at 2:37 AM, Thor2000 said: No idea why the invisibility issue that happens. It's not unlikely that those conjure spells is malfunctioning. They where part of the original mod I didn't really pay any attention to them cause I don't use them myself. Yeah those static drowner encounters was removed long. They should be showing up in certain areas around skyrim when it starts raining. It sort of worked on LE, but I've never seen it worked on SE. I admit that the way I set this up is not desirable since the probability for seeing them when it starts to rain is extremely low. Each group of drowners spawn in 7 places (one per day) if it rains. There are two groups. So the chances for you be in that spot when raining starts is close to zero. Have you figured out why anything with the Werewolf model is disapearing when hard?
Guest Posted April 22, 2025 Posted April 22, 2025 On 4/20/2025 at 9:36 PM, SirSchmilllph said: Have you figured out why anything with the Werewolf model is disapearing when hard? Not looking into it. It's a mod conflict.
Guest Posted April 22, 2025 Posted April 22, 2025 I'm copy pasting this here as well: Spoiler The upcoming update, version 2.0, will reduce the overall content of Demonic Creatures by removing some features — which may be disappointing to some Due to existing legal regulations in my region, which I've not considered well enough until recently, I will be discontinuing SexLab compatibility for a specific group of animals. This adjustment will affect those animals categorized as "realistic" and will not apply to those considered "fictive." I understand this change may be unwelcome to some, but I must comply with local applicable laws, regardless of how ambiguous or restrictive they may be. The legal environment here is not yet cracking down on adult content in games, but even fictional material of this nature may attract scrutiny or lead to consequences. My priority is to ensure compliance and personal safety. Questions/clarifications: - Will the new version remove these animals completely or just their compability towards Sexlab? I will just remove Sexlab compability at first. Many of this creatures has AI packages and are placed with purpose in Skyrim, even quests. I may consider it in the future if I find it necessary to avoid confusement. - Will you issue a patch to re-incorporate SexLab compatibility for the removed creatures? No, as this would defeat the purpose of my decision. I will not submit such files myself, meaning not providing or hosting such patches elsewhere. - Which animals/creatures are affected? Wolves, deer, panthers—essentially, any creature in-game considered "realistic." Creatures like giant spiders or giant insects are not affected. - Why make these changes when the game is fictional and the risk seems low? Unfortunately, the legal environment in my country is strict and unclear, especially regarding adult content in games, so I must prioritize my own safety and compliance. It's roughly 40 creatures that will have their Sexlab Compability removed.
combine_47 Posted April 22, 2025 Posted April 22, 2025 (edited) 3 hours ago, Thor2000 said: - Which animals/creatures are affected? Wolves, deer, panthers—essentially, any creature in-game considered "realistic." Creatures like giant spiders or giant insects are not affected. I don't think you should worry about that. If it's important to someone, other mods can handle it quite well. So it's hard to call it a tangible loss. Especially when it comes to your safety. I wanted to ask about the release of version 2.0. How long should we expect it to take? Don't give гus an exact date. At least for a rough idea. For example, about a month or several months. It is understandable that your plans may change. Edited April 22, 2025 by combine_47
Guest Posted April 22, 2025 Posted April 22, 2025 (edited) 7 hours ago, combine_47 said: I wanted to ask about the release of version 2.0. How long should we expect it to take? Don't give гus an exact date. At least for a rough idea. For example, about a month or several months. It is understandable that your plans may change. As soon as I can. After all, it's just removal of skins and some json file edits. It shouldn't take too long, I may plan the update along with the modlists though. Less "noise" for me. Edited April 22, 2025 by Thor2000
friendlygaint Posted April 22, 2025 Posted April 22, 2025 Dumb question that i can't find out in the game atm but does the mod play ok with Dismembering framework? Also there are a few patches for monster mods that i think are included in this mod list would they also work if imported over? thanks
Guest Posted April 23, 2025 Posted April 23, 2025 (edited) 8 hours ago, friendlygaint said: Dumb question that i can't find out in the game atm but does the mod play ok with Dismembering framework? Also there are a few patches for monster mods that i think are included in this mod list would they also work if imported over? thanks I doubt it's fully compatible, but I don't think it's gonna ruin your game. Be careful with skeletons though. If skeletons are overwritten, that may cause sexlab incompabilities (thinking about those patches you mentioned, I saw one for the Ogrim) Edited April 23, 2025 by Thor2000
friendlygaint Posted April 23, 2025 Posted April 23, 2025 (edited) 12 hours ago, Thor2000 said: I doubt it's fully compatible, but I don't think it's gonna ruin your game. Be careful with skeletons though. If skeletons are overwritten, that may cause sexlab incompabilities (thinking about those patches you mentioned, I saw one for the Ogrim) Thank you, i'll give it a good testing and see what will happen edit - i haven't installed patches but experiencing no CTD or issues to dismembering, it's simply doesn't dismember them which is fine for me. Edited April 23, 2025 by friendlygaint
PNclarity001 Posted April 23, 2025 Posted April 23, 2025 Are all these creatures togglable? Curious for anyone that has already attempted install. I.e. Only install the dwemer pack or the Dragur 1
johnhamm Posted April 27, 2025 Posted April 27, 2025 I haven't updated this since 1.7. I found a changelog for 1.8, but is there one for 1.9 around? Also, anything I should be careful of going from 1.7->1.9?
Guest Posted April 28, 2025 Posted April 28, 2025 On 4/23/2025 at 10:54 PM, PNclarity001 said: Are all these creatures togglable? Curious for anyone that has already attempted install. I.e. Only install the dwemer pack or the Dragur Nope.. Only this: https://www.loverslab.com/topic/195178-demonic-creatures-manager-xedit-script/ On 4/27/2025 at 6:38 PM, johnhamm said: I haven't updated this since 1.7. I found a changelog for 1.8, but is there one for 1.9 around? Also, anything I should be careful of going from 1.7->1.9? Are you looking for a change log for v1.9? It's located in the download for documents. Should be fine to upgrade to v1.9 from v1.7.
crowfield Posted April 29, 2025 Posted April 29, 2025 Hi! Just found this mod and saw Bjaergtrolls in the description, which is by far the most interesting part of this mod for me. So I wanted to ask: - I saw people reporting technical problems with them, was it resolved? - What king of sexual content is there for them (cause they are supposed to be friendly, and this mod is focused on defeat scenarios, as far as I understood)? - Is there something similar planned in the future?
combine_47 Posted April 29, 2025 Posted April 29, 2025 Congratulations on the update. Don't feel bad about losing some of the content. Security is paramount. And if someone really wants realistic animals, there are other ways. But here I have a question, if these animals don't work with sexlab now, then maybe it would be great to remove them from the spawn list completely. Maybe as an optional patch or something. 1
snortberry Posted April 29, 2025 Posted April 29, 2025 So all this update does is remove SexLab compatibility for a bunch of animals? No point in updating then, and a patch that adds this back should probably be trivial anyway. What's your stance on this - if someone uploads a patch that brings back the compatibility?
Guest Posted April 29, 2025 Posted April 29, 2025 (edited) 6 hours ago, crowfield said: Hi! Just found this mod and saw Bjaergtrolls in the description, which is by far the most interesting part of this mod for me. So I wanted to ask: - I saw people reporting technical problems with them, was it resolved? - What king of sexual content is there for them (cause they are supposed to be friendly, and this mod is focused on defeat scenarios, as far as I understood)? - Is there something similar planned in the future? I enjoy them too. They highly influenced by my own local lore. The problem is solved yes. There's no sexual content for them. You'll have to use matchmaker or some other mod such as Scent of Sex to set up sexual events with them. Nothing planned in the future at moment. I have dreamt about creating a underground "cave" with variants of them where you'll see them go in and out, and maybe even some curious village girls too, but I'm not into this type of modding anymore. Maybe someone else will create something 😁 6 hours ago, combine_47 said: Congratulations on the update. Don't feel bad about losing some of the content. Security is paramount. And if someone really wants realistic animals, there are other ways. But here I have a question, if these animals don't work with sexlab now, then maybe it would be great to remove them from the spawn list completely. Maybe as an optional patch or something. I've been thinking about an optional patch. I've also thought about removing every single friendly creature that is a bird or whatever. Maybe that would even be better? 5 hours ago, snortberry said: So all this update does is remove SexLab compatibility for a bunch of animals? No point in updating then, and a patch that adds this back should probably be trivial anyway. What's your stance on this - if someone uploads a patch that brings back the compatibility? I allow and has always allowed patches to my mods as long as they depend on the main mod. Edited April 29, 2025 by Thor2000
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