cleavagesweat Posted May 16, 2016 Posted May 16, 2016 There are easter-egg NPCs (e.g. Apachii) that visit the suites at certain times but apparently there is a secret room or place they reside which you can just goto if you know how. Does anyone know how?
Guest ffabris Posted May 16, 2016 Posted May 16, 2016 In console: coc LuxurySuitevStorageCell and coc LuxurySuitevStorageCellMore
cleavagesweat Posted May 16, 2016 Author Posted May 16, 2016 In console: coc LuxurySuitevStorageCellandcoc LuxurySuitevStorageCellMore thank you very much!
cleavagesweat Posted May 16, 2016 Author Posted May 16, 2016 so after using that and leaving the secret rooms i saw the doors and entry portal under the patio deck. you can actually just tcl anf go right to the doors. on a side note, personally i think the living conditions are atrocious...
Guest ffabris Posted May 16, 2016 Posted May 16, 2016 I think it is more about the eye candy than the building.
migal130 Posted May 17, 2016 Posted May 17, 2016 so after using that and leaving the secret rooms i saw the doors and entry portal under the patio deck. you can actually just tcl anf go right to the doors. on a side note, personally i think the living conditions are atrocious... lol Well, I suppose it could be looked at that way. But, I wasn't going to build nice houses for around 20 NPCs whose sole purpose is to visit the Suite as customers. The locations ffabris showed you how to reach are NPC storage cells. You aren't supposed to see them. I did not invent the solution. Maiq the Liar is in such a cell, as well as other Bethesda NPCs. It is just a permanent place for their references to exist while they are not needed by the game.
cleavagesweat Posted May 17, 2016 Author Posted May 17, 2016 so after using that and leaving the secret rooms i saw the doors and entry portal under the patio deck. you can actually just tcl anf go right to the doors. on a side note, personally i think the living conditions are atrocious... lol Well, I suppose it could be looked at that way. But, I wasn't going to build nice houses for around 20 NPCs whose sole purpose is to visit the Suite as customers. The locations ffabris showed you how to reach are NPC storage cells. You aren't supposed to see them. I did not invent the solution. Maiq the Liar is in such a cell, as well as other Bethesda NPCs. It is just a permanent place for their references to exist while they are not needed by the game. hahaha the creator himself! thanks for the mod! its a mandatory install for me. on a side note do you have appachii as a seperate mod?
migal130 Posted May 20, 2016 Posted May 20, 2016 on a side note do you have appachii as a seperate mod? No. I'm afraid Apachii only comes with BBLS.
Mart0206 Posted May 20, 2016 Posted May 20, 2016 Migal130!?? It´s you! May i ask a question? Since i am a great fan of the BBLS since the very first time i found that mod, are there any intentions that there might be an update to make BBLS "more stable" to actual Skyrim Builds? - for example the well known problem of "HDT causes ctd´s after sleeping inside the suite" - loading interieur cell causes (sometimes) ctd, if to much npc´s are inside of the BBLS With kind regards Mart0206
migal130 Posted June 22, 2016 Posted June 22, 2016 Migal130!?? It´s you! May i ask a question? Since i am a great fan of the BBLS since the very first time i found that mod, are there any intentions that there might be an update to make BBLS "more stable" to actual Skyrim Builds? - for example the well known problem of "HDT causes ctd´s after sleeping inside the suite" - loading interieur cell causes (sometimes) ctd, if to much npc´s are inside of the BBLS With kind regards Mart0206 Hi, Mart0206. I just now saw this. Sorry I didn't reply before. Version 6 is as stable as it can be. Well, version 6.1 is a little cleaner but not more stable and I haven't released 6.1 yet. As to the specific issues you describe: CTDs upon entering the Suite (the main building) are a direct result of running out of RAM. It's a combination of textures in the exterior cell (grass, trees, ground, building exteriors, water, etc.), and actors and their textures in the exterior cell. Depending on your other mods (HDT is definitely one of them), these things can eat a lot of memory. Now walk into the main building where there can be a metric ton of actors wandering around inside, plus all their textures, their HD hair textures, the furniture textures, interior building textures, etc, and of course, HDT. The transition from the exterior to the interior causes you to simply run out of RAM. This is not theory on my part. It's a certainty. You can sometimes defeat the issue by entering into the basement through the exterior trap door or through the Residence's trap door in the kitchen, then entering the main building through the trap door in its kitchen. This is because the basement uses less game resources than the exterior cell. However, if you get into the main building this way, know that you have invited too many followers to live inside the main building and your machine can't handle it. It's time to uninvite a couple followers. Turn them into HF stewards or something. If you want to know how many followers are already living inside the Suite, ask any follower (they don't have to be living there) to show you their stats. At the bottom of the stats page, you'll see how many invite slots are left. There are 25 invite slots in version 6, so if it says 10, you've already invited 15. The CTD after sleeping in the main building when HDT is installed is another case of running out of RAM. It has to do with all the HDT animation resetting on all the NPCs in the building at the same time. You simply won't get this without HDT, which can stress your system when a lot of female NPCs with full jiggle are in the same cell. Both are resolved one of three ways. 1. Version 6 lets you invite up to 25 followers to live in the main building. Don't. Some strong Windows 7 systems might be able to do it (Windows 7 handles Skyrim graphics memory better), so BBLS allows you to try, but my own system (Win10, 12GB RAM, 4GB GTX970) can't have more than 13 living in the Suite with HDT before it becomes a potential CTD factory. I can't invite the full max of 25 unless I uninstall HDT. 2. Turn the customer system off in the MCM menu. If you are far along into the game, you will sometimes add up to ten NPCs in the main building at certain times on certain days, particularly if running both male and female customers. 3. Use version 6's MCM to turn off the default seven NPCs that come with BBLS (Trudy, Wyla, Leah, etc...). This obviously reduces the NPC count. If you should find you cannot get into the main building no matter what you do, go into the MCM menu and turn off the customer system, then try again. If you still can't get into the main building, try turning off the default seven NPCs in the MCM. If you still can't get into the main building, not even through the basement, use the MCM uninstall/reset feature. Go to a far away cell, maybe whiterun or someplace like that, and turn the reset on. This will cause all invited followers to leave and go back to where they were before you invited them. It auto-uninvites everybody and resets the mod back to the way it was when you first installed it. Now save the game. Load the save, go back into the MCM and turn the reset back off. Now you can go back to the Suite and everything will be like new. You can start inviting followers again, but don't invite as many. Make no mistake, you couldn't get into the building because you had invited too many followers to live there. Long story short, this issue can only be considered "instability" if allowing my users to choose to overload their systems is a modding bug. Opinions are going to vary on that. One thing is certain, had I not allowed users to at least try to overload their systems by inviting too many followers, I would still be getting requests to increase the number of follower invite slots. I just try to give people what they want.
idonotlikeusernames Posted October 14, 2016 Posted October 14, 2016 Is there any way we can add custom followers from interesting npc's for example to the invite lists, as they currently do not get the dialogue to? And, yes, I know only to attempt this after all interesting npc quests involving them are done or else I'll likely break something, but does anyone here have or know of an Interesting NPC's and Luxury suite patch or something?
migal130 Posted October 15, 2016 Posted October 15, 2016 Is there any way we can add custom followers from interesting npc's for example to the invite lists, as they currently do not get the dialogue to? And, yes, I know only to attempt this after all interesting npc quests involving them are done or else I'll likely break something, but does anyone here have or know of an Interesting NPC's and Luxury suite patch or something? It depends on the voices the NPCs use. In BBLS 6.2, you can invite both followers and potential spouses to live in the Suite. The dialogues won't appear unless the NPC uses one of those qualifying voice types. If the follower is using a custom follower system (I don't use interesting NPCs so I don't know about it) instead of the vanilla follower system, then it wouldn't qualify. The NPC must be in the potentialfollowers or potentialmarriage faction. I set it up this way because otherwise the NPC wouldn't verbally respond when you offered them a new home. Many times I have considered making it so any follower or potential spouse can be invited, even if they are the wrong voice type. But, I fear this would be confusing to users. The NPC would simply not say anything and walk away. You wouldn't know that the NPC was walking to the Suite to start living there. This is a frequent request, one that I wouldn't mind having myself. I plan to release a small BBLS patch to 6.21 before the end of the month. I may make it so the voice types don't matter anymore. The NPCs still won't say anything, but I could pop a message onto the screen to let the player know the invite succeeded.
mineme Posted December 5, 2017 Posted December 5, 2017 On 10/15/2016 at 9:12 AM, migal130 said: It depends on the voices the NPCs use. In BBLS 6.2, you can invite both followers and potential spouses to live in the Suite. The dialogues won't appear unless the NPC uses one of those qualifying voice types. If the follower is using a custom follower system (I don't use interesting NPCs so I don't know about it) instead of the vanilla follower system, then it wouldn't qualify. The NPC must be in the potentialfollowers or potentialmarriage faction. I set it up this way because otherwise the NPC wouldn't verbally respond when you offered them a new home. Many times I have considered making it so any follower or potential spouse can be invited, even if they are the wrong voice type. But, I fear this would be confusing to users. The NPC would simply not say anything and walk away. You wouldn't know that the NPC was walking to the Suite to start living there. This is a frequent request, one that I wouldn't mind having myself. I plan to release a small BBLS patch to 6.21 before the end of the month. I may make it so the voice types don't matter anymore. The NPCs still won't say anything, but I could pop a message onto the screen to let the player know the invite succeeded. Thanks very much for your mod and detail interpretation here. This thread makes all sense of playing this wonderful mod. Just wanted to share some experience playing this mod out as to the questions been putting here interest me. by default, the NPCs from interesting NPCs (iNPCs) MOD would not work properly to be in the luxury suite due to the duplication of the default follower system. The modder announced that the follower system used in iNPCs is a duplication of the vanilla, so it would not even use the same default follower system as well as not compatible with other follower mods yet. However, it is only the default issue and bugging when you try to take someone to live in Luxury Suite. There are patches make iNPCs working seamlessly with other follower relevant mods (just see their websites) which also works for BBLS in my case. The HDT system though good enough, but not really stable as many expected. I mean, even you have a very reasonable machine, it would not work efficiently in most cases. It might be due to the codes that I ended up of avoiding use it since I did not see it as a necessary beautification especially in exchange of sacrificing stability. Giving an example, even a few NPCs with HDT effect on can cause certain areas (e.g. the Wind District of Whiterun) temporarily stuttering whenever you go across (except in the night when only guards are roaming). It could also makes the game compatibility fragile while it is very less possible you can discover the conflict at the first sight. So sadly, I ended up of avoiding using mods relating to HDT, too. I bet it would perform better in SSE.
migal130 Posted January 4, 2018 Posted January 4, 2018 On 12/5/2017 at 4:57 AM, mineme said: The HDT system though good enough, but not really stable as many expected. I mean, even you have a very reasonable machine, it would not work efficiently in most cases. It might be due to the codes that I ended up of avoiding use it since I did not see it as a necessary beautification especially in exchange of sacrificing stability. Giving an example, even a few NPCs with HDT effect on can cause certain areas (e.g. the Wind District of Whiterun) temporarily stuttering whenever you go across (except in the night when only guards are roaming). It could also makes the game compatibility fragile while it is very less possible you can discover the conflict at the first sight. So sadly, I ended up of avoiding using mods relating to HDT, too. I bet it would perform better in SSE. 3 I have found CBP to be unbelievably reliable in SSE compared to HDT in Oldrim. It never bugs out. No more butts, boobs or bellies stretching across the entire length of Skyrim or going into a spazz fit. Of course, it doesn't provide automatic Z adjustment when HDT heels are applied, but Lazy Heels allows you to easily adjust the heels on NPCs. With the BBLS SKSE64 patch, I've basically got SSE NPCs looking like they did in the old game, all wearing custom downloaded mod outfits and many wearing heels. I am not sure why CBP is more stable than the old HDT-PE. Maybe it is the lack of collisions. I don't know. I miss collisions, but I'd much rather have stability.
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