SSDARKO Posted July 18 Posted July 18 13 minutes ago, killer905 said: In short. Yeah, but people were also report issues that were fixed in a newer version. longer anwser. Yes, we can keep the previous public version, but reporting issues with the old version is more of a annoying than just asking the author of this modlist—NEFRAM, Wabbajack, or whatever else people are using—to update it. So in short, keep a copy to redistribute when things like this happen rather than hope that people keep their older versions public, gotcha.
plutocene Posted July 18 Posted July 18 (edited) Much cleaner .esp, however it still has useless and questionable records. In example dozens of records concering XCWT water, removing river water flow. Why? You also have two entries for College of winterhold quests, First lessons and under Saarthal that as far as I can tell do nothing (disabling alias?) but would break mods like college days of winterhold, etc. if loaded after. I suggest to revisit these in the future. I try loading the .esp early, preventing most problems and forward the Tirwin player faction in a patch and hope it works Edited July 18 by plutocene
killer905 Posted July 18 Posted July 18 20 minutes ago, SSDARKO said: So in short, keep a copy to redistribute when things like this happen rather than hope that people keep their older versions public, gotcha. It's better to have full control over what's in your modlist than to rely on the NEFRAM/Wabbajack modlist (where you don't even use half of them, or even fewer). The same goes for collections on Nexus. And then you run into problems because NEFRAM/Wabbajack won't let you use a newer version—you have to use the old one.
eflat01 Posted July 18 Posted July 18 36 minutes ago, SSDARKO said: So in short, keep a copy to redistribute when things like this happen rather than hope that people keep their older versions public, gotcha. Yes, that's for sure... I've been playing games with mods for a long long time. Always keep a measure of control to revert updates. Spoiler
SSDARKO Posted July 18 Posted July 18 16 minutes ago, killer905 said: It's better to have full control over what's in your modlist than to rely on the NEFRAM/Wabbajack modlist (where you don't even use half of them, or even fewer). The same goes for collections on Nexus. And then you run into problems because NEFRAM/Wabbajack won't let you use a newer version—you have to use the old one. I suppose, I just lost my manual modlist touch of putting together a bunch without CTD's every few minutes, I like the general stability of a pre determined modlist that everything is going to play nicely, also, sometimes only the older ones work together. A mod might be abandoned and one updated, but the updated one doesn't work with the older, and the older is never getting a compatibility update, thus ruining it forever, forcing people to pick a side and abandon one of the two mods etc. It's all around just kind of a nightmare and a headache and why I don't even bother actually interacting with the modding community.
DonQuiWho Posted July 18 Posted July 18 1 hour ago, killer905 said: In short. Yeah, but people were also report issues that were fixed in a newer version. longer anwser. Yes, we can keep the previous public version, but reporting issues with the old version is more of a annoying than just asking the author of this modlist—NEFRAM, Wabbajack, or whatever else people are using—to update it. I have no skin in this, but why not just create a single new download page - totally separate from this - with no support link (or a link to a dead end page) with great big 'NO SUPPORT ON THESE VERSIONS' message in the header, and just transfer all the old versions to that? State at the start of the current filepage that no support for the old versions.... A bit like some former modders dumped their files on a repository page rather than delete everything And on this support thread, you could just refuse to reply to any query that doesn't quote the current version as the one being used It wouldn't be perfect as there will always still be some toerags out there, but at least you are giving people half a chance of getting their games going, esp the non techie folk who use others modlists Just my tuppenceworth... DQW
Gristle Posted July 18 Author Posted July 18 1 hour ago, plutocene said: Much cleaner .esp, however it still has useless and questionable records. In example dozens of records concering XCWT water, removing river water flow. Why? I don't know. The CK likes to throw those things in there. I'm certainly not editing water flow. You might ask, why not remove such records with Xedit? The answer would be that I don't like to mess with things I don't understand. Doing that before in Xedit has caused me to create serious issues with mods, taking many hours to correct. So, then you might suggest, so what - just make a backup and revert if anything gets messed up. I make backups before cleaning with Xedit, but with a quest mod that takes many hours to play through, has alternate scenarios for different genders, and alternate choices, it's not a simple matter to test the mod to see if anything got messed up. 1 hour ago, plutocene said: You also have two entries for College of winterhold quests, First lessons and under Saarthal that as far as I can tell do nothing (disabling alias?) but would break mods like college days of winterhold, etc. if loaded after. I suggest to revisit these in the future. I try loading the .esp early, preventing most problems and forward the Tirwin player faction in a patch and hope it works When Tirwin visits the College, MG01 is not changed, but it is skipped and instead a somewhat similar lesson that involves Tirwin is run. MG02 is not changed, but its start is delayed until the end of Tirwin's visit. (This does result in some changes to MG01 and MG02 records, however.) So, Tirwin plays in the College, and if you have changed the College, she might not be able to play. In this case, you can avoid any potential conflict by playing your modded MG01 and MG02 first. Then, there will be no conflict with MG01 or MG02, and you'll still get a new lesson featuring Tirwin when you arrive with Tirwin at the College.
killer905 Posted July 18 Posted July 18 36 minutes ago, DonQuiWho said: I have no skin in this, but why not just create a single new download page - totally separate from this - with no support link (or a link to a dead end page) with great big 'NO SUPPORT ON THESE VERSIONS' message in the header, and just transfer all the old versions to that? State at the start of the current filepage that no support for the old versions.... A bit like some former modders dumped their files on a repository page rather than delete everything And on this support thread, you could just refuse to reply to any query that doesn't quote the current version as the one being used It wouldn't be perfect as there will always still be some toerags out there, but at least you are giving people half a chance of getting their games going, esp the non techie folk who use others modlists Just my tuppenceworth... DQW This is Gristle's final decision: whether to keep the old version but without support, or to offer only the latest version.
Rebecca.Dova Posted July 18 Posted July 18 Praying every day that @gegging makes a patch so we can use this mod with Ocreatures!
Gristle Posted July 18 Author Posted July 18 If you want some further adventures with Tirwin, you can bring her as a follower in this mod and she will have new custom voiced comments specific to this mod: It's best to leave Ragnar behind. It can get a bit crowded. 4
crajjjj Posted July 18 Posted July 18 (edited) 9 hours ago, killer905 said: Tirwin should approach you after the sex scene. Alternatively, load a save file and enter “setstage dalszy,” which will let you choose what you want to do with the bear next. All stages are here: Thanks - tested again, still same - Tyrwin is not approaching If that helps - camp fire is not lit and I have to use the spell to get Tyrwin into the cave - she is not following for some reason (NEF followers also) but bear is there Will do the setstage next. Update - setstage var_bear 95 helped But on leaving the cave I've got a repeatable black screen - rimod F756E and rimod F756D helped Edited July 19 by crajjjj
Vyefl Posted July 19 Posted July 19 (edited) I have no idea what but this mod somehow change the LAL alternate start setting so that my character creation is using iron armor I have no idea what is conflicting. I should play around with load order somehow. Edited July 19 by Vyefl Just the armor issue
DasKebab Posted July 19 Posted July 19 (edited) Placing it here in the event somebody else had my issue where Tirwin's study went to the shadow realm Find the door via tcl Select the door in console Go to where the you wanted to door to be placed use command moveto player disable and enable the door That seems to work for me Unfortunately this is a temporary fix, reloading a save will reset the door to the shadow realm My suggestion is to make a spell for the door once it's made so that it can be moved via that rather than console devilry Edited July 19 by DasKebab more info i forgot
StuffedNinga Posted July 19 Posted July 19 (edited) 7 hours ago, Vyefl said: I have no idea what but this mod somehow change the LAL alternate start setting so that my character creation is using iron armor I have no idea what is conflicting. I should play around with load order somehow. If you want to be serious about using mods then you'll need to learn to use the various trouble shooting tools available, in this case, ssedit. Animal research adds a faction to the player, but due to the way Bethesda set up records, adding this faction reverts the player's records to vanilla. You have iron armor, because it's in the vanilla record. If you want to change that, you'll need to make a patch for yourself. Don't just try to put ASLAL below Animal Research. Sure, you'll fix your clothing issue, but then the required faction will not be assigned to you and that could have consequences. Perhaps in the future, the author can assign this faction via a script or via SPID. Edited July 19 by StuffedNinga
nitroz7 Posted July 20 Posted July 20 so i also need the version 055 for nefaram because i had not enough space and deleted the 055 version before. i dont know if it cost the author anything to post or per mb. if not would it be nice to let the version online, maybe only for a few days or in a seperat upload with a no support message. so clearly there is no need to have five old versions online, the last version would be really nice to get it anywhere
nitroz7 Posted July 20 Posted July 20 can someone share the file? the one of the team gave the okay for it. he himself has the version not anymore only 054 then 056 because of the bugs. so he cant share it anymore.
DasKebab Posted July 20 Posted July 20 1 hour ago, nitroz7 said: can someone share the file? the one of the team gave the okay for it. he himself has the version not anymore only 054 then 056 because of the bugs. so he cant share it anymore. Here ya go, Animal Research 055 LE_SE_AE.7z 2
Rygus Posted July 20 Posted July 20 How do I skip the Tyrwin scene playing as her after the seeker? It bugs out on me after talking to somone, the camera no longer follows Tyrwin.
Kitty Ames Posted July 25 Posted July 25 I'm stuck at the seeds of lust quest, no npc is shown when i get there, i already try PRIDxx39A41B yes i know about (xx) load back save file etc etc, but nothing happens and even if i do setstage to skip ahead the npc Ingun gets stuck on a single line "Wait a moment" on repeat, shame i have to skip this quest, i been loving this mod ❤️ 1
killer905 Posted July 26 Posted July 26 9 hours ago, Kitty Ames said: I'm stuck at the seeds of lust quest, no npc is shown when i get there, i already try PRIDxx39A41B yes i know about (xx) load back save file etc etc, but nothing happens and even if i do setstage to skip ahead the npc Ingun gets stuck on a single line "Wait a moment" on repeat, shame i have to skip this quest, i been loving this mod ❤️ Are you at least use latest version? There should be an NPC in front of the building, his name is Khorst. If he’s not there, I recommend loading a save file and not skipping the dialogue. Alternatively, enable him. (xx) is the load index of Animal Research. before you reach building/fast travel Open console PRID xx39A41B enable moveto player If he still not there or dead use Disable Resurrect Enable Ingum should dismiss the guard inside, and after talking to the PC, she takes a bottle from the table, and then you all go outside.
Ero Sama Posted July 29 Posted July 29 Hello someone know how to fix the flame anatronach in the college please, the quest stuck here tirwin not react at the creature
Gristle Posted July 29 Author Posted July 29 15 minutes ago, Ero Sama said: Hello someone know how to fix the flame anatronach in the college please, the quest stuck here tirwin not react at the creature In the Sexlab MCM, turn off Match Creature Genders. This flame atronach is female, but most flame atronach animations are for male atronachs for some reason.
Ero Sama Posted July 29 Posted July 29 28 minutes ago, Gristle said: In the Sexlab MCM, turn off Match Creature Genders. This flame atronach is female, but most flame atronach animations are for male atronachs for some reason. Thank you
Trung1811 Posted July 31 Posted July 31 After I completed the Vampire Lord quest, a bright, hazy overlay appeared around the edges of my screen, like when I was drunk or something similar, and I could only temporarily turn it off using the Sism 0 command. Is there a way to fix this?
SkyrimOne Posted August 2 Posted August 2 Hello, I am quite sad I am unable to experience this mod and reach its conclusion. I have installed this mod before an a custom modlist and played many quests, but I never reached the conclusion. Now, I am playing a custom version of NEAFRAM (latest release +additional mods I added myself). Everything appears to be working fine, yet, I am experiencing something I have not seen before in any on my customizations. I get to run the starting quests from this mod with no waypoints for location and target books. I have never seen this type of behavior. The quest is given, the dialogues are working. Yet, I do not know where to go. I run the first few quests by memory, finding the books by exploration. But it way harder if you do not get the waypoint. Is there any suggestion on what to check/look/fix when you have a quest running but there are no waypoints? Thanks!!
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