Kain82 Posted October 15, 2017 Posted October 15, 2017 Hey I'm having some problems getting Ria's quest from the companions to start, I think it's because I already did the bear quest in the vanilla game, I tried starting it through the console using SexLabAmorousAdventuresBear, but the game was saying that's not the quest id. I am the harbringer btw. Doing the quest for Temba earlier does not prevent the loaded for bear quest from starting. You just need to get the dialogue from Aela along with a note. Companions is a buggy questline. You may have to do some regular radiant quests to get it to loosen up. I assume that every npc necessary to the quest is still alive. I presume you have the latest version of the mod (a player with the same problem discovered he had not updated the mod to include the quest). . Ah yes, I had to finish a silver hand quest, thank you.Hey I'm wondering if you would ever consider doing the dark brotherhood guild, and if not can someone point me to a similar mod that uses the dark brotherhood? Flower Girls the Adventure plugin adds dialogue to Astrid if I remember correctly.
MudkipWarrior Posted October 15, 2017 Posted October 15, 2017 Hey I'm having some problems getting Ria's quest from the companions to start, I think it's because I already did the bear quest in the vanilla game, I tried starting it through the console using SexLabAmorousAdventuresBear, but the game was saying that's not the quest id. I am the harbringer btw.Doing the quest for Temba earlier does not prevent the loaded for bear quest from starting. You just need to get the dialogue from Aela along with a note. Companions is a buggy questline. You may have to do some regular radiant quests to get it to loosen up. I assume that every npc necessary to the quest is still alive. I presume you have the latest version of the mod (a player with the same problem discovered he had not updated the mod to include the quest).. Ah yes, I had to finish a silver hand quest, thank you.Hey I'm wondering if you would ever consider doing the dark brotherhood guild, and if not can someone point me to a similar mod that uses the dark brotherhood? Flower Girls the Adventure plugin adds dialogue to Astrid if I remember correctly. I looked it up and that seems to only be for special edition, is there one for normal skyrim, or any other dark brotherhood sex mods? I don't count SexLab Murder Theft and Seduction Hey I'm having some problems getting Ria's quest from the companions to start, I think it's because I already did the bear quest in the vanilla game, I tried starting it through the console using SexLabAmorousAdventuresBear, but the game was saying that's not the quest id. I am the harbringer btw.Doing the quest for Temba earlier does not prevent the loaded for bear quest from starting. You just need to get the dialogue from Aela along with a note. Companions is a buggy questline. You may have to do some regular radiant quests to get it to loosen up. I assume that every npc necessary to the quest is still alive. I presume you have the latest version of the mod (a player with the same problem discovered he had not updated the mod to include the quest).. Ah yes, I had to finish a silver hand quest, thank you.Hey I'm wondering if you would ever consider doing the dark brotherhood guild, and if not can someone point me to a similar mod that uses the dark brotherhood? Flower Girls the Adventure plugin adds dialogue to Astrid if I remember correctly. I looked it up and that seems to only be for special edition, is there one for normal skyrim, or any other dark brotherhood sex mods? I don't count SexLab Murder Theft and Seduction
KLUTCHxKRONIC Posted October 16, 2017 Posted October 16, 2017 Hello, if anybody is still viewing this forum i need help with a quest, this mod "amorous adventures" was ported over to Xbox One on bethesda.net so i'm using a more simplistic version of this (zero voiced dialogue and not as many or as good animations and scripting) but i'm trying to do the "new, new malacath blues-Borgahk the steel heart" quest, i have started a fresh game/save for this and cheated my level to 101 but for some reason Adrianne the blacksmith in whiterun wont give me a dialogue option to get the note about orcs to begin the quest and i know nobody is dead and i know i'm above level 9 because i just made a fresh game/save and cheated my level all the way to 101, so i need to know if i have to complete some other quest line for it to register or if somebody needs to properly re-port the mod (hopefully a full proper port and not missing anything this time around) to bethesda.net's Xbox One WIP section...
pastor5027 Posted October 16, 2017 Posted October 16, 2017 А куда девается диалог замужества с Сераной После окончания основной ветки ??
Thenryb Posted October 16, 2017 Posted October 16, 2017 А куда девается диалог замужества с Сераной После окончания основной ветки ?? There is no marriage dialogue re Serana unless you have the mod which makes her capable of being married. Hello, if anybody is still viewing this forum i need help with a quest, this mod "amorous adventures" was ported over to Xbox One on bethesda.net so i'm using a more simplistic version of this (zero voiced dialogue and not as many or as good animations and scripting) but i'm trying to do the "new, new malacath blues-Borgahk the steel heart" quest, i have started a fresh game/save for this and cheated my level to 101 but for some reason Adrianne the blacksmith in whiterun wont give me a dialogue option to get the note about orcs to begin the quest and i know nobody is dead and i know i'm above level 9 because i just made a fresh game/save and cheated my level all the way to 101, so i need to know if i have to complete some other quest line for it to register or if somebody needs to properly re-port the mod (hopefully a full proper port and not missing anything this time around) to bethesda.net's Xbox One WIP section... Perhaps you need to have taken the sword she makes for the Jarl to her father.
Sacremas Posted October 17, 2017 Posted October 17, 2017 А куда девается диалог замужества с Сераной После окончания основной ветки ??
Azzhat Posted October 19, 2017 Posted October 19, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it?
corvinus18 Posted October 19, 2017 Posted October 19, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay
Azzhat Posted October 19, 2017 Posted October 19, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues.
Sacremas Posted October 19, 2017 Posted October 19, 2017 Ran into a permanent game stop with Sybille's quest during Elisif's chain, which of course stops me as well. My character is already a vampire (via Sacrosanct Vampires of Skyrim) and when starting the sex scene with her and she bites me I die instantly, every time, despite having maxed defenses and some 800 health on level 172 (a LOT of legendary resets, 10 in lockpicking alone). I'm already decently far into Serana's questline and her bites do not kill me, making me think it's the infection part causing the issue. I've noticed that even a werewolf that's 100 % immune to disease will get the vampire infection from that scene, so my guess there's a direct conflict there. I also have an ability via Sacrosanct that allows me to drain other vampires to dust (my body seemed to be going to dust before auto reload, and I don't use any vampire to dust during death mods) so the conflict could be that it's my own perk killing me. If Sybille's bite could be changed to be identical to those of Serana that would however take care of this issue entirely (and also stop it from ignoring disease immunity with the sanguinaris vampiris). For now I'm going to have to ignore that questline, and hope I find a solution that doesn't involve getting Fallion to cure my vampirism first before elisif's capstone quest is available.
Reesewow Posted October 19, 2017 Posted October 19, 2017 For now I'm going to have to ignore that questline, and hope I find a solution that doesn't involve getting Fallion to cure my vampirism first before elisif's capstone quest is available. The quest is incredibly short (you are basically already done barring a few lines of dialogue), so you wouldn't miss much if you decided to setstage past that unique SL scene. If I recall properly the only unique part of that scene is you get afflicted with the vanilla vampire disease (which I imagine is made deadly by your mods). The only lingering effect might be that Sybille could remain a femme fatale, but I don't recall if liaisons with her as a general AA lover cause vampirism or not.
corvinus18 Posted October 20, 2017 Posted October 20, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues. Yes its normal, but what i mean is people should start to trying their mods in his own save files. I mean, personally i have a savefile dedicated only to test mods together, a profile only for testing, because if youre like me and you have 1000 mods installed you will find eventually incompatibilities, or inestable gameplays. So before asking i allways test them, if i see some strange behaviour well then i go and ask in the forums... why am i saying this because every mod list form every player its different so giving support to particular mod list its ultra hard. But thats my personal opinion
Azzhat Posted October 20, 2017 Posted October 20, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues. Yes its normal, but what i mean is people should start to trying their mods in his own save files. I mean, personally i have a savefile dedicated only to test mods together, a profile only for testing, because if youre like me and you have 1000 mods installed you will find eventually incompatibilities, or inestable gameplays. So before asking i allways test them, if i see some strange behaviour well then i go and ask in the forums... why am i saying this because every mod list form every player its different so giving support to particular mod list its ultra hard. But thats my personal opinion To each their own right? Well I did do a test save with the aforementioned mod and I got a really weird bug and I don't know exactly what's causing it. Started a new game and all the prisoners my character included, were standing on the ground instead of sitting in their respective carts. On top of that the horses had phased into the center of the carts and were trying to move but were stuck in place. I ran FNIS, I have Bijin and Ordinary women, I have no lighting mods, I do use mods that alter the exterior and interior areas of the vanilla homes so that could be it not sure though. So I'm kind of at a loss.
Reesewow Posted October 20, 2017 Posted October 20, 2017 To each their own right? Well I did do a test save with the aforementioned mod and I got a really weird bug and I don't know exactly what's causing it. Started a new game and all the prisoners my character included, were standing on the ground instead of sitting in their respective carts. On top of that the horses had phased into the center of the carts and were trying to move but were stuck in place. I ran FNIS, I have Bijin and Ordinary women, I have no lighting mods, I do use mods that alter the exterior and interior areas of the vanilla homes so that could be it not sure though. So I'm kind of at a loss. You mean the opening cart riding scene? I'm not sure specifically what mods break it, but it is notorious for getting broken if certain types of mods are loaded. You should download Alternate Start: Live Another Life to skip the initial Helgen cart ride (and have a much easier time starting new saves in the future).
SnakeIsDead29 Posted October 20, 2017 Posted October 20, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? I had used this mod, https://www.nexusmods.com/skyrim/mods/67249/?, its made by the same author, and I have never had any trouble while running Amourous Adventure. You shouldn't have any trouble with that mod.
Sacremas Posted October 20, 2017 Posted October 20, 2017 For now I'm going to have to ignore that questline, and hope I find a solution that doesn't involve getting Fallion to cure my vampirism first before elisif's capstone quest is available. The quest is incredibly short (you are basically already done barring a few lines of dialogue), so you wouldn't miss much if you decided to setstage past that unique SL scene. If I recall properly the only unique part of that scene is you get afflicted with the vanilla vampire disease (which I imagine is made deadly by your mods). The only lingering effect might be that Sybille could remain a femme fatale, but I don't recall if liaisons with her as a general AA lover cause vampirism or not. Thanks, that's a definite solution (especially as I've done this quest line probably 20+ times now). However I've learned that if I were to cure my vampirism via Fallion then regain it later I'd retain all progression in Sacrosanct. I may do that then just as well run through the companions quest line which I skipped this play. Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues. Yes its normal, but what i mean is people should start to trying their mods in his own save files. I mean, personally i have a savefile dedicated only to test mods together, a profile only for testing, because if youre like me and you have 1000 mods installed you will find eventually incompatibilities, or inestable gameplays. So before asking i allways test them, if i see some strange behaviour well then i go and ask in the forums... why am i saying this because every mod list form every player its different so giving support to particular mod list its ultra hard. But thats my personal opinion To be fair Amorous is a little more complicated to test out, especially regarding a mod that changes NPC schedules. Notably it could interfere both with Erikur, Elisif and Sybille confronting you when you return from placing the horn, and with everyone when they are supposed to head over to the Temple of the Divines for the grand finale. That is very hard to test in a profile (which I use as well in MO) without basically going through that whole questline as part of the test. However I've also used that mod before (at least the Blue Palace version from the same author, which is presumably the same) with this mod/questline, and it works fine.
corvinus18 Posted October 20, 2017 Posted October 20, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues. Yes its normal, but what i mean is people should start to trying their mods in his own save files. I mean, personally i have a savefile dedicated only to test mods together, a profile only for testing, because if youre like me and you have 1000 mods installed you will find eventually incompatibilities, or inestable gameplays. So before asking i allways test them, if i see some strange behaviour well then i go and ask in the forums... why am i saying this because every mod list form every player its different so giving support to particular mod list its ultra hard. But thats my personal opinion To each their own right? Well I did do a test save with the aforementioned mod and I got a really weird bug and I don't know exactly what's causing it. Started a new game and all the prisoners my character included, were standing on the ground instead of sitting in their respective carts. On top of that the horses had phased into the center of the carts and were trying to move but were stuck in place. I ran FNIS, I have Bijin and Ordinary women, I have no lighting mods, I do use mods that alter the exterior and interior areas of the vanilla homes so that could be it not sure though. So I'm kind of at a loss. Well thats a interesting question, how many mods you have installed? The reason for that bug is probably skyrim engine, i also had some similar bugs long ago with the new game. Why? like i sayed depends on how many mods you have installed, because vanilla start its really script heavy, so having alot of mods intalled could cause also some issues, like crazy havock, the npc not riding the horse or the carriage, and the npc standing. The reason its simple all the mods will try to start at the same time with the hevy scripted vanilla intro, so this will cause the vanilla start not working fine, because the engine cant handle. Solution, no solution for vanilla start, unless you remove some mods, but if you use alternative start and the start with the vanilla intro, it could work, personally use 2 mods. Alternative start https://www.nexusmods.com/skyrim/mods/9557/? Opening Overhaul https://www.nexusmods.com/skyrim/mods/77027/? Of course this mods are incompatible one with each other but strange the work together if you put then correctly in the load order. Now i start my game let my mods load and then i the vanilla intro. Also take a look a this mod https://www.nexusmods.com/skyrim/mods/65538/? if youre having crazy havock from horses.
Azzhat Posted October 20, 2017 Posted October 20, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues. Yes its normal, but what i mean is people should start to trying their mods in his own save files. I mean, personally i have a savefile dedicated only to test mods together, a profile only for testing, because if youre like me and you have 1000 mods installed you will find eventually incompatibilities, or inestable gameplays. So before asking i allways test them, if i see some strange behaviour well then i go and ask in the forums... why am i saying this because every mod list form every player its different so giving support to particular mod list its ultra hard. But thats my personal opinion To each their own right? Well I did do a test save with the aforementioned mod and I got a really weird bug and I don't know exactly what's causing it. Started a new game and all the prisoners my character included, were standing on the ground instead of sitting in their respective carts. On top of that the horses had phased into the center of the carts and were trying to move but were stuck in place. I ran FNIS, I have Bijin and Ordinary women, I have no lighting mods, I do use mods that alter the exterior and interior areas of the vanilla homes so that could be it not sure though. So I'm kind of at a loss. Well thats a interesting question, how many mods you have installed? The reason for that bug is probably skyrim engine, i also had some similar bugs long ago with the new game. Why? like i sayed depends on how many mods you have installed, because vanilla start its really script heavy, so having alot of mods intalled could cause also some issues, like crazy havock, the npc not riding the horse or the carriage, and the npc standing. The reason its simple all the mods will try to start at the same time with the hevy scripted vanilla intro, so this will cause the vanilla start not working fine, because the engine cant handle. Solution, no solution for vanilla start, unless you remove some mods, but if you use alternative start and the start with the vanilla intro, it could work, personally use 2 mods. Alternative start https://www.nexusmods.com/skyrim/mods/9557/? Opening Overhaul https://www.nexusmods.com/skyrim/mods/77027/? Of course this mods are incompatible one with each other but strange the work together if you put then correctly in the load order. Now i start my game let my mods load and then i the vanilla intro. Also take a look a this mod https://www.nexusmods.com/skyrim/mods/65538/? if youre having crazy havock from horses. Thanks for all the help, all of you. As soon as I get a day off I will test the last two mods added and see how that goes. You all have definitely have been a lot more helpful than the guys on the Nexus forums. Everyone there seems to just be ignoring my post...
Photonix Posted October 20, 2017 Posted October 20, 2017 Wasn't there a version of this mod a while back that used Sexlab for a scene that wasn't available for OSEX but used OSEX when there was a scene available for that?
corvinus18 Posted October 20, 2017 Posted October 20, 2017 Wasn't there a version of this mod a while back that used Sexlab for a scene that wasn't available for OSEX but used OSEX when there was a scene available for that? Dont know, probably youre refering to that especial mixture fox did using osex and sexlab, i dont think its supported anymore, or being updated also. You can look into the mega mirror, (i dont think its there anymore, and probaly if its available it will be a old version without the new quest added.
Photonix Posted October 20, 2017 Posted October 20, 2017 Wasn't there a version of this mod a while back that used Sexlab for a scene that wasn't available for OSEX but used OSEX when there was a scene available for that? Dont know, probably youre refering to that especial mixture fox did using osex and sexlab, i dont think its supported anymore, or being updated also. You can look into the mega mirror, (i dont think its there anymore, and probaly if its available it will be a old version without the new quest added. Ok thanks, that's a shame, I liked the idea of using them both and not having to choose one.
ercramer69 Posted October 21, 2017 Posted October 21, 2017 Heya so I just found a mod that enhances the palaces and castles of skyrim and wanted to make sure it's compatible with this mod it's called Palace and Castles Enhanced https://www.nexusmods.com/skyrim/mods/79746/? Has anyone else tried using it? have you tried to using it first? i allways ask myself why people come here asking for compatibility before trying the mods together? Ask yourself why wouldn't work together? ask youself what this mod does, and what that mod does?. 1. This mod adds new quest, no modification for vanilla quest, no modification for vanila navmesh, no modification at all. This mod simply add a quest that run along with vanilla skyrim, and look if some requeriment for vanilla skyrim are meet, to advance in questline. 2. That mod makes a modification to the blue palace navmesh, do you see in that mod a modification for vanilla quest? no rigth, so if they dont make any modification for the same think that means they are compatible, also you should open the mods with TES5EDIT and see if they make any modifications for the same thinks, and of course makie shure this mod is in the botton of your load order. For answering your question, YES they are compatible as far as i know i been following shinji72 gameplays for loooong time, and he is using both mods together without any issue. The quest runs perfectly in his gameplay Oh. I wasn't sure. It says that some of the NPCs behaviors have been altered and I recall that this mod requires NPCs to be in their usual spots also it does alter vanilla quests. So I just wanted to check to see if some one knew. I permanently made dawnguard unplayable on my old laptop thanks to mods and my inexperience on them. So now I check to see if anyone else is using the mod I would like to use that may have some incompatibility issues. Yes its normal, but what i mean is people should start to trying their mods in his own save files. I mean, personally i have a savefile dedicated only to test mods together, a profile only for testing, because if youre like me and you have 1000 mods installed you will find eventually incompatibilities, or inestable gameplays. So before asking i allways test them, if i see some strange behaviour well then i go and ask in the forums... why am i saying this because every mod list form every player its different so giving support to particular mod list its ultra hard. But thats my personal opinion To each their own right? Well I did do a test save with the aforementioned mod and I got a really weird bug and I don't know exactly what's causing it. Started a new game and all the prisoners my character included, were standing on the ground instead of sitting in their respective carts. On top of that the horses had phased into the center of the carts and were trying to move but were stuck in place. I ran FNIS, I have Bijin and Ordinary women, I have no lighting mods, I do use mods that alter the exterior and interior areas of the vanilla homes so that could be it not sure though. So I'm kind of at a loss. Well thats a interesting question, how many mods you have installed? The reason for that bug is probably skyrim engine, i also had some similar bugs long ago with the new game. Why? like i sayed depends on how many mods you have installed, because vanilla start its really script heavy, so having alot of mods intalled could cause also some issues, like crazy havock, the npc not riding the horse or the carriage, and the npc standing. The reason its simple all the mods will try to start at the same time with the hevy scripted vanilla intro, so this will cause the vanilla start not working fine, because the engine cant handle. Solution, no solution for vanilla start, unless you remove some mods, but if you use alternative start and the start with the vanilla intro, it could work, personally use 2 mods. Alternative start https://www.nexusmods.com/skyrim/mods/9557/? Opening Overhaul https://www.nexusmods.com/skyrim/mods/77027/? Of course this mods are incompatible one with each other but strange the work together if you put then correctly in the load order. Now i start my game let my mods load and then i the vanilla intro. Also take a look a this mod https://www.nexusmods.com/skyrim/mods/65538/? if youre having crazy havock from horses. Thanks for all the help, all of you. As soon as I get a day off I will test the last two mods added and see how that goes. You all have definitely have been a lot more helpful than the guys on the Nexus forums. Everyone there seems to just be ignoring my post... This whole exchange could have been avoided. If you look at the PCE compatibility list it shows AA is compatible. But I'm glad it wasn't avoided cause I just learned of some new mods I'm going to be trying out.
Azzhat Posted October 21, 2017 Posted October 21, 2017 Okay I seem to be having a problem with Erikur. A big problem. After leaving the Winking Skeever to talk to him about Lisette, he disappeared. His marker indicates he's inside the city and not in any buildings. I tried moveto player but that did nothing, I toggled off collision to find him and I found him under the windmill inside the rocks outside of the city. What do I do? I've never had this problem before.
useck Posted October 22, 2017 Posted October 22, 2017 Okay I seem to be having a problem with Erikur. A big problem. After leaving the Winking Skeever to talk to him about Lisette, he disappeared. His marker indicates he's inside the city and not in any buildings. I tried moveto player but that did nothing, I toggled off collision to find him and I found him under the windmill inside the rocks outside of the city. What do I do? I've never had this problem before. Could You move him to you with "moveto player" console
corvinus18 Posted October 22, 2017 Posted October 22, 2017 Okay I seem to be having a problem with Erikur. A big problem. After leaving the Winking Skeever to talk to him about Lisette, he disappeared. His marker indicates he's inside the city and not in any buildings. I tried moveto player but that did nothing, I toggled off collision to find him and I found him under the windmill inside the rocks outside of the city. What do I do? I've never had this problem before. No idea what mod can cause that bug. I mean the reasons can be endless, your load order, your mods, a minor vanilla bug, a wrong behaviour... Thats why i insist in trying your mods with a special testing save...so you can see incopatibilities. But if you have hundred of mods installed... well hard to know, because you have to see mod, one by one. Im sure about one fact. Amourous and that blue palace mod isnt causing it, because i installed that mod, and the quest run fine for me. try to load a save before and see if the bug persist. Or run TESVEDIT, load mods and see if your find some incompatibilites (marked in red)
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