puddles Posted November 13, 2016 Author Posted November 13, 2016 Pretty sure the Reaver of Souls spawns off the Gloom Wraith lvl'd list.
Savaris22 Posted November 13, 2016 Posted November 13, 2016 so chapel undercrofts around lvl 20-30, got it
Savaris22 Posted November 13, 2016 Posted November 13, 2016 Can you, for troubleshooting purposes, put one of them into the undeadtestcell? I have a feeling that this enemy causes CTD for me, i tested around by resetting nenalata around lvl 40-50, sometimes it crashes, and the only cause i could think of is this particular enemy which ive never seen
puddles Posted November 13, 2016 Author Posted November 13, 2016 Hm. It's possible his script is buggy. Give me a bit. Edit: I checked it. He doesn't crash the game, BUT the quest doesn't start right. lololol Edit #2: Fixed. Maybe. Want to try this ESP Savaris? Damn how the heck did it hit 10.48 mb... Monster Girl Blockhead Edition.esp
Savaris22 Posted November 14, 2016 Posted November 14, 2016 now and then it crashes the game when he dies, but overall its alright
puddles Posted November 14, 2016 Author Posted November 14, 2016 It's probably because his script has two different Block Types in it. One that plays once he loads and one that plays when he dies. I set it that way so once the quest is done he stops spawning. I don't claim to be the least bit good at Oblivion's scripting, so... >_>
QuiteTheTail Posted November 14, 2016 Posted November 14, 2016 I tried the original monstergirl some time ago and now that a new version is available I'm eager to test it. I'm not particularly fond of OCO, though. Can I use this mod without it? What should I expect if I do?
puddles Posted November 14, 2016 Author Posted November 14, 2016 It doesn't require OCO, only Blockhead. This mod uses some OCO resources, but they're in a separate folder so they won't overwrite anything replacing the vanilla races.
Blaze69 Posted November 14, 2016 Posted November 14, 2016 It doesn't require OCO, only Blockhead. This mod uses some OCO resources, but they're in a separate folder so they won't overwrite anything replacing the vanilla races.Now that this question has been brought up, I have another one. Does this mod include ALL of the assets used by the new races, or do they depend on vanilla assets to some extent? I'm asking because I use a custom plugin I made that replaces vanilla human races and their assets with beast races, and I wouldn't want to install this mod only to see the new NPCs end up as some kind of mismatched chimeras or something like that.
QuiteTheTail Posted November 14, 2016 Posted November 14, 2016 Hm. It's possible his script is buggy. Give me a bit. Edit: I checked it. He doesn't crash the game, BUT the quest doesn't start right. lololol Edit #2: Fixed. Maybe. Want to try this ESP Savaris? Damn how the heck did it hit 10.48 mb... TES4Edit reports 436 records identical to master. Unless the dirty edits are required to make the mod work, I'd suggest a good cleaning, that's probably the reason for the increased filesize. P.S. My usual cleaning method lowered the size to 10.44 mb, not much. I checked only the "conflict status inherited by parent" checkbox in the filter, removed the records identical to master, undeleted and disabled references. Only 12/436 records were disabled, though.
puddles Posted November 14, 2016 Author Posted November 14, 2016 It doesn't require OCO, only Blockhead. This mod uses some OCO resources, but they're in a separate folder so they won't overwrite anything replacing the vanilla races.Now that this question has been brought up, I have another one. Does this mod include ALL of the assets used by the new races, or do they depend on vanilla assets to some extent? I'm asking because I use a custom plugin I made that replaces vanilla human races and their assets with beast races, and I wouldn't want to install this mod only to see the new NPCs end up as some kind of mismatched chimeras or something like that. To my knowledge, absolutely everything is included in the resources for the races.
Blaze69 Posted November 14, 2016 Posted November 14, 2016 It doesn't require OCO, only Blockhead. This mod uses some OCO resources, but they're in a separate folder so they won't overwrite anything replacing the vanilla races.Now that this question has been brought up, I have another one. Does this mod include ALL of the assets used by the new races, or do they depend on vanilla assets to some extent? I'm asking because I use a custom plugin I made that replaces vanilla human races and their assets with beast races, and I wouldn't want to install this mod only to see the new NPCs end up as some kind of mismatched chimeras or something like that. To my knowledge, absolutely everything is included in the resources for the races. Oh, okay, good to know. I may give this mod a try, then. Thanks for the answer.
puddles Posted November 15, 2016 Author Posted November 15, 2016 Okay, finally got the Mephalamer follower quest working...I think, maybe. I'll upload it tomorrow, assuming I can beta test it in time.
puddles Posted November 15, 2016 Author Posted November 15, 2016 ...downloading Morroblivion was a terrible idea. Now I feel like updating all the meshes. .____.
puddles Posted November 19, 2016 Author Posted November 19, 2016 Working on adding dialogue to existing NPCs, particularly the slaves...who casually greet you despite being in chains/maimed. >_>
Just Checking Posted November 24, 2016 Posted November 24, 2016 I know this mod is mostly adding things to spawn lists, but does it rely much on adding new spawn locations? Just wondering if I'll be messing with things if I try to use this and Better Dungeons at the same time, like if enemies or things are going to start appearing in walls or similar.
puddles Posted November 24, 2016 Author Posted November 24, 2016 I've added some specific monster spawns to certain places, but they're in areas where other enemies spawn too, so unless Better Dungeons repositions vanilla spawners (I use it and I don't think it does), it's been fine for me.
Just Checking Posted November 24, 2016 Posted November 24, 2016 Cool, thanks for that, always good when someone knows from first hand experience.
Chiquita Dave Posted December 4, 2016 Posted December 4, 2016 So I followed the instructions for installing like a good boy, and yet the game seems to really not enjoy me doing a lot of stuff. I can go to the Aedra test cell but the Daedra and Beastfolk test cell crashes my game. Also, going into Oblivion Gates makes the game go boom too. It has admittedly been a great many years since I've done anything with Oblivion so I'm still piecing together how to make stuff work.
puddles Posted December 5, 2016 Author Posted December 5, 2016 Hrm...my only guess is that you might not have Growlf's universal skeleton or LAPK's modified version, or you don't have Blockhead installed properly. Edit: I can give you a list of console placeatme commands to call the daedra test cell's NPCs to you and we can try to isolate which one might be doing it.
Chiquita Dave Posted December 9, 2016 Posted December 9, 2016 I do have Growlf's installed. I might install the modified version to see if that can help fix it.
myuhinny Posted December 9, 2016 Posted December 9, 2016 @Chiquita Dave Load order would help up help you as we don't know what you have installed in your game. If you are using LAPK reinstall it and make sure nothing overwrites it's skeleton as LAPK comes with a modified Growlf's universal skeleton to include penis bones to the skeleton. Also have tried a new game to see if it is something in the save file and have you also tried disabling most of your mods and then starting a new game and check if the oblivion gates cause you to crash? If not you could try that then after entering the oblivion gate if the game doesn't crash you can start turning a few mods back on a few at a time till you hit the crash again then start turning the few off 1 at a time till you find the one in the last set that you activated that is causing it.
puddles Posted December 9, 2016 Author Posted December 9, 2016 Uh...uploaded v1.81. It's not a huge update. Lots of added race-specific dialogue, slaves actually have some slave-y dialogue (I hope), and stuff. More aiming to add detail at this point, than more content. There's not enough flesh to add more, yet! I've been semi-distracted converting Morrowind's The Symphony to Morroblivion and screaming in frustration.
puddles Posted December 17, 2016 Author Posted December 17, 2016 Going to be posting an .esp only update shortly. Working on something to address how buggy the Maormer Sea Serpent is.
MassFunction Posted December 18, 2016 Posted December 18, 2016 Hey! You wouldn't happen to know why nearly all the aedra have torpedo boobs? Strangely enough the molag bal daedra woman in the anvil chapel doesn't have the problem.. :/
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