Reesewow Posted March 30, 2015 Posted March 30, 2015 I have 254 mods (the limit), and 5 followers, and attacks work fine even with all 5 get processed. If you're having some kind of papyrus issue, you might want to consider cleaning your save with a save cleaner, you probably have a lot of broken scripts collected over time from upgrading/removing mods. The tests were on a fresh character, and my main save is cleaned regularly when doing updates ect. I believe it has more to do with the "type" of mods I am running rather than the amount. The two followers are scripted custom followers, and I believe at least half a dozen or more other mods run cell scans at various times and frequencies. It is very possible that one or multiple of them are running a whole whack of scripts at the same time and are simple causing papyrus to choke when DCUL tries to do multiple calculations of the attack script at the same time. It may also be just that something in my load order just doesn't play nice with this particular event. Just reporting the issue I'm having to put it out there for consideration, I'll fix/work around it on my end one way or another.
Kimy Posted March 30, 2015 Author Posted March 30, 2015 Is there any chance to get that test button back again for DiD? Would be nice when I start a new char I can just instantly push that button and start the game like that ^^ The test button will not be back, since it's meant for...well...testing. However, I can see me adding DiD as a Life Another Life scenario one day. While going through the dialog for typo hunting I had a stupid idea, how about adding follower/spouse specific device comments (and maybe some custom outcomes/events) into the list? Checking for either should be possible (they either have a faction or are marked as followers) and that way it would not look as strange that your spouse and follower is commenting about how she also needs some devices like your PC is wearing. To get the fun started, and maybe your fantasies working, I had the idea for these couple scenes: (I play my character as a sub, and my spouse as the domme, so everything here is focused on the spouse wearing the pants in the relationship, maybe this would be a fun toggle, adding both sub and dom texts/events and then deciding in the MCM which ones are to be used...) Dominant Spouse: Comments: Chastity Belt: "How does it feel to be locked up so tightly, lover? Do you enjoy being horny all the time? I know I like you seeing squirm." "I can tell you're antsy, <PCName>, but you're not getting out of that chastity belt anytime soon..." Chastity Bra: "As breathtaking as your breasts are, nothing compares to seeing them inside a tight, shiny chastity bra!" "Do your breasts ache to be free again, <PCName>? Too bad they are so much more beautiful inside their shiny cage." Slave Boots: "Seeing you walk in these slave boots gives me all kinds of naughty thoughts..." "With these boots on you won't be able to escape your obligations as my spouse..." Armbinder: "The armbinder must get incredibly uncomfortable for you, but then I see your boobs jut out and I completely forget about it." "Do you think the armbinder is too loose? Do you want me to make sure it is as tight as possible?" Harness/Corset: "This corset emphasizes your curves so very well, <PCName>, we should keep it on you." "The way the straps caress your body is never going to get old." Collar: "We should get a dogtag on your collar, make it more visible to the world that you belong to me." "I wish I had a leash for your collar, I could parade you around town a bit." Leg Cuffs: "Do these cuffs get in your way a lot? Maybe we should see about getting a chain between them..." Arm Cuffs: "Just because you're wearing those arm cuffs doesn't mean you're getting out of doing your chores." Yoke: "That yoke leaves you completely defenseless to my every whim. Does that turn you on as much as me?" "With a yoke that big you sure are drawing a crowd for us." Gag: "As much as I love hearing your voice; you just look so delicious with that big gag between your lips." "<PCName>, I'd kiss you on the lips, but they seem quite occupied at the moment." Rubber: "I just love to hear you squeak about." "Does it fit you tight enough? Maybe we should try going even smaller next time we visit the Captured Dreams Shop." Events: In no specific order: Adds normal restraints: "I know you love wearing these things, let me add some for you..." "You seem awfully undecorated, love, thankfully I have a lot of toys handy..." "You could be wearing more things, let us add some of your favorites..." When wearing a chastity belt but no plugs: "Your holes must be so very, very lonely, how about I change that?" (Adds random plugs) When wearing a chastity belt with plugs, changes the inserted plugs to a different set: "Are you getting bored by your plugs? Let me spice things up with something new." When wearing no slave boots, adds slave boots: "You know what would look magnificent, you walking on your toes and shaking your butt around, hold still." Adding an armbinder (because why not?): "I saw you peek at the armbinder in my pack, do you want to wear it for a spell? (Adds it) Who am I kidding, you're neither having a choice, nor are you getting out before I had my fun." "Rape" Event (should play both consensual and rape animations): "Hmm... seeing you like this really gets me going, and I can see it in your eyes that you wouldn't say no anyway..." "You're awfully sexy right now, let's have some fun together before we continue!" Sex Attacks (your spouse has needs, too!): "Watching you walk around all trussed up like this just gets me going, you don't mind if we have some fun now, do you? Of course not." (If alone) "Do you see all these people staring at you? How about we give them a show, and then we let them have their way with you, too?" (If around more eligible targets) If you like this I would totally write more (submissive spouse, and follower variations for both), as this was really fun to write. That's a fun idea! I guess this will totally make it in one day! Hey Kimy, been doing some testing of the new attacks on a new character with a load order heavy in scripted mods. Finding pretty consistently that with 2/3 followers, the new attacks will almost certainly overload papyrus once the actors for the event are chosen (stack dumping in papyrus and extreme script lag in the scene). The follower options also do not seem to affect the scripts for the attacks, as in turning followers tracked down to 1 or disabling the follower handling option all-together still results in the followers being tied up and included in the scene. Dismissing all followers seemed to clear the issue up for me, or at least my test character was able to trigger a full scene without papyrus overloading. In short, a future option to exclude followers from being used in the new attacks but still be available for cursed loot events would be great for people like me who are starting to push Skyrim's scripting engine to the breaking point. Hm, as Volfin pointed out, I am not sure the added load by the follower scenes are enough to drive an otherwise healthy installation over the breaking point all by their own. My own computer is by no means a racing horse, and I never had any issues even when I made the entire cell participate in a scene. I will put that button on my to-do list anyway!
Kimy Posted March 30, 2015 Author Posted March 30, 2015 hi there ! as i already told i love your mod and i'm having a lot of fun with it... just a couple of considerations if you don't mind... i don't know if anybody already told the same things since honestly i didn't read all the 176 pages of posts... 1) you might consider (if possible) to exclude form being potentially cursed the underwater containers... it's kind of weird (and potentially deadly) getting restrained and raped by a couple of guys while you are under the water (to me it happened in the wrecked ship under lake Ilinalta and when the rape scene ended my healt was seriously damaged) 2) i would consider more correct (given the name of the mod) that you only risk getting restrained if you actually loot something... not if you only open a container and have a look into it... i mean... in deviously enchanted chests it's correct you get restrained by the chest itself, whatever you take from it (even nothing) but in this mod i'd consider more correct getting "punished" for actually looting something, not just for looking at it... of course these are just my opinions, you might disagree... and maybe that what i say it's impossible to be made since i have no idea of how the game or a mod works... I am not sure I have a means to tell a chest under water apart from one standing on dry land. I will check it out, but no promise that it can be done. And considering what I have all added to Cursed Loot since I started it, I am not sure the mod is still aptly named anyway. It moved a bit beyond just loot in the meantime. *giggles*
DBade Posted March 30, 2015 Posted March 30, 2015 Thanks for continuing to add new fun stuff to this mod, though I would really love a minor / bug fix release. Haven't tested everything but have found the following... NPCs which attack through the 'Sex attacks' options use dialouge such as 'I yield' or "I cannot best you" or even more funny / immersion breaking "You win, I submit" . Attacked by beasts (was attacked by a skeever - yuck - though only in message format - no skeever appeared) and there does not appear to be an option / toggle to disable (not sure if beasts are supposed to be disabled by default). Possibly tied to the beast / skeever incident where no NPC present / no animation played - my character was wearing a chastity belt, belt was removed, and was not placed back on my character when attack ended. Attacks trigger the 'pushed to the floor', heavy breathing and moaning, restraints added - yet the NPC does not move to character and no animation plays (occured in Skyrim and interior cells such as fort with an attack initiated by a 'bandit' I could see, though I have not had this happen in town). Conflict with Helment Toggle mod (mod to hide helm - seems to create a same stat circlet using a different slot) and getting a slave collar + arm restraint (helm was not stripped, could not remove helm with arm restraints, collar pushishment killed character). Cannot fully disable rubber items (I'd really like an MCM option that respected my theme choice such as red leather or allowed for an on / off toggle). Safeword failed to remove Rubber Boots.
Starbrow65 Posted March 31, 2015 Posted March 31, 2015 Bug report for 4.5: Got myself a Slave Collar just now, then a Rubber Suit shortly afterwards, and BZZIPP! the Collar punishes me for wearing the Suit which DCL just applied. Apparently the mod considers some of its own devices as forbidden clothing. Errm ... now I do understand you enjoy cranking it up a bit, Kimy, but I suppose that effect was not intentional?
Kimy Posted March 31, 2015 Author Posted March 31, 2015 Thanks for continuing to add new fun stuff to this mod, though I would really love a minor / bug fix release. Haven't tested everything but have found the following... NPCs which attack through the 'Sex attacks' options use dialouge such as 'I yield' or "I cannot best you" or even more funny / immersion breaking "You win, I submit" . Attacked by beasts (was attacked by a skeever - yuck - though only in message format - no skeever appeared) and there does not appear to be an option / toggle to disable (not sure if beasts are supposed to be disabled by default). Possibly tied to the beast / skeever incident where no NPC present / no animation played - my character was wearing a chastity belt, belt was removed, and was not placed back on my character when attack ended. Attacks trigger the 'pushed to the floor', heavy breathing and moaning, restraints added - yet the NPC does not move to character and no animation plays (occured in Skyrim and interior cells such as fort with an attack initiated by a 'bandit' I could see, though I have not had this happen in town). Conflict with Helment Toggle mod (mod to hide helm - seems to create a same stat circlet using a different slot) and getting a slave collar + arm restraint (helm was not stripped, could not remove helm with arm restraints, collar pushishment killed character). Cannot fully disable rubber items (I'd really like an MCM option that respected my theme choice such as red leather or allowed for an on / off toggle). Safeword failed to remove Rubber Boots. Bug report for 4.5: Got myself a Slave Collar just now, then a Rubber Suit shortly afterwards, and BZZIPP! the Collar punishes me for wearing the Suit which DCL just applied. Apparently the mod considers some of its own devices as forbidden clothing. Errm ... now I do understand you enjoy cranking it up a bit, Kimy, but I suppose that effect was not intentional? There will be a patch coming out to fix most of the above stuff. As in soon! (don't hold me to it, but I plan to release 4.6 within the next two days). About the Helmet Toggle mod - thanks for the report. I will add Helmet Toggle to the list of incompatible mods.
Kozaki Posted March 31, 2015 Posted March 31, 2015 I am aware of it, but it still requires one to add a lot of code and on top of it will result in a hard dependency of Cursed Loot on FISS, which I -really- don't want to have. If I ever add that functionality, I guess I will code it from scratch. FISS doesn't require a hard dependancy. There's code on the Nexus page for checking whether FISS is installed.
DBade Posted March 31, 2015 Posted March 31, 2015 Thanks for continuing to add new fun stuff to this mod, though I would really love a minor / bug fix release. Haven't tested everything but have found the following... NPCs which attack through the 'Sex attacks' options use dialouge such as 'I yield' or "I cannot best you" or even more funny / immersion breaking "You win, I submit" . Attacked by beasts (was attacked by a skeever - yuck - though only in message format - no skeever appeared) and there does not appear to be an option / toggle to disable (not sure if beasts are supposed to be disabled by default). Possibly tied to the beast / skeever incident where no NPC present / no animation played - my character was wearing a chastity belt, belt was removed, and was not placed back on my character when attack ended. Attacks trigger the 'pushed to the floor', heavy breathing and moaning, restraints added - yet the NPC does not move to character and no animation plays (occured in Skyrim and interior cells such as fort with an attack initiated by a 'bandit' I could see, though I have not had this happen in town). Conflict with Helment Toggle mod (mod to hide helm - seems to create a same stat circlet using a different slot) and getting a slave collar + arm restraint (helm was not stripped, could not remove helm with arm restraints, collar pushishment killed character). Cannot fully disable rubber items (I'd really like an MCM option that respected my theme choice such as red leather or allowed for an on / off toggle). Safeword failed to remove Rubber Boots. Bug report for 4.5: Got myself a Slave Collar just now, then a Rubber Suit shortly afterwards, and BZZIPP! the Collar punishes me for wearing the Suit which DCL just applied. Apparently the mod considers some of its own devices as forbidden clothing. Errm ... now I do understand you enjoy cranking it up a bit, Kimy, but I suppose that effect was not intentional? There will be a patch coming out to fix most of the above stuff. As in soon! (don't hold me to it, but I plan to release 4.6 within the next two days). About the Helmet Toggle mod - thanks for the report. I will add Helmet Toggle to the list of incompatible mods. Yay and ty Oh and I started a new game (Live Another Life but normal start), didn't go into mod settings to see what was set as defaults, before we got to Helgen Ulfric and the crew in the cart decided to rape my character - which btw totally bugged out and crashed the game. Also in Riverwood my new character got a 'while looting leek you find some retraints' message and was bound - I don't recall ever being restrained with a plant - and it didn't happen on any on my other characters earlier after cleaning saves and loading the new version. I'll watch and see if it happens again or was just a fluke maybe.
Sethala Posted March 31, 2015 Posted March 31, 2015 Also in Riverwood my new character got a 'while looting leek you find some retraints' message and was bound - I don't recall ever being restrained with a plant - and it didn't happen on any on my other characters earlier after cleaning saves and loading the new version. I'll watch and see if it happens again or was just a fluke maybe. That's normal functionality; in the first menu in the mod options you can disable plants/mines having cursed loot, as well as give them a separate value for how often they drop it (by default, they drop cursed loot only half as often). That puts it at a pretty low chance to get a plant to tie you up if you don't change the sliders, but it is possible; to test, just turn the cursed loot chance to 100% and set the chance for plants/mines to 1.0x the normal odds.
kurotatsu Posted March 31, 2015 Posted March 31, 2015 Awesome new update! I have a suggestion: add NPC relationship into calculation. So if you hated - more chances to get attacked while vulnerable and less chances to get freed from yoke, etc. Ones who like you more prone to actually help you. There can be another twist - NPC, wearing DD items might have biased idea about good and bad, so if NPC restrained and really likes your character and you have perk of experienced slave - they might want to dress you up in lovely DD stuff You know, saying like "Ah, sweetheart, I know you're dying to get bound, let me help you!"
Karma199696 Posted March 31, 2015 Posted March 31, 2015 hi there ! as i already told i love your mod and i'm having a lot of fun with it... just a couple of considerations if you don't mind... i don't know if anybody already told the same things since honestly i didn't read all the 176 pages of posts... 1) you might consider (if possible) to exclude form being potentially cursed the underwater containers... it's kind of weird (and potentially deadly) getting restrained and raped by a couple of guys while you are under the water (to me it happened in the wrecked ship under lake Ilinalta and when the rape scene ended my healt was seriously damaged) 2) i would consider more correct (given the name of the mod) that you only risk getting restrained if you actually loot something... not if you only open a container and have a look into it... i mean... in deviously enchanted chests it's correct you get restrained by the chest itself, whatever you take from it (even nothing) but in this mod i'd consider more correct getting "punished" for actually looting something, not just for looking at it... of course these are just my opinions, you might disagree... and maybe that what i say it's impossible to be made since i have no idea of how the game or a mod works... I am not sure I have a means to tell a chest under water apart from one standing on dry land. I will check it out, but no promise that it can be done. And considering what I have all added to Cursed Loot since I started it, I am not sure the mod is still aptly named anyway. It moved a bit beyond just loot in the meantime. *giggles* thanks for answering, Kimy, and for keeping working on your mod... whatever you will do it's OK for me
BlackHoleEyes Posted March 31, 2015 Posted March 31, 2015 Alright, just tried this out. Pretty nice, DiD is a bit more streamlined and less buggy. Sex Attacks are a bit brutal though. Might be nice to be able to specify wxactly what sort of items they trigger on, for restrictive trigger. Like, just someone wearing rubber gloves or cuffs isn't all that rapeworthy, but someone in an armbinder or wearing a slave collar is fair game. I also finally tested things a bit. Installed the latest version WITHOUT running it through the SkyRe Reproccer, and sleep attacks still don't work. I also don't get sent somewhere random from DiD, but i don't remember if that's supposed to happen or not. Either way, The Reproccer is not the fault for this one. Might still be SkyRe though. The Core module does make some changes to sleeping. Specifically adding a few triggers to it. Certain new powers and racial abilities have their cooldowns reset by sleeping, so it might have messed up the entire Sleep-event set-up. I dunno. Either way, that's my report. Keep up the evil work.
Starbrow65 Posted March 31, 2015 Posted March 31, 2015 That bug where rabbits 'notice your vulnerable state' and tie you down is rather hilarious, really. Since it's all the rage these days to ask for MCM toggles, could you integrate a RabbitBondage toggle, please? Nah, just kiddin'. But now I understand much better why the other day that bandit went after some bunny going "Victory - or Sovngarde!" You just can't trust the little blighters, eh?
iggypop1 Posted March 31, 2015 Posted March 31, 2015 Hey Kimy, been doing some testing of the new attacks on a new character with a load order heavy in scripted mods. Finding pretty consistently that with 2/3 followers, the new attacks will almost certainly overload papyrus once the actors for the event are chosen (stack dumping in papyrus and extreme script lag in the scene). The follower options also do not seem to affect the scripts for the attacks, as in turning followers tracked down to 1 or disabling the follower handling option all-together still results in the followers being tied up and included in the scene. Dismissing all followers seemed to clear the issue up for me, or at least my test character was able to trigger a full scene without papyrus overloading. In short, a future option to exclude followers from being used in the new attacks but still be available for cursed loot events would be great for people like me who are starting to push Skyrim's scripting engine to the breaking point. I have them same extreme script lag ,only tried it with followers though. The attackers just stands there and i have to wait for the scene to start. if one of my followers are busy fucking , the hole scene have to wait,and every attacker just stands around, until she is finished so a lot of waiting ...but ok i just tried this with followers. Is there a way to let the attackers read the follower as non-target while she is "busy"? Thank you
BTAxis Posted March 31, 2015 Posted March 31, 2015 Hi Kimy, I've got a couple of suggestions for you. Firstly, I've found I don't want the sex attack system to work in player homes. For the time being I've added a hack to SexAttacks() that returns immediately when you're in a home. Maybe you could make a configuration for this in a future version? Secondly, it occurred to me that SexLab Aroused lets you set your currently worn armor as "naked", for purposes of stripping. Maybe it could be interesting if Cursed Loot used that same setting for sex attack tests, so you could equip something revealing, flag it as naked and then be subject to sex attacks. Assuming SLA exposes that setting to other mods, it should be a trivial change. What do you think?
Nergui Posted March 31, 2015 Posted March 31, 2015 hi there ! as i already told i love your mod and i'm having a lot of fun with it... just a couple of considerations if you don't mind... i don't know if anybody already told the same things since honestly i didn't read all the 176 pages of posts... 1) you might consider (if possible) to exclude form being potentially cursed the underwater containers... it's kind of weird (and potentially deadly) getting restrained and raped by a couple of guys while you are under the water (to me it happened in the wrecked ship under lake Ilinalta and when the rape scene ended my healt was seriously damaged) 2) i would consider more correct (given the name of the mod) that you only risk getting restrained if you actually loot something... not if you only open a container and have a look into it... i mean... in deviously enchanted chests it's correct you get restrained by the chest itself, whatever you take from it (even nothing) but in this mod i'd consider more correct getting "punished" for actually looting something, not just for looking at it... of course these are just my opinions, you might disagree... and maybe that what i say it's impossible to be made since i have no idea of how the game or a mod works... I am not sure I have a means to tell a chest under water apart from one standing on dry land. I will check it out, but no promise that it can be done. And considering what I have all added to Cursed Loot since I started it, I am not sure the mod is still aptly named anyway. It moved a bit beyond just loot in the meantime. *giggles* thanks for answering, Kimy, and for keeping working on your mod... whatever you will do it's OK for me In the meantime, using this console command early on may 'help' player.additem 000fc067 1 ; Amulet of Waterbreathing After a few close calls with drowning, I now equip that before looting any underwater chest. i imagine the desired functionality isn't necessarily to *export* so much as *import,* so it might be faster to make an external program to generate a batch file with whatever settings the user wants and then just run that within skyrim thru the console manually Another thing you could do is edit dcur_mcmconfig.psc to change all the defaults to the values you want. This does require you to install the Creation Kit and get your papyrus compiler working, and of course your defaults will get squashed as soon as an update arrives, but I've significantly reduced config overhead on starting new games by doing this with various mods. I was looking through that file earlier thinking of doing exactly this, but my knowledge of scripting is near zero. Would you be able to provide some sinple instructions and guidlines for editing and then compiling the script?
Zydar Posted March 31, 2015 Posted March 31, 2015 I played with the new update and I'm liking it. Though I've never encountered any sleep attacks since it was introduced into the mod. I am not sure if its my heavy mods that I'm playing with (Frostfall, RND) but I am sure its why the whole thing takes a while when triggered. Might test a new game w/o a lot of scripting mods and see how that fare for me.Also wonder if this sex attack would also include the enemy NPC like Deviously Helpless? For now its like Lover's Victim, but with devices included. Haven't got an enemy to trigger the attack.
azzura Posted March 31, 2015 Posted March 31, 2015 I've run across a minor and somewhat amusing bug... With Select Matching mobs unchecked (I don't know if that matters), I have "attracted the attention of...." a fox...a wisp...a chicken and a mudcrab on different occasions. What happens then is (all by herself) the character is stripped, tied up "pushed down on the ground" for a few moments. Then she gets up, stumbles as if it were the end of a legit encounter and walks away.
xboronx Posted March 31, 2015 Posted March 31, 2015 That bug where rabbits 'notice your vulnerable state' and tie you down is rather hilarious, really. Since it's all the rage these days to ask for MCM toggles, could you integrate a RabbitBondage toggle, please? Nah, just kiddin'. But now I understand much better why the other day that bandit went after some bunny going "Victory - or Sovngarde!" You just can't trust the little blighters, eh? Rabbits are dangerous. Anyone who played shadow warrior, original or remake, knows https://www.youtube.com/watch?v=BzmMTH67c2I
Mister X Posted March 31, 2015 Posted March 31, 2015 That bug where rabbits 'notice your vulnerable state' and tie you down is rather hilarious, really. Since it's all the rage these days to ask for MCM toggles, could you integrate a RabbitBondage toggle, please? Nah, just kiddin'. But now I understand much better why the other day that bandit went after some bunny going "Victory - or Sovngarde!" You just can't trust the little blighters, eh? Rabbits are dangerous. Anyone who played shadow warrior, original or remake, knows https://www.youtube.com/watch?v=BzmMTH67c2I Or take this one: https://youtu.be/TnOdAT6H94s. Rabbits ARE dangerous!
xboronx Posted March 31, 2015 Posted March 31, 2015 That bug where rabbits 'notice your vulnerable state' and tie you down is rather hilarious, really. Since it's all the rage these days to ask for MCM toggles, could you integrate a RabbitBondage toggle, please? Nah, just kiddin'. But now I understand much better why the other day that bandit went after some bunny going "Victory - or Sovngarde!" You just can't trust the little blighters, eh? Rabbits are dangerous. Anyone who played shadow warrior, original or remake, knows https://www.youtube.com/watch?v=BzmMTH67c2I Or take this one: https://youtu.be/TnOdAT6H94s. Rabbits ARE dangerous! Ah good old monty python Maybe there should really be a bunny easteregg. For example there could be a devious bunny suit, and if you wear it all rabbits you meet transform into dremora or something else nasty and rape you, while other bunnies watch as spectator crowd
Kimy Posted March 31, 2015 Author Posted March 31, 2015 I -knew- you guys were going to inflict Monty Python on me after discovering the Bunny Rape bug.
Mister X Posted March 31, 2015 Posted March 31, 2015 I -knew- you guys were going to inflict Monty Python on me after discovering the Bunny Rape bug. Maybe it wasn't a bug, but Manuel Neuer? Ok, sorry for that. Though the idea with the raping bunny is not even that bad, maybe some kind of anal plug with bunnytail, or these Playboy bunny suits as a rubber suit variant? Could be version 4.easter or what do you think?
Karma199696 Posted March 31, 2015 Posted March 31, 2015 In the meantime, using this console command early on may 'help' player.additem 000fc067 1 ; Amulet of Waterbreathing After a few close calls with drowning, I now equip that before looting any underwater chest. that's something i sometime did... but this time i had forgotten it anyway, since i already play at a low difficulty level, i try not to cheat too much...
darkfender666 Posted March 31, 2015 Posted March 31, 2015 I started a new game to test. Uninstalled potentially problematic mods. Went to shor's stone... And nothing changed (noticed by a guard) Then activaed papyrus did the same (noticed by a chicken ._. but only a female guard was around and female guards are a legitimate NPC with my settings). Bound animation started, then nothing. That was the same behavior of when the new features started to deteriorate. (cleaning the save fix it) I added load order (its verified by loot+tes5edit but set manually since a couple of NPC aestethic overhaul needs manual order). Papyrus.0.7z LoadDcur.txt
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