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Posted
11 minutes ago, ponygirl4456 said:

Hi, please help me. I'm stuck on a quest. In the quest to find Ka'Suna, when I found her, she said I needed to “Turn around and get down so Khajit can put this bag on Dovah.” But there’s no “get down” action in the action wheel—only “kneel,” “presentation,” and “inspection.” I’ve tried performing different actions in every direction, but I still can’t trigger the next line of dialogue. The quest is stuck here. Am I kneeling in the wrong direction, or did I not choose the correct posture? Please help me.

 

you need to face away and use the kneel pose

Posted
On 6/13/2026 at 10:54 AM, Tobitup said:

Im sorry, but can someone help me to figure out how does "Reverie" quest works? The piercings vibe and shock DB regulary but i dont understand the pattern. I can go straight on only one road through the forest and it vibes, but at the next second it shocks and i dont understand what it should mean. Do i need to go back? turn to the side of the road? go deeper in forest? And i don`t understand even in which region do you need to find that girl. Do i need to seek in cities? In village taverns? Or could she be anywhere in wild part of Skyrim? Can someone give any explanation how it works?

Actually, Ka'Suna is located at Inger's Tomb, next to Windhelm. You can use the “Are You There” mod to mark her location on the map. I happen to be working on this quest right now, but I’m stuck—when I found her, she told me I needed to “Turn around and get down so Khajit can put this bag on Dovah.” But there’s no “get down” action in the action wheel—only “kneel,” “presentation,” and “inspection.” I’ve tried performing different actions in every direction, but I still can’t trigger the next line of dialogue. The quest is stuck here. Am I kneeling in the wrong direction, or did I not choose the correct posture? Please help me. By the way, I upgraded directly from 0.3.0-test to 0.3.0. Could this cause any problems, or is this the reason?

Posted
6 minutes ago, Kosmos21 said:

you need to face away and use the kneel pose

Yes, I've tried that many times, but it hasn't triggered any further dialogue, and she walks around from time to time. I'm not sure if the system is monitoring a fixed position or if I have to kneel with my back to her no matter which direction she's facing.

Posted
2 hours ago, ponygirl4456 said:

Yes, I've tried that many times, but it hasn't triggered any further dialogue, and she walks around from time to time. I'm not sure if the system is monitoring a fixed position or if I have to kneel with my back to her no matter which direction she's facing.

 

Like the other commenter said all you have to do is get in front of her, face away, and kneel. It checks the area in front of her so it should work no matter where she's standing. I don't think upgrading from the test version would break that. Its possible there is something interfering with that scene but would need a papyrus log to check.

Posted
1 hour ago, HereBeTentacles said:

 

Like the other commenter said all you have to do is get in front of her, face away, and kneel. It checks the area in front of her so it should work no matter where she's standing. I don't think upgrading from the test version would break that. Its possible there is something interfering with that scene but would need a papyrus log to check.

Thank you for your reply. I've already resolved the issue. I realized that the problem lies in needing to complete the action within a very short time after she gives the command; otherwise, if I delay too long, there's no response. I noticed similar issues occurring in other dialogues as well—such as the task of fetching water from the well. If I deliberately don't kneel down when the assistant tells me to, and instead wait a moment before doing so, the conversation gets stuck. I'm not sure why this happens. Additionally, I discovered a bug: during daily quests, the blacksmith at the forge asks the protagonist to test new equipment and requires them to wear it until the next morning before switching back. However, on the same night, the trainer checks the protagonist's gear and replaces the blacksmith's equipment with the default one. As a result, the dialogue doesn't trigger the next day, leaving the quest permanently stuck in the list.

Posted
29 minutes ago, ponygirl4456 said:

Thank you for your reply. I've already resolved the issue. I realized that the problem lies in needing to complete the action within a very short time after she gives the command; otherwise, if I delay too long, there's no response. I noticed similar issues occurring in other dialogues as well—such as the task of fetching water from the well. If I deliberately don't kneel down when the assistant tells me to, and instead wait a moment before doing so, the conversation gets stuck. I'm not sure why this happens. Additionally, I discovered a bug: during daily quests, the blacksmith at the forge asks the protagonist to test new equipment and requires them to wear it until the next morning before switching back. However, on the same night, the trainer checks the protagonist's gear and replaces the blacksmith's equipment with the default one. As a result, the dialogue doesn't trigger the next day, leaving the quest permanently stuck in the list.

 

Yes you do need to be pretty quick when someone gives you a command like that, otherwise you get dinged for bad behaviour. There should be a dialogue line that plays if you screw up or take too long to do something like that.

 

For the blacksmith freeroam task, it is normal that the device gets removed at the end of the day. The blacksmith doesn't want you to wear it until the morning, they want you to complete someone else's freeroam task while wearing it. Freeroam tasks are the ones you get from talking to people and asking them if they need something. You have to do another one of those tasks the same day you get the device equipped.

 

The quest objective should be getting removed if you fail to complete it though, so I will fix that.

Posted (edited)
5 hours ago, ponygirl4456 said:

Hi, please help me. I'm stuck on a quest. In the quest to find Ka'Suna, when I found her, she said I needed to “Turn around and get down so Khajit can put this bag on Dovah.” But there’s no “get down” action in the action wheel—only “kneel,” “presentation,” and “inspection.” I’ve tried performing different actions in every direction, but I still can’t trigger the next line of dialogue. The quest is stuck here. Am I kneeling in the wrong direction, or did I not choose the correct posture? Please help me.By the way, I upgraded directly from 0.3.0-test to 0.3.0. Could this cause any problems, or is this the reason?

This exactly the 'kneel' action on the wheel. Turn around 180 from exactly where npc is standing and kneel :)

Still, sometimes action fails too fast for some npc, like the secretary girl with collar from mansion, forgot her name.

Edited by REALnomad
Posted

As you can see, the correct option would be to turn around and select Kneeling from the command wheel as mentioned above. only adding this for those that need visual aidsimage.thumb.png.15451da9065255b66be3e615e1f997b4.png

Posted

First of all I have to say it's an excellent mod with brilliant ideas, with a bit of hardcore but fun experience. Currently it's unfinished and there are some bugs during playthrough, Most of them have workaround except for the free roaming quest with Bradur the orc smith. I'm able to go through the Bradur's quest, but I can't make it finished when it should, leaving the quest objective stays forever and Bradur hasn't been helped even if I've already helped him.

Posted
3 hours ago, marcus5839001 said:

First of all I have to say it's an excellent mod with brilliant ideas, with a bit of hardcore but fun experience. Currently it's unfinished and there are some bugs during playthrough, Most of them have workaround except for the free roaming quest with Bradur the orc smith. I'm able to go through the Bradur's quest, but I can't make it finished when it should, leaving the quest objective stays forever and Bradur hasn't been helped even if I've already helped him.

 

The blacksmith's quest requires you to finish any other persons quest while wearing his item. If you dont do that by the end of the day it should fail and remove tbe quest objective but it seems that part isnt working properly. I am away from home this week but can take a look at that when I get back. 

 

For now you will just have to make sure you don't fail his task, which should be pretty easy since the difficulty of everything doesn't scale yet.

Posted

 

 

I'm doing a new full playthrough of this on a new character for the .3 release, only part way through, but figured I'd note down some of the spelling errors while I can still remember them. Corrections are in red. Just two minor spelling mistakes from typing too fast.

 

Quote

ZZRanchintroquest3

    ZZranchintrocourierbegging3: "No! Not at all! I'm not some third rate courier who gets waylaid by a bunch of unwashed idiots in fur and metal scraps!"

 

    ZZRanchintroquestions: "I got stuffed into whatever slave gear we could find and pulled in behind Demetrius on a leash."

   

 

Figured I'd add a few extra lines of dialogue for the spreadsheets as well since this is a short message otherwise. Feel free to use them or not at your discretion. Got too ambitious with the first one.

 

Quote

"...So did you know the Dragonborn can't count to four?"

 

"I feel like I'm going to regret asking, but what are you on about now?"

 

"I happened to get a good view of her the other day while fixing the wall. Sondant had her running that slalom thing."

 

"So you where slacking off and staring at one of the lady's possessions?"

 

"The job got done! Besides the lady dresses them like that on purpose! We're meant to look!"

 

"Keep telling yourself that. Anyway what where you on about?"

 

"So Sondant's shouting so loud I could hear her from where I was standing. Snapping that whip at her side."

 

"Once again you say you where standing, not working."

 

"Shut up! Anyway you know how she makes the girls run through the gates right? Gives them the numbers and tells them to run?"

 

"That is generally how you do a slalom yes."

 

"Well she said four, and the Dragonborn went through three! Got shocked well and good for that! The Dragonborn can't count to four!"

 

"...I imagine she was probably pretty distracted at the time."

 

" So was I! But I could have still counted to five!"

 

"She's right behind you by the way."

 

"Gah! Hey Dovah...Kiiin? Love what you've done with your... Hair? Please don't eat my soul or anything!"

Quote

"So cards on the table, which pony is the best?"

 

"Dynasty, obviously have you seen her present? She's got the most practice, and the least shame."

 

"Eh, there's something about the way Vengeance glares daggers at everything while prancing around in highstep. She's got fire."

 

"Dovah of course! That's a show I'm sure many in Skyrim wish they could see!"

 

"Sand. Enough said."

 

"...Which one in Oblivion is Sand?"

And just a few random comments you could hear.

Quote

"Looking good Dovah! Think you could highstep for me?"

 

"That outfit has to chafe right?"

 

"Having a rough day there Dovah? This mud makes everything so much more difficult doesn't it?"

 

"Do you think she runs at dragons on her toes now?"

 

"Heard you took a dragon down the other week. Will have to put something good in your feed as a reward!"

 

"You know, Demetrius is working on an emergency release spell for your restraints in case of well, you know. Maybe I could ask him to teach it to me?"

 

Posted
4 hours ago, isee said:

Figured I'd add a few extra lines of dialogue for the spreadsheets as well since this is a short message otherwise. Feel free to use them or not at your discretion. Got too ambitious with the first one.

 

Can't do much real development this week since I am not at home but I've been writing a bunch of dialogue for some new quests and some hello/goodbye/idle/banter/scene dialogues so good timing. I will add a bunch of these to my notes.

 

Also, looks like someone has been snooping or spying:

 

4 hours ago, isee said:

"...Which one in Oblivion is Sand?"

Posted (edited)

If possible, changing the leash circle texture from a plain white to a themed border like a rope, feels like it would go a long way in making Rennas Ranch into a more holistic, immersive, and cohesive experience.

 

(AI concept below)

image.png.3a2a2a216671af242d1c4c4b080e25b7.png

 

How to do:

Spoiler

(AI -generated guide)

 

Step 1: Create and Prepare Your Unique Texture

Skyrim requires textures to be in .dds (DirectDraw Surface) format. You can create this using Photoshop (with the Intel/NVIDIA DDS plugin), GIMP, or Paint.net.

  1. Create your custom rope or chain texture. Because it's a beam, it should be a seamless, tileable texture.

  2. Fixing the White Border (Crucial Step): In your image editor, ensure that the background color of the image (the area that is going to be transparent) is black or matches the color of your leash, not white. Even if an area is 100% transparent in the Alpha Channel, Skyrim's engine will sometimes slightly render the RGB background color at the very edges of the transparency. If your background is white, you get a white border. You can also fix this by adding "Edge Padding" (bleeding the texture's colors outward into the transparent space).

  3. Save the texture as a .dds file using DXT5 (BC3) compression so that it retains the alpha (transparency) channel.

  4. Place your new texture in your Skyrim Data folder, for example: Data\Textures\DeviousDevices\MyCustomLeash.dds.

Step 2: Locate the Leash Mesh

You need to find the 3D model the mod uses for the leash.

  1. Depending on your setup, the leash mesh is usually located in the Devious Devices - Integration or ZaZ Animation Pack folders.

  2. Look in Data\Meshes\DeviousDevices\ (or inside the mod's .bsa archive, which you can extract using Bethesda Archive Extractor (BAE)).

  3. Look for a file named something like leashbeam.nif or similar.

Step 3: Apply the Texture in NifSkope

You will need NifSkope (a free 3D mesh editor for Bethesda games) to link your new texture to the mesh.

  1. Open the leash .nif file in NifSkope.

  2. In the viewport, click on the leash beam to highlight it.

  3. Look at the Block List window. It should highlight a BSTriShape or NiTriShape node.

  4. Expand that node and click on BSShaderTextureSet.

  5. In the Block Details window at the bottom, expand the Textures array.

  6. The first line is the Diffuse map (the main color texture). Double-click the purple flower icon or the text path, and change it to point to your new texture (e.g., textures\DeviousDevices\MyCustomLeash.dds). Note: Always make sure the path starts with textures\, not C:\....

Step 4: Fix the Alpha Properties (If the border remains)

If your texture is perfect but you still see a white, glowing edge, the mesh's transparency settings are too soft.

  1. Still in NifSkope, under the same BSTriShape/NiTriShape, look for a node called NiAlphaProperty. Click on it.

  2. In the Block Details, look at the Flags value.

  3. Change the Flags value to 4844 or 4845. (This enables Alpha Testing).

  4. Look for the Alpha Test Threshold setting right below it. Increase this number (usually to 128). This forces the engine to use a "hard cut" for transparency rather than a soft fade, completely eliminating any white borders or ghosting on the edges of your leash.

Step 5: Save and Play

  1. Save your edited .nif file in NifSkope.

  2. Ensure your custom .nif and .dds files are packaged into a mod folder in Mod Organizer 2 or Vortex (e.g., My Custom DD Leash/Meshes/... and My Custom DD Leash/Textures/...) and activate it so it overrides the original Devious Devices files.

  3. Boot up Skyrim. Your leash should now render as your unique texture with perfectly clean edges.

 

Edited by anonymous515
Posted
2 hours ago, anonymous515 said:

If possible, changing the leash circle texture from a plain white to a themed border like a rope, feels like it would go a long way in making Rennas Ranch into a more holistic, immersive, and cohesive experience.

Perhaps this would be better as an optional patch mod, instead. Knowing that the white line is not a physical object seems more useful for those who do not want 'magic levitating hula-hoop'. 
Not trying to include it in the main file also means you could create and upload it yourself, while the creator of this mod continues work on their own project.

Posted (edited)

Ok I'm losing my mind trying to find kasuna. The vibrations dont seem to be indicating the right direction. Idk if its a pathing thing with the game or not, but can someone just tell me in a spoiler where she is I'd appreciate it.

 

edit: nvm i used modex to teleport to her. Forgot i could do that. Still really fun mod so far. Great job.

Edited by webb71
Posted
40 minutes ago, webb71 said:

Ok I'm losing my mind trying to find kasuna. The vibrations dont seem to be indicating the right direction. Idk if its a pathing thing with the game or not, but can someone just tell me in a spoiler where she is I'd appreciate it.

 

edit: nvm i used modex to teleport to her. Forgot i could do that. Still really fun mod so far. Great job.

 

Did you by any chance use the console at all during the quest? Teleporting during that quest will screw up the tracking.

Posted
2 hours ago, HealKitten said:

Perhaps this would be better as an optional patch mod, instead. Knowing that the white line is not a physical object seems more useful for those who do not want 'magic levitating hula-hoop'. 
Not trying to include it in the main file also means you could create and upload it yourself, while the creator of this mod continues work on their own project.

 

I'm actually getting the opposite problem. The leash range indicator is jarring. It's a remarkable gameplay mechanic, and I'm assuming it's a simple white line because that was the fastest way to reach minimum viable product, but in-game the visual line looks like a futuristic, cyberpunk heads-up display UI element. In Skyrim, of all places. A rope feels more thematically correct. If nothing else, an attempt could be made to change the visual indicator to look more like the rest of Skyrim's UI. It's present on 100% of pony days.

Posted
12 hours ago, anonymous515 said:

If possible, changing the leash circle texture from a plain white to a themed border like a rope, feels like it would go a long way in making Rennas Ranch into a more holistic, immersive, and cohesive experience.

 

(AI concept below)

image.png.3a2a2a216671af242d1c4c4b080e25b7.png

 

How to do:

  Hide contents

(AI -generated guide)

 

Step 1: Create and Prepare Your Unique Texture

Skyrim requires textures to be in .dds (DirectDraw Surface) format. You can create this using Photoshop (with the Intel/NVIDIA DDS plugin), GIMP, or Paint.net.

  1. Create your custom rope or chain texture. Because it's a beam, it should be a seamless, tileable texture.

  2. Fixing the White Border (Crucial Step): In your image editor, ensure that the background color of the image (the area that is going to be transparent) is black or matches the color of your leash, not white. Even if an area is 100% transparent in the Alpha Channel, Skyrim's engine will sometimes slightly render the RGB background color at the very edges of the transparency. If your background is white, you get a white border. You can also fix this by adding "Edge Padding" (bleeding the texture's colors outward into the transparent space).

  3. Save the texture as a .dds file using DXT5 (BC3) compression so that it retains the alpha (transparency) channel.

  4. Place your new texture in your Skyrim Data folder, for example: Data\Textures\DeviousDevices\MyCustomLeash.dds.

Step 2: Locate the Leash Mesh

You need to find the 3D model the mod uses for the leash.

  1. Depending on your setup, the leash mesh is usually located in the Devious Devices - Integration or ZaZ Animation Pack folders.

  2. Look in Data\Meshes\DeviousDevices\ (or inside the mod's .bsa archive, which you can extract using Bethesda Archive Extractor (BAE)).

  3. Look for a file named something like leashbeam.nif or similar.

Step 3: Apply the Texture in NifSkope

You will need NifSkope (a free 3D mesh editor for Bethesda games) to link your new texture to the mesh.

  1. Open the leash .nif file in NifSkope.

  2. In the viewport, click on the leash beam to highlight it.

  3. Look at the Block List window. It should highlight a BSTriShape or NiTriShape node.

  4. Expand that node and click on BSShaderTextureSet.

  5. In the Block Details window at the bottom, expand the Textures array.

  6. The first line is the Diffuse map (the main color texture). Double-click the purple flower icon or the text path, and change it to point to your new texture (e.g., textures\DeviousDevices\MyCustomLeash.dds). Note: Always make sure the path starts with textures\, not C:\....

Step 4: Fix the Alpha Properties (If the border remains)

If your texture is perfect but you still see a white, glowing edge, the mesh's transparency settings are too soft.

  1. Still in NifSkope, under the same BSTriShape/NiTriShape, look for a node called NiAlphaProperty. Click on it.

  2. In the Block Details, look at the Flags value.

  3. Change the Flags value to 4844 or 4845. (This enables Alpha Testing).

  4. Look for the Alpha Test Threshold setting right below it. Increase this number (usually to 128). This forces the engine to use a "hard cut" for transparency rather than a soft fade, completely eliminating any white borders or ghosting on the edges of your leash.

Step 5: Save and Play

  1. Save your edited .nif file in NifSkope.

  2. Ensure your custom .nif and .dds files are packaged into a mod folder in Mod Organizer 2 or Vortex (e.g., My Custom DD Leash/Meshes/... and My Custom DD Leash/Textures/...) and activate it so it overrides the original Devious Devices files.

  3. Boot up Skyrim. Your leash should now render as your unique texture with perfectly clean edges.

 

Mind telling me what lighting mod you use ? 

Posted

Hey, I know the mod is trying to stay consensual, but how about making Renna's Ranch a Simple Slavery outcome? Except, hear me out, you're not a slave, and Renna will just let you go if you don't wanna become her pony. So it's a sort of lucky outcome and you can really just thank her and leave, however, maybe owing your freedom to Renna can have a connection happen between her and us. She bought us, she doesn't even want anything back, we can just go, and mainly - we can trust her. Maybe giving this pony thing a try wouldn't be so bad, and it'd give the two a backstory that does, or doesn't get brought up in the later parts of the mod. But it's still there for players to work with!

Posted
14 hours ago, lurker9001 said:

Mind telling me what lighting mod you use ? 

 

I used AI to edit one of the mod's main images so as to illustrate the leash indicator theme I was thinking of. Not a real image

Posted
22 hours ago, HereBeTentacles said:

 

Did you by any chance use the console at all during the quest? Teleporting during that quest will screw up the tracking.

Sorry for the late reply. You know what i did. I coc'd somewhere to test something and then promptly forgot that I did that and kept playing. Thats probably what happened lol.

Posted
25 minutes ago, webb71 said:

Sorry for the late reply. You know what i did. I coc'd somewhere to test something and then promptly forgot that I did that and kept playing. Thats probably what happened lol.

 

Yes teleporting around can screw up the enchantment that leads you to her. I can't check at the moment but I think if you teleport past the valley gate the enchantment gets confused since it tries to lead you there first. Could maybe note that somewhere/how.

Posted
6 hours ago, AlyssaAwoo said:

Hey, I know the mod is trying to stay consensual, but how about making Renna's Ranch a Simple Slavery outcome? Except, hear me out, you're not a slave, and Renna will just let you go if you don't wanna become her pony. So it's a sort of lucky outcome and you can really just thank her and leave, however, maybe owing your freedom to Renna can have a connection happen between her and us. She bought us, she doesn't even want anything back, we can just go, and mainly - we can trust her. Maybe giving this pony thing a try wouldn't be so bad, and it'd give the two a backstory that does, or doesn't get brought up in the later parts of the mod. But it's still there for players to work with!

 

I do have an idea for some SS outcomes but can't really do them until some of the orc stronghold stuff is implemented. Also wouldn't be able to start the mod via SS if I did it that way. I also like your idea for starting the mod via SS but that would mean messing with the intro a little which I dont really want to do for a bit 

Posted
On 7/6/2026 at 7:20 PM, anonymous515 said:

If possible, changing the leash circle texture from a plain white to a themed border like a rope, feels like it would go a long way in making Rennas Ranch into a more holistic, immersive, and cohesive experience.

 

(AI concept below)

image.png.3a2a2a216671af242d1c4c4b080e25b7.png

 

How to do:

  Reveal hidden contents

(AI -generated guide)

 

Step 1: Create and Prepare Your Unique Texture

Skyrim requires textures to be in .dds (DirectDraw Surface) format. You can create this using Photoshop (with the Intel/NVIDIA DDS plugin), GIMP, or Paint.net.

  1. Create your custom rope or chain texture. Because it's a beam, it should be a seamless, tileable texture.

  2. Fixing the White Border (Crucial Step): In your image editor, ensure that the background color of the image (the area that is going to be transparent) is black or matches the color of your leash, not white. Even if an area is 100% transparent in the Alpha Channel, Skyrim's engine will sometimes slightly render the RGB background color at the very edges of the transparency. If your background is white, you get a white border. You can also fix this by adding "Edge Padding" (bleeding the texture's colors outward into the transparent space).

  3. Save the texture as a .dds file using DXT5 (BC3) compression so that it retains the alpha (transparency) channel.

  4. Place your new texture in your Skyrim Data folder, for example: Data\Textures\DeviousDevices\MyCustomLeash.dds.

Step 2: Locate the Leash Mesh

You need to find the 3D model the mod uses for the leash.

  1. Depending on your setup, the leash mesh is usually located in the Devious Devices - Integration or ZaZ Animation Pack folders.

  2. Look in Data\Meshes\DeviousDevices\ (or inside the mod's .bsa archive, which you can extract using Bethesda Archive Extractor (BAE)).

  3. Look for a file named something like leashbeam.nif or similar.

Step 3: Apply the Texture in NifSkope

You will need NifSkope (a free 3D mesh editor for Bethesda games) to link your new texture to the mesh.

  1. Open the leash .nif file in NifSkope.

  2. In the viewport, click on the leash beam to highlight it.

  3. Look at the Block List window. It should highlight a BSTriShape or NiTriShape node.

  4. Expand that node and click on BSShaderTextureSet.

  5. In the Block Details window at the bottom, expand the Textures array.

  6. The first line is the Diffuse map (the main color texture). Double-click the purple flower icon or the text path, and change it to point to your new texture (e.g., textures\DeviousDevices\MyCustomLeash.dds). Note: Always make sure the path starts with textures\, not C:\....

Step 4: Fix the Alpha Properties (If the border remains)

If your texture is perfect but you still see a white, glowing edge, the mesh's transparency settings are too soft.

  1. Still in NifSkope, under the same BSTriShape/NiTriShape, look for a node called NiAlphaProperty. Click on it.

  2. In the Block Details, look at the Flags value.

  3. Change the Flags value to 4844 or 4845. (This enables Alpha Testing).

  4. Look for the Alpha Test Threshold setting right below it. Increase this number (usually to 128). This forces the engine to use a "hard cut" for transparency rather than a soft fade, completely eliminating any white borders or ghosting on the edges of your leash.

Step 5: Save and Play

  1. Save your edited .nif file in NifSkope.

  2. Ensure your custom .nif and .dds files are packaged into a mod folder in Mod Organizer 2 or Vortex (e.g., My Custom DD Leash/Meshes/... and My Custom DD Leash/Textures/...) and activate it so it overrides the original Devious Devices files.

  3. Boot up Skyrim. Your leash should now render as your unique texture with perfectly clean edges.

 

 

On 7/6/2026 at 10:01 PM, HealKitten said:

Perhaps this would be better as an optional patch mod, instead. Knowing that the white line is not a physical object seems more useful for those who do not want 'magic levitating hula-hoop'. 
Not trying to include it in the main file also means you could create and upload it yourself, while the creator of this mod continues work on their own project.

 

Could probably change the range indicator yeah. The current one is pretty simple and can be a bit hard to see. I like the idea of keeping it flat and give it the same sort of styling as the border and accents in the quest log and journal. Think I like that better than a rope texture. Then I dont have to mess with the nif either, just the texture.

Posted
2 hours ago, HereBeTentacles said:

 

Yes teleporting around can screw up the enchantment that leads you to her. I can't check at the moment but I think if you teleport past the valley gate the enchantment gets confused since it tries to lead you there first. Could maybe note that somewhere/how.

Hmm ok  I didn't coc till i was like halfway to winterhold and i went through the valley gate normally. Safe to say avoiding coc is best probably regardless.

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