Lauralin Posted June 22, 2015 Posted June 22, 2015 Is there anyway to get the enchantment for a collar that doesn't require the DLCs? Both of the options given for the meshes require one or more. You don't need to use the esp files from those modes, just the mesh (and textures I think) which don't need any DLCs.
yurik Posted June 22, 2015 Author Posted June 22, 2015 I'd have a small request...if you like it. Could be a couple lines of (non interactive) dialogue added when pet collar triggers... For example changing "XXX needs your services", to something more appropriate and possibly with 2-3 different sentences. ty This is among the things I want to see also. Now I'm figuring how to add proper replies to the topic. Ideas of what aroused followers / citizens / creatures might say when approaching the pet would be appreciated. Yuni's Suggestion Hour: Okay, here I am, with another simple suggestion. Sometimes, ya just don't want an important scene interrupted by someone needing service, then a sudden cock down your throat. I love the ability to add and remove the pet ability at will in the MCM. A hotkey to add or remove it from the player would be very convenient though. Sometimes, ya start talking to Jarl Balgruuf, only to see that his Housecarl is kind of having a groin bulge, and if you don't do something fast, it's gonna be a very awkward speech Balgruuf gives while you're polshing his Housecarl's knob. Just one of my usual suggestions as I think of a possible feature. A hotkey that enabled or disabled fucktoy would be the same effect. Sidenote: My mannequins-don't-rape-me-anymore trick has had VERY mixed results. Sometimes putting them in that faction fixes it, but on one of my recent save files, it's stopped fixing it. I'm not sure why. Will give more info when I figure it out, but the mannequins that repeated-offender'd got markfordelete'd and disable'd. Not like I used them anyways. I don't want an easy way to toggle the effect, I'd rather halt the process for the time. Notice followersScanner.anyActorInDialogueWithPlayer I just added to Fucktoy script: Scriptname PetCollarFucktoyScript extends activemagiceffect PetCollarConfigScript property petCollarConfig auto SexLabFramework property SexLab auto Quest property petCollarFollowersSearch auto Quest property petCollarArousedActorsSearch auto Faction property sla_Arousal auto Package property petCollarFucktoyTravelToPlayer auto Race property horseRace auto Spell property petCollarFollowerBuff auto Spell property petCollarFollowerBuffPlayer auto Spell property petCollarHorseBuff auto Spell property petCollarHorseBuffPlayer auto Actor pet Int petArousal Actor[] sexActors sslBaseAnimation[] sexAnims Bool continue = True Event OnEffectStart(actor t, actor c) pet = t if pet == SexLab.PlayerRef Debug.Notification("Your servitude has started") endif RegisterForSingleUpdate(Utility.RandomFloat(3, 30)) EndEvent Event OnUpdate() if pet.IsInCombat() || !Game.IsLookingControlsEnabled() if continue RegisterForSingleUpdate(petCollarConfig.scannerFrequency) endif else PetCollarFollowersSearchScript followersScanner = petCollarFollowersSearch as PetCollarFollowersSearchScript followersScanner.Refresh(pet) if followersScanner.anyEnemyNearby if continue RegisterForSingleUpdate(petCollarConfig.scannerFrequency) endif else if (pet == SexLab.PlayerRef && followersScanner.anyFollower) || (followersScanner.sexActors && followersScanner.sexActors.Length > 1) sexActors = followersScanner.sexActors else sexActors = (petCollarArousedActorsSearch as PetCollarArousedActorsSearchScript).GetArousedActors(pet) endif if FillActorsAndAnims(sexActors) if pet == SexLab.PlayerRef if sexActors.Length > 2 Debug.Notification(sexActors.Length - 1 + " people need your service") else Debug.Notification(sexActors[1].GetDisplayName() + " needs your service") endif else if sexActors.Length > 2 Debug.Notification(sexActors.Length - 1 + " people need " + pet.GetDisplayName() + "'s service") else Debug.Notification(sexActors[1].GetDisplayName() + " needs " + pet.GetDisplayName() + "'s service") endif endif Int playerIndex = sexActors.Find(SexLab.PlayerRef) if playerIndex >=0 && playerIndex != 1; Player is a pet or last of >2 actors (followersScanner always adds Player last) Int i = 0 while i < sexActors.Length if i != playerIndex ActorUtil.AddPackageOverride(sexActors[i], petCollarFucktoyTravelToPlayer, 99) sexActors[i].EvaluatePackage() endif i += 1 endwhile i = 5 while sexActors[1].GetDistance(SexLab.PlayerRef) > 180 && i > 0 i -= 1 Utility.Wait(2) endwhile Actor anyActorInDialogueWithPlayer = followersScanner.anyActorInDialogueWithPlayer if anyActorInDialogueWithPlayer Debug.Notification("Waiting for you to finish talking with " + anyActorInDialogueWithPlayer.GetDisplayName()) i = petCollarConfig.scannerFrequency while anyActorInDialogueWithPlayer.IsInDialogueWithPlayer() && i > 0 && !SexLab.PlayerRef.IsInCombat() i -= 5 Utility.Wait(5) Debug.Notification(i) endwhile endif i = 0 while i < sexActors.Length if i != playerIndex ActorUtil.RemovePackageOverride(sexActors[i], petCollarFucktoyTravelToPlayer) sexActors[i].EvaluatePackage() endif i += 1 endwhile if SexLab.PlayerRef.IsInCombat() if continue RegisterForSingleUpdate(petCollarConfig.scannerFrequency) endif return endif endif if playerIndex >= 0 && SexLab.PlayerRef.IsOnMount() && !SexLab.PlayerRef.Dismount() SexLab.PlayerRef.PushActorAway(SexLab.PlayerRef, 0) endif if followersScanner.anyFollower && petCollarConfig.petBlessingEnabled petArousal = pet.GetFactionRank(sla_Arousal) RegisterForModEvent("OrgasmEnd_PetCollar", "FollowerBuff") endif SexLab.StartSex(sexActors, sexAnims, hook="PetCollar") if continue RegisterForSingleUpdate(petCollarConfig.scannerTimeoutAfterSex) endif elseif continue if petCollarConfig.enableStatusNotifications && pet == SexLab.PlayerRef if followersScanner.anyFollower Debug.Notification("Your service is not yet needed") else Debug.Notification("You feel lonely") endif endif RegisterForSingleUpdate(petCollarConfig.scannerFrequency) endif endif endif EndEvent Bool Function FillActorsAndAnims(Actor[] actors) if actors && actors.Length > 1 sexAnims = SexLab.PickAnimationsByActors(actors, aggressive=petCollarConfig.useAggressiveAnimations) if sexAnims sexActors = actors return True else Actor[] actorsMinusLast if actors.Length == 5 actorsMinusLast = new Actor[4] actorsMinusLast[1] = actors[1] actorsMinusLast[2] = actors[2] actorsMinusLast[3] = actors[3] elseif actors.Length == 4 actorsMinusLast = new Actor[3] actorsMinusLast[1] = actors[1] actorsMinusLast[2] = actors[2] elseif actors.Length == 3 actorsMinusLast = new Actor[2] actorsMinusLast[1] = actors[1] elseif actors.Length == 2 if actors[0] == SexLab.PlayerRef Debug.Notification("You do not know how to have sex with " + actors[1].GetDisplayName()) else Debug.Notification(actors[0].GetDisplayName() + " does not know how to have sex with " + actors[1].GetDisplayName()) endif actorsMinusLast = new Actor[1] endif actorsMinusLast[0] = actors[0] FillActorsAndAnims(actorsMinusLast) endif else return False endif EndFunction Event OnEffectFinish(actor t, actor c) continue = False EndEvent Event FollowerBuff(string eventName, string argString, float argNum, form sender) if petArousal > 0 sslThreadController controller = SexLab.HookController(argString) Int duration = (controller.TotalTime * 60) as Int if sexActors[1].GetRace() == horseRace petCollarHorseBuff.SetNthEffectDuration(0, duration); Stamina petCollarHorseBuff.SetNthEffectDuration(1, duration); Speed Int magnitude = petArousal * 2 + petArousal / 10 * SexLab.PlayerRef.GetLevel() petCollarHorseBuff.SetNthEffectMagnitude(0, magnitude) petCollarHorseBuff.SetNthEffectMagnitude(1, petArousal * 0.8) petCollarHorseBuff.Cast(sexActors[0], sexActors[1]) if sexActors[0] == SexLab.PlayerRef petCollarHorseBuffPlayer.SetNthEffectDuration(0, duration) petCollarHorseBuffPlayer.SetNthEffectMagnitude(0, magnitude) petCollarHorseBuffPlayer.Cast(SexLab.PlayerRef, SexLab.PlayerRef) endif else petCollarFollowerBuff.SetNthEffectDuration(0, duration); Health Int magnitude = petArousal + petArousal / 20 * SexLab.PlayerRef.GetLevel() petCollarFollowerBuff.SetNthEffectMagnitude(0, magnitude) petCollarFollowerBuffPlayer.SetNthEffectDuration(0, duration) petCollarFollowerBuffPlayer.SetNthEffectMagnitude(0, magnitude) Int index = 1 while index < sexActors.Length petCollarFollowerBuff.Cast(sexActors[0], sexActors[index]) index += 1 endwhile if sexActors[0] == SexLab.PlayerRef petCollarFollowerBuffPlayer.Cast(SexLab.PlayerRef, SexLab.PlayerRef) endif endif endif UnregisterForModEvent("OrgasmEnd_PetCollar") EndEvent If you're in a dialogue with someone (either as a pet or as a "taker"), the scripts goes to the wait loop. Generally I try to avoid having waits in my code, so I might change it when I figure a better way. PetCollar_v4.7.2beta1.zip Is it actually possible to make the collar work on a Demonica character? If SexLabs works with it, PetCollar will work too.
TechBaNe Posted June 23, 2015 Posted June 23, 2015 Is it actually possible to make the collar work on a Demonica character? If SexLabs works with it, PetCollar will work too. I think this is more in reference to "will the collar fit on the Demonica body" as it's a Lady Body variant and not a CBBE/UNP/Bodyslide body. So while the effects would certainly work, there's no guarantee that the actual collar would show up nicely.
alexvkj Posted June 23, 2015 Posted June 23, 2015 Is it actually possible to make the collar work on a Demonica character? If SexLabs works with it, PetCollar will work too. I think this is more in reference to "will the collar fit on the Demonica body" as it's a Lady Body variant and not a CBBE/UNP/Bodyslide body. So while the effects would certainly work, there's no guarantee that the actual collar would show up nicely. Exactly! And it is actually the only Item I need for my submissive scenarios
yurik Posted June 23, 2015 Author Posted June 23, 2015 If it doesn't fit, you can replace it with a collar for your body - there is a list of meshes at the bottom of IMPLEMENTATION spoiler PetCollar uses, just replace & rename with the meshes of your preferable collar, the naming scheme is following: *_f0.nif - female mesh lower body weight, *_m1.nif - male upper weight, *_g.nif - ground object, mesh that is shown when item is not equipped.
alexvkj Posted June 23, 2015 Posted June 23, 2015 It seems I have to install Creation Kit But thanks, now I have an idea where to look.
darkfender666 Posted June 23, 2015 Posted June 23, 2015 I'd have a small request...if you like it. Could be a couple lines of (non interactive) dialogue added when pet collar triggers... For example changing "XXX needs your services", to something more appropriate and possibly with 2-3 different sentences. ty This is among the things I want to see also. Now I'm figuring how to add proper replies to the topic. Ideas of what aroused followers / citizens / creatures might say when approaching the pet would be appreciated. I am quite terrible with that ._. sry. But i might suggest to avoid using in game dialogues and keep is simple and fast as it is now with some text added.. That because there are already many mods trying to initiate sex via approach and dialogue and too many = CTD while as it is now its clean and fast.
HounDog Posted June 24, 2015 Posted June 24, 2015 I'm finding an issue with 4.7.1: i tested this in a small cell with just the PC and 1 follower pet - when the pet is over the threshold but the PC isn't, i occasionally see the message "[pet] needs [pet]'s service" - when the pc goes over the threshold i get the prompt to fuck the pet but nothing happens and sometimes the message "2 people need [pet]'s service" appears but again, nothing happens. on this instance, if i select "carry on" the message "[pet] needs [pet]'s service" appears again - Engaging the pet in sex by another method after a prompt failure will result in a ctd but waiting a minute or so or changing cells will make her available again. - if the PC is over the threshold but the pet isn't, everything works fine and the scene continues as normal It should be noted that this issue shows on a new game that i started with 4.7.1. On a previous save that i started with 4.5.2 and then upgraded to 4.7.1 i never saw any issues except that sometimes i had to click the prompt 2 times to get the scenes running. It seems to me that the pet's own arousal is preventing the scenes from running because she is somehow "servicing" herself? Does it makes sense?
yurik Posted June 24, 2015 Author Posted June 24, 2015 I'm finding an issue with 4.7.1: i tested this in a small cell with just the PC and 1 follower pet - when the pet is over the threshold but the PC isn't, i occasionally see the message "[pet] needs [pet]'s service" - when the pc goes over the threshold i get the prompt to fuck the pet but nothing happens and sometimes the message "2 people need [pet]'s service" appears but again, nothing happens. on this instance, if i select "carry on" the message "[pet] needs [pet]'s service" appears again - Engaging the pet in sex by another method after a prompt failure will result in a ctd but waiting a minute or so or changing cells will make her available again. - if the PC is over the threshold but the pet isn't, everything works fine and the scene continues as normal It should be noted that this issue shows on a new game that i started with 4.7.1. On a previous save that i started with 4.5.2 and then upgraded to 4.7.1 i never saw any issues except that sometimes i had to click the prompt 2 times to get the scenes running. It seems to me that the pet's own arousal is preventing the scenes from running because she is somehow "servicing" herself? Does it makes sense? You are absolutely correct, the pet actually tried to service herself. And it is the 3-d time I'm fixing this. Every time after major rewrite I keep forgetting to update the scanner accordingly. Sorry for this issue. Please grab the new 4.7.2 update.
HounDog Posted June 24, 2015 Posted June 24, 2015 I'm finding an issue with 4.7.1: i tested this in a small cell with just the PC and 1 follower pet - when the pet is over the threshold but the PC isn't, i occasionally see the message "[pet] needs [pet]'s service" - when the pc goes over the threshold i get the prompt to fuck the pet but nothing happens and sometimes the message "2 people need [pet]'s service" appears but again, nothing happens. on this instance, if i select "carry on" the message "[pet] needs [pet]'s service" appears again - Engaging the pet in sex by another method after a prompt failure will result in a ctd but waiting a minute or so or changing cells will make her available again. - if the PC is over the threshold but the pet isn't, everything works fine and the scene continues as normal It should be noted that this issue shows on a new game that i started with 4.7.1. On a previous save that i started with 4.5.2 and then upgraded to 4.7.1 i never saw any issues except that sometimes i had to click the prompt 2 times to get the scenes running. It seems to me that the pet's own arousal is preventing the scenes from running because she is somehow "servicing" herself? Does it makes sense? You are absolutely correct, the pet actually tried to service herself. And it is the 3-d time I'm fixing this. Every time after major rewrite I keep forgetting to update the scanner accordingly. Sorry for this issue. Please grab the new 4.7.2 update. Wow, Thank you for the fast reply, you know, this issue brings the idea of allowing(or not) pets to masturbate, possibly by asking for permission via prompt or dialogue or mcm configuration? and maybe shocking the pet if the permission was not granted? masturbating NPCs are rare in sexlab but always a pleasure to watch! Anyway, thanks again! please keep up the great work, this mod has been an sexlab essential for me since i first discovered it, Light, fast, entertaining and to the point!
HounDog Posted June 27, 2015 Posted June 27, 2015 Ok, i have another one: Have 2 followers one of them a pet, i leave the pet outside a dungeon because she is not very useful in fights, while in the dungeon the follower goes over the threshold and i get the message "[follower] needs [pet]'s service", then follower disappears and returns a few minutes later with zero arousal (presumably to have sex with the pet). Not a big issue so far, but when i go back outside the pet is stuck in the sex animation she did with follower and she cannot do any other actions, if she follows she does it gliding over but still in the same position. Engaging a sex scene by another method fixed the glitched animation but from this point on pet collar scenes do not trigger anymore (get over threshold, get message, actors get close together, nothing happens) Edit: Did some more testing on this scenario and it seems that the scenes were not triggering because there were more than 2 aroused actors (including the pet) and not because of the glitched animation, so there are 2 different issues: 1 - followers are transported off-cell when they need the pet's service, this can lead to a glitched animation on the pet that's easily fixed by forcing another animation or by changing cells, in the case of the PC the pet will teleport to the PC but can lead to a ctd if the "teleporting" takes too long. Teleporting seems limited to an individual session meaning that the game will progress as normal with no prompts/pet requirements if the game is saved and then restarted while being in a different cell than the pet. 2 - Scenes will not trigger when there are more than two aroused actors (including the pet), because the pet is including herself in the list to be serviced (the message says "3 people need [pet]'s service")
yurik Posted June 27, 2015 Author Posted June 27, 2015 That's weird, because the pet scans for aroused actors in her own cell only. I'll look into this, thanks! FYI, there's an option in SexLab's MCM to stop all active sex scenes, somewhere on the last page. Saves effort with the stucked animations.
HounDog Posted June 27, 2015 Posted June 27, 2015 That's weird, because the pet scans for aroused actors in her own cell only. I'll look into this, thanks! FYI, there's an option in SexLab's MCM to stop all active sex scenes, somewhere on the last page. Saves effort with the stucked animations. you know, i've been thinking about it and my guess is that the teleporting may have something to do with the way EFF (which i use) handles followers, because it doesn't happen with followers that use their own system like Inigo or Sofia. In fact, (and i don't know if this is the correct behavior but i'm ok with it) the pet is only ever used by actors that are currently following me, which means i can leave her in a room full of aroused actors and she will be ignored. I actually tried the stop animations option but the pet wasn't stuck in an actual sex animation it was just like a sexy version of the half-t pose, kinda funny actually, i should have taken a screenshot... Anyway, sorry about the bogus bug report, I guess that only leaves issue #2? or could that be related to eff as well? because i know you fixed something similar in 4.7.2? Thanks again
alexvkj Posted July 4, 2015 Posted July 4, 2015 @yurik After messing around in CK, I figured out, there is no Rendered Item for the PetCollar. I tried to add some dialogs to a current follower where the player asks to become a pet. Afterwards I wanted to equip the collar per script, but I see no effect at all when I do it with the inventory-item. Tried the same with the usual DD collar, it worked as intended. I do it with: libs.ManipulateGenericDevice(Game.GetPlayer(), KeylessCollar, True) where KeylessCollar-property set on the inventory item Could you help me please?
yurik Posted July 4, 2015 Author Posted July 4, 2015 I believe 'ManipulateGenericDevice' function finds the info on the rendered devices, keywords etc from the script attached to the item. And in my case it is a custom script ('PetCollarScript', with added electrocuting on fiddling with the collar functionality). So I suppose there are 2 options:- replace my script with generic one ('zadCollarScript', and don't forget to re-fill the properties) but lose my added functionality- try DD function for custom devices:Function EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false)https://github.com/DeviousDevices/Docs/wiki/Basic-Commands PS. I really hope to see your quest when it's done! And integrate it into my mod
alexvkj Posted July 4, 2015 Posted July 4, 2015 - try DD function for custom devices: Function EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false) https://github.com/DeviousDevices/Docs/wiki/Basic-Commands PS. I really hope to see your quest when it's done! And integrate it into my mod For EquipDevice I need the RenderedDevice which you don' t provide. I'll try to make it myself and then we'll see The quest will be at the End rather simple, it's really just a probe of all that modding stuff. I prepare myself for Fallout 4
alexvkj Posted July 4, 2015 Posted July 4, 2015 Okay, I just found it myself But it didn't work anyway. libs.EquipDevice(libs.PlayerRef, KeylessCollarInventory, KeylessCollar, libs.zad_DeviousCollar) No effect
alexvkj Posted July 4, 2015 Posted July 4, 2015 I tried also just to put the collar in the player's inventory with: libs.PlayerRef.Additem(KeylessCollarInventory) Also no effect. Changed property to zad_IronCollarInventory - works fine.
pihwht Posted July 5, 2015 Posted July 5, 2015 @yurik After messing around in CK, I figured out, there is no Rendered Item for the PetCollar. I tried to add some dialogs to a current follower where the player asks to become a pet. Afterwards I wanted to equip the collar per script, but I see no effect at all when I do it with the inventory-item. Tried the same with the usual DD collar, it worked as intended. I do it with: libs.ManipulateGenericDevice(Game.GetPlayer(), KeylessCollar, True) where KeylessCollar-property set on the inventory item Could you help me please? Deviously enslaved equips the petcollar with the function equippetcollar() function equipPetCollar() libs.EquipDevice(player, petCollar, petCollar_script, libs.zad_DeviousCollar) endFunction
everforever Posted July 5, 2015 Posted July 5, 2015 Very interesting this modit would be possibleadd this: Ring of Master Type A, Type B and Cand Pet collar type A, type B and CIf the NPC or the player is wearing the ring type ANPCs who are wearing the pet collar type A, will follow the NPC or playerare wearing the ring type A.
yurik Posted July 5, 2015 Author Posted July 5, 2015 @yurik After messing around in CK, I figured out, there is no Rendered Item for the PetCollar. I tried to add some dialogs to a current follower where the player asks to become a pet. Afterwards I wanted to equip the collar per script, but I see no effect at all when I do it with the inventory-item. Tried the same with the usual DD collar, it worked as intended. I do it with: libs.ManipulateGenericDevice(Game.GetPlayer(), KeylessCollar, True) where KeylessCollar-property set on the inventory item Could you help me please? Deviously enslaved equips the petcollar with the function equippetcollar() function equipPetCollar() libs.EquipDevice(player, petCollar, petCollar_script, libs.zad_DeviousCollar) endFunction The function is declared in crdemodsmonitorscript and used by crdeplayermonitorscript. And it worked for me last time I tried Deviously Enslaved. It used standard Pet Collar though, not Keyless one. I believe you can equip (Keyless) Pet Collar by Skyrim's base EquipItem function. Just don't forget to remove both inventory_item and rendered_item simultaneously if you will do it with script.
alexvkj Posted July 6, 2015 Posted July 6, 2015 Still can't get it working with the PetCollar. I attached the mod files, perhaps you can look into the matter yourself. It is currently set up on a standard zadCuffLeatherCollar and works fine with it. Basically, the mod adds a dialog option for the current follower where you can ask him/her to accept you as a pet. Then you receive the collar and have to put it on yourself. Just look at the quest vkj_PlaySubmissive. I perceive the idea of consensual submitting to the followers, something like Mavias classic msexVeronica D/S mod. I think, the PetCollar can really handle most of the use cases. To get a fully functional initial relese, I just need to get it working with PetCollar: AddItem, RemoveDevice. EquipDevice isn't necessary. Playsubmissive.rar
yurik Posted July 6, 2015 Author Posted July 6, 2015 I couldn't start the dialog - the topic is not present when I talk to my follower. I've got the vkjPlaySubmissive's init message though. Did I miss something? But I noticed that you didn't list PetCollar.esp as master. Maybe this is the case? You can add a non-esm mod as master with TesVSnip (Load your mod -> Edit -> Add Master...) I added it for you: playsubmissive.esp Alternatively, you can go with scripts like these: Armor petCollar = Game.GetFormFromFile(0x00000D65 , "PetCollar.esp") as Armor Armor petCollar_script = Game.GetFormFromFile(0x00000D64 , "PetCollar.esp") as Armor vkjPlaySubmissive Scriptname vkjPlaySubmissive extends Quest zadlibs Property libs Auto Actor currentMaster Event OnInit() libs.NotifyPlayer("You are submissive. Get used to it") EndEvent function GiveToken(Actor master) Armor Token = Game.GetFormFromFile(0x00000D65 , "PetCollar.esp") as Armor libs.PlayerRef.Additem(Token) libs.NotifyPlayer("You feel a strong urge to put it on it right now") master.AddToFaction(MasterFaction) currentMaster = master endFunction function RemoveToken() Armor token = Game.GetFormFromFile(0x00000D65 , "PetCollar.esp") as Armor libs.ManipulateDevice(libs.PlayerRef, Token, false) libs.PlayerRef.RemoveItem(Token) endFunction function BeginSlavery() libs.NotifyPlayer("Now you belong to " + currentMaster.GetBaseObject().GetName()) endFunction function EndSlavery() RemoveToken() currentMaster.RemoveFromFaction(MasterFaction) endFunction Faction Property MasterFaction Auto
alexvkj Posted July 7, 2015 Posted July 7, 2015 Okay, that's surely the point I missed. As for the missing dialogs, I had such issues with NMM. To resolve it I had to start Skse_loader from an Explorer window. Dunno yet what's wrong with it. Starting conditions are: Quest Stage < 10 and Subject IsInFaction PlayerFollower. It worked with Erik the Slayer and Uthgerd the Unbroken. It didn't work with Arissa the wandering rogue. I'll look into alternatives, perhaps something like Teammate. That all modding stuff is very new to me
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