killerofgods2 Posted December 20, 2018 Posted December 20, 2018 41 minutes ago, Delzaron said: None work ? Did you installed the scripts ? Yes, I dragged and dropped everything from the 0.7 version into my Skyrim data folder. and currently I am trying to see if one of my other mods is making this one not work.
killerofgods2 Posted December 21, 2018 Posted December 21, 2018 No longer need help I figured out what was wrong , it was because I am lazy when installing a new version of a mod. specifically I think it was zaz animation pack, I didn't fully remove 7 before installing 8. 1
effrenatus Posted February 10, 2019 Posted February 10, 2019 Hi! Was there supposed to be a spell visible in the current effects screen? Or how am i supposed to see if I am cursed and how it influences me? I mean what effect do the curses have actually?
Delzaron Posted February 12, 2019 Posted February 12, 2019 On 2/11/2019 at 12:50 AM, effrenatus said: Hi! Was there supposed to be a spell visible in the current effects screen? Or how am i supposed to see if I am cursed and how it influences me? I mean what effect do the curses have actually? the spell doesn't affect the screen... maybe it's something I should add, like the screen effets in skooma whore...
meyi Posted February 16, 2019 Posted February 16, 2019 Only left side limbs seem to get amputated. Working as intended?
Ethetrix Posted February 16, 2019 Posted February 16, 2019 13 hours ago, meyi said: Only left side limbs seem to get amputated. Working as intended? I've noticed this too. I have played around in dwemer spinner traps for a half hour or so to test and only ever got left side body parts amputated, even when they were already amputated so only the right side amputations should have been chosen afterwards. Less easy to test, I only ever seem to lose left arm pieces to power attacks too. Alternatively, if I get cursed by a dying enemy and go to Danica, it seems like the right side body parts are the only ones chosen as "cursed" and amputated.
Delzaron Posted February 18, 2019 Posted February 18, 2019 On 2/16/2019 at 8:41 PM, Ethetrix said: I've noticed this too. I have played around in dwemer spinner traps for a half hour or so to test and only ever got left side body parts amputated, even when they were already amputated so only the right side amputations should have been chosen afterwards. Less easy to test, I only ever seem to lose left arm pieces to power attacks too. Alternatively, if I get cursed by a dying enemy and go to Danica, it seems like the right side body parts are the only ones chosen as "cursed" and amputated. Interesting... Danica dialogue detect if you wear a curse and or if you're amputate,d but cannot detect which member is missing, so... dor removing the curse, she could removeing a member already missing...
bcorwen Posted February 18, 2019 Posted February 18, 2019 Thanks to discussion on this thread, I've found out that I needed to go back to the Brood Cave which reveals a new area to remove the Hound curse. I have to say that the little dimension is pretty good! However, since you aren't given any information, I'm struggling to figure out what I'm supposed to do to lift the curse. I've found my way to the fountain of knowledge with a giant tome in front of it, but the font is just like an enchanting table and the tome is closed and cannot be interacted with. I have activated the "scryes" and "opened" the little tome on an island off to the side but can't see what I'm missing... Does anyone have any hints? Edit: Talk to Dani first... I thought I had considering I got so far first!
effrenatus Posted February 21, 2019 Posted February 21, 2019 On 2/12/2019 at 11:32 PM, Delzaron said: the spell doesn't affect the screen... maybe it's something I should add, like the screen effets in skooma whore... Maybe just something in the Active Effects list would already be helpful. At the moment I can not see if I am cursed or what the curse does to me! Only the woman in the temple wants to remove an arm and a leg! Or is something broken here? Generally, what are effects of curses? Do I walk slower for example, drop weapons? 1
Delzaron Posted February 21, 2019 Posted February 21, 2019 12 hours ago, effrenatus said: Maybe just something in the Active Effects list would already be helpful. At the moment I can not see if I am cursed or what the curse does to me! Only the woman in the temple wants to remove an arm and a leg! Or is something broken here? Generally, what are effects of curses? Do I walk slower for example, drop weapons? You can get two différent effect : an ability which reduce your perks, helth regen, etc... or the hound.
Dojo_dude Posted February 21, 2019 Posted February 21, 2019 Noticed the MCM says "Deadly Traps and C'o'urses?"
Delzaron Posted February 21, 2019 Posted February 21, 2019 53 minutes ago, Dojo_dude said: Noticed the MCM says "Deadly Traps and C'o'urses?" Ah... a thing to fix ! 1
CheddarTrauma Posted March 14, 2019 Posted March 14, 2019 Err-or(s): Spoiler [00:00] Checking for Errors in [06] zTrap.esp [00:00] DLC2Book02HermaeusMoraFXRef001 [REFR:0601BA74] (places DLC2HermaeusMoraFaceFXAct [ACTI:03037AE6] in GRUP Cell Persistent Children of aTrap_YuggothCell "Unknown Area" [CELL:0601BA65]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0601BA7B] < Error: Could not be resolved > [03/13/2019 - 09:11:06PM] Error: Property myHMface02 on script dlc2hermaeusmorafacefxscript attached to (5601BA74) cannot be bound because <NULL form> (5601BA7B) is not the right type
Delzaron Posted March 18, 2019 Posted March 18, 2019 On 3/14/2019 at 2:43 AM, Hylysi said: Err-or(s): Hide contents [00:00] Checking for Errors in [06] zTrap.esp [00:00] DLC2Book02HermaeusMoraFXRef001 [REFR:0601BA74] (places DLC2HermaeusMoraFaceFXAct [ACTI:03037AE6] in GRUP Cell Persistent Children of aTrap_YuggothCell "Unknown Area" [CELL:0601BA65]) [00:00] REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0601BA7B] < Error: Could not be resolved > [03/13/2019 - 09:11:06PM] Error: Property myHMface02 on script dlc2hermaeusmorafacefxscript attached to (5601BA74) cannot be bound because <NULL form> (5601BA7B) is not the right type This is deleted object, surely... hopefully, it doesn't concern a vanilla cell... i should investigate if i find some time.
Chronos7000 Posted April 2, 2019 Posted April 2, 2019 On 2/16/2019 at 12:54 AM, meyi said: Only left side limbs seem to get amputated. Working as intended? Seems to be happening to me as well. Walked into a trap, got a "You've lost your hand!" message, but I still had it and only have the spell effect for "Amputeed [sic] Status" and "Amputeed left arm". Walked back into the trap again and stood in it, generating several such messages, for hand, forearm and arm, but still only was missing the left arm. Very odd. 1
Delzaron Posted April 2, 2019 Posted April 2, 2019 10 hours ago, Chronos7000 said: Seems to be happening to me as well. Walked into a trap, got a "You've lost your hand!" message, but I still had it and only have the spell effect for "Amputeed [sic] Status" and "Amputeed left arm". Walked back into the trap again and stood in it, generating several such messages, for hand, forearm and arm, but still only was missing the left arm. Very odd. the script which is detecting the amputation don't work very weel. It's also due to the amputation framework limitations. 1
TheOzoneHole Posted April 6, 2019 Posted April 6, 2019 Okay so I was using this for a while and overall I found it interesting and fun, particularly with mods that make traps do more damage. However I also noticed several things that have been mentioned, like only the left arm and leg getting amputated by traps, and being cursed by dozens of people and animals (how?) but Danica only amputating my left leg (about 10 times) without any idea if the curse(s) are cleared. Also the hound didn't show but that might be due to my not having animal animations enable in sexlab. Now I'm not very familiar with Skyrim's CK, and I haven't looked at the scripts for this, but would it be possible to do one or both of the following: 1. Add a magic effect to the curse(s) show it/they show up in the magic effects menu? (Just even a name that calls it Curse so we know it is there.) 2. Use arrays/lists/dictionaries of booleans for each limb so that the script rolls for the limb and then applies a curse first to the hand/foot, then lower arm/leg and then finally upper arm/leg so that allows the player to be cursed up to 12 times, and parts are amputated either in order (first the hand/foot etc) or check for the highest one first and then amputate from there removing all those curses? That might lead to script bloat though, or be limited by amputator framework. Like I said, I haven't messed with papyrus at all or checked the scripts for either mod, so I don't know if that'd work or not. Thanks for all your time and hard work! 1
Chronos7000 Posted April 6, 2019 Posted April 6, 2019 6 hours ago, TheOzoneHole said: Okay so I was using this for a while and overall I found it interesting and fun, particularly with mods that make traps do more damage. However I also noticed several things that have been mentioned, like only the left arm and leg getting amputated by traps, and being cursed by dozens of people and animals (how?) but Danica only amputating my left leg (about 10 times) without any idea if the curse(s) are cleared. Also the hound didn't show but that might be due to my not having animal animations enable in sexlab. Now I'm not very familiar with Skyrim's CK, and I haven't looked at the scripts for this, but would it be possible to do one or both of the following: 1. Add a magic effect to the curse(s) show it/they show up in the magic effects menu? (Just even a name that calls it Curse so we know it is there.) 2. Use arrays/lists/dictionaries of booleans for each limb so that the script rolls for the limb and then applies a curse first to the hand/foot, then lower arm/leg and then finally upper arm/leg so that allows the player to be cursed up to 12 times, and parts are amputated either in order (first the hand/foot etc) or check for the highest one first and then amputate from there removing all those curses? That might lead to script bloat though, or be limited by amputator framework. Like I said, I haven't messed with papyrus at all or checked the scripts for either mod, so I don't know if that'd work or not. Thanks for all your time and hard work! I did once successfully receive a curse and it did appear to even be having the effect it was supposed to, but when I went to Danica she just amputated my already-amputated (before even being cursed) left arm. I don't know why this is, but it does not appear to be random, it appears to favor the left heavily or exclusively.
ShenGo Posted April 23, 2019 Posted April 23, 2019 Would be badass if this could tie into the Dwarven Cyborg Kit and/or its related Dwarven Augmentation mods. 1
Delzaron Posted April 23, 2019 Posted April 23, 2019 3 hours ago, ShenGo said: Would be badass if this could tie into the Dwarven Cyborg Kit and/or its related Dwarven Augmentation mods. i made a commision about dwemer cyborgs... it was imposisble to manage it with npcs... 1
ShenGo Posted April 23, 2019 Posted April 23, 2019 1 hour ago, Delzaron said: i made a commision about dwemer cyborgs... it was imposisble to manage it with npcs... I guess that makes sense. I was more interested in it for the player.
bcorwen Posted April 25, 2019 Posted April 25, 2019 On 4/2/2019 at 4:39 PM, Delzaron said: the script which is detecting the amputation don't work very weel. It's also due to the amputation framework limitations. If you can't check what is already amputated, can you remove the check completely? At least then both left and right limbs could be lost again
Dojo_dude Posted April 28, 2019 Posted April 28, 2019 On 4/23/2019 at 10:44 AM, ShenGo said: Would be badass if this could tie into the Dwarven Cyborg Kit and/or its related Dwarven Augmentation mods. This would be a great alternate start or just to get NEW limbs from a Black Smith as alternate to Danica. On 4/2/2019 at 9:39 AM, Delzaron said: the script which is detecting the amputation don't work very weel. It's also due to the amputation framework limitations. Don't give up! The framework can be re-newed and so can this, too many projects, eh? 2
Nepro Posted April 29, 2019 Posted April 29, 2019 @Delzaron This mod is Special Edition Compatible. I still need to convert myself Amputator Framework into SSE?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now