xtro334 Posted Tuesday at 05:51 AM Posted Tuesday at 05:51 AM Tried out last version again, and I still have trouble with Adrianne not going out for a walk, but if I summon her to outside the back of the smithy it works after that. Still not sure if that was AI overhaul, but I did not have a quest mark for her until I summoned her. The captain of the guard behaved a bit strange when I went into the guard barrack, during the night, to talk to him. For some reason he did not want women to walk around Morthal naked..... perhaps he just was a bit tired. 😉 When I talked to him the next day up in dragonreach he was more clear-headed, and the conversation continued the quest.
Voronves Posted Tuesday at 01:58 PM Posted Tuesday at 01:58 PM Hmm probably a problem on my end with locations mods but Annekke and Verner are kicking me out of the house when i am supposed to meet her at 6PM insisde. Changing the relationship to 3 doesn't help. Is there any way to make them friendly or do i have to skip it with setstage?
KentuckyExpat Posted Tuesday at 11:06 PM Posted Tuesday at 11:06 PM Having a problem with creature animations. When my PC tries to have sex with Aela's wolf, Vargr, the wolf just stands there, no movement at all. I thought I had all of the necessary mods for creature animations but, apparently, I'm missing one. Right now my load order has Creature Framework v 1.1.0-pre2 and More Nasty Critters LE version 16.2. Also, SexLab has the "Allow Creature Animations" checked and my animation pack, Billyy's SLAL Animations (2026-9-4) has the creature animations registered. So, what am I missing?
eflat01 Posted Tuesday at 11:45 PM Posted Tuesday at 11:45 PM (edited) 43 minutes ago, KentuckyExpat said: Having a problem with creature animations. When my PC tries to have sex with Aela's wolf, Vargr, the wolf just stands there, no movement at all. I thought I had all of the necessary mods for creature animations but, apparently, I'm missing one. Right now my load order has Creature Framework v 1.1.0-pre2 and More Nasty Critters LE version 16.2. Also, SexLab has the "Allow Creature Animations" checked and my animation pack, Billyy's SLAL Animations (2026-9-4) has the creature animations registered. So, what am I missing? First step is to find out if Billyy's is completely loaded via SexLab Animation Loader. I also check the json files in Data/SLAnims/json directory from Billyy's or whoever to see theyy're there and I look in them for the tags with a search for "Canines"... Billyy's is one of the smart animators who know wolves and dogs can use the same animations. In SexLab McM you might check in the settings to see that creatures are allowed, and also that aggressive animations are allowed. Many creature animations are tagged agressive. @Gristle always uses the race tag on Canines because he knows. The other thing you can do if you have a mod like Aroused Creatures is force an animation vies a keystroke when targeting Vargr. Edited Tuesday at 11:52 PM by eflat01
Phantasmo27 Posted Wednesday at 07:28 PM Posted Wednesday at 07:28 PM I wanted to mention in case anyone else runs into this same incompatibility with a door replacement from Adventures with Balazar - the Thalmor Headquarters door in Solitude gets redirected in that mod (or at least it had been at some point in my save), so when I got to the part of Lilly's quest that requires you to go there, there was no map marker since the vanilla door had been replaced with the modded location. From the console, you can use coc SolitudeJusticiarsHeadquarters to get into the original location and continue the quest. Not really an issue with either mod of course, since not all mods are expected to be compatible with one another, but just wanted to point out the solution in case anyone else has that same problem, since I was a little confused at first and had to dig around, and I'm sure I'm not the only one with multiple Gristle mods in their modlist (they are some my favorite quest mods).
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