killer905 Posted 16 hours ago Posted 16 hours ago 11 hours ago, eflat01 said: My fingers are quicker than my mind, I'm getting old and ponder over things a while, then think well maybe I could be helpful if I clarified something or offered some ideas? 🤪 Sometimes I feel I'm just being a pain in the a$$, I was going to suggest some quest names for "Mating Lessons" but I thought you and @Gristle may just throw your beers at me. 😂 Throwing beer? Are you trying to insult the Nords? 4 hours ago, Gristle said: Feel free to suggest. I couldn't think of anything better that would apply to all potential training situations. But keep in mind this is one (repeatable) quest so it can only have one name. In original AM was "Training Session" so this fit no matter what creature are.
Unicom1981 Posted 16 hours ago Posted 16 hours ago (edited) Once again, great work. I think the new job board quests turned out really well. Possibly an issue: I’m not sure if this is just happening to me or if it’s an actual bug, but after completing the horse sale in Falkreath, I can no longer access the job board. As a result, I can’t start the two repeatable side quests, nor can I initiate the horse sale in Morthal. Also, a minor terrain glitch (I suspect it’s been there from the start; I only stumbled upon it because of a wolf attack, behind the house where dogs are sold in Shor's Stone). Quote Edited 16 hours ago by Unicom1981
killer905 Posted 15 hours ago Posted 15 hours ago 14 minutes ago, Unicom1981 said: Once again, great work. I think the new job board quests turned out really well. Possibly an issue: I’m not sure if this is just happening to me or if it’s an actual bug, but after completing the horse sale in Falkreath, I can no longer access the job board. As a result, I can’t start the two repeatable side quests, nor can I initiate the horse sale in Morthal. Also, a minor terrain glitch (I suspect it’s been there from the start; I only stumbled upon it because of a wolf attack, behind the house where dogs are sold in Shor's Stone). Wait about 4 hours and the board should be active again. This is because the background quest is still running, and we also wanted to avoid the NPC suddenly disappearing from the dog/horse sale whilst the PC is still in the area – as far as I remember, it stays there for 2 hours. That’s odd – and if you disable it, does that problem with the area go away? As far as I recall, that area wasn’t affected by AMR.
Unicom1981 Posted 14 hours ago Posted 14 hours ago 1 hour ago, killer905 said: Wait about 4 hours and the board should be active again. This is because the background quest is still running, and we also wanted to avoid the NPC suddenly disappearing from the dog/horse sale whilst the PC is still in the area – as far as I remember, it stays there for 2 hours. That’s odd – and if you disable it, does that problem with the area go away? As far as I recall, that area wasn’t affected by AMR. Sorry, I forgot about that safety measure. As a matter of fact, a guest was waiting for me for a show. I’ve now been able to test Morthal as well—it turned out very well. Since I use "JK’s Skyrim," the escape route ends at a closed gate. I’m not sure if it’s possible to have it listed as "open" in the JK patch; it’s not locked, but the gate itself is in a closed position.
Owan1 Posted 13 hours ago Posted 13 hours ago (edited) if i use a race replacer mod it only effects the head, how may i fix this? Spoiler Edited 5 hours ago by Owan1 spoiler
killer905 Posted 12 hours ago Posted 12 hours ago 1 hour ago, Unicom1981 said: Sorry, I forgot about that safety measure. As a matter of fact, a guest was waiting for me for a show. I’ve now been able to test Morthal as well—it turned out very well. Since I use "JK’s Skyrim," the escape route ends at a closed gate. I’m not sure if it’s possible to have it listed as "open" in the JK patch; it’s not locked, but the gate itself is in a closed position. It shouldn’t matter, because the horse thief is running towards the town, not towards the swamps.
killer905 Posted 12 hours ago Posted 12 hours ago 1 hour ago, Owan1 said: if i use a race replacer mod it only effects the head, how may i fix this? Good advice. Put images in "spoiler"/ Thaena and a few other NPCs use custom bodies. Location of custom bodies: Data\meshes\Animal Mansion Reborn\Body Simply copy and paste the files from Data\meshes\actors\character\character assets Spoiler femalebody.tri femalebody_0 femalebody_1 femalefeet.tri femalefeet_0 femalefeet_1 femalehands.tri femalehands_0 femalehands_1 And remember that you’ll need to do the same for other NIF files with different names. Just delete them and rename them to match the names of the old files; otherwise, the NPCs will be invisible File you need replace with yours too and rename: Spoiler femalebody2.tri femalebody2_0 femalebody2_1 femalebodyTeenager.tri femalebodyTeenager_0 femalebodyTeenager_1 femalebodyteenagerslim.tri femalebodyteenagerslim_0 femalebodyteenagerslim_1 femalebodyteenagerslimNaked.tri femalebodyteenagerslimNaked_0 femalebodyteenagerslimNaked_1
eflat01 Posted 6 hours ago Posted 6 hours ago (edited) 8 hours ago, Unicom1981 said: Sorry, I forgot about that safety measure. As a matter of fact, a guest was waiting for me for a show. I’ve now been able to test Morthal as well—it turned out very well. Since I use "JK’s Skyrim," the escape route ends at a closed gate. I’m not sure if it’s possible to have it listed as "open" in the JK patch; it’s not locked, but the gate itself is in a closed position. Quick question, did she run for the north gate or southern gate? I did not bother to look into opening the gate because both gates were open whenever I tested, Likely may be because in my game Morthal becomes a little busier after Laid To Rest and then some more once Lurbuk at the inn is dead - Dark Brotherhood's Silence a Terrible Bard, Thus more npcs appear and seems to use the gates coming and going. I can't promise anything but I'll look into opening the gates in JK's as default state, though the only way I know how to do that is by adding an activator switch. Edited 5 hours ago by eflat01
Owan1 Posted 4 hours ago Posted 4 hours ago 7 hours ago, killer905 said: Good advice. Put images in "spoiler"/ Thaena and a few other NPCs use custom bodies. Location of custom bodies: Data\meshes\Animal Mansion Reborn\Body Simply copy and paste the files from Data\meshes\actors\character\character assets Hide contents femalebody.tri femalebody_0 femalebody_1 femalefeet.tri femalefeet_0 femalefeet_1 femalehands.tri femalehands_0 femalehands_1 And remember that you’ll need to do the same for other NIF files with different names. Just delete them and rename them to match the names of the old files; otherwise, the NPCs will be invisible File you need replace with yours too and rename: Hide contents femalebody2.tri femalebody2_0 femalebody2_1 femalebodyTeenager.tri femalebodyTeenager_0 femalebodyTeenager_1 femalebodyteenagerslim.tri femalebodyteenagerslim_0 femalebodyteenagerslim_1 femalebodyteenagerslimNaked.tri femalebodyteenagerslimNaked_0 femalebodyteenagerslimNaked_1 by the looks of it the textures are the biggest problem now, normaly each race has a diffrent texture, so which should i use to replace each one this mod adds?
killer905 Posted 3 hours ago Posted 3 hours ago (edited) 1 hour ago, Owan1 said: by the looks of it the textures are the biggest problem now, normaly each race has a diffrent texture, so which should i use to replace each one this mod adds? emm, more info. Or give screanshot again. Edited 2 hours ago by killer905
Owan1 Posted 2 hours ago Posted 2 hours ago 1 hour ago, killer905 said: emm, more info. Or give screanshot again. Spoiler these all apper to be the textures, i need to swap them out with somthing else, but what races should i use?
pinky6225 Posted 1 hour ago Posted 1 hour ago Tried the new quests, anekke (dark water) worked fine but with Alfrid battle born when i reach the stage of having to go into there house i incur bounty (the vanilla trespasser dialogue) so the only way i found to do that was to move her outside of her house for the dialogue, after doing that it worked fine but i assume we shouldn't be getting the "you need to leave" etc dialogue with her / idolf / their son while in the house
eflat01 Posted 1 hour ago Posted 1 hour ago (edited) 1 hour ago, Owan1 said: these all apper to be the textures, i need to swap them out with somthing else, but what races should i use? 2 hours ago, killer905 said: emm, more info. Or give screanshot again. I'd only changed visuals such as the heads before and I'd never changed a complete npc's race with this but this may be easier to use once figured out ... https://www.nexusmods.com/skyrimspecialedition/articles/6092 Just guessing I'd think you'd change a npc's race Maybe the skin too? then that npc's visual appearance Spoiler Name, Race and Body fullName Changes the name. The new name goes between two ~. fullName=~Nazeem the Proud~ race Changes the race (RACE). ; BretonRace [RACE:00013741] race=Skyrim.esm|13741 skin Changes the skin, an armor (ARMO). null removes it. ; SkinNaked [ARMO:00000D64] skin=Skyrim.esm|D64 height Sets the height. 1.0 is normal. height=1.05 weight Sets the body weight from 0 to 100. weight=80 speedMultiplier Sets the movement speed in percent. 100 is normal. speedMultiplier=120 Looks copyVisualStyle Copies the look of another NPC: face, head parts, hair color, face details, body tint, height and weight. Race and sex are not copied. Pick an NPC of the same race and sex, or change them with race and setFlags or removeFlags (female). ; Hulda [NPC_:00013BA3], Ysolda [NPC_:00013BAB] filterByNpcs=Skyrim.esm|13BA3:copyVisualStyle=Skyrim.esm|13BAB haircolor Changes the hair color. It needs a color form (CLFM). It also works on NPCs with a pre-made face and on NPCs that take their look from a template. Hair parts that have their own color keep it. A haircolor rule wins over the hair color that copyVisualStyle or setRandomVisualStyle bring along. ; Hulda [NPC_:00013BA3], BluishTintLight01 [CLFM:00064B2B] filterByNpcs=Skyrim.esm|13BA3:haircolor=Skyrim.esm|64B2B What's more... should you figure out how to use this it should carry over with every update of AMR because it would be a separate .ini file and Skypatcher doing the update on the fly at load. The race part and skin parts need to be figured out... after that it's easier. i.e. All of a sudden Naraya looks like my housecarl in Falkreath - though I could had picked any female redguard npc from any esp I have loaded.... including an npc form which never was placed in the world. ; AMR_Naraya filterByNpcs=AMR_Naraya:copyVisualStyle=BYOHHousecarlFalkreath filterByNpcs=AMR_Naraya:skin=null Spoiler Edited 1 hour ago by eflat01
Gristle Posted 1 hour ago Author Posted 1 hour ago 36 minutes ago, pinky6225 said: Tried the new quests, anekke (dark water) worked fine but with Alfrid battle born when i reach the stage of having to go into there house i incur bounty (the vanilla trespasser dialogue) so the only way i found to do that was to move her outside of her house for the dialogue, after doing that it worked fine but i assume we shouldn't be getting the "you need to leave" etc dialogue with her / idolf / their son while in the house Thanks for the note. We'll have to temporarily modify the cell (or better, the door) ownership. In the meantime, if you enter when at least one Battle-Born NPC is normally in the house - and not sleeping - you should not get this message.
Gristle Posted 1 hour ago Author Posted 1 hour ago 15 hours ago, Unicom1981 said: Also, a minor terrain glitch (I suspect it’s been there from the start; I only stumbled upon it because of a wolf attack, behind the house where dogs are sold in Shor's Stone.) I'm having trouble seeing the issue in your screenshots. But the dogs are sold outside of town. Do you have a Shor's Stone mod?
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