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Posted
6 minutes ago, Demerots said:

Well I'm dumb, but not dumb enough to not hold onto previous saves. That fix worked, thanks again for answering.

Your not dumb. Sometimes things are obvious to me that I don't realise wont be obvious to you guys. Glad its sorted. Working on a small update for STA now to clear that up. 

Posted

I tried to reinstall with the load order in place, still nothing, it might be a conflict with another mod or something i alredy did to my skyrim game.. Oh well, everything else works fine and i´ve been installing mods and looking for mods and how to make them work more than i have been playing, ill just ignore that and avoid magicka in towns. Thank you for your attention, at least we got out of the way the chance of it being a bug. Keep up the good job, people like you fixing and improving on bethesda´s works are like quiet heroes.

Posted

Oh i always see great mods when i already started a new game with mods that don't work with it! Right now i started a new game with Slaverun that you mod seem to integrate so very well, but my need mod is always EatingSleepingDrinking and i do not think it would work well to add RND also now! But next time i restart i will definitely try it, it sounds great! 

Posted

What is the expected behavior when entering a city whilst wearing a collar that does not take standard DD keys?

 

I get "what are you doing out of your collar," then sls appears to try equipping the SLS collar, which fails -- the existing keyless pet collar from pet collar 5.3.2 remains equipped. There's a popup message about a formid in angle brackets which I unfortunately did not get a screenshot of, then the magicka curse effect is applied in the active effects display.

 

At this point the magicka curse effect and the pet effect are both active. Previous experience says that removing the current collar will not remove the magicka curse effect, but I don't have a log for that.

 

The attached log covers the attempt to apply the sls collar. _sls_interfacedevious does not appear to detect the pet collar as a valid object.

Papyrus.0 (2).zip

 

EDIT 001: The message box reads "[Form <(2905ADF2)>]" (Apparently you can't take a screenshot while a message box is up). That's the formid of the currently equipped item in slot 32, which is removed by the toll collector.

Posted
On 5/27/2019 at 9:56 PM, migueltorga said:

I tried to reinstall with the load order in place, still nothing, it might be a conflict with another mod or something i alredy did to my skyrim game.. Oh well, everything else works fine and i´ve been installing mods and looking for mods and how to make them work more than i have been playing, ill just ignore that and avoid magicka in towns. Thank you for your attention, at least we got out of the way the chance of it being a bug. Keep up the good job, people like you fixing and improving on bethesda´s works are like quiet heroes.

I think I confused you a little. Your load order doesn't have to match the interface order. What's important is that the state of the toggles match your load order. For example: If you use iNeed but don't use RND then iNeed should be toggled on and RND should be toggled off.

On 5/28/2019 at 7:05 PM, handsandarrows said:

Oh i always see great mods when i already started a new game with mods that don't work with it! Right now i started a new game with Slaverun that you mod seem to integrate so very well, but my need mod is always EatingSleepingDrinking and i do not think it would work well to add RND also now! But next time i restart i will definitely try it, it sounds great! 

You should be able to use versions 0.3x without a needs mod. You just won't get any needs type features

13 hours ago, stillnofunnylogin said:

What is the expected behavior when entering a city whilst wearing a collar that does not take standard DD keys?

 

I get "what are you doing out of your collar," then sls appears to try equipping the SLS collar, which fails -- the existing keyless pet collar from pet collar 5.3.2 remains equipped. There's a popup message about a formid in angle brackets which I unfortunately did not get a screenshot of, then the magicka curse effect is applied in the active effects display.

 

At this point the magicka curse effect and the pet effect are both active. Previous experience says that removing the current collar will not remove the magicka curse effect, but I don't have a log for that.

 

The attached log covers the attempt to apply the sls collar. _sls_interfacedevious does not appear to detect the pet collar as a valid object.

Papyrus.0 (2).zip 16.84 kB · 0 downloads

 

EDIT 001: The message box reads "[Form <(2905ADF2)>]" (Apparently you can't take a screenshot while a message box is up). That's the formid of the currently equipped item in slot 32, which is removed by the toll collector.

Don't know to be honest. I don't use pet collar. Guess I'll have to do something about it.

The pop up message I think is just left over debug messaging for the clothes licence. 

Posted
25 minutes ago, AkiKay said:

Where is the quartermaster ? I searched the Barracks but there is just a Strongbox named "Pay fees".

See the first spoiler on the main page. 

Posted
6 hours ago, AkiKay said:

Where is the quartermaster ? I searched the Barracks but there is just a Strongbox named "Pay fees".

If you're talking about Riften, in my game he's hanging around just outside Swindler's Den, pallin' around with the ghost of From-Deepest-Fathoms. Tes5edit shows neither NPC record has been overwritten from their original definition in their respective esp/esm. No hinky scripts in the savegame (26 of 27 are critterspawn). I have no idea why they're there.

 

Have you ever used the mod "Are you there" (https://www.nexusmods.com/skyrim/mods/76051)? It won't keep NPCs from wandering, but you'll be able to find their IDs and console to them (or bring them to you).

Posted
1 hour ago, RaHelios said:

Bro where do you go in whiterun when the toll collector takes all your armor and weapons???

To the tavern and drink a lot, naked!!!

Always works for me... in skyrim... only in skyrim

Cheers ?

 

(couldn't resist, but your question might be answered already in this topic, or worse on the main page)

Posted
On 5/29/2019 at 8:35 PM, Monoman1 said:

You should be able to use versions 0.3x without a needs mod. You just won't get any needs type features

 

Oh that is great news, i will try it right now!

Posted

Ok, man sorry for the question. You might have answred this question before, but i cannot find the answer. When i start the game, a message is shown up that says, sls: an inactive interface to rnd is isnstalled but RND is installed. Reinstall survival to fix this.
So, ive tried and reinstalled Rnd, but the same message shown again.. what do i have to do? 

Posted
8 minutes ago, hellios-apollon said:

Ok, man sorry for the question. You might have answred this question before, but i cannot find the answer. When i start the game, a message is shown up that says, sls: an inactive interface to rnd is isnstalled but RND is installed. Reinstall survival to fix this.
So, ive tried and reinstalled Rnd, but the same message shown again.. what do i have to do? 

if you are using NMM, check page 34 of this topic

 

Posted

I did an oopsie : I manually cleaned the mod while being collared...  I noticed a bug in my game with licenses, so I manually removed all the scripts using Fallrim Tools.  It worked great, except for one thing : I can't get rid of the magika debuff.  I looked into my characters active effects or spells but couldn't find a way to revert it.  Could you explain to me how the debuff works so maybe I can fix it using console commands ?

 

Edit : meanwhile, I managed to work around it using an old save

Posted
10 hours ago, hellios-apollon said:

Ok, man sorry for the question. You might have answred this question before, but i cannot find the answer. When i start the game, a message is shown up that says, sls: an inactive interface to rnd is isnstalled but RND is installed. Reinstall survival to fix this.
So, ive tried and reinstalled Rnd, but the same message shown again.. what do i have to do? 

Should have been solved with that last upload. Was it the 'FoMod' repack version you installed? (that's the version you should use)

6 hours ago, mangalo said:

I did an oopsie : I manually cleaned the mod while being collared...  I noticed a bug in my game with licenses, so I manually removed all the scripts using Fallrim Tools.  It worked great, except for one thing : I can't get rid of the magika debuff.  I looked into my characters active effects or spells but couldn't find a way to revert it.  Could you explain to me how the debuff works so maybe I can fix it using console commands ?

 

Edit : meanwhile, I managed to work around it using an old save

You should be able to remove it via console:

Player.RemoveSpell xx045161

 

What was the bug with the licences?

Posted
7 hours ago, Monoman1 said:

 

You should be able to remove it via console:

Player.RemoveSpell xx045161

 

What was the bug with the licences?

 

I think it was due to the fact that I upgraded from 0.31 to 0.32 without a fully cleaned save (must have forgotten to remove some scripts).  So yeah, I should read the update logs next time :)

 

Basically what happened is that when I asked to buy a licence, nothing would happen.  I would have the "there you go" dialog then nothing.  I couldn't really escape of the collar or get my stuff back because of that.  The mistake I did is that I attempted to clean save while wearing the collar.  It kind of worked, but even on my cleaned save, I still had the debuff and couldn't get rid of it (even tried some player.setav magicka stuff).  In the end, I took an old save, removed the collar from my character, cleaned the save and it was back on the rails again.

 

Thanks for the spell ID, might help in the future

Posted

Hi,

I wanted to edit my TAWOBA.esp with TES5Edit according to the instructions here.

But every time I try to add the new keyword "_SLS_BikiniArmor [KYWD:05049867]" to an armor under "KWDA - Keywords", I get an error message(error: could not be resolved).

i tried to check the .esp files with TES5Edit for errors, but there are no errors.

can anyone tell me why I'm getting this error message?

Posted

 

5 hours ago, mangalo said:

I think it was due to the fact that I upgraded from 0.31 to 0.32 without a fully cleaned save (must have forgotten to remove some scripts).  So yeah, I should read the update logs next time

Shouldn't you disable the esp when clean saving usually? '

I think disabling the esp is probably best as the game can dump all the forms. But anyway, glad your sorted.

4 hours ago, AreaGamer said:

Hi,

I wanted to edit my TAWOBA.esp with TES5Edit according to the instructions here.

But every time I try to add the new keyword "_SLS_BikiniArmor [KYWD:05049867]" to an armor under "KWDA - Keywords", I get an error message(error: could not be resolved).

i tried to check the .esp files with TES5Edit for errors, but there are no errors.

can anyone tell me why I'm getting this error message?

It's just that your load order doesn't match mine. This is explained at the bottom of the guide. You replace the leading 05 with the current load order id (TesEdits load order) of Survival. Or if you want you can copy the form directly by clicking on the circled FormId in the right hand side window and press CTRL + C and then simply paste it into the automation tools box. 



keyword.jpg.f8e39301b5f695bbb7bef58af576ded6.jpg

 

Posted
4 hours ago, Supreme Taco said:

Which Slaverun version is supported by this mod? I was going to download and try out the 3.0 beta but I chickened out when I saw ZAP 8.0 was a requirement.

It's made for Beta 3.x

Just compared the scripts there and there are definitely differences between version 2 and 3. I think auto starting Slaverun *may* work but Survival won't be able to detect which town is free as the functions just aren't there in version 2 of Slaverun. I don't think it would cause Survival to explode or anything but you can expect certain things to not work. Like tolls increasing in towns that are enslaved for example. 

 

Is there some problem with Zap 8.0? I've never had any issues. 

Posted
11 hours ago, Monoman1 said:

 

Goodnight, how do i get rid of dog droll every time i sleep? Been getting it even tough never went to the kennel. Have been searching in mcm were to reset it but can´t seem to find it

 

Edit: It seems like the reset drool is for another mod you made "spank that ass" i believe.. 

Edit2: Gave up and reloaded to a save previous to that, i think i located the problem tough, game  was crashing due to another mod i added and i think it corrupted the save somehow.. 

Posted

I'm having a strange issue in which the license bars in mcm are all set to 0 and reset to 0 instantly when I try to modify them. I hadn't installed any new mods and I've tried reinstalling and downgrading several times with this mod. Is there anything I'm missing about this scenario about how to fix this? 

Posted
10 hours ago, floodpoolform said:

I'm having a strange issue in which the license bars in mcm are all set to 0 and reset to 0 instantly when I try to modify them. I hadn't installed any new mods and I've tried reinstalling and downgrading several times with this mod. Is there anything I'm missing about this scenario about how to fix this? 

I've no idea what would cause that. I'm a little... suspicious when you say 'downgrade'. What does that mean exactly?

 

If you create a new game is the behavior the same? If it isn't then doing a clean save will probably fix the issue.

Posted
19 hours ago, Monoman1 said:

Is there some problem with Zap 8.0? I've never had any issues. 

Not that I know of, I've just been under the impression that there are a lot of animations and stuff in it that I'm not interested in using. That and the fact that I'm currently pushing my FNIS limit has caused me to postpone installing ZAP 8.0 indefinitely. Guess it's time to bite the bullet and get up to date!

 

Thanks for the heads up!

Posted
2 minutes ago, Sospice said:

I'm in whiterun but I can't find the inspector to pay the clothes/ weapons license to. Can someone tell me who that is and where they might be?

Thanks!

P.S. This is a great mod, really wonderful idea!

 

He's in the guard barracks behind the bannered mare.  There's a wooden door surrounded by rocks

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