Its_LB Posted June 7 Posted June 7 On 6/4/2026 at 9:32 PM, LittleWhiteNeko said: Personally I dont like it that much so far, but it is a major improvement if you willing to endure the difficulty of installing it and several compatibility issues  If you really care about speed and/or dont want to wait for SLAL, PPlus may worth the shot. If you are fine with waiting a bit before each sex scene and waiting a long time for SLAL to register, then keep SL. Yeah I already have a pretty extensive setup with SLSO, Sexlab utility plus and more I don't mind waiting a few more seconds to save me the headache but more compatibility is always good for future proofing, you're doing a good job
chyouddr Posted June 18 Posted June 18 a little ask,first player character defeated,then necro animation , while beheading end happens, bandits will approach to initiate interactions, yet the player character (with no head)remains completely unresponsive as if pinned to the ground, while the bandits carries out its own animations on its own.How can I make them interact or align with each other normally?🤔By the way, my game version is Anniversary Edition.
JonathanielPork Posted June 19 Posted June 19 Hi, i've been having a little problem, every time after i get killed i get a popup "No suitable animations found, reverting to default tag Aggressive", i have all the animation packs except the BakaFactory/Babo and everything seems to work fine except that one thing, even after decapitation it plays the same aggressive animations. what could it be?
JonathanielPork Posted June 19 Posted June 19 2 hours ago, JonathanielPork said: Hi, i've been having a little problem, every time after i get killed i get a popup "No suitable animations found, reverting to default tag Aggressive", i have all the animation packs except the BakaFactory/Babo and everything seems to work fine except that one thing, even after decapitation it plays the same aggressive animations. what could it be? nvm i am dumb, enabling and registering them all in sl anim loaded seems to have fixed allÂ
SAmMy3321 Posted June 28 Posted June 28 I recently downloaded Nefaram's modpack and decided to add this mod to it, but for some reason, the game keeps crashing when the character gets decapitated, or when dying while NPCs are nearby. I can't seem to find the problem; I wanted to know if anyone else is experiencing this?
Its_LB Posted June 29 Posted June 29 13 hours ago, SAmMy3321 said: I recently downloaded Nefaram's modpack and decided to add this mod to it, but for some reason, the game keeps crashing when the character gets decapitated, or when dying while NPCs are nearby. I can't seem to find the problem; I wanted to know if anyone else is experiencing this? Could be your character's face overlay, if they have something like makeup on.
memati? Posted June 30 Posted June 30 (edited) On 7/29/2025 at 7:52 PM, Aelline said: Here it is: Archive contains cloning utility script for NiO and FHU transfers, NoblePaintingSceneScript changed for use my cloning util, and corresponding esp's including NoblePaintingScene patch with added property link, for compilation purposes (Cause i compile through CK and it's f*cking painfull) But please, check coressponding file paths cause I'm using "Scripts/Source", and your configuration seems to be "Scripts" and "Source/Scripts" separately. As for credits - i'm fine with it, but, if you do, please refer me as Thie or Thieslarte, cause it's my main nick. (or may be like Aelline aka Thieslarte?) For users - ESPs flagged as ESL, but YOU DON'T REALLY NEED TO ENABLE THEM, scripts can do all the stuff by themselves. This patch transfers your FillHerUp inflation and your tats, and other stuff from racemenu to your "trophy" version in Noble painting ending Like this: Thie's cloning utility + PDA patch.7z 10.15 kB · 440 downloads Hi, I tried to make a small patch for this Cloning Utility. It should now copy all SLIF morphs to the clones. I made this patch via heavy usage of AI since im not a very good modder myself. Use at your own risk but it works fine for me. Only downside is the morphing of the clones takes a few seconds so the startup of the painting scene is a bit slower. ActorCloningUtil.psc ActorCloningUtil.pex Edited June 30 by memati? 1
losttoho Posted Tuesday at 08:30 PM Posted Tuesday at 08:30 PM When I start a scene from MCM debug mode, it’s inconsistent—sometimes the scene starts and sometimes it doesn’t. Is there a way to fix this? I’ve observed this issue with the Thalmor, the Stormcloaks, and the Empire.
LittleWhiteNeko Posted Wednesday at 12:58 PM Author Posted Wednesday at 12:58 PM 16 hours ago, losttoho said: When I start a scene from MCM debug mode, it’s inconsistent—sometimes the scene starts and sometimes it doesn’t. Is there a way to fix this? I’ve observed this issue with the Thalmor, the Stormcloaks, and the Empire. Some scene started on click, some only spawn the enemy that you need to die to
losttoho Posted 10 hours ago Posted 10 hours ago On 7/8/2026 at 9:58 PM, LittleWhiteNeko said: Some scene started on click, some only spawn the enemy that you need to die to I believe it's normal for the player to die automatically and the scene to start when selecting the Thalmor, Stormcloaks, or the Empire in debug mode. Since there are cases where the scene starts and others where nothing happens at all, I was wondering if there was a way to make it more consistent.
LittleWhiteNeko Posted 9 hours ago Author Posted 9 hours ago 50 minutes ago, losttoho said: I believe it's normal for the player to die automatically and the scene to start when selecting the Thalmor, Stormcloaks, or the Empire in debug mode. Since there are cases where the scene starts and others where nothing happens at all, I was wondering if there was a way to make it more consistent. not for now I can change them in the future if needed
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