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Posted (edited)

HCOS requirement for this makes it a no no for me, because it's just not my cup of tea, but to each his own, i also don't see the need for it to be a hard requirement either, because how the player interacts with the mansion will inevitably be decided by each player, but i see where it has been baked in as a master for the esp so it is what it is i guess, and why would a specific body mod ie UNP vs CBBE also be a requirement? these feel like some strange modding decisions, but good luck with your endeavors.

Edited by hickups
Posted
4 hours ago, LTD_LoneWolf said:

 

also a few pick of one of the side quests with new creature meshes sadly i didnt get a screen shot of the up abc slong mesh for dogs as the animation arousal waas bassed on animation stage for that animatiuon

i did get a few of the client also for the quest 

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here a few more with the new updated creture slongs in modimage.png.a4d843615a0a4a463b955008a791a400.png

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Posted

There ia a current bug with the good boy quest making frodnar spawn half way across the map at above bleack falls barraow I'll be working on a fix wfor that within the next few days

Posted

Also if anyone finds any bugs in the conversion let me know so I can fix them there may be a possible bug with werewolf meshes in wolf party quest I'm not 100 percent sure as it may also be an issues with my patch and two total werewolfs also if its not my conversion. Then great that narows down my what may be cuasing the possible bug if it is two total werewolves I may make a compatibility patch for ot with animal mansion plus to make it to where u can use two total werewolves mod as that is a amazing wereeolf mod

Posted

Your mod conflicts with Bijin NPCs mods, causing some NPCs to have a dark face bug if loaded after. I was doing a patch for myself in xedit and noticed that besides faction your mod also makes changes to layers and some other aspects. Therefore, I want to ask a question - how important are these changes and can they be overwritten with vanilla\\Bijin data?

Like this image.png.898f11c808f9021feab7b641bb1239a4.pngimage.png.813f43e4ed7a6c858aa4967614d82d9b.png

Posted
17 minutes ago, MarkStain said:

Your mod conflicts with Bijin NPCs mods, causing some NPCs to have a dark face bug if loaded after. I was doing a patch for myself in xedit and noticed that besides faction your mod also makes changes to layers and some other aspects. Therefore, I want to ask a question - how important are these changes and can they be overwritten with vanilla\\Bijin data?

Like this image.png.898f11c808f9021feab7b641bb1239a4.pngimage.png.813f43e4ed7a6c858aa4967614d82d9b.png

I have not used Bijin npcs before so I can't say it will or won't but u can try covering it and see but for the fact in data it might conflict I'm not sure 

Posted
1 minute ago, LTD_LoneWolf said:

I have not used Bijin npcs before so I can't say it will or won't but u can try covering it and see but for the fact in data it might conflict I'm not sure 

 

21 minutes ago, MarkStain said:

Your mod conflicts with Bijin NPCs mods, causing some NPCs to have a dark face bug if loaded after. I was doing a patch for myself in xedit and noticed that besides faction your mod also makes changes to layers and some other aspects. Therefore, I want to ask a question - how important are these changes and can they be overwritten with vanilla\\Bijin data?

Like this image.png.898f11c808f9021feab7b641bb1239a4.pngimage.png.813f43e4ed7a6c858aa4967614d82d9b.png

Also the mod was origanly ment to vanilla data bit may work with a patch for animal mansion

Posted
21 hours ago, Nicallia said:

Hey, thank you very much for updating this amazing mod. I've been playing the original NomKaz version without much trouble and on AE, i.e. SexLab 1.65. Also, running all the new mods and updating them every time. Now, I'm not sure what I'm missing other that one bug I need to avoid aka selecting my own invites to the parties - this buggs out the new parties. Other than that, no issues whatsoever.

 

Can you please elaborate what I'd be getting more of? And what's your perseived risk of putting your mod in to replace NomKaz original version? 

 

Tak

also i just tested out the party option qued my self and it does now work as intended 

Posted
5 minutes ago, LTD_LoneWolf said:

dont edit object bounds on npc if u want the newer face textures then make sure the npc retexure u want is either overiding animal mansion or make a patch for the mod

 

for example heres a patch i made for a look at the edit for a patch i made for a race mod and the patch works very well

SSEEdit 4.0.4 6_11_2023 3_01_24 PM.png

SSEEdit 4.0.4 6_11_2023 3_01_46 PM.png

SSEEdit 4.0.4 6_11_2023 3_01_59 PM.png

Posted
Just now, LTD_LoneWolf said:

for example heres a patch i made for a look at the edit for a patch i made for a race mod and the patch works very well

SSEEdit 4.0.4 6_11_2023 3_01_24 PM.png

SSEEdit 4.0.4 6_11_2023 3_01_46 PM.png

SSEEdit 4.0.4 6_11_2023 3_01_59 PM.png

its also a good idea to generate facegen meshes for the patched esp to make sure the gray face bug dousnt appear

Posted
2 hours ago, LTD_LoneWolf said:

its also a good idea to generate facegen meshes for the patched esp to make sure the gray face bug dousnt appear

 

2 hours ago, LTD_LoneWolf said:

dont edit object bounds on npc if u want the newer face textures then make sure the npc retexure u want is either overiding animal mansion or make a patch for the mod

 

Also the object bounds have to do with placement of objects in game changing those values will cause the mod to be unstable and crash

Posted
On 6/10/2023 at 10:58 PM, LTD_LoneWolf said:

also not to say this wont work on ae it is untested on ae as i dont play on ae or 1.6+ so if it does or doesnt i cant say

as i dont like cc content personaly i tend to stay on the bethesda version of the game instead of the microsoft versionasi have alot of mods i love that cant be run on ae or 1.6+

Thanks for all your replies - I'm super interested to see how much you'll be changing once you get towards the end i.e. skeever quests and then the girl party. And what you decide to do with it then. I've had to risk removing the mansion, save cleaning (I know scripts folder, bad omen) and reinstalled the mansion due to the party bug issue and it worked like a charm, nothing broken and can continue playing without a problem. Of course, not saying this is going to work again mid playthrough but I'm happy to try also on a new char on AE and play through once you got far enough in fixing. 

 

I was rather disappointed in the Tanaris version which added a lot of original content and dialgoe but then removed the rest of the original content so very happy you decided to just build on what's there. It's the way to improve this great mod imo. 

 

Tak again

Posted
2 hours ago, Nicallia said:

Thanks for all your replies - I'm super interested to see how much you'll be changing once you get towards the end i.e. skeever quests and then the girl party. And what you decide to do with it then. I've had to risk removing the mansion, save cleaning (I know scripts folder, bad omen) and reinstalled the mansion due to the party bug issue and it worked like a charm, nothing broken and can continue playing without a problem. Of course, not saying this is going to work again mid playthrough but I'm happy to try also on a new char on AE and play through once you got far enough in fixing. 

 

I was rather disappointed in the Tanaris version which added a lot of original content and dialgoe but then removed the rest of the original content so very happy you decided to just build on what's there. It's the way to improve this great mod imo. 

 

Tak again

Currently I'm playing through my conversion to find any bugs and qm waiting yo see what bugs I find and taking notes of them instead of trying to fix onbug to get a new bug coming coming up before I finish testing the main parts of the mod I found one that I think I may fixed so far but cant say 100 persect yet but I have a bit I have taken notes on the 1bug and second possible bug so in my playthrough but the the first bug I found I think I fixed haven't been able to test the updated spawn script I made yet as I haven't got the good boy quest again yet but I'll be keeping u giys updated and uploading it again when I have finished my testing as a beta release with bug fixes

Posted

Appreciate a new approch on this ancient Mod. However this version has so many questionable dependancies that I guess it's uninstallable for ordinary users

Posted

I have a weird bug with npc facegen in mod. Sometimes it breaks, sometimes it works properly. Also can't find what can cause this. 
I saw Taena with a normal face, but then it broke again

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Posted
17 hours ago, mastga said:

You can easily clean the masters in xEdit, the only ones that are actually required are Sexlab and Zaz

 

Sure Thanks but is that fact or assumption? 

Posted

CTDing me when game moves me from quest to mansion. I.e. from companions party. Not sure what causing this.

Also why it needs Monster Facial Animation now?

Posted
9 hours ago, Johannes01 said:

 

Sure Thanks but is that fact or assumption? 

I cleaned it myself, it was advice meant for the mod author but you can also easily do it by making dummy masters either manually or though wrye bash. Just create the .esp files yourself and you should be able to load in the plugin in xedit and clean masters.

Posted
11 hours ago, mastga said:

I cleaned it myself, it was advice meant for the mod author but you can also easily do it by making dummy masters either manually or though wrye bash. Just create the .esp files yourself and you should be able to load in the plugin in xedit and clean masters.

 

Thanks, however I found it too much effort to clean the esp (Its not like creating dummy esps, then click on "clean masters" and everything turnes out well, right? If Im not mistaken). Also the creation of minimum 5 dummy esp's that count into the max esp cap made me deinstalling the mod. Still appreciate possibility to make a not that agressive mod dependany esp in future if its in the convenience of the mod autor

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