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The Manipulator


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maybe  if you upload your  mod  list .. in order.

 

 

I have no problem with uploading my load order. I don't have much mods installed, but when i offered to post my load order once, I was told that it doesn't help. Anyhow if ffabris think I should do it, I will do it. :)

 

I guarantee 100% that I don't have a mod installed that changes creature's behaving. As the matter of fact, I don't even have Creatures support installed. None. Zero. ;)

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Guest ffabris

I have no objections to anyone posting load order. Just that last time, it wasn't relevant. This time, who knows... I don't know what's going on.

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Guest ffabris

As expected, I don't see any problems there. I suppose it can't hurt, just for the sake of testing, to move Manipulator to the end. And as an aside, Manipulator should provide the same functionality as NoNakedComments.

 

Anyway, perhaps someone else has feedback to offer.

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Guest ffabris

First time I've been near water since Elf Prince's post. Near Windelm, set slaughterfish to friends and dived in. Immediately attacked by a horker. Will try again when I get to somewhere a bit more civilised.

 

Actually, that's a thought. Elf, do you have all the available factions set as friends in Manipulator? If not, which do you NOT have set?

 

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First time I've been near water since Elf Prince's post. Near Windelm, set slaughterfish to friends and dived in. Immediately attacked by a horker. Will try again when I get to somewhere a bit more civilised.

 

Actually, that's a thought. Elf, do you have all the available factions set as friends in Manipulator? If not, which do you NOT have set?

 

 

 

I had a look at UESP Wiki last night and slaughterfish faction doesn't seem to have any friendly or allied factions.

I once had a slaughterfish follow me to Understone Keep but that was down to Untamed.

 

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Loaded my LAL cell save.

 

Toggled Slaughterfish in One With Nature from defensive to vanilla

 

Opened Manip. and loaded NPCs cause I derp.

 

Opened Manip again and loaded friend factions.

 

Set Slaughterfish in Manip to checked.

 

Started in Evergreen grove, ran across the road to Half Moon and swam the length of the lake to the underground nordic ruin. Did not see any slaughterfish till I got to the ruin. The ones there were friendly... or just floating and not attacking.

 

The Scent of Sex mod Actor Editor doesn't recognize them (not a sexlab race I think is the cause) so I can't verify their factions, but it does show *I* am in the slaughterfish faction and not in the OWN Slaughterfish one.

 

I do not believe I am friendly to the creature faction separately though I cannot be sure of OWN. It always seemed to have its own factions that the PC was placed in to make them friendly or allied with animals.

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First time I've been near water since Elf Prince's post. Near Windelm, set slaughterfish to friends and dived in. Immediately attacked by a horker. Will try again when I get to somewhere a bit more civilised.

 

Actually, that's a thought. Elf, do you have all the available factions set as friends in Manipulator? If not, which do you NOT have set?

 

 

 

Thanks for the answer.

 

First, I did change Manipulator's place in load order several times. Wherever I put it, the problem was the same. When I start a new game I always load "Factions". Only four of them are enabled: bandits, Vigilants of Stendar, slaughter fish and ice wraith. All three are working, but slaughter fish. I enabled once vampire and vampire thralls and it also works.

 

It's not a big deal. I don't want to make a drama about this. :)

It's just that sometimes when I come out of the water I can't fast travel because SF follows me for very long time. I have to run deeper in the land to stopped be followed.

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Slaughterfish must be following Elf Prince around. I've been diving into anything remotely damp and not seen a single one. I've got a lifetimes supply of slaughterfish eggs though.

 

If you're finding those eggs in the aroused areas of females not argonian, they must be using one of the more exotic mods from here.  ;)B)

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Strange. Sorry, I have no idea, Elf. Karl's test suggests that it works as intended. So.... dunno.  :-|

 

Thanks for checking Karl! :)

 

Slaughterfish must be following Elf Prince around. I've been diving into anything remotely damp and not seen a single one. I've got a lifetimes supply of slaughterfish eggs though.

 

 

Thank you guys..... It's OK.... I will survive with this "glitch" in my game...... :)

As I said, not a big deal... It doesn't ruin my game or breaking and quest.... it's a bit annoying when sf is fallowing me around, but it's tolerable. :)

 

Thanks for checking this. :)

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Guest ffabris

Slaughterfish must be following Elf Prince around. I've been diving into anything remotely damp and not seen a single one. I've got a lifetimes supply of slaughterfish eggs though.

 

 

 

Slaughterfish must be following Elf Prince around. I've been diving into anything remotely damp and not seen a single one. I've got a lifetimes supply of slaughterfish eggs though.

 

If you're finding those eggs in the aroused areas of females not argonian, they must be using one of the more exotic mods from here.  ;)B)

 

 

LMAO!  :D

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Slaughterfish finally found. They didn't attack but there again they didn't have a name tag or do anything. They were all static and only moved if I swam into them.

I'm still on version 5 of Manipulator.

 

EDIT: Reset the slaughterfish to non-friendly and they went back to attacking me and they had names.

 

There again, I reset draugr to non-friendly when I started this game but they are still not hostile. Come to think of it, they don't have names when you mouse-over them either.

 

EDIT 2: Later, that very same day. Came across some slaughterfish who were neither hostile nor friendly. They just swam up to me and sat there as if unsure what to do. They didn't have names (so introductions were a bit awkward).

 

Definitely something fishy going on.

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Not sure if anyone else is experiencing this, or has reported this already, if the latter then please ignore this post.

 

I have been using V 3.2 for a while, then decided to install V 6.3 ( New Game so clean start ), i looked at the factions section but did not activate any, i play a Vampire and first thing i noticed was the Bandits seem to aggro very early.

 

Example is Valtheim towers and the bandit that normally asks for a toll, instead i get attacked right away, second is it interferes with Defeat, after being knocked down Bandits aggro again right away.

 

Maybe there is a setting that for some reason makes bandits hate vampire players more?  or act like Vigilantes towards the player?  i don't want to mess with any factions so iv'e never activated any to see what happens then.

 

P.S i do have a vampire mod that auto adds me to the vampire faction when i become one.

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Guest ffabris

Factions aren't touched in any way until you load them; just looking at the panel will do nothing.

 

However, there may be an issue if you had an old Manipulator data file, and that got loaded. Maybe. So might want to check for that, nuke any manipulator.json file, and start fresh.

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The Valtheim bandits are kinda buggy normally, but what I found when I was last messing around with things and got insta aggro in a lot of places was sneak skill settings.

 

If you have any mod that lets you change a bunch of game settings, ini tweaks (I was using the SkyTweak mod) things you wouldn't expect can affect aggro radius. If you've been playing on the same save for a while and forgot what you changed, that might be something that reverted back. Sneak settings can affect aggro because some determine how better you get at sneaking as you level and that is used by the detection scripts along with light, noise and "in front of" the NPC looking for you.

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Guest ffabris

The Valtheim bandits are kinda buggy normally, but what I found when I was last messing around with things and got insta aggro in a lot of places was sneak skill settings.

 

If you have any mod that lets you change a bunch of game settings, ini tweaks (I was using the SkyTweak mod) things you wouldn't expect can affect aggro radius. If you've been playing on the same save for a while and forgot what you changed, that might be something that reverted back. Sneak settings can affect aggro because some determine how better you get at sneaking as you level and that is used by the detection scripts along with light, noise and "in front of" the NPC looking for you.

 

Interesting!

 

Another possibility comes to mind, something I've had happen 2 or 3 times: NPCs that are supposed to be on your side, turn aggressive for no reason whatsoever. I hunted for that and it is known, apparently. Only solution is to get well out of their range, then wait 24hrs. That sorts it... oddly.

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The Valtheim bandits are kinda buggy normally, but what I found when I was last messing around with things and got insta aggro in a lot of places was sneak skill settings.

 

If you have any mod that lets you change a bunch of game settings, ini tweaks (I was using the SkyTweak mod) things you wouldn't expect can affect aggro radius. If you've been playing on the same save for a while and forgot what you changed, that might be something that reverted back. Sneak settings can affect aggro because some determine how better you get at sneaking as you level and that is used by the detection scripts along with light, noise and "in front of" the NPC looking for you.

 

Interesting!

 

Another possibility comes to mind, something I've had happen 2 or 3 times: NPCs that are supposed to be on your side, turn aggressive for no reason whatsoever. I hunted for that and it is known, apparently. Only solution is to get well out of their range, then wait 24hrs. That sorts it... oddly.

 

 

I've suffered from one-off random attacks by Stormcloak and Imperial patrols while walking down a road etc. I usually just reload. I use Immersive Patrols II.

I'm thinking along similar lines to Karlpaws. I think there is some sort on anti-synergy thing going on in the background between mods.

 

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I've suffered from one-off random attacks by Stormcloak and Imperial patrols while walking down a road etc. I usually just reload. I use Immersive Patrols II.

I'm thinking along similar lines to Karlpaws. I think there is some sort on anti-synergy thing going on in the background between mods.

 

Immersive Patrols has an "aggressive" and "non-aggressive" version related to the stromcloak/imperial patrols, so you may want to check on that.  I've noticed (without IP or IP2 installed) that the vanilla random encounters with imperial/thalmor prisoner patrols that one of the members of that patrol is always aggressive (or really "non-friendly").  I believe that's what facilitates the "imperial/thalmor business, be on your way!" response (and weapon draw) when the PC gets too close.

 

 

Another possibility comes to mind, something I've had happen 2 or 3 times: NPCs that are supposed to be on your side, turn aggressive for no reason whatsoever. I hunted for that and it is known, apparently. Only solution is to get well out of their range, then wait 24hrs. That sorts it... oddly.

That happens to me (usually at the start of a new game/character) and not sure why either.  Usually it's generic NPCs (hunter, thalmor, stormcloak, etc) and not named NPCs.  The 24-hour wait does seem to reset that.

 

 

 

The Valtheim bandits are kinda buggy normally, but what I found when I was last messing around with things and got insta aggro in a lot of places was sneak skill settings.

I remember reading here on LL about specifically the VT bandits (think it was in the thread for the Solutions mod because people were complaining that the toll scene never happened so no sexing up the toll-taker) and it seemed that the direction you approach VT can make a difference.  If you approach from the Whiterun direction, the toll scene runs fine, but if you approach from the other direction the toll taker automatically aggros rather than do the toll scene.  And also any mod that adds additional bandits to forts may not take that scene into account, and the added bandits automatically attack so the scene is never played (the toll-taker aggros because you respond to the other bandits attacking).

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Valtheim and Robber's Gorge have the issue because the whole faction is still "bandit" and thus "kill player" status, so if any of them see you, even while talking to the toll taker, they all end up attacking.

 

I have another issue I'm not sure about but probably also a mod conflict of sorts or one of the unofficial patches maybe... the thalmor and imperial patrols with stormcloak prisoners tend to kill the prisoner.  Town guards in stormcloak territories will kill imperial patrols and stormcloak patrols get attacked, though I think I've only seen those in Morthal.

 

I can't help with that though, haven't found that cause.

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I have another issue I'm not sure about but probably also a mod conflict of sorts or one of the unofficial patches maybe... the thalmor and imperial patrols with stormcloak prisoners tend to kill the prisoner. 

 

I've seen that recently as well, but normally I've seen it when something attacks the escort (usually an animal attack), then they kill the prisoner.  I haven't seen them attack a prisoner unprovoked... yet.  I have seen the dead prisoner after the escort killed them, but it was also in an area where animal attacks normally occur (the 2 farms outside WR - battleborn farm primarily), so it could still be a reaction to the animal attack.

 

 

Town guards in stormcloak territories will kill imperial patrols and stormcloak patrols get attacked, though I think I've only seen those in Morthal.

 

I've seen that around Whiterun primarily with Immersive Patrols installed.  Imperial and Stormcloak patrols routinely walk on the round outside WR and will fight each other.  What sucks is I've seen the stormy-patrols attack the city guard patrolling from WR to the meadery (probably because WR is considered Imperial for the civil war).

 

 

Valtheim and Robber's Gorge have the issue because the whole faction is still "bandit" and thus "kill player" status

Robbers gorge always attacked when I got near, so I have never seen the toll scene there.  VT usually did work for me approaching from WR side (again, without mods that add bandits).  With the additional bandit mods, the toll scene NEVER plays (there is a bandit standing near to the toll-taker and that's the one that normally aggros if the the ones added to the bridge don't).

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Valtheim and Robber's Gorge have the issue because the whole faction is still "bandit" and thus "kill player" status, so if any of them see you, even while talking to the toll taker, they all end up attacking.

 

I have another issue I'm not sure about but probably also a mod conflict of sorts or one of the unofficial patches maybe... the thalmor and imperial patrols with stormcloak prisoners tend to kill the prisoner.  Town guards in stormcloak territories will kill imperial patrols and stormcloak patrols get attacked, though I think I've only seen those in Morthal.

 

I can't help with that though, haven't found that cause.

 

On your blog, what are you using to get the threesomes in the images?

And how are you working for the EETC? Is it a mod or have I missed something in the game?

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Factions aren't touched in any way until you load them; just looking at the panel will do nothing.

 

However, there may be an issue if you had an old Manipulator data file, and that got loaded. Maybe. So might want to check for that, nuke any manipulator.json file, and start fresh.

 

Yeah i think some mod from the past, or a series of mods had left stuff behind even after uninstalling them, and updating a bunch of mods ( i updated MME and Being Female as well as Manipulator ) was the straw that broke the camels back.

 

Iv'e wiped out my whole Skyrim and started from totally new, kinda drastic i know, i have to reinstall over 140 mods now, but its the only way to be sure iv'e got rid of all the junk from past mods.

 

Iv'e put back about 100 and still testing, so far all is good, i will add Manipulator soon and let you know what happens, this time round though it should be fine, fingers crossed anyways.

 

*Edit* .... Done testing and can confirm your mod was not in any way at fault, must have been pure coincidence, or bad luck, or a bit of both, the issue has totally vanished now.

 

Once again your mod is just the best, so a big thank you for doing this.

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