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Posted
19 minutes ago, Kargano01 said:

I have also tried to copy and rename the actual beltPaddedOpen_go.nif to beltPaddedOpen_1.nif. But is still not visible.

That will definitely break it.

You can't swap a ground object for a skinned object.

And if there is the tiniest difference between _0 and _1, the object won't render at all; they have to match up exactly other than vertex positions.

 

It's most likely you didn't BodySlide correctly. Maybe you didn't get the one item you actually need.

 

 

Also, check the SLOT, is the DEVICE HIDER hiding your belt?

Posted
39 minutes ago, Lupine00 said:

That will definitely break it.

You can't swap a ground object for a skinned object.

And if there is the tiniest difference between _0 and _1, the object won't render at all; they have to match up exactly other than vertex positions.

 

It's most likely you didn't BodySlide correctly. Maybe you didn't get the one item you actually need.

 

 

Also, check the SLOT, is the DEVICE HIDER hiding your belt?

Oh  damnd. It is ground object.. thanks for info. Wonderung that the belt was not installed with dd. Must go on search.

 

Thanks.

Posted
12 hours ago, Kargano01 said:

Oh  damnd. It is ground object.. thanks for info. Wonderung that the belt was not installed with dd. Must go on search.

 

Thanks.

Ahhh DD was not completle installed...after reinstallation it works.

 

Thanks for the Hint. :)

  • 5 weeks later...
Posted

Right after marriage, I get no dialog and no events. Is console usage marriage causing problem?? Or Devious devices version conflict?? I've got hjaalmarch hall from alternate start and set sexual preference too. Please help me if you know how to solve ???

Posted
5 hours ago, eric8848 said:

Right after marriage, I get no dialog and no events. Is console usage marriage causing problem?? Or Devious devices version conflict?? I've got hjaalmarch hall from alternate start and set sexual preference too. Please help me if you know how to solve ???

sometimes you need to save and reload for some events to fire.

 

Posted
On 5/6/2021 at 5:24 PM, eric8848 said:

Right after marriage, I get no dialog and no events. Is console usage marriage causing problem?? Or Devious devices version conflict?? I've got hjaalmarch hall from alternate start and set sexual preference too. Please help me if you know how to solve ???

 

You need to be in your home with the spouse. Also, you may need to wait a day.

Posted
On 5/7/2021 at 12:24 AM, eric8848 said:

Right after marriage, I get no dialog and no events. Is console usage marriage causing problem?? Or Devious devices version conflict?? I've got hjaalmarch hall from alternate start and set sexual preference too. Please help me if you know how to solve ???

I've solved this problem, thanks for advices.? It was problem of marriage itself, and marriage overhaul mod solved problem.

Posted
On 5/10/2020 at 10:08 AM, Toopa said:

I cant get the lunch break event to start no matter if I set everything at max in the mcm and satisfy the conditions. I get this in my papyrus [PP] -- [WARN ] Lunch break failed to start!
[05/10/2020 - 05:01:40PM].

 

Everything else has worked perfectly fine so far.

 

Any ideas why?

Ok, I've been trying to figure this one out for myself for a little while as there hasn't been much discussion on it. I have worked out a solution, but it does involve a little effort and you're going to need to have a passing familiarity with the creation kit to do it.

 

I got mine working by loading up petproject.esp in creation kit, then navigating to Character>quests>petproject>PP_eventLunchBreak.

from here open the "Quest Aliases" tab and double click on "pole" "pole2" and "SpouseLocation"  one at a time and tick the box in the top right that reads "optional". save the mod and boom. lunch break works again.

 

Now how does this work? I dont know. does it break the mod? probably. was this mod put together by someone far more skilled than I who knows what these boxes and tabs mean? yes.

but who's version of the mod triggers the lunch break scene? THIS GUY'S.

Posted
On 5/17/2021 at 6:12 AM, sexylizard12 said:

 

but who's version of the mod triggers the lunch break scene? THIS GUY'S.

Would you be so kind as to give a brief description of the event? Just so I can judge whether it's worth fixing or not.

  • 3 weeks later...
Posted
On 5/19/2021 at 2:01 PM, whathisfaceguy said:

Would you be so kind as to give a brief description of the event? Just so I can judge whether it's worth fixing or not.

surely:

Spoiler

Your spouse will meet an old friend in the street and decide to get lunch at the tavern. you are tied to a pole outside to wait for them to finish. they come to release you, and may kiss in front of you. there is also a variation where your spouse goes for lunch on their own. There may be more variations, but those are the ones I've gotten

 

Posted
On 5/17/2021 at 6:42 PM, sexylizard12 said:

I got mine working by loading up petproject.esp in creation kit, then navigating to Character>quests>petproject>PP_eventLunchBreak.

from here open the "Quest Aliases" tab and double click on "pole" "pole2" and "SpouseLocation"  one at a time and tick the box in the top right that reads "optional". save the mod and boom. lunch break works again.

Perhaps only one pole is needed for this to work?

Possibly, PP was edited with an old version of Tes5Edit and that has corrupted the quest, or if you're on SSE, then it's possible for aliases not to be quite right without being edited and resaved from the new CK.

Would be interesting to see if it still works after you swap them back to non-optional again.

 

I've found aliases to be a little delicate to set up even in the LE CK. It's possible to make one that ... just never fills ... for no obvious reason.

If you duplicate that alias, the duplicates also do not work.

Then you make an exactly identical alias from scratch and it works ... obviously it's not identical, but there's no difference in the CK.

Tes5Edit reveals no difference either.

I've never had time to track down what is really happening.

  • 2 weeks later...
Posted

Hi guys, I was trying this mod and really enjoying it.

I did the in game week as a trial run but decided to end it to test out some other mods. Is there an in game way to restart this mod?

I know you get told to make sure about your decision as the npc won't bring it up again but I was hoping there would be a player option in the MCU or in dialogue to start it up again. 

 

Any help on how to continue playing this mod would be apricated.  

Posted
On 6/17/2021 at 5:41 PM, Mad_Monty said:

Hi guys, I was trying this mod and really enjoying it.

I did the in game week as a trial run but decided to end it to test out some other mods. Is there an in game way to restart this mod?

I know you get told to make sure about your decision as the npc won't bring it up again but I was hoping there would be a player option in the MCU or in dialogue to start it up again. 

 

Any help on how to continue playing this mod would be apricated.  


The only thing you can do is clean Pet Project's data via Fallrim Tools. Did it few times, it worked. However I cannot guarantee that will not mess up your save later on.

Posted
14 hours ago, kapibar said:


The only thing you can do is clean Pet Project's data via Fallrim Tools. Did it few times, it worked. However I cannot guarantee that will not mess up your save later on.

Yeah i'm not how to do this "safely" or even an approximation of it. I know that changing loadorder, even the so called "clean save" can lead to save corruption, so resaver is likely the best choice.

Posted
4 hours ago, Deadly Kitten said:

Yeah i'm not how to do this "safely" or even an approximation of it. I know that changing loadorder, even the so called "clean save" can lead to save corruption, so resaver is likely the best choice.


Honestly I believe all this talk about save corruption comes from being overly cautious. I'm playing with Skyrim for years now and I've never fucked up my playthrough beyond repair. I'm not saying it can be done, but more times than not something as miniscule as changing the LO won't have crippling effects.

Posted
21 hours ago, kapibar said:


The only thing you can do is clean Pet Project's data via Fallrim Tools. Did it few times, it worked. However I cannot guarantee that will not mess up your save later on.

Thanks for the Info. I figured that was the only way.

 

  • 4 weeks later...
Posted

Hi guys,
I keep having problems with the "helping hand" event:
1.) the whipping keeps getting interrupted and the chars just stand there with whip in hand
2.) after the housecarl eats me out and the belt gets refitted. the belt seems to be get equipped before the plug, so the plug is just in my inventory and I can't re-equip it EVER. Tried to use the debug from cursed loot but it can't remove the belt either.

Any advice would be appreciated

Posted (edited)
4 hours ago, pnutz78 said:

I can't re-equip it EVER. Tried to use the debug from cursed loot but it can't remove the belt either.

 

I used the Devious Devices debug feature for that. It removes and destroys the belt (and every other worn DD), so you have to add it from console (or AddItemMenu), then equip them manually. It did not break Pet Project in my game, but I made sure I use this only outside of scenes.

Edited by monsta88
Posted

Another question, so I was trying to use EFF to make my mistress a more useful follower and strictly play as a healer myself. Is it possible that EFF messes with this mod in terms of dialogue? I sometimes get the impression that dialogue gets skipped when I use EFF compared to not using it. If anyone has any experience with follower improvement mods using it together with this mod- please let me know what works.

Posted

@Srende I had a request to do a voice pack for this mod.

 

It's here: https://www.loverslab.com/files/file/18571-petproject-152-se-voice-files/

 

 

It's also for SE

 

For anyone here who wants the LE/Oldrim version:

 

The sound files themselves are the same between LE & SE

simply extract contents of BSA file into the LE mods folder.

DON'T use the included plugin.

 

Several of the users of this mod have been commenting on the voice pack support thread on how to "convert" this mod to SE

 

It has no meshes, anims or textures, so that part requires no conversion.

The scripting and plugin internals, I have no knowledge of.

I don't even have LE to test with.

Posted
On 7/16/2021 at 10:05 PM, pnutz78 said:

Another question, so I was trying to use EFF to make my mistress a more useful follower and strictly play as a healer myself. Is it possible that EFF messes with this mod in terms of dialogue? I sometimes get the impression that dialogue gets skipped when I use EFF compared to not using it. If anyone has any experience with follower improvement mods using it together with this mod- please let me know what works.

I'd guess that sometimes you run into a quest priority problem.

This is a consistent issue with Skyrim mods, never mind dialog mods. Anything that relies on forcegreets is super-fragile because of it, and there's no easy answer for mod makers.

 

As a user, you could try pushing up the priority of quests in PetProject, or pushing down the priority of quests in EFF.

While that may not be the exact cause, it's fairly likely that it is.

Posted

Suddenly had a idea like what if when your spouse ties you up to go and have a night out someone breaks into your house and you cant but helplessly watch as they take things while your gagged and bound

Posted
On 7/24/2021 at 11:06 PM, judge007 said:

 I had a request to do a voice pack for this mod.

 

I could try the sound pack and it really improves the experience. As expected some lines have a little weird pronounciation by the speech simulator, but the tone of the voice is spot on.

 

I also noticed that you uploaded voice for another of my favorites, the Naked Dungeons. Thank you for doing these voicepacks, I really appreciate it.

Posted

@monsta88 @Fenroo

 

as per posts on voice pack thread https://www.loverslab.com/topic/172624-petproject-152-se-voice-files/?tab=comments#elControls_3460404_menu

 

 

user Fenroo is running Skyrim LE and trying to get the voice pack running

 

user Fenroo also uses NMM

 

I have neither, and can't guide Fenroo through the process.

The process includes extracting my archive to a working directory

Unpacking the supplied SE BSA to the same working directory

Deleting the supplied BSA & plugin

 

From here I'm at a loss.

 

Could someone here assist Fenroo, please?

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