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The only things explicitly removed from Emily's COC version at the moment are the skewered female torsos on those ridiculously heavy Dremora spear-things. I didn't remove the weapons themselves, just removes the torsos from the meshes. If someone 'wants' the originals, I can upload them as a replacer.

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I may or may not have added a test cell called 'Countess Alessia Caro's Wet Dream' with a lvl 100 Alessia Caro in black leather and a paddle with a special faction to make her attack all the zero confidence essential Beastfolk. >_> For testing an entertainment purposes.

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Finished a Daedra testing cell, too. One more for Undead, one more for Mer, I guess. Eventually I'll probably make some unique areas accessible via Daedric shrines if you've completed their quest, I'unno. I'd like to add some quests to the mod, but oh god more work.

 

Edit: Attached an alpha .esp for testing, if anyone wants.

 

coc mgdaedratestcell

 

coc mgbeastfolktestcell

 

Easy way for me to know if things are glitched/missing if they're appearing wrong for other people!

Monster Girl Blockhead Edition.esp

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aside from the centaurs bugging around a bit when they stand up again after getting slapped, its pretty okay, no bugs found for now

Though the "I have no greeting thing" really is annoying

The daedric shrine Idea would be awesome and make it possible to change the strength of this mod into another, instead of flooding the world with monster girls, which try to kill you, the thought to be rewarded with possible companions for certain quests or even exploring given places (like goblin jims cave, who doesnt get there and is totally disappointed that there isnt anything special besides a hermit who commands around some goblins? Place a goblin-girl in a cage or something, give her some dialogue and suddenly the player feels like he has achieved something (perhaps she could be the former shaman before goblin jim decided to take over the place)) would make it "worth" to explore the game a bit since everywhere could be a possible companion, at least there wher you would normally expect something interesting, but get disappointed by the game^^

And the same with the shrines, perhaps (if possible) making the player choose if he wants a servant or the artifact, aside from Sheogorath perhaps, i mean this mod pretty much requires SI, so becoming Sheogorath surely could come with some benefits, couldnt it? Also you need an Artifact for Martin, and if i had to choose between Azuras Star to save the world and one of Azuras servants, i would pretty much choose the servant, especially since Azura is one of the "good" daedric princes and mostly regarded to as a female.(lesser backfire risk, i mean imagine Molag Bals or Malacaths Servants, which would be either tormented human experiments or the result of the Ogres having fun with Lady Drad^^)

What would be also very interesting is the following:

Creating companions which the player would encounter during the main quest lines (Main Quest, Arena and the Guilds), just like the Xivilai or the Dragonoid, not as a Quest, but a possibility to take them along per Minionz or MCS or enslavement, whatever, somewhere around the middle of the respective questlines, so that the player has to do work in the guild in order to get the chance to obtain this companion (like the Xivilai spawns at closure of Kvatchs gate, which means that you are at least intersted into bringing the oblivion gates, or the Dragonoid which you can only meet, when you have access to the Arcane University)

Thieves Guild would be easy, since you wander through secret passages and prisons all the time, especially, alessia caros torture chamber, which practically screams: "place something here, that i serve a damn purpose"

Dark brotherhood, well a vengeful spirit of one of your comrades you kill during the purification quest (wouldnt exactly count as a monster girl, since you could replace the chosen one by a ghostfied version of herself), or someone reborn as a revenant (pretty similar to the draugyr in skyrim, but perhaps less dry^^), or something you encounter in the sewers when you are ordered to kill Dreth

And the arena would be a place for a Toraj? (i will never get the name right...) hand-to-hand specialist, who is tired of the live as a misunderstood bandit and seeks a strong master (spawning at a certain rank in the arena, or even instead of that annoying fan, she would be thousand time better^^)

Figthers Guild is the only i have no ideas for...

Perhaps something imprisoned in the blackwood company hall (Crocolisk would be awesome, you know the poor thing imprisoned at the eastern gate of Leyawin), or a friendly monstergirl (perhaps a faun?) who heard of your deeds and brought you to Oreyn after your little hist trip

Well, if i had some modding skills and the programs, and probably a better PC and i would try to realize ideas like these myself (i have way too much time right now and im soo bored^^) instead of writing them here in hope that they are as "easy" to implement as i imagine them to be

However, thanks for your good work and making it fun to play oblivion again, puddles

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Version 1.06 is up! Probably need to rebuild your Wyre Bash patch. If you use the SetBody Reloaded's AutoSetBody.ini, you need to:

 

Fill the quotation marks at the end of set aaaAutoSetBodyQuest.Race09 to sv_Construct near the bottom of the .ini with: Satyr|Centaur|Morihaus|Gorgon|Ka Po'Tun|Meridian|Naga|Namiran|Sload|Spider|Tsaesci|Molag Bal|Werewolf

 

And...

 

Replace Race 09 Body Styles' entry at the bottom of the .ini with this:

 

SetStage aaaAutoSetBodyIni 0

 

This is to keep it from Blockheading per NPC over the Blockheading per race, which fucks up the above races' unique bodies. I might go through and fix it so the upper bodies can still be variable...eventually.

 

Werewolves and Lion Centaurs are Blockhead-ized. New angels. Previous angels have been overhauled: not done with'em yet! Named Aedric Messengers are now persistent, so they can be made into followers via MCS if you find them. Check the churches of various gods, or their Wayshrines in Kyn's case. Cows in Minotaur Village are persistent to be companions, too.

 

Hey, this mod looks great and I'm trying to install it. I'm proud of myself for actually looking trough the thread a bit and not just downloading, putting it in the data folder and praying that it works.

 

However I found this. I'm using the SetBody Reloaded Blockhead Edition, is this .ini edit still necessary for version 1.10?

 

Can't wait to try it out and find out all different kinds of monsters that it adds!

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Version 1.06 is up! Probably need to rebuild your Wyre Bash patch. If you use the SetBody Reloaded's AutoSetBody.ini, you need to:

 

Fill the quotation marks at the end of set aaaAutoSetBodyQuest.Race09 to sv_Construct near the bottom of the .ini with: Satyr|Centaur|Morihaus|Gorgon|Ka Po'Tun|Meridian|Naga|Namiran|Sload|Spider|Tsaesci|Molag Bal|Werewolf

 

And...

 

Replace Race 09 Body Styles' entry at the bottom of the .ini with this:

 

SetStage aaaAutoSetBodyIni 0

 

This is to keep it from Blockheading per NPC over the Blockheading per race, which fucks up the above races' unique bodies. I might go through and fix it so the upper bodies can still be variable...eventually.

 

Werewolves and Lion Centaurs are Blockhead-ized. New angels. Previous angels have been overhauled: not done with'em yet! Named Aedric Messengers are now persistent, so they can be made into followers via MCS if you find them. Check the churches of various gods, or their Wayshrines in Kyn's case. Cows in Minotaur Village are persistent to be companions, too.

 

Hey, this mod looks great and I'm trying to install it. I'm proud of myself for actually looking trough the thread a bit and not just downloading, putting it in the data folder and praying that it works.

 

However I found this. I'm using the SetBody Reloaded Blockhead Edition, is this .ini edit still necessary for version 1.10?

 

Can't wait to try it out and find out all different kinds of monsters that it adds!

 

 

That's outdated, I'm sorry! I'll remove that. If you do that it causes a constant string of errors that might cause CTDs, eventually. These instructions are a bit more complicated, but won't bug anything up. Enjoy!

 

 

1. Find AutoSetBody.ini in your INI folder

 

2. Find set aaaAutoSetBodyQuest.raceClovenHooves to sv_Construct and replace the contents of the " " to its right with: Demon|Succubus|Kaleah|Morihaus|Satyr

 

3. Find set aaaAutoSetBodyQuest.Race09 to sv_Construct and fill the brackets with: Spider Daedra|Meridian|Namiran|Naga|Molag|Tsaesci|Ka Po' Tun|Dragon Hybrid|Centaur

 

4. Go down to the very bottom under ;*****       ibodyCategory 19       ***** and find set aaaAutoSetBodyIni.iBody1 to sv_Construct, then fill the brackets with: 

HGECBUExnem|HGECBUExnemA|HGECBUExnemC|HGECBUExnemD|HGECBUAA|HGECBUA|HGECBUB|HGECBUC|HGECBUD|HGECBUE|HGECBUF|HGECBUHA|HGECBUHB|HGECBUAF|HGECBUBF|HGECBUCF|HGECBUDF|HGECBUEF|HGECBUFF|HGECBUHAF|HGECBUHBF|HGECIOAA|HGECIOA1|HGECIOA2|HGECIOB|HGECIOC|HGECIOD|HGECIOF|HGECBUCLS|HGECBUCLS08|HGECBUCLS|HGECBUGUTS|HGECBUGUTSLight|HGECBUGUTSMANGA

5. Save and close.

 

What this does is use all the standard HGEC (minus the ridiculously oversized ones that screw up some of the monsters) upper bodies as options, but doesn't provide any options for the lower body. So when the game references this, it just skips overriding the unique lower body I have overrided for those monsters. Since there's no lower body added, it can't find any feet to match up with it, so it skips applying feet.

 

The ridiculously complex method would be for me to build an add-on to SetBody like the Beat Menu Add-On, but I unfortunately don't understand it well enough to implement it.

 

Next version will tentatively include an alpha test for a new Monster Girl: Winged Twilight, Azura's favored Daedra.

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Working on a simple quest to get a sheep/goat satyr companion for reporting the vanilla Andre Labouche's death to his daughter, Fiona (mentioned in a note but never seen) north of Anvil in a house. 

 

Winged Twilight (made essential) placed at Azura's shrine as a potential companion. Once I get around to it, she'll only be enabled after clearing Azura's quest. Will be uploading this all tomorrow.

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Sounds awesome. Unfortunately it won't work with my LO. Open Cities Outer Districts (arcane university) plus the stuff added to the city world spaces.

Also have BC, so anything in the IC. Not sure how this would go with full UL and (I think) all the HESU plus ROC.....

 

If it's just city issues, I may get ambition to make an OCR replacer.  Still working up the ambition to move the stuff for PSE and BU to work also with the mods I have.....

 

C'est la vie!

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I use map marker overhaul and that has an option to keep fast travel disabled. Never really cared for the fast travel. My race can't even cast magic, can only channel it through my weapons. So alchemy is pretty important to me too. :)  As will be the spells to absorb health and magicka from lovers magic. I can't regen magicka, Atronoch birthsign using Birthsigns Expanded.

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Sounds awesome. Unfortunately it won't work with my LO. Open Cities Outer Districts (arcane university) plus the stuff added to the city world spaces.

Also have BC, so anything in the IC. Not sure how this would go with full UL and (I think) all the HESU plus ROC.....

 

If it's just city issues, I may get ambition to make an OCR replacer.  Still working up the ambition to move the stuff for PSE and BU to work also with the mods I have.....

 

C'est la vie!

 

I don't use Open Cities, so I can't offer anything there. I do use Better Cities, though, so I've made sure not to stick NPCs anywhere they'll be stuck in walls/wherever...mostly. >_> I 'think' all of the city modifications with the exception of the dragonoid and imperial aquarium are in interior cells.

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Well, there are some items in this mod that give health and magicka regeneration

Especially the Attendants of the nine, which are encoutered near wayshrines, wear either a Diadem which regenerates 1 magicka or health pro tick

there are other items which give Stunted Magicka and give max magicka like Cursed Welkynd stones for example, which are carried by doom sorceresses now and then

And the Welkynddiadem negates the stunted magicka from atronach birthsign

And which race do you use? Sounds interesting, im using a Mystic elf right now and im a clean onehit for orks with big hammers...

Well 1:6 relation between Health and Magicka with 34 health at level1 ^^

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I made an OCR replacer for LBGW. It's not a difficult thing to do, just very tedious. Especially if it adds a bunch of clutter, like some mods have added buildings with tables, crates and barrels in front. Moving every little thing from the city space to Tamriel..... fairly easy, boring AF. lol

 

I keep finding ways to add more and more to a maxed out LO. YAY!! for gecko.

 

This is on my to do list, just taking a slight hiatus from authoring to actually play for a bit. I put together a very nice looking Cyrodiil

 

Remember when all your pictures had the sun in the upper left?

post-119700-0-38471000-1469197628_thumb.jpg

A better view, to the left of the sun is the tower in the IC

post-119700-0-54107200-1469197644_thumb.jpg

 

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The Kvatch oblivion gate keeps crashing on me constantly. I can't even get ten steps into the oblivion area there without a CTD.

 

Here's my load list:

 

Oblivion.esm
Lovers with PK.esm
LoversCreature.esm
TamagoClub.esm
HiyokoClub.esm
CM Partners.esm
Toaster Says Share v3.esm
Lovers with PK.esp
LoversTamagoClub.esp
Monster Girl Blockhead Edition.esp
ScriptEffectSubduer.esp
LoversAdultPlayPlusforSSP.esp
Wolven Anthros.esp
MogModV3.esp
ChuhraiRacebyAW_EV_v07.esp
Toaster Says Share Faction Recruitment.esp
ASTDemonRace.esp
LTDVampireOverhaul.esp
NonyxiaCheetahRace.esp
TamagoNews.esp
MHSNKirin.esp
SPARTAN VIs Diverse City Guards v1 2.esp
TamagoTopic.esp
zzEstrus.esp
HiyokoGenetics.esp
LoversCreature.esp
Less Annoying Oblivion.esp
TamagoDischarge.esp
LoversSlaveTrader.esp
PlayerSlaveEncounters_V0.69.esp
LoversBitch.esp
SetBody.esp
HiyokoGeneratorBroodMother.esp
HiyokoFutureDream.esp
LoversRaperS.esp
LoversRapeSlave.esp
TamagoSetBody.esp
MagicCostTest.esp ((A mod of my own that removes Magic regen))
FF6 Spells.esp ((A mod of my own that adds every spell from Final Fantasy 6 to this game, even with the auto-resurrect status effect))
LoversMB2.esp
LoversIdleAnimsPriority.esp
LoversAnimObjectsPriority.esp
 
I should also note that i *do not* have shivering isles, which I didn't think this particular monstergirl mod required.
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Shivering Isles would be better, but i dont think thats the problem here, and i would recommend moving the MonsterGirls.esp right above the Anims.esp stuff, to make sure that the spawn lists dont get messed up

LoversBitch tends to cause CTDs, did it for me, at least which is why i never played it with a serious savegame, but more like doing the quest and fucking a dog here and then

Your own mod could be incompatible with something in there

Estrus also tends to create inconvieniences

Script effect subduer could also have to do something with it, thopugh i dont know how exactly it works

Try deactivating one of the following until it works:

Estrus

LoversBitch

MonsterGirls (but try moving it down first)

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MetalMax: sort your Mod, your load order is a mess.

Then start a new game.

Sort Mods and clean Mods: read my yellow Link below.

 

And LoversBitch : after many years of use and testing, even removed a undress and a rape funktion ( tended to cause CTDs)  it is stable.

For two years no one posts stability or CTD problems ( only if they only have installed the esp but not the meshes and textures ;) , or messed up load order)

My dogs are good, well-behaved dogs :D

 

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