blarghhonk Posted October 26, 2014 Posted October 26, 2014 Only 130, and the vast majority of those are simply armor or weapon mods. I rarely have any sort of problems with Skyrim, really. I'm not sure why the logs are so horrible.
Kimy Posted October 26, 2014 Author Posted October 26, 2014 Only 130, and the vast majority of those are simply armor or weapon mods. I rarely have any sort of problems with Skyrim, really. I'm not sure why the logs are so horrible. *nod nod* Looking at the log, I think the function checking for the optional mods is having a hiccup, that's why I was asking.
blarghhonk Posted October 26, 2014 Posted October 26, 2014 Only 130, and the vast majority of those are simply armor or weapon mods. I rarely have any sort of problems with Skyrim, really. I'm not sure why the logs are so horrible. *nod nod* Looking at the log, I think the function checking for the optional mods is having a hiccup, that's why I was asking. Ah, I see. I guess I should have mentioned at the beginning that I have all the required mods and none of the optional ones installed. I ALSO should have led with the fact that I'm a big fan of your work, and of your quick responses. Thanks for both!
Guest Posted October 27, 2014 Posted October 27, 2014 Had to drop by and say you're awesome and I love your mod
limonotu Posted October 27, 2014 Posted October 27, 2014 Thx for this wonderful upgrade. Seems I have a problem with the slave colar (and maybe the cursed one but I havn't tested yet): I wear it, drop the key, unlock it and put it in one of my chest, but the debuff for wearing clothes is already present. Ideas ?
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Thx for this wonderful upgrade. Seems I have a problem with the slave colar (and maybe the cursed one but I havn't tested yet): I wear it, drop the key, unlock it and put it in one of my chest, but the debuff for wearing clothes is already present. Ideas ? I will have a look at it, but at first glance, the code looks fine. The effect should stop when the collar is unequipped -properly- (as in using the key).
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Only 130, and the vast majority of those are simply armor or weapon mods. I rarely have any sort of problems with Skyrim, really. I'm not sure why the logs are so horrible. *nod nod* Looking at the log, I think the function checking for the optional mods is having a hiccup, that's why I was asking. Ah, I see. I guess I should have mentioned at the beginning that I have all the required mods and none of the optional ones installed. I ALSO should have led with the fact that I'm a big fan of your work, and of your quick responses. Thanks for both! A hunch tells me that you might get this to work if you'd install Captured Dreams (even if you have otherwise no plans to use it) and run LOOT on your installation if you haven't already. I know that this sort of defeats the purpose of optional mods being optional, but looking at your log, that's what it doesn't like.
blarghhonk Posted October 27, 2014 Posted October 27, 2014 Only 130, and the vast majority of those are simply armor or weapon mods. I rarely have any sort of problems with Skyrim, really. I'm not sure why the logs are so horrible. *nod nod* Looking at the log, I think the function checking for the optional mods is having a hiccup, that's why I was asking. Ah, I see. I guess I should have mentioned at the beginning that I have all the required mods and none of the optional ones installed. I ALSO should have led with the fact that I'm a big fan of your work, and of your quick responses. Thanks for both! A hunch tells me that you might get this to work if you'd install Captured Dreams (even if you have otherwise no plans to use it) and run LOOT on your installation if you haven't already. I know that this sort of defeats the purpose of optional mods being optional, but looking at your log, that's what it doesn't like. Ah, thanks! Set up a quick test, and it does seem to have fixed it. That's fine - CD is great, too. I had actually uninstalled it temporarily just to try to avoid heavy loads or issues during initialization of a new game. Oh, the irony!
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Only 130, and the vast majority of those are simply armor or weapon mods. I rarely have any sort of problems with Skyrim, really. I'm not sure why the logs are so horrible. *nod nod* Looking at the log, I think the function checking for the optional mods is having a hiccup, that's why I was asking. Ah, I see. I guess I should have mentioned at the beginning that I have all the required mods and none of the optional ones installed. I ALSO should have led with the fact that I'm a big fan of your work, and of your quick responses. Thanks for both! A hunch tells me that you might get this to work if you'd install Captured Dreams (even if you have otherwise no plans to use it) and run LOOT on your installation if you haven't already. I know that this sort of defeats the purpose of optional mods being optional, but looking at your log, that's what it doesn't like. Ah, thanks! Set up a quick test, and it does seem to have fixed it. That's fine - CD is great, too. I had actually uninstalled it temporarily just to try to avoid heavy loads or issues during initialization of a new game. Oh, the irony! Yeah, this bug is quite odd. I didn't actually change that particular function since Cursed Loot V1.0, but it seems with heavy mod load it hiccups when some optional mods aren't present, despite the code is written to deal with exactly that. Skyrim being Skyrim I guess.
Ashra XIII Posted October 27, 2014 Posted October 27, 2014 Admittedly, I've not been following this mod lately, but took a glance at the latest update and was blown away! I can hardly believe how much you've added to this, and now I absolutely must try it again! Thank you for your work!
xboronx Posted October 27, 2014 Posted October 27, 2014 Wow very interesting update, those new special quests seem very mean . Almost made me set up the chance at 100% immediately to try them out , but trying at 20% now, making them happen more unexpected then. Now the only problem is to find enough time in the next days to play both CIV Beyond Earth and Skyrim as much as i want to
Tregarin Posted October 27, 2014 Posted October 27, 2014 Yeah, this bug is quite odd. I didn't actually change that particular function since Cursed Loot V1.0, but it seems with heavy mod load it hiccups when some optional mods aren't present, despite the code is written to deal with exactly that. Skyrim being Skyrim I guess. Impressive... that very thing fixed it for me... *looks at the 160+ mods running...*
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Admittedly, I've not been following this mod lately, but took a glance at the latest update and was blown away! I can hardly believe how much you've added to this, and now I absolutely must try it again! Thank you for your work! Glad that you like it. If I remember right, you were one of the people posting in the thread that actually put the very idea to make this mod in my head.
limonotu Posted October 27, 2014 Posted October 27, 2014 I have some problem to access at the Deep Dark Dungeon, at the end of the quest... Need a key to open the hatch but I havn't it and I wear the armbinder... I didn't expect a puzzle in this mod XD.
Kimy Posted October 27, 2014 Author Posted October 27, 2014 I have some problem to access at the Deep Dark Dungeon, at the end of the quest... Need a key to open the hatch but I havn't it and I wear the armbinder... I didn't expect a puzzle in this mod XD. Are you -inside- the dungeon or still outsides?
limonotu Posted October 27, 2014 Posted October 27, 2014 Can I get little clue please , 15 mins I running around the area while spamming my keyboard . Well, edited XD. I'm out of the dungeon, in front of the hatch which need a key ton open it.
Ashra XIII Posted October 27, 2014 Posted October 27, 2014 Admittedly, I've not been following this mod lately, but took a glance at the latest update and was blown away! I can hardly believe how much you've added to this, and now I absolutely must try it again! Thank you for your work! Glad that you like it. If I remember right, you were one of the people posting in the thread that actually put the very idea to make this mod in my head. That's true I was. I try to encourage people when they have cool ideas, because once in awhile it turns out like this!
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Can I get little clue please , 15 mins I running around the area while spamming my keyboard . Well, edited XD. I'm out of the dungeon, in front of the hatch which need a key ton open it. You shouldn't need a key to unlock that hatch from outsides.
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Admittedly, I've not been following this mod lately, but took a glance at the latest update and was blown away! I can hardly believe how much you've added to this, and now I absolutely must try it again! Thank you for your work! Glad that you like it. If I remember right, you were one of the people posting in the thread that actually put the very idea to make this mod in my head. That's true I was. I try to encourage people when they have cool ideas, because once in awhile it turns out like this! It wasn't even my idea. I just picked it up because I liked it.
limonotu Posted October 27, 2014 Posted October 27, 2014 Here a screen: (Yep, I'm french) Maybe if it's a bug from my own Data, I can use the console to unlock without any think of cheatings
Kimy Posted October 27, 2014 Author Posted October 27, 2014 Here a screen: (Yep, I'm french) Right, I just had a looksie at the esp. That's a bug. Get around it for now by opening the console, click on that trapdoor and type "unlock".
rhino_4 Posted October 27, 2014 Posted October 27, 2014 I was just looking at the deviously enchanted chests thread the other day and wishing cursed loot would implement a few of the ideas posted there. Then I checked out a thread with that shocking collar and wished the same thing. Log back in today and saw your update. You are awesome!
Chase Roxand Posted October 27, 2014 Posted October 27, 2014 2.0 gave me some issues after I finished your fantastic Cursed Collar quest. Container events wouldn't trigger, even with a clean save. Turns out that Cursed Loot needed Actor Events running. Not sure if that's intended. Also, the belt was having issues detecting the piercing, but I think that's just because I haven't done a clean save of DDI/DDx in a while. Ended up having to remove that check from the script. Anyway, loving the update! Keep up the awesome work!
Kimy Posted October 27, 2014 Author Posted October 27, 2014 2.0 gave me some issues after I finished your fantastic Cursed Collar quest. Container events wouldn't trigger, even with a clean save. Turns out that Cursed Loot needed Actor Events running. Not sure if that's intended. Also, the belt was having issues detecting the piercing, but I think that's just because I haven't done a clean save of DDI/DDx in a while. Ended up having to remove that check from the script. Anyway, loving the update! Keep up the awesome work! Actor Events is required only if you use the Estrus Chaurus+ Integration for its one of EC+'s dependencies. Cursed Loot does not and will never make any direct reference to AE whatsoever. I know that you never should say never, but in this case I will make an exception: NEVER!
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