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Posted

I agree that he created them or someone created it for him directly and it wasn't mentioned that I remember and User was pretty good about giving credit.

Well in that case I'll put finding someone to fix it on my ever growing list of things to do.

Posted

 

I agree that he created them or someone created it for him directly and it wasn't mentioned that I remember and User was pretty good about giving credit.

Well in that case I'll put finding someone to fix it on my ever growing list of things to do.

 

 

 

paper-mountain.gif
 
Take your time. Do a few task at a time. The rest can wait.
Posted

Uhh hi...

 

First of all; I've been really enjoying this mod, so thanks OP et al for all the work on this.

I'm sorry if this has been asked and addressed before or if it's a really simple thing to deal with, but I had a question about mutation removal: I went into the ant scenario and didn't really put much thought into the mutations, just got them, but now that I'm done with the scenario, I was wondering how I might go about removing them?

 

Thanks for any help...

Posted

Uhh hi...

 

First of all; I've been really enjoying this mod, so thanks OP et al for all the work on this.

 

I'm sorry if this has been asked and addressed before or if it's a really simple thing to deal with, but I had a question about mutation removal: I went into the ant scenario and didn't really put much thought into the mutations, just got them, but now that I'm done with the scenario, I was wondering how I might go about removing them?

 

Thanks for any help...

The ant mutations can be removed via the cacoon; the same thing you get them from in the first place. They cost 10 royal nectar to remove.

Posted

hey, good job on bringing this mod back. i've been playing the fenris episode though, and after he grows up and you recruit him, greetings for other mods like sexout soliciting quests and fertile breeder characters, but that might just be conflicts on my end, i have a large load order. also, i'v gotten the ear and tail mutations from fenris, and was wondering if that was as far as the would currently progress.

Posted

hey, good job on bringing this mod back. i've been playing the fenris episode though, and after he grows up and you recruit him, greetings for other mods like sexout soliciting quests and fertile breeder characters, but that might just be conflicts on my end, i have a large load order. also, i'v gotten the ear and tail mutations from fenris, and was wondering if that was as far as the would currently progress.

It's probably a mod conflict. Please use the 'create debug file' option in breeder's mcm menu & upload the file here.

Posted

 

hey, good job on bringing this mod back. i've been playing the fenris episode though, and after he grows up and you recruit him, greetings for other mods like sexout soliciting quests and fertile breeder characters, but that might just be conflicts on my end, i have a large load order. also, i'v gotten the ear and tail mutations from fenris, and was wondering if that was as far as the would currently progress.

It's probably a mod conflict. Please use the 'create debug file' option in breeder's mcm menu & upload the file here.

 

k, here it is

SexoutBreeder-Debug-Dump--2015-9-7--1-51-42.txt

Posted

I was able to fix the issue in my local game by deleting "The pup looks up at you." response from the greetings topic in A7CFQ.  Even though there is no logical reason that the greeting responses there should be overwriting so many generic greetings, they were.

Posted

I was able to fix the issue in my local game by deleting "The pup looks up at you." response from the greetings topic in A7CFQ. Even though there is no logical reason that the greeting responses there should be overwriting so many generic greetings, they were.

Yeah that's why I'm thinking it's got to be a mod conflict.

 

Edit: Would you mind checking for conflicts in FNVedit? I didn't find any, but I also haven't got around to trying to replicate the issue in my game yet.

Posted

 

I was able to fix the issue in my local game by deleting "The pup looks up at you." response from the greetings topic in A7CFQ. Even though there is no logical reason that the greeting responses there should be overwriting so many generic greetings, they were.

Yeah that's why I'm thinking it's got to be a mod conflict.

 

Edit: Would you mind checking for conflicts in FNVedit? I didn't find any, but I also haven't got around to trying to replicate the issue in my game yet.

 

 

A way to trace mod conflicts is to load all active plugins in FNVEdit and checking which items overwrite one another. Although it's very unlikely that this is the case, maybe one of your loaded mods changed dialogue in general, or there's an issue with that dialogue topic itself. (Faulty conditions?)

Posted

That happened when using small talk if I remember, smaller talk worked better. However in the example debug above smallertalk is shown.

 

I just chimed in in case what was happening with small talk might be what happens with this conflict?

Posted

That happened when using small talk if I remember, smaller talk worked better. However in the example debug above smallertalk is shown.

 

I just chimed in in case what was happening with small talk might be what happens with this conflict?

It's not smalltalk since multiple users have had the issue with smaller talk now. I'm going to be releasing a new test version soon that hopefully fixes it.
Posted

 

That happened when using small talk if I remember, smaller talk worked better. However in the example debug above smallertalk is shown.

 

I just chimed in in case what was happening with small talk might be what happens with this conflict?

It's not smalltalk since multiple users have had the issue with smaller talk now. I'm going to be releasing a new test version soon that hopefully fixes it.

 

 

I might have gotten those confused with each other :)..

However this issue has been even part on occasion, with the original Breeder. I had that bug once in a while but never figured it out.

 

Posted (edited)

In the ant quest, the cocoon does not have the dialog to remove mutations... also I can only seem to get the ant "Moderately Mutated", are there additonal ones? (I've "completed" the quest... the quest isn't actually completed and the objective reads "Victory is yours"

Edited by kyrus666
Posted

In the ant quest, the cocoon does not have the dialog to remove mutations... also I can only seem to get the ant "Moderately Mutated", are there additonal ones? (I've "completed" the quest... the quest isn't actually completed and the objective reads "Victory is yours"

Whoops, sorry about that. I'll upload a hotfix so you can remove the mutations shortly, and yes there are 2 additional mutation levels but they've been disabled for the time being.

Posted

Maybe, "All Reset" function is useful to solve glitch, or quest problem... (MCM)

Reset Quest. Remove all mutation, effect, quest item, and so on.

Posted

Maybe, "All Reset" function is useful to solve glitch, or quest problem... (MCM)

Reset Quest. Remove all mutation, effect, quest item, and so on.

I don't think GECK works like that, you can't reset an entire quest like that as far as I know. The rest are fairly important and shouldn't be deleted if it means breaking a running quest.

Posted

 

Maybe, "All Reset" function is useful to solve glitch, or quest problem... (MCM)

Reset Quest. Remove all mutation, effect, quest item, and so on.

I don't think GECK works like that, you can't reset an entire quest like that as far as I know. The rest are fairly important and shouldn't be deleted if it means breaking a running quest.

 

 

In deed. Since many scripts running, holding many local value, "Instant Reset" will mess up all.

 

But I still think "Uninstall" function that remove mutation item, and effect.

So, Player can remove this mod, clean save, and Restart if stack with problem.

Especially effect can't removed manually.

 

Hmm..

Posted

That happened when using small talk if I remember, smaller talk worked better. However in the example debug above smallertalk is shown.

 

I just chimed in in case what was happening with small talk might be what happens with this conflict?

cant be small talk, i'v only ever used smaller talk

Posted

mutations removed! ;)but can't re-mutate... liked the acid hands ;) I can do without though

 

Ah, acid hands are still there ;) just the wings and womb are gone... the wings will re-mutate, but not the womb (the one that spawns eggs)

 

 

Thanks for the quick response, the ant quests were fun ;)

Posted

mutations removed! ;)but can't re-mutate... liked the acid hands ;) I can do without though

 

Ah, acid hands are still there ;) just the wings and womb are gone... the wings will re-mutate, but not the womb (the one that spawns eggs)

 

 

Thanks for the quick response, the ant quests were fun ;)

The quest script handles the mutation level which is related to the womb mutations, so it's entirely possible I messed it up by allowing the player to remove the mutations at level 3 instead of level 5. I'll look into it for v8.7

 

Glad you enjoyed.

 

Maybe, "All Reset" function is useful to solve glitch, or quest problem... (MCM)

Reset Quest. Remove all mutation, effect, quest item, and so on.

I don't think GECK works like that, you can't reset an entire quest like that as far as I know. The rest are fairly important and shouldn't be deleted if it means breaking a running quest.

 

While something like that could technically be done it would be a massive pain. If someone really wanted to have a feature like that they would be much better off creating the mod with that in mind instead of going back after the fact.

 In deed. Since many scripts running, holding many local value, "Instant Reset" will mess up all.

But I still think "Uninstall" function that remove mutation item, and effect.

So, Player can remove this mod, clean save, and Restart if stack with problem.

Especially effect can't removed manually.

 

Hmm..

I suppose I could implement an MCM option to remove all SOB items from the players inventory at some point in the future when my to do list clears up a bit.

Posted

For anyone having an issue with the 'pup looks up at you' dialogue it has been fixed for v8.7. Until then I would recommend loading a save from before you killed the giant gecko/gojira.

Posted (edited)

I have a problem with the Ant quest specifically the hotkey to enter production mode in the spawning chamber. Since I'm using the german layout for my keyboard the symbol that shows the hotkey is on the same key as the number 7 weapon slot. An option to be able to change that hotkey would be nice or a screenshot that shows just where the hotkey you used is located on the keyboard. It's giving me a headache trying to figure out which key i need to press since I already tried just about anything I could think of. (I might have missed something but like I said I've tried every key I could think of and i still haven't found the hotkey)

 

 

EDIT: nevermind I found the hotkey.

Edited by L1357
Posted

I have a problem with the Ant quest specifically the hotkey to enter production mode in the spawning chamber. Since I'm using the german layout for my keyboard the symbol that shows the hotkey is on the same key as the number 7 weapon slot. An option to be able to change that hotkey would be nice or a screenshot that shows just where the hotkey you used is located on the keyboard. It's giving me a headache trying to figure out which key i need to press since I already tried just about anything I could think of. (I might have missed something but like I said I've tried every key I could think of and i still haven't found the hotkey)

 

 

EDIT: nevermind I found the hotkey.

Glad you found it. There's actually a program that detect the scancodes from the keys you press, so you can look up the code for the key on an American keyboard and then check for the same one on your keyboard.

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