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Posted
20 minutes ago, Psalam said:

Tie a "witch" up in a sack and throw her in the water. If she floats she's a witch and burn her at the stake. If she sinks then she drowns. She definitely wasn't a witch and now she just isn't. 

? I feel the urge to write down the basic plot for a "witch trial" quest ..... it's difficult to resist now.

Posted
Spoiler
46 minutes ago, worik said:

? I feel the urge to write down the basic plot for a "witch trial" quest ..... it's difficult to resist now.

 

How about a blog? ?

Posted
22 hours ago, t.ara said:

This is, my dear, of course the most nice Feedback, what is possible for a Little modder like me.

THANK YOU for this comment and please have a look at ZAP 9 in future. That mod will pretty much overroll all yet seen items of this pack.

ZAP 9 will also have a cell which is connected to the world of skyrim and I will navmesh the whole area.

It will look somehow like a park with sorted themes and you can visit different houses, places and some outside/outdoor area.

;-))

Artist of SEXLAB ~ Magician ~ T.ARA ~.
I think ZAZANIMATION9 is coming out and I am already excited.
Your MOD is so perfect and so wonderful.
I always appreciate you

Posted
7 minutes ago, imauto93 said:

Artist of SEXLAB ~ Magician ~ T.ARA ~.
I think ZAZANIMATION9 is coming out and I am already excited.
Your MOD is so perfect and so wonderful.
I always appreciate you

this makes me really embarassed...(..)!!

Posted
16 hours ago, Harvald said:

First sorry my Englis isn' that good, any more.

Second in former times we had waterboarding with several devices like a watermill, or the wheel.

Of course you can use the picture, but better take this one:

 

Poster.jpg.f06984508123bf70e7fbaf98be7d3edd.jpg 

I´d like to have it as Zaz Animation Pack...nothing else is needed:-) 

I´ll also not add my name as the version-writer, only zap9, based on zap7, nothing else.

Maybe you like to create the guide?...you can create that also in form of a skyrim zap-BOOK.

You can shoot pics inside of skyrim and convert them as a crayon-drawing and use it for illustration.

I´d overtake it to ZAP9 and the player can use it ingame as well as together with the Creation Kit.

  • 1 month later...
Posted
14 hours ago, TX 980 said:

Omg this is amazing work???!!!! I must ask though is there a way to add these devices to player homes ??

yea console or ck could also try jaxonz postioner or cellbuilder

  • 2 weeks later...
Posted

Hi,

thanks for making this mod. But I'm experiencing a problem, that even the mod is successfully installed, i can't see any funitures of this mod. And there are lots of bug holes in the castle, and will drop through it.

I've run FNIS but there's no funiture found in FNIS. Been hours on troubleshooting, but nothing found.

Any help is appriciated.

plugins.txt

 

*EDIT

Problem solved, requires previous version.

  • 5 weeks later...
Posted

What is the name for the test cell? I've looked all over this thread and can't find the code for it.

 

I'd like to poke at some of the things that aren't in the Lost Castle.

 

Posted
8 hours ago, buzzyxoom said:

What is the name for the test cell? I've looked all over this thread and can't find the code for it.

 

I'd like to poke at some of the things that aren't in the Lost Castle.

 

:classic_smile:

nothing like a testcell  inside of this mod - nothing. Lost Castle does show all of the contence to you.

Posted
1 hour ago, t.ara said:

:classic_smile:

nothing like a testcell  inside of this mod - nothing. Lost Castle does show all of the contence to you.

 

Ok then... I has a confuse.

 

In the pictures there is furniture on display (guillotine is the one I remember off the top of my head) that I don't see anywhere in Lost Castle. Are these not in the mod yet? Have I missed a section of Lost Castle? (that would be odd, given that I no-clipped around the place)

 

Also, I'm a skyrim console n00b. I tried placing a couple pieces of furniture with player.placeatme <baseid> 1,  and all I got was the base piece (such as a Real Rack table, but no other parts) sitting at the angle that I was looking...... not exactly what was intended. Is there a proper way of doing this?

 

Posted
7 hours ago, buzzyxoom said:

 

Ok then... I has a confuse.

 

In the pictures there is furniture on display (guillotine is the one I remember off the top of my head) that I don't see anywhere in Lost Castle. Are these not in the mod yet? Have I missed a section of Lost Castle? (that would be odd, given that I no-clipped around the place)

 

Also, I'm a skyrim console n00b. I tried placing a couple pieces of furniture with player.placeatme <baseid> 1,  and all I got was the base piece (such as a Real Rack table, but no other parts) sitting at the angle that I was looking...... not exactly what was intended. Is there a proper way of doing this?

 

Maybe its inside the Creation Kit visible..but normally, the complete items are inside the castle....maybe you mix this mod with ZAP8 and higher.

  • 1 month later...
Posted
On 7/9/2018 at 12:53 PM, jonoho said:

ok so it says this mod has "no dependencies", but id really like to know what i need to do to get anything when i interact with anything. my character just stands around like an idiot for 3 or 4 seconds and then nothing happens. i even went and got the newest versions of various animation mods and nothing happens. 

 

 

Same. Out of all the stuff in the castle, only a few actually worked. The rest had a few seconds of standing around (presumably to find the animation) and then control was returned to the character. The exceptions, from what I tested, were the ritual tables, the rope dancer, and the glass coffin, if that helps.

Posted
22 hours ago, catnapper said:

Same. Out of all the stuff in the castle, only a few actually worked. The rest had a few seconds of standing around (presumably to find the animation) and then control was returned to the character. The exceptions, from what I tested, were the ritual tables, the rope dancer, and the glass coffin, if that helps.

Scratch that, I've figured it out. This mod and Zaz Extensions Pack do not get along, and will start a fight in FNIS if you try and use them both at the same time.

Posted

Is this mod SE compatible? I know it says it is on the download page, but after I install it, FNIS tells me it is not SE compatible. Loading the game afterward freezes the characters in the T pose and the game crashes if I attempt to enter the castle.

Posted
7 hours ago, serranna said:

Is this mod SE compatible? I know it says it is on the download page, but after I install it, FNIS tells me it is not SE compatible. Loading the game afterward freezes the characters in the T pose and the game crashes if I attempt to enter the castle.

No it does not say SE compatible.  You are mistaking the heading for a row with the content.

 

NOT SSE Compatible.png

Posted

Well I feel stupid, a feeling I'm quite used to when trying to figure out all the problems I struggle with when trying to use the mods.

 

I've seen that blank area say yes on some mods, and I've seen it say no on some mods. I mistakenly assumed if it didn't say no, then it was good. I assume that also means if a mod does not even have the SE compatible section that it is also not compatible.

 

Thanks.

Posted
On 3/21/2019 at 5:19 AM, serranna said:

Well I feel stupid, a feeling I'm quite used to when trying to figure out all the problems I struggle with when trying to use the mods.

 

I've seen that blank area say yes on some mods, and I've seen it say no on some mods. I mistakenly assumed if it didn't say no, then it was good. I assume that also means if a mod does not even have the SE compatible section that it is also not compatible.

 

Thanks.

Since SE came out YEARS after the LE version when that "Label" was added it defaulted to blank.  If the mod author doesn't explicitly change it then it will remain blank and if the mod author has been gone for a long time as is the case for a lot of mods then it will likely never get updated.  It would help if it were formatted at little differently  or had been defaulted to "Unknown". 

 

Posted

Thank YOU, WAXEN;-)

My concentration is really not anymore here, specially to this mod, weather it has a quite impressive attention. If somebody likes to convert it to SSE, then welcomed-keep it on LL and all is fine!.....

I can only invite people to look into the next ZAP 9 release-it will be very much more impressive and interesting for skyrim.

SE convert has some issures concerning activators, which can not be ported directly-and as usually is BETHESDA not offering their professional tools-which I do not understand. And I do not personally like to miss even ONE item I created into the game-SO SSE is ONLY (and will be like ALWAYS TO ME)  EXPERIMENTAL and not a serious alternative.

Posted

I actually have used this guide https://www.nexusmods.com/skyrimspecialedition/mods/17990 to convert a couple of normal edition mods I found on this site to special edition with success. This mod was only partially successful in the conversion. There is some furniture in this mod that immediately crashes the game, and creation kit for that matter. I'm assuming the cause of the error goes way beyond my understanding of how mods work and it still probably an issue related to SE. I'm looking forward to ZAP 9 for sure!

Posted
Quote
10 minutes ago, kalkun said:

sorry for stupid question but i cant find the taraultimatefurniturepack.esm file can sombody tell me where it is

 

You have probably NOT downloaded the mod yet. You probably have a 1kB file that contains a link and a password. Open it normally (not with your mod manager) and follow the directions.

Posted
4 minutes ago, Psalam said:

You have probably NOT downloaded the mod yet. You probably have a 1kB file that contains a link and a password. Open it normally (not with your mod manager) and follow the directions.

ahh well i did say it was a stupid question, thanks for the tip

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