cloudwild Posted April 4, 2012 Posted April 4, 2012 hey Doc about this slave guild stuff to beat them into submission would be cool if you could pull out some wrestling moves in that arena or ring of youres. Since i think its best to do unarmed fights with no killing. mabe add some power moves with a item that has a no kill stat also like a amulet or a ring. this should be a great way to beat them into submission. Mabe add some perverted moves in the ring fights to break them. i think this would go great with youre idea since its not just rape and torture im not a big fan of torture atlest give them a fighting chance. I know this will take time so take it slow coss wen ya rush you end up with a bug metropolis like Bethesda always do lol
Graphnee Posted April 4, 2012 Posted April 4, 2012 I know at the moment that you probably have shed loads of stuff to do regarding the mod but I've had an idea. Currently i would imagine most players will be wanting to join the guild and enslave people, however, if a bit of personal loss was added into the equation it may change things... My thought was, what if the slavers guild abducted your spose (if they were female) and enslaved her? This could lead to a nice quest where you save your wife. Or, if you don't want to add it to the main questline, how about bandits abduct random people from the cities (including your wife) and you have the option to save them. After all, you wife has nothing better to do.
DocClox Posted April 4, 2012 Author Posted April 4, 2012 So' date=' a "Web Rune" that binds the target. Alter the code so using a vanilla weapon will cut the target free, but using a slaver weapon or other item specified in the code will begin the development of a sense of obedience in the target. [/quote'] Would go well with the Glamour of Spiderkind as a spell, I suppose. One other thought is some type of "Shackle Bolt" spell. Purple energy bolt that will shackle wrist and ankle of the target it hits. Looking for low level' date=' so, minimal duration, just long enough for the slaver to catch up and apply real bindings. [/quote'] Could work if we can get the right sfx for it. choose 1-2 spells for holding' date=' maybe 1 shout (altho i think thats a bit overboard for any play-style), 1-3 types of poison with variants in effects such as increase in lust/hornyness/uncontrollable desires (nudity/sex/etc.), 1-2 spells to engender certain reactions/effects/induse poison like effects or something lasts for a given time period, 2 auras (lust/nudity/and or obedience)... [/quote'] Yeah, the more the discussion goes on, the more I think we've got pretty much everything a mage needs. rune traps' date=' should keep that to a low count if any... however for most players runes are not used that often, recomend using a combination spell with 'regular' traps/snares so it is more a physical/chemical trap than using runes themselves. [/quote'] Yeah, I don't want to overuse rune traps, or any traps as a rule. possibly nice options for PC mages though. For mages I noticed that noone suggested the obvious of using an incredibly powerful spell/summoning an immensely powerful familiar to just sort of show off. Is this a bad idea for some reason? I suppose I'm not sure how that would work' date=' really. It sounds like a cool thing to do, and it ought to be possible to use that to get a bonus on your intimidation. I'm just not sure how to quantify that. Or how to stop the familiar from eating the merchandise before you can call on them to surrender. Of course, we could have some powerful summonables that specialise in capture, I suppose. Up at the master end of the conjuration spectrum. Falmers should have arrow poisons that paralyze you. To make capture so much easier. Sold. I want paralytic poisons for blowpipes anyway; I can't imagine the Falmer not using them. doc' date=' need to make a suggestion on how name/reference id's should be handled for the actual name of the items to and including anything used in the mod(s) suggest something simple and categorized for example a ankle trap: SlaverTrap_AnkleTrap_1 were the 1 can be exchanged with material or something (ie: SlaverTrap.AnkleTrap.Spike, or something like that), this will make tracking name/ref ids much simpler and faster within the mod and the game. [/quote'] Yeah, a hierarchical system will make organising stuff a lot easier. Good idea. hey doc.... we are all busy and all' date=' but im gonna bug you now about the bit of script *places a bug in the planter* [/quote'] Yeah, sorry, it's been a busy few days at work, and a funeral today I'll see if I can get something sorted out tonight. hey Doc about this slave guild stuff to beat them into submission would be cool if you could pull out some wrestling moves in that arena or ring of youres. Since i think its best to do unarmed fights with no killing. mabe add some power moves with a item that has a no kill stat also like a amulet or a ring. Well' date=' we're on track for a strip-fight where both sides get a multi-part fur outfit and fight in the snow. The idea is that the cold reduces your combat capability, so the more clothes you lose the harder the fight gets. Shinteo's been carefully splitting up bit of existing armours and applying them to new body nodes, so we should have seven or eight parts to the armour. I'm quite looking forward to debugging that part of the mod this should be a great way to beat them into submission. Mabe add some perverted moves in the ring fights to break them. i think this would go great with youre idea since its not just rape and torture im not a big fan of torture atlest give them a fighting chance. I know this will take time so take it slow coss wen ya rush you end up with a bug metropolis like Bethesda always do lol The big problem I foresee here is getting the animation moves sorted out. We'd need a lot of pair animations, and first person versions to go with them. That's a lot of work, and I don't have much of a clue about how to that yet. Which isn't to say it can't be done. This sounds like a subject near and dear to my old mate LordJerle. LJ, you lurking out there? Currently i would imagine most players will be wanting to join the guild and enslave people' date=' however, if a bit of personal loss was added into the equation it may change things... My thought was, what if the slavers guild abducted your spose (if they were female) and enslaved her? This could lead to a nice quest where you save your wife. [/quote'] Interesting idea, but I think I'll stick with the initial moral choice for the time being. Or' date=' if you don't want to add it to the main questline, how about bandits abduct random people from the cities (including your wife) and you have the option to save them. After all, you wife has nothing better to do. [/quote'] Definitely planning an abduction if you're playing the abolitionist branch. What might be interesting would be to use that to blackmail the PC into running some slaver missions.
itt1968 Posted April 4, 2012 Posted April 4, 2012 Hey Doc... my lil vampy can hardly wait for this to go beta... in the mean time, she grows more and more powerful (and horny...LOL), might have to start a new pc in order to get her laid...Keep up the good work, it looks real good so far.
delurker Posted April 4, 2012 Posted April 4, 2012 Falmers should have arrow poisons that paralyze you. To make capture so much easier. Sold. I want paralytic poisons for blowpipes anyway; I can't imagine the Falmer not using them. this should be a great way to beat them into submission. Mabe add some perverted moves in the ring fights to break them. i think this would go great with youre idea since its not just rape and torture im not a big fan of torture atlest give them a fighting chance. I know this will take time so take it slow coss wen ya rush you end up with a bug metropolis like Bethesda always do lol The big problem I foresee here is getting the animation moves sorted out. We'd need a lot of pair animations' date=' and first person versions to go with them. That's a lot of work, and I don't have much of a clue about how to that yet. Which isn't to say it can't be done. [/quote'] Hopefully the paralytic poisons are DoT - target realizes she's been poisoned...losing stamina...tries to run...harder to run/speed slows...falls in a heap and can't move... Also arena brawls between individual members of different factions where the winner enslaves the loser - or between slaves to earn freedom; winner binds the loser, tosses a couple taunts and walks casually to the exit...
DocClox Posted April 4, 2012 Author Posted April 4, 2012 Hey Doc... my lil vampy can hardly wait for this to go beta... in the mean time' date=' she grows more and more powerful (and horny...LOL), might have to start a new pc in order to get her laid...Keep up the good work, it looks real good so far. [/quote'] My apologies for keeping her waiting so long. I'm making progress though: OK, the positioning is still a bit off; for a few hours work, that's not too shabby. The animations are JoshNZ's from Animated Prostitution, but I'm not using his race replacement system. The idle insertion uses FNIS, at least until I get round to doing a bit of work on the xml generator. And the kajiit's cheesy grin was his own idea. He just turned to grin at the camera Hopefully the paralytic poisons are DoT - target realizes she's been poisoned...losing stamina...tries to run...harder to run/speed slows...falls in a heap and can't move... That sounds like a good way to do it. I might have some super strong calm poisons as well. "Why are you tying my hands together like that?" "Because I'm an evil slaver and I'm going to abduct' date=' rape and sell you" "Oh, OK. Just as long as there's a good reason" Might be a bit too powerful, but could be tempted anyway. Also arena brawls between individual members of different factions where the winner enslaves the loser - or between slaves to earn freedom; winner binds the loser, tosses a couple taunts and walks casually to the exit... On my "vaguely planned" list; it's a good idea but I've not got around to giving it any real thought as yet.
deadmetal Posted April 5, 2012 Posted April 5, 2012 Doc, not sure if you have requested permission for this mod yet but if you havn't it might be quite useful, it has the male skins I think you will easily be able to apply to most situations http://skyrim.nexusmods.com/downloads/file.php?id=2488
sbseed Posted April 5, 2012 Posted April 5, 2012 any progress is still progress doc no hurries on the script, just reminding you at this point lol funeral, dang man that sucks... i have already been trying to use organized naming in what i have trying to script... no idea if any of what im trying to do so far will even work since im trying to take some of the syntax and bend it a little in the hopes to get more use out of it than maybe what it was meant for. this weekend or beginning next week i might add a wiki-page (if possible) for a holding place at least for stuff being worked on for the resources file... im going to be trying to get stuff setup to work on meshes if possible as well, if that works ill start working on skyrim/oblivion/etc. creatures again.
Char Posted April 5, 2012 Posted April 5, 2012 First Post today^^ Just wanted to inform you that Animated Prostitution got an update. It's now using FNIS.
00ptic Posted April 5, 2012 Posted April 5, 2012 I've been playing a little more FONV, and realizing how Sexout is in a million pieces that easily crash each other along with other mods. We should probably try to avoid that That sounds like a good way to do it. I might have some super strong calm poisons as well. "Why are you tying my hands together like that?" "Because I'm an evil slaver and I'm going to abduct' date=' rape and sell you" "Oh, OK. Just as long as there's a good reason" Might be a bit too powerful, but could be tempted anyway. [/quote'] Definitely should exist in some form. But perhaps as balance, you only get that level of compliance from weaker minds. Additionally I was wondering how PC resistance to being broken works. Is it like you will be broken given enough time, or can you resist as much as you like and remain unbroken, at the cost of being stuck in that stage until you give in?
BSnake Posted April 5, 2012 Posted April 5, 2012 Hey guys, I've been skimming this thread and I'm pleasantly surprised by the amount of work you are all putting into this mod. There's so much creativity flowing that it's awe-inspiring. I'm certainly glad the Skyrim Slavers Guild won't simply be a one-dimensional experience. Keep up the great work while the rest of us wait patiently. First Post today^^ Just wanted to inform you that Animated Prostitution got an update. It's now using FNIS. Ooh, thanks for the update. Unfortunately, v1.5 does not seem to work atm. I hope the author will look into it soon.
sbseed Posted April 5, 2012 Posted April 5, 2012 I've been playing a little more FONV' date=' and realizing how Sexout is in a million pieces that easily crash each other along with other mods. We should probably try to avoid that That sounds like a good way to do it. I might have some super strong calm poisons as well. "Why are you tying my hands together like that?" "Because I'm an evil slaver and I'm going to abduct, rape and sell you" "Oh, OK. Just as long as there's a good reason" Might be a bit too powerful, but could be tempted anyway. Definitely should exist in some form. But perhaps as balance, you only get that level of compliance from weaker minds. Additionally I was wondering how PC resistance to being broken works. Is it like you will be broken given enough time, or can you resist as much as you like and remain unbroken, at the cost of being stuck in that stage until you give in? the idea is to have it work over-time... eventually everyone breaks down or can be. now whether the PC or NPC stays in a 'broken' state (slave/servant state) i believe is up to the character and their setup (behavioral/intelligence/will/etc.) depending on how well we can get all of that stuff worked out script wise. i am working on AI behaviors and stuff... that said i think i might have to do a rework of the entire system in order to get all the behaviors we want working together through out the game since we plan to have behaviors connected to sexyness/sluttyness, wounding (sex related and other), behaviors/ractions to sperm/semen, escape/enjoyment... or something like that anyways. Hey guys' date=' I've been skimming this thread and I'm pleasantly surprised by the amount of work you are all putting into this mod. There's so much creativity flowing that it's awe-inspiring. I'm certainly glad the Skyrim Slavers Guild won't simply be a one-dimensional experience. Keep up the great work while the rest of us wait patiently. First Post today^^ Just wanted to inform you that Animated Prostitution got an update. It's now using FNIS. Ooh, thanks for the update. Unfortunately, v1.5 does not seem to work atm. I hope the author will look into it soon. check back daily or use the NMM to auto-upgrade...
Princessity Posted April 5, 2012 Posted April 5, 2012 and a funeral today Aw I'm sorry... but that's a really... cheery way to say it ^^
Mordhaus Posted April 5, 2012 Posted April 5, 2012 One other thought is some type of "Shackle Bolt" spell. Purple energy bolt that will shackle wrist and ankle of the target it hits. Looking for low level' date=' so, minimal duration, just long enough for the slaver to catch up and apply real bindings. [/quote'] Could work if we can get the right sfx for it. I will start searching; we'll see what I can find.
DocClox Posted April 5, 2012 Author Posted April 5, 2012 Doc' date=' not sure if you have requested permission for this mod yet but if you havn't it might be quite useful, it has the male skins I think you will easily be able to apply to most situations [/quote'] It's a good point. I had planned to leave male nudity up to the user ... but then I had expected not to be writing the sex engine. So I guess we'll need both parties to get naked for the deed. Although personally I'm happy with guys leaving their undies on outside of that. I suppose we'll need to bundle nude male meshes and so forth, even if we only use them during sex. Maybe the thing to do is to split the sex engine into a separate mod. It might be easier to get permissions for some stuff if it didn't involve all the BDSM elements. Or maybe get permissions for them in the sexout resource framework would be the best approach. Then they're available for other uses, and it's easier to use them as the default - or to change the choice of nude mesh if someone has a preference. any progress is still progress doc no hurries on the script' date=' just reminding you at this point lol [/quote'] Yeah. Every time I sit down in front of the CK I end up working on radiant quests or sex idles at the moment. I'll give that a whirl this evening. I'm going to need it Any Minute Now, so I can't put it off much longer anyway. this weekend or beginning next week i might add a wiki-page (if possible) for a holding place at least for stuff being worked on for the resources file... im going to be trying to get stuff setup to work on meshes if possible as well' date=' if that works ill start working on skyrim/oblivion/etc. creatures again. [/quote'] Go for it, by all means. Something else I wanted to say, but I think I'll post it on the the resource thread Just wanted to inform you that Animated Prostitution got an update. It's now using FNIS. Cool. I thought JoshNZ had stopped work on the mod. FNIS is a better way to do it though. I'll have to d/l the new version and see if there are any tips I can pick up. I've been playing a little more FONV' date=' and realizing how Sexout is in a million pieces that easily crash each other along with other mods. We should probably try to avoid that [/quote'] I've always tended to regard that as a feature, really. The way sexout is split up encouraged a lot of talented modders to get together and write modules around a common core. I think it probably works better than a monolithic mod like Sexlivion. Sadly, SSG seems to be heading in the sexlivion direction. That said, Sexout does seem to be getting more and more complicated to set up, which is maybe a lesson to learn here. Definitely should exist in some form. But perhaps as balance' date=' you only get that level of compliance from weaker minds. [/quote'] Give it a large-ish bonus to intimidation, I suppose and if the result goes over the top, add on a bit of pantomime That could work. Additionally I was wondering how PC resistance to being broken works. Is it like you will be broken given enough time' date=' or can you resist as much as you like and remain unbroken, at the cost of being stuck in that stage until you give in? [/quote'] Pretty much resist as much as you like. I like the idea of the player having to choose to submit to progress the plot. There will probably be incentives to do so, though. And it won't always be so easy to go back Hey guys' date=' I've been skimming this thread and I'm pleasantly surprised by the amount of work you are all putting into this mod. There's so much creativity flowing that it's awe-inspiring. I'm certainly glad the Skyrim Slavers Guild won't simply be a one-dimensional experience. Keep up the great work while the rest of us wait patiently. [/quote'] Thanks Ooh' date=' thanks for the update. Unfortunately, v1.5 does not seem to work atm. I hope the author will look into it soon. [/quote'] Hmmm. Maybe I should hold off mining it for hints and tips then. the idea is to have it work over-time... eventually everyone breaks down or can be. now whether the PC or NPC stays in a 'broken' state (slave/servant state) i believe is up to the character and their setup (behavioral/intelligence/will/etc.) depending on how well we can get all of that stuff worked out script wise. You can work your way back. But I want to close some options as your character accepts her slavery. But even then I think I prefer allowing the PC to rebel and having consequences of that defiance to just plain taking over the character. i am working on AI behaviors and stuff... that said i think i might have to do a rework of the entire system in order to get all the behaviors we want working together through out the game since we plan to have behaviors connected to sexyness/sluttyness' date=' wounding (sex related and other), behaviors/ractions to sperm/semen, escape/enjoyment... or something like that anyways. [/quote'] I reckon we can do a fair amount of that with quest aliases. We use the alias to hang new packages on the actors, and conditions to vary them according to stats. We can do a lot overloading idles and infos with conditions as well. (And I'm probably teaching my granny to suck eggs at this point). and a funeral today Aw I'm sorry... but that's a really... cheery way to say it ^^ Yeah, sorry, bad habit of mine, making light of things like that. I don't mean it quite as flip as it sounds.
sbseed Posted April 5, 2012 Posted April 5, 2012 hey doc, this is a heads up for creature name changes... starting with the current vanilla dragons, since i am planning on adding a 4leg variant. new name will will either be Dovah (or dovahn) or Dovag. will be classified in my lists as Creature_Dragon_Dovah (or Creature_Dovah_Male/Female) other variant will be called Creature_Dragon_Dragon (or more likely Creature_Dragon_Male/Female)... everything else will fallow the naming rules as applied so far. @doc: about the AI_behaviors stuff... interesting, should work if it doesnt go by individual characters (that would most likely cause lag from processing alone lol)...if we do that in general it will be dependent only on the quests involved for the PC and NPCs?... and will that re-populate the old behaviors outside of SG stuff?... i just had an idea, it makes less and more work but could be a good alternative as well; to attach the behaviors directly to the factions (we will need to redo some of them anyways because of loose NPC_creatures etc.). you planning on forcing alias'?... or ID's in general?
DocClox Posted April 5, 2012 Author Posted April 5, 2012 hey doc' date=' this is a heads up for creature name changes... starting with the current vanilla dragons, since i am planning on adding a 4leg variant. new name will will either be Dovah (or dovahn) or Dovag. will be classified in my lists as Creature_Dragon_Dovah (or Creature_Dovah_Male/Female) other variant will be called Creature_Dragon_Dragon (or more likely Creature_Dragon_Male/Female)... everything else will fallow the naming rules as applied so far. [/quote'] Sounds reasonable @doc: about the AI_behaviors stuff... interesting' date=' should work if it doesnt go by individual characters (that would most likely cause lag from processing alone lol)...if we do that in general it will be dependent only on the quests involved for the PC and NPCs?... and will that re-populate the old behaviors outside of SG stuff?... i just had an idea, it makes less and more work but could be a good alternative as well; to attach the behaviors directly to the factions (we will need to redo some of them anyways because of loose NPC_creatures etc.). you planning on forcing alias'?... or ID's in general? [/quote'] I don't think you can force aliases in general. At least not unless you add them to the base actors, which I'd sooner not do on the whole. Also, if we add them to aliases rather than actors then the code works on NPCs from other mods, which would be good. So basically, the plan is to have a permenant quest on the player for the SSG mod, and that has a medium to large number of empty aliases into which we can force actor refs as needed. Then once the alias applies, they get their behavior altered. If the player turns one of them loose, the alias is freed and her AI reverts (although we might keep some dialogue quirks for ex-slaves) We can also have similar alias slots for bases and other places likely to have a large floating slave population, and keep resident slaves there under the base AI packages. Which can be different from the player's of course, so different places can have different management styles. If a slave drops out of the player's alias for whatever reason, she reverts, although we may be able to automate re-acquiring her (as an alias) in certain circumstances. That's broadly the plan, anyway. Needs a lot of development work as yet [edit] Oh, and a general heads-up: for anyone trying to PM me, I've exported all my old PMs so I now have an empty mailbox again.
sbseed Posted April 5, 2012 Posted April 5, 2012 I don't think you can force aliases in general. At least not unless you add them to the base actors' date=' which I'd sooner not do on the whole. Also, if we add them to aliases rather than actors then the code works on NPCs from other mods, which would be good. [/quote'] ok, sounds good So basically' date=' the plan is to have a permenant quest on the player for the SSG mod, and that has a medium to large number of empty aliases into which we can force actor refs as needed. Then once the alias applies, they get their behavior altered. If the player turns one of them loose, the alias is freed and her AI reverts (although we might keep some dialogue quirks for ex-slaves) [/quote'] excellent, i was wondering how that would be handled overall... should also keep process loads to a minimum this way as well. We can also have similar alias slots for bases and other places likely to have a large floating slave population' date=' and keep resident slaves there under the base AI packages. Which can be different from the player's of course, so different places can have different management styles. [/quote'] hah, can change packages based on area/circumstance etc. that is exceptionally useful... specially in regards to some creatures which could apply the AI packages/behaviors to the PC or NPC. wonder if we could do something similar with anims... have them be part of the package to apply to PC/NPC. If a slave drops out of the player's alias for whatever reason' date=' she reverts, although we may be able to automate re-acquiring her (as an alias) in certain circumstances. That's broadly the plan, anyway. Needs a lot of development work as yet [edit'] Oh, and a general heads-up: for anyone trying to PM me, I've exported all my old PMs so I now have an empty mailbox again. sounds good, and yes a lot of work needs to be done lol. thanks for the heads up on your PM-box
SullenMan Posted April 5, 2012 Posted April 5, 2012 Today I downloaded and switched modes "animated prostitution" ... shit. Animation does not work... shit. the author did not even bother to make a normal "build" on the principle - "unpacked the archive and everything is working" I hope to release your product, dock, will work without requiring any additional downloads? and if yes, then you should create a version of "ready build," which includes everything you need to get started. oh! and do not forget to specify the version of "Skyrim" and his patches and things that are needed to start and correctly run your mod
sbseed Posted April 5, 2012 Posted April 5, 2012 when its done, its gonna be a while dulooooo so kick back check your fav porn/game/torrent sites (or whatever you do to pass the time)... have a beer or whatever beverage you prefer. in a month or 2 there will at least be testing versions if not a full version available... yes waiting sucks, we know this (believe me we know). we want to play the mods just as much as you do or if you are so inclined, in the mean time you could try learning some scripting syntax or how to fiddle with meshes/textures/animations etc. and then give a helping hand on the odd job/item that needs working on. working as fast as we can without driving ourselves completely insane (even if some of us are slightly insane already). maybe i should post more pics/drawings from other people that remind me of what might in store from the sexrim suite?!...
deadmetal Posted April 6, 2012 Posted April 6, 2012 It's a good point. I had planned to leave male nudity up to the user ... but then I had expected not to be writing the sex engine. So I guess we'll need both parties to get naked for the deed. Although personally I'm happy with guys leaving their undies on outside of that. I suppose we'll need to bundle nude male meshes and so forth' date=' even if we only use them during sex. [/quote'] I also figured having the skins would help you fine tune the position of the actors during animations I remember the default nude skin in sexlivion barely coming into contact with the other actor so i had to trawl through several russian sites trying to translate enough to find a replacement mesh...not fun times I can tell you now
DocClox Posted April 6, 2012 Author Posted April 6, 2012 I hope to release your product' date=' dock, will work without requiring any additional downloads? and if yes, then you should create a version of "ready build," which includes everything you need to get started. [/quote'] The sex animation framework is going to live in the sbseed's sexout repository (though I still have hopes of calling it "Skysex" ) So it won't be an all in one package, but hopefully the framework and resources will attract other modders and will be the stronger for being separated from SSG. oh! and do not forget to specify the version of "Skyrim" and his patches and things that are needed to start and correctly run your mod The plan is to have a utility that will inject animations references into an existing behavior file. So from that point of view' date=' we should be robust against subsequent upgrades. It's going to take a bit of time; I had hoped not to have to write this part but to use someone else's framework. Still, it should be worth the effort if only to get a easy-to-use general purpose sex animation library. working as fast as we can without driving ourselves completely insane (even if some of us are slightly insane already). maybe i should post more pics/drawings from other people that remind me of what might in store from the sexrim suite?!... It's not just you By all means, post some more pics! I also figured having the skins would help you fine tune the position of the actors during animations I remember the default nude skin in sexlivion barely coming into contact with the other actor so i had to trawl through several russian sites trying to translate enough to find a replacement mesh...not fun times I can tell you now OK, useful observation, My testkajiit is now naked. He's still dry-humping her, but at lest he looks like he's trying now
Princessity Posted April 6, 2012 Posted April 6, 2012 I'm so tired and so frustrated @_@ Everytime I *think* I'm getting used to the new CK another stupid surprise comes along and says hello! Do you guys know how to make "OnUpdate" event run like it should while player is resting or fast travelling?? I've wasted this whole day trying to make it work or find some way around but that just made me more ill than I already was! Everything is perfect in real time but whenever I fast travel or wait my scripts just freezes up, that's so annoying! ._.
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