Jack005 Posted October 18, 2024 Posted October 18, 2024 16 hours ago, Messiah2002 said: The MCM dont appear in my menu,I use 1.7 version,anyone can help? If you think every thing is fine with Skyui and every mod that uses MCM, then you just need to refresh all mcm which can potencialy dissapear some MCM menus like Better Vampires, if you ok with that risk (I took that risk with this game and Service your Gear which are really good mods and worth the risk) To refresh MCM menus open console command and type "Setstage sky_configmanagerinstance 1" without the quotation marks
Jack005 Posted October 18, 2024 Posted October 18, 2024 13 hours ago, darkdesires04 said: I can just remove the waist ropes from the captive outfits in the next release. They are not necessary anyway. Yes please that would be soo usefull, I didn't like to see her with ropes anyway, those ropes aren't sexy those just look bad and painful, but shibari on the other hand...
Jack005 Posted October 18, 2024 Posted October 18, 2024 (edited) On 10/15/2024 at 5:41 PM, Talesien said: Probably best to exclude her from being restrained then, might be connected to her having her own ai package and stuff. Those followers are often sensitive, she will not work correctly if added to NFF for example. Special snowflakes are special snowflakes. ^^ yep, I also took that into account, what I did at the end was just erase those ropes from existence in the zaz.esp. it didn't mess her up the second time she was "kidnaped" because the mod used other type of restrains (mostly cuffs) of course she still had the ropes from the first captivement weird enogh was that she only had cuff and was full naked in the second captivement but when I saved her and wait for her to return to her original package she took of the cuffs and equiped the ropes o_o , she is compatible with this mod but not with the ropes and you NEED to have let her restore her package Also I had Inigo but he didn't got taken by the mod, I think it was because he is always in riftem jail Edited October 18, 2024 by Jack005
Talesien Posted October 18, 2024 Posted October 18, 2024 17 minutes ago, Jack005 said: yep, I also took that into account, what I did at the end was just erase those ropes from existence in the zaz.esp. it didn't mess her up the second time she was "kidnaped" because the mod used other type of restrains (mostly cuffs) of course she still had the ropes from the first captivement weird enogh was that she only had cuff and was full naked in the second captivement but when I saved her and wait for her to return to her original package she took of the cuffs and equiped the ropes o_o , she is compatible with this mod but not with the ropes and you NEED to have let her restore her package Also I had Inigo but he didn't got taken by the mod, I think it was because he is always in riftem jail Inigo is actually blacklisted out of the box. While Sofia for some odd reason is specifically whitelisted. Not sure whether there is a particular reason for it. I suspect it might just in the json as an example. Appears it might be a bad one. ^^
darkdesires04 Posted October 18, 2024 Author Posted October 18, 2024 9 hours ago, Talesien said: Inigo is actually blacklisted out of the box. While Sofia for some odd reason is specifically whitelisted. Not sure whether there is a particular reason for it. I suspect it might just in the json as an example. Appears it might be a bad one. ^^ Yes, those are just examples I used when I was testing... I can remove Sofia, but there should be something there as an example, I think.
Christian1979 Posted October 19, 2024 Posted October 19, 2024 I've searched everywhere but can't find a folder called Papyrus log. I did find something with the description Papyrus log 0 with the date of October 17th, 2024, but when I looked at it I thought that couldn't be right because it listed things that I haven't had in my game for ages There's almost nothing in the mods I currently have installed. I'm a bit confused... do I have to activate the Papyrus log somewhere so that I get a really current one that I can then post here?
Talesien Posted October 19, 2024 Posted October 19, 2024 4 hours ago, Christian1979 said: I've searched everywhere but can't find a folder called Papyrus log. I did find something with the description Papyrus log 0 with the date of October 17th, 2024, but when I looked at it I thought that couldn't be right because it listed things that I haven't had in my game for ages There's almost nothing in the mods I currently have installed. I'm a bit confused... do I have to activate the Papyrus log somewhere so that I get a really current one that I can then post here? https://virginmarie1.wixsite.com/toys/post/3-how-to-get-a-papyrus-log Doesn't get much more concise than that guide. A papyrus log isn't a listing of mods you got (many mods will not leave any trace in it, basically almost all mods that do not contain scripts in fact, unless those mods are referenced by scripts from other mods). The log just lists what the scripting engine of the game does (that engine is named papyrus, hence the name of thjje log). If you find references to things you are certain not to have in your LO it might be that your ModManager failed to clean up properly and left fragments of older load orders, which if true may be part of your problems.
Messiah2002 Posted October 20, 2024 Posted October 20, 2024 MCM dont appear in my MCM,and Resaver said this
Talesien Posted October 21, 2024 Posted October 21, 2024 On 10/20/2024 at 10:53 AM, Messiah2002 said: MCM dont appear in my MCM,and Resaver said this That could be from updating the mod. If it's not and since the MCM does not show, did you double-check the plugin is actually activated?
Corinvictus Posted October 21, 2024 Posted October 21, 2024 I've been playing around with this mod after having some difficulties getting it to work. I've been able to resolve some start up issues, and have been able to get it to show on MCM menu, and it will restrain followers. To test it, I uninstalled nearly everything except what the mod says is required, and a follower mod. It wasn't showing up until I used MCM Helper - After I turned that on, it showed up immediately. Getting the mod to start restraining and sending followers to the different holding points/dungeons, was a matter of ensuring fresh copies of all the requirements, loaded at the front of load order, and making sure I was using the correct game version (SE, not AE, GOG, LE, etc...) Once updated and correct, it began to perform some of its functions. I've gotten this far through the above mentioned tweaks, but I have come to a wall with two issues. 1. The mod does not seem to be reading from the inputs I have made to the config.jason file. I have tried several times to list NPC's for ForceCaptureNPCs, but it would not capture those npcs (I have been using REF ID, and have attempted to use multiple ID's just in case I was using the wrong one), and I have identified NPCs that the mod was finding and restraining, then added them to the BlacklistedNPCs list, but the mod does not exclude those NPCs from being restrained. Each attempt has been made fresh, from a save before the mod was used. 2. The primary mod I have been testing is Companions and Followers SE - The mod will pull some of the NPCs from this mod, but will not pull others despite repeated attempts. (Example: Ashe & Leona) - I have not been able to discover a reason for this. I have also attempted to add these NPC's to the force capture option, without success. Other follower mods (Ciri, Zelda, Follower Pack, etc) seem to be restraining much more easily. But I cannot add them to the force or blacklist either with any success. Thankfully, no crashing issues so far. I suspect I may be doing something wrong here, and any advice/feedback from the think tank is greatly appreciated. I am attaching the config.json contents in the spoiler below, and the load order beneath that. Q: Can you see any errors in this setup? Using ModOrganizer2 Config.Json Spoiler { "ForceCaptureNPCs": [ "__formData|Immersive Followers.esp|12002866" ((This is the ref ID for Ashe from the Companions and Followers mod)) - Has not yet worked. "__formData|Geralt.esp|0x03883" ], "BlacklistedMods": [ "Skyrim.esm", "Dawnguard.esm", "Dragonborn.esm", "Hearthfires.esm", "LegacyoftheDragonborn.esm", "SexLab-AmorousAdventures.esp", "Minerva.esp", "nwsJennaFollower.esp", "0Kaidan.esp", "DK_Thogra.esp", "Lucien.esp", "Inigo.esp", "Katana.esp" ], "BlacklistedNPCs": [ "__formData|Immersive Followers.esp|12000D62" - This is the ref id for Alana from Companions and Followers. Placement here has not prevented capture. "__formData|Deviously Cursed Loot.esp|0x094B48", "__formData|Deviously Cursed Loot.esp|0x02D74E" ], "RestrainOnlyFromWhitelist": 0, "WhitelistedMods": [ "SofiaFollower.esp", "Karin_follower.esp" ], "WhitelistedNPCs": [ "__formData|VR_Tannick.esp|0x01838", "__formData|Helen_follower.esp|0x0811" ] } Load Order Spoiler # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl ZaZAnimationPack.esm Forgotten DungeonsSSE.esm Siege at Icemoth.esp unofficial skyrim special edition patch.esp CaptiveFollowers.esp alternate start - live another life.esp XPMSE.esp RaceMenu.esp RaceMenuPlugin.esp SkyUI_SE.esp FNIS.esp Immersive Followers.esp MCMHelper.esp SkyrimSewers.esp CaptiveFollowers-ForgottenDungeons.esp CaptiveFollowers-SiegeOfIcemoth.esp CaptiveFollowers-SkyrimSewers.esp LV_Cirilla.esp Mirielle Follower.esp Ava_follower.esp Zelda - Breath of the Wild.esp PAN_FollowerPack1.esp DZ08_Melana.esp HLIORemi-Replacer-Belladonna.esp
Christian1979 Posted October 21, 2024 Posted October 21, 2024 I have my papyrus log 0. First of all, thank you for the great instructions. I did everything exactly like that and have it now. There seems to be a lot to do... there are probably a few mistakes. I have to update my internet browser on my PC so that I can write it here and post something... I tried to write here or post my papyrus log via PC, unfortunately that didn't work. I'm currently writing on my cell phone.
Talesien Posted October 21, 2024 Posted October 21, 2024 (edited) 1 hour ago, Corinvictus said: I've been playing around with this mod after having some difficulties getting it to work. I've been able to resolve some start up issues, and have been able to get it to show on MCM menu, and it will restrain followers. To test it, I uninstalled nearly everything except what the mod says is required, and a follower mod. It wasn't showing up until I used MCM Helper - After I turned that on, it showed up immediately. Getting the mod to start restraining and sending followers to the different holding points/dungeons, was a matter of ensuring fresh copies of all the requirements, loaded at the front of load order, and making sure I was using the correct game version (SE, not AE, GOG, LE, etc...) Once updated and correct, it began to perform some of its functions. I've gotten this far through the above mentioned tweaks, but I have come to a wall with two issues. 1. The mod does not seem to be reading from the inputs I have made to the config.jason file. I have tried several times to list NPC's for ForceCaptureNPCs, but it would not capture those npcs (I have been using REF ID, and have attempted to use multiple ID's just in case I was using the wrong one), and I have identified NPCs that the mod was finding and restraining, then added them to the BlacklistedNPCs list, but the mod does not exclude those NPCs from being restrained. Each attempt has been made fresh, from a save before the mod was used. 2. The primary mod I have been testing is Companions and Followers SE - The mod will pull some of the NPCs from this mod, but will not pull others despite repeated attempts. (Example: Ashe & Leona) - I have not been able to discover a reason for this. I have also attempted to add these NPC's to the force capture option, without success. Other follower mods (Ciri, Zelda, Follower Pack, etc) seem to be restraining much more easily. But I cannot add them to the force or blacklist either with any success. Thankfully, no crashing issues so far. I suspect I may be doing something wrong here, and any advice/feedback from the think tank is greatly appreciated. I am attaching the config.json contents in the spoiler below, and the load order beneath that. Q: Can you see any errors in this setup? Using ModOrganizer2 Config.Json Reveal hidden contents { "ForceCaptureNPCs": [ "__formData|Immersive Followers.esp|12002866" ((This is the ref ID for Ashe from the Companions and Followers mod)) - Has not yet worked. "__formData|Geralt.esp|0x03883" ], "BlacklistedMods": [ "Skyrim.esm", "Dawnguard.esm", "Dragonborn.esm", "Hearthfires.esm", "LegacyoftheDragonborn.esm", "SexLab-AmorousAdventures.esp", "Minerva.esp", "nwsJennaFollower.esp", "0Kaidan.esp", "DK_Thogra.esp", "Lucien.esp", "Inigo.esp", "Katana.esp" ], "BlacklistedNPCs": [ "__formData|Immersive Followers.esp|12000D62" - This is the ref id for Alana from Companions and Followers. Placement here has not prevented capture. "__formData|Deviously Cursed Loot.esp|0x094B48", "__formData|Deviously Cursed Loot.esp|0x02D74E" ], "RestrainOnlyFromWhitelist": 0, "WhitelistedMods": [ "SofiaFollower.esp", "Karin_follower.esp" ], "WhitelistedNPCs": [ "__formData|VR_Tannick.esp|0x01838", "__formData|Helen_follower.esp|0x0811" ] } Load Order Reveal hidden contents # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl ZaZAnimationPack.esm Forgotten DungeonsSSE.esm Siege at Icemoth.esp unofficial skyrim special edition patch.esp CaptiveFollowers.esp alternate start - live another life.esp XPMSE.esp RaceMenu.esp RaceMenuPlugin.esp SkyUI_SE.esp FNIS.esp Immersive Followers.esp MCMHelper.esp SkyrimSewers.esp CaptiveFollowers-ForgottenDungeons.esp CaptiveFollowers-SiegeOfIcemoth.esp CaptiveFollowers-SkyrimSewers.esp LV_Cirilla.esp Mirielle Follower.esp Ava_follower.esp Zelda - Breath of the Wild.esp PAN_FollowerPack1.esp DZ08_Melana.esp HLIORemi-Replacer-Belladonna.esp You are certain you are using the refID, bot the baseID? You can check easily, just open the console type: prid refID Then type: moveto player If the refID is correct it should teleport the follower to your position. After that it's just a question of properly formating the id for the json. For an ESL flagged mod it should be 0x0nnn with nnn being the last three digits of the refID. In your example above the refID (if it is the refID) isn't formatted according to the example, assuming the mod is esl flagged as it appears to be, given the ID, it should be: "__formData|Immersive Followers.esp|0x0D62" Note that this will not work (or not work properly) for followers that aren't spawned at game start (from the Vanilla game the Huscarls are an example, they simply do not exist in the game until you become Thane of the respective hold), should be rare for follower mods, but might happen to followers from certain questmods). As for followers not getting restraint, this mod does not scan every cell, that would take too long. So if your followers are at an unusual place, they will not get restrained (for example I've a follower that camps in front of High Hrothgar and another that wanders the crossing next to the Honeybrew Meadery, both spots not scanned so they remain free). You can of course ask Darkdesire to add places to the list for the next update. Edited October 21, 2024 by Talesien
Corinvictus Posted October 22, 2024 Posted October 22, 2024 2 hours ago, Talesien said: You are certain you are using the refID, bot the baseID? You can check easily, just open the console type: prid refID Then type: moveto player If the refID is correct it should teleport the follower to your position. After that it's just a question of properly formating the id for the json. For an ESL flagged mod it should be 0x0nnn with nnn being the last three digits of the refID. In your example above the refID (if it is the refID) isn't formatted according to the example, assuming the mod is esl flagged as it appears to be, given the ID, it should be: "__formData|Immersive Followers.esp|0x0D62" Note that this will not work (or not work properly) for followers that aren't spawned at game start (from the Vanilla game the Huscarls are an example, they simply do not exist in the game until you become Thane of the respective hold), should be rare for follower mods, but might happen to followers from certain questmods). As for followers not getting restraint, this mod does not scan every cell, that would take too long. So if your followers are at an unusual place, they will not get restrained (for example I've a follower that camps in front of High Hrothgar and another that wanders the crossing next to the Honeybrew Meadery, both spots not scanned so they remain free). You can of course ask Darkdesire to add places to the list for the next update. Following your reply: 12002866 - Confirmed the Prid ID, and did a check with the moveto player command. That did work. Prid 12002866 moveto player Changed the PRID ID's of both the Force Capture and Blacklist according to the format you listed above. "ForceCaptureNPCs": [ "__formData|Immersive Followers.esp|0x0866" "BlacklistedNPCs": [ "__formData|Immersive Followers.esp|0x0D62" This continued to not work. I will play around with this some more to see if I can identify the source of this problem. Subsequent question: I see in the Geralt example, that his code is not 0x0nnn "__formData|Geralt.esp|0x03883" That would be 0x0nnnn There is also the Deviant Devices Blacklisted NPC list which is 0x0nnnnn "__formData|Deviously Cursed Loot.esp|0x094B48 Q: Because there is a difference between the two built in examples (one being 4 numbers, the other being 5) and the example you relayed (3 numbers), my question for this format is if there is a functional difference that needs, 3 vs 4 vs 5 numbers of the ref ID. _____ You mentioned followers that don't spawn at game start - this raised a flag, and I went back and checked. The companion mod that I'm having trouble with does in fact have a varied presence based on day of the week. So some of the followers aren't in those selected scan locations until certain days of the week. (They may not even be in the game at all until that day of the week) (In this example again, Ashe only appears at the Riverwood Inn, on Mondays) - I waited until monday, ran the code, and this time it worked. Ashe was added to the list of captured people. So that is confirmed to be a problem with the interface of the companion mod. Good to know. Thanks for the help. At least now I understand what is happening in this mod, and I am understanding the functions better. 1
Messiah2002 Posted October 22, 2024 Posted October 22, 2024 18 hours ago, Talesien said: That could be from updating the mod. If it's not and since the MCM does not show, did you double-check the plugin is actually activated? Sure,I‘m sure the plugin is actually activated,and it’s the first time I download this mod(
Talesien Posted October 22, 2024 Posted October 22, 2024 5 hours ago, Messiah2002 said: Sure,I‘m sure the plugin is actually activated,and it’s the first time I download this mod( Ok, complicates things. Next step would be to make sure you are not simply having too many MCM's, as SkyUI has a hard limit on MCM's it can handle. Technically 127, in practice I darkly remember it's slightly lower 125 or so anyway if you think you might get close to that number (or in general, especially with MCM troubles) Menu Maid 2 might be worth a look. Also, did you try to start a new game?
Talesien Posted October 22, 2024 Posted October 22, 2024 (edited) 9 hours ago, Corinvictus said: Following your reply: 12002866 - Confirmed the Prid ID, and did a check with the moveto player command. That did work. Prid 12002866 moveto player Changed the PRID ID's of both the Force Capture and Blacklist according to the format you listed above. "ForceCaptureNPCs": [ "__formData|Immersive Followers.esp|0x0866" "BlacklistedNPCs": [ "__formData|Immersive Followers.esp|0x0D62" This continued to not work. I will play around with this some more to see if I can identify the source of this problem. Subsequent question: I see in the Geralt example, that his code is not 0x0nnn "__formData|Geralt.esp|0x03883" That would be 0x0nnnn There is also the Deviant Devices Blacklisted NPC list which is 0x0nnnnn "__formData|Deviously Cursed Loot.esp|0x094B48 Q: Because there is a difference between the two built in examples (one being 4 numbers, the other being 5) and the example you relayed (3 numbers), my question for this format is if there is a functional difference that needs, 3 vs 4 vs 5 numbers of the ref ID. _____ You mentioned followers that don't spawn at game start - this raised a flag, and I went back and checked. The companion mod that I'm having trouble with does in fact have a varied presence based on day of the week. So some of the followers aren't in those selected scan locations until certain days of the week. (They may not even be in the game at all until that day of the week) (In this example again, Ashe only appears at the Riverwood Inn, on Mondays) - I waited until monday, ran the code, and this time it worked. Ashe was added to the list of captured people. So that is confirmed to be a problem with the interface of the companion mod. Good to know. Thanks for the help. At least now I understand what is happening in this mod, and I am understanding the functions better. Form ID's ... basically all Form ID's in Skyrim are 8 digit hexadecimal numbers. For standard plugins the first 2 digits give the plugins position in the LO, while the other 6 are the actual FormID in the plugin. That's all for LE. Since SE we also got ESL and ESL flagged plugins, commonly also known as light plugins. Those have a reduced address space for the Form ID. Instead of 6 digits it's only 3 which means that there can't be more than 4096 Form ID's in a light plugin (and that's only since 1130, as before the address area 000-7FF was reserved, limiting the number of available ID's to 2048). So for a light plugin, the first two digits are always "FE" denoting that the plugin gets loaded as a light plugin, the next 3 digits give its position in the LO and only the final 3 are the FormID itself. For addressing the 0x0 basically just says: Get the plugin by its name. This is way safer than using the LO address (those first 2-5 digits) as that might change if people add (or worse remove) plugins. Technically you should never remove a plugin, unless you also starting a new game and new plugins should only ever be added to the end of the LO ... but who follows that? Even so, it's more convenient as you don't need to adjust the ID if starting a new game, etc. After the 0x0 you just need to give the FormID itself, so for an ESL plugins that's only 3 digits, while for a regular plugin it would be 6, but leading zeros can be left out. (I'm not certain anymore if leading zeros have to be left out, I darkly remember there was a limitation once, at least for light plugins, but I think that's gone. I really would need to read up on that first to be certain, though. At any rate, something like "0x080b" should be safe for an ESL flagged esp. For a full plugin you can probably give the full 6 digits, but why bother if those are zeros and thus not required?) Edited October 22, 2024 by Talesien
Messiah2002 Posted October 23, 2024 Posted October 23, 2024 18 hours ago, Talesien said: Ok, complicates things. Next step would be to make sure you are not simply having too many MCM's, as SkyUI has a hard limit on MCM's it can handle. Technically 127, in practice I darkly remember it's slightly lower 125 or so anyway if you think you might get close to that number (or in general, especially with MCM troubles) Menu Maid 2 might be worth a look. Also, did you try to start a new game? Checked,I have 110 MCM menus. New game still not appear..(
Talesien Posted October 23, 2024 Posted October 23, 2024 5 hours ago, Messiah2002 said: Checked,I have 110 MCM menus. New game still not appear..( Hmm, ok 110 should be safe, but it's a lot, did you try MenuMaid2? If yes I'm pretty much out of option as is, perhaps a papyrus log could shine light on things. @darkdesires04 might also have more ideas has he knows the ins and outs of his mod a lot better than me.
Messiah2002 Posted October 24, 2024 Posted October 24, 2024 20 hours ago, Talesien said: Hmm, ok 110 should be safe, but it's a lot, did you try MenuMaid2? 嗯,好吧,110 应该是安全的,但它很多,你试过 MenuMaid2 吗? If yes I'm pretty much out of option as is, perhaps a papyrus log could shine light on things. @darkdesires04 might also have more ideas has he knows the ins and outs of his mod a lot better than me. 如果是的话,我几乎别无选择,也许纸莎草纸原木可以照亮事物。@darkdesires04可能也有更多的想法,因为他比我更了解他的 Mod 的来龙去脉。 Yep,I have MenuMaid2.))
Messiah2002 Posted October 24, 2024 Posted October 24, 2024 20 hours ago, Talesien said: Hmm, ok 110 should be safe, but it's a lot, did you try MenuMaid2? 嗯,好吧,110 应该是安全的,但它很多,你试过 MenuMaid2 吗? If yes I'm pretty much out of option as is, perhaps a papyrus log could shine light on things. @darkdesires04 might also have more ideas has he knows the ins and outs of his mod a lot better than me. 如果是的话,我几乎别无选择,也许纸莎草纸原木可以照亮事物。@darkdesires04可能也有更多的想法,因为他比我更了解他的 Mod 的来龙去脉。 Btw,thanks for your help!
BigOnes69 Posted October 24, 2024 Posted October 24, 2024 21 hours ago, Talesien said: Hmm, ok 110 should be safe, but it's a lot, did you try MenuMaid2? If yes I'm pretty much out of option as is, perhaps a papyrus log could shine light on things. @darkdesires04 might also have more ideas has he knows the ins and outs of his mod a lot better than me. I have menu maid but have not dug into its uses. I have seen you suggest menu maid on a bunch of threads. What value is it to you?
Talesien Posted October 24, 2024 Posted October 24, 2024 (edited) 1 hour ago, BigOnes69 said: I have menu maid but have not dug into its uses. I have seen you suggest menu maid on a bunch of threads. What value is it to you? Well, for one I've about 170 or so MCM menus, too many for SkyUI to handle on its own, so one way or another I need something to prevent some MCM's randomly not showing up. Then there is the very useful option of hiding MCM Menus. (Many MCM menues I only use after starting a new game and never again after that, some I never use whatsoever. Hiding those makes it way easier to find the ones you actually use.) Finally, you can reorder your MCM's with it MM2. I've the dozen or so MCMs I use most frequently right at the top for easy access. Edited October 24, 2024 by Talesien
BigOnes69 Posted October 25, 2024 Posted October 25, 2024 21 hours ago, Talesien said: Well, for one I've about 170 or so MCM menus, too many for SkyUI to handle on its own, so one way or another I need something to prevent some MCM's randomly not showing up. Then there is the very useful option of hiding MCM Menus. (Many MCM menues I only use after starting a new game and never again after that, some I never use whatsoever. Hiding those makes it way easier to find the ones you actually use.) Finally, you can reorder your MCM's with it MM2. I've the dozen or so MCMs I use most frequently right at the top for easy access. Thanks I will delve into it more.
brussh Posted October 27, 2024 Posted October 27, 2024 What a lot of fun, so I got dragonbored and now run around rescuing maidens. The only addon I have is forgotten dungeons and each mission is an adventure. Great Idea thanks a lot. Though you'd think these girls would be a bit more grateful. Maybe gonna have to get all paradise halls on their ass. Is there a way to export the data of where they are so I can have a text doc. I'm sometimes using "Where are you" to locate them. Be cool if there where quest related significant women took. Or every now and again a follower gets took and you get a ransom note. Anyway its ace as it is cheers. Just bit the bullet and swapped out the sl club for the ostim one. Fingers crossed. Cheers for your contribution you do great mods
The Dolly Llama Posted October 31, 2024 Posted October 31, 2024 Can we have an MCM option to manually run the capture/populate function and disable the automatic run on new character? Using proteus to start a new character on the same game triggers the capture process to start again. 1
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