Monoman1 Posted May 2, 2022 Author Posted May 2, 2022 4 minutes ago, safado said: Maybe a better solution is to have the option in the exception file to add specific slots to be ignored Added a GetName() check to exclude hidden items. 1
Naps-On-Dirt Posted May 3, 2022 Posted May 3, 2022 21 hours ago, Monoman1 said: Or you can try this script: _SLS_LicBikiniCurse.pex It's based on version 685 so you should probably be running that version but I don't think there were any changes to that script lately. The new script worked like a charm. Thanks!! 1
DonQuiWho Posted May 3, 2022 Posted May 3, 2022 On 4/26/2022 at 5:25 AM, safado said: I look a little into the code and the issue looks like is because the evictwindhelm function has not been called with the evicted=false argument for some reason. That will load a list of assets (the blocking meshes), go to each item, and disable it. The reverse (enable) occurs with evicted=true. It looks like an event to update evictions happens near 3am 'ish', it iterate each house ownership and requirement to evict/block or unblock. Try the all-in-one menu, misc/debug/Mod Events/Evict/UnEvict Test/Windhelm. You can check for eviction reasons and form items in the Evict menu. Apols for the delay in responding Thanks. I'll have a look at that next time I return to that particular playthrough
Savelion Posted May 4, 2022 Posted May 4, 2022 hello there, Since I joined the dark brotherhood, I get the dialogue option "I would like to pay off a bounty" with every NPC I approach. Even when I interact with my horse. This is a bit annoying. Is there a way to disable the dialogue option completely?
Monoman1 Posted May 4, 2022 Author Posted May 4, 2022 4 minutes ago, Savelion said: hello there, Since I joined the dark brotherhood, I get the dialogue option "I would like to pay off a bounty" with every NPC I approach. Even when I interact with my horse. This is a bit annoying. Is there a way to disable the dialogue option completely? I don't think SLS does this.
Straze Posted May 5, 2022 Posted May 5, 2022 (edited) SLS version 0.674 Good Afternoon, I ran into a small problem with “Escorts”. In short, a follower that is in the “Escort” list, is not recognised as a follower until forced assign. Notable mods I use surrounding followers; Nether’s Follower Framework & Devious Followers Continued. follower in question = Chloe from Cursed Loot. Started the game with LaL, imported settings of SLS (includes Escorts list follower). Then I went to Helgen and started the Chloe Quest line in DCL. Upon arriving in Riverwood, I get approached my an “Enforcer” who asks where your escort is. what I tried - dismissing follower to re-enable her as follower. - removed her from Escort list and added her again to the list. p.s. this is a “small” problem as of now, because during my testing she was added as Escort after getting teleported to Whiterun. Edited May 5, 2022 by Straze
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 4 hours ago, Straze said: SLS version 0.674 Good Afternoon, I ran into a small problem with “Escorts”. In short, a follower that is in the “Escort” list, is not recognised as a follower until forced assign. Notable mods I use surrounding followers; Nether’s Follower Framework & Devious Followers Continued. follower in question = Chloe from Cursed Loot. Started the game with LaL, imported settings of SLS (includes Escorts list follower). Then I went to Helgen and started the Chloe Quest line in DCL. Upon arriving in Riverwood, I get approached my an “Enforcer” who asks where your escort is. what I tried - dismissing follower to re-enable her as follow. - removed her from Escort list and added her again to the list. p.s. this is a “small” problem as of now, because during my testing she was added as Escort after getting teleported to Whiterun. Does chloe use the standard follower framework or use her own standalone system? I don't remember.
deuslinks Posted May 5, 2022 Posted May 5, 2022 Just a quick question for this Mod do you need to run it with Survival mode in the base game as well?
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 8 minutes ago, deuslinks said: Just a quick question for this Mod do you need to run it with Survival mode in the base game as well? No survival mode isn't even supported because this mod is developed for LE. Only SE has survival mode.
deuslinks Posted May 5, 2022 Posted May 5, 2022 Just now, Monoman1 said: No survival mode isn't even supported because this mod is developed for LE. Only SE has survival mode. Ahh my apologies. Thank you for your time.
Straze Posted May 5, 2022 Posted May 5, 2022 (edited) 2 hours ago, Monoman1 said: Does chloe use the standard follower framework or use her own standalone system? I don't remember. I believe standard Follower Framework: Unless this is a different Chloe than the one during the quest. Spoiler Edited May 5, 2022 by Straze
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 1 hour ago, Straze said: I believe standard Follower Framework: Unless this is a different Chloe than the one during the quest. Hide contents Hmm ok. I'll keep an eye out for it but I don't use DCL so if it's specific to DCL I won't see it.
TheOpu123 Posted May 5, 2022 Posted May 5, 2022 What does the "unlock" license style do? I couldn't find any info on it, mob features didn't say anything and looking it up didn't work, and in the mcm menu the last line(s?) are cut off at the bottom of my screen.
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 54 minutes ago, theopu23 said: What does the "unlock" license style do? I couldn't find any info on it, mob features didn't say anything and looking it up didn't work, and in the mcm menu the last line(s?) are cut off at the bottom of my screen. IIRC you start off not having access to buy any licences. You need to pay a large fee up front to the quartermaster before you're allowed access. And I think there's a fee for each licence (each licence is unlocked individually).
Izolenta Posted May 5, 2022 Posted May 5, 2022 Faced such a problem: after receiving any reward, the guard, when meeting with the PC, says the phrase "Stop, I know you", but then nothing happens. Dialogue with them is not available. That's why I can't get rid of the fine. I tried this mod on a minimal mod build, there are no dialog mods. Any ideas why this is happening or how to fix it?
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 7 minutes ago, Izolenta said: Faced such a problem: after receiving any reward, the guard, when meeting with the PC, says the phrase "Stop, I know you", but then nothing happens. Dialogue with them is not available. That's why I can't get rid of the fine. I tried this mod on a minimal mod build, there are no dialog mods. Any ideas why this is happening or how to fix it? Nothing to do with SLS. It's a vanilla bug. There's a stupid condition on the dialogue that excludes a female PC. Stupid Bounty Condition Patch.esp You can use this but it's a waste of an esp slot as it's only a single record edit. I have another esp patch that I have added little bits of personalization to that I have copied this patch into. 1
Izolenta Posted May 5, 2022 Posted May 5, 2022 4 hours ago, Monoman1 said: Nothing to do with SLS. It's a vanilla bug. There's a stupid condition on the dialogue that excludes a female PC. It is strange that I have not come across this before, apparently I am a bad criminal ? 4 hours ago, Monoman1 said: You can use this but it's a waste of an esp slot as it's only a single record edit. I copied this entry via SSEedit in esp to other fixes, so this is not a problem. Thank you!
safado Posted May 5, 2022 Posted May 5, 2022 (edited) 1 hour ago, Izolenta said: Faced such a problem: after receiving any reward, the guard, when meeting with the PC, says the phrase "Stop, I know you", but then nothing happens. Dialogue with them is not available. That's why I can't get rid of the fine. I tried this mod on a minimal mod build, there are no dialog mods. Any ideas why this is happening or how to fix it? If you include Arthmoor's Unofficial Skyrim Patch combined with a "conflict resolution" patch (merge patch) for your version of Skyrim this issue and many others will be fixed. That bug was fixed 10 years ago. Other mods like Skoomawhore, devious lore, and various prison mods include the fix. Edited May 5, 2022 by safado
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 29 minutes ago, safado said: That bug was fixed 10 years ago. Mmmm....
safado Posted May 5, 2022 Posted May 5, 2022 (edited) 58 minutes ago, Monoman1 said: Mmmm.... Sorry @Izolenta, I did have that patched in oldRim, but can recall what mod did it. On Skyrim SE it was added on 2021to USSEP. That bug still exist in Skyrim AE. Edited May 5, 2022 by safado
Monoman1 Posted May 5, 2022 Author Posted May 5, 2022 5 minutes ago, safado said: That bug still exist in Skyrim AE. 11 years of progress™ at bethesda! Can't wait for starfield! Progress is a registered trademark of bethesda corporation. Any progress may in fact not be progress. 1
safado Posted May 5, 2022 Posted May 5, 2022 15 minutes ago, Monoman1 said: 11 years of progress™ at bethesda! Can't wait for starfield! Progress is a registered trademark of bethesda corporation. Any progress may in fact not be progress. "Progress" is the name of the DLC. ? It will add the "It just works" space station. Actually, the current maintainer team for AE, did patch some textures and NIF files, but nothing about the data. Arthmoor has to reconcile those fixes and remove it from his mod. But they did only a few, for a $49 full or $19 upgrade(DLC AE) game. ??♂️ 1
Onomatophobia Posted May 5, 2022 Posted May 5, 2022 (edited) About my problem with the Werewolves not attacking - found out that the ones that stopped attacking had a negative Loyalty timer on the info page. They somehow were appearing from the bottom of the list for some reason, is this ok? After using the "recycleactor" in console on the werewolf - he started attacking again. I'm going to test later if the approach scenario is back in working order after the command, fingers crossed. Edit: So, Here is a report on my testing What I did: used recycleactor command on the werewolf. It regained the ability to attack, but over time lost it again (negative loyalty timer) dismissed the werewolf, and then used the fondle action to get it back. The werewolf didnt regain his ability to attack (positive loyalty timer) repeated the second step, and then used the console command on it again. The werewolf regained his ability to attack. (positive loyalty timer) Over all this time the werewolf havent done the approach scenario. So, for me it looks like the approach scenario is messing with the werewolf ability to attack. After all, Werewolves are smarter than common animals and wont help you unless you feed them properly ? One more thing: it looks like inside dungeons their ability to attack is working just fine whout any additional steps. Edited May 7, 2022 by Onomatophobia
bubba999 Posted May 7, 2022 Posted May 7, 2022 Hello! I want to upgrade from .662 to .685 in SE. It says to follow the upgrade instruction for my version........ and It doesn't say what those are! Can someone show me where.... thanks!
safado Posted May 7, 2022 Posted May 7, 2022 (edited) 9 hours ago, bubba999 said: Hello! I want to upgrade from .662 to .685 in SE. It says to follow the upgrade instruction for my version........ and It doesn't say what those are! Can someone show me where.... thanks! Personally, I did this. Upgrade instructions: Use a Mod manager more modern than NMM like "Mod Organizer 2". Make a content copy of the folder in "Skyrim Game\DATA\SKSE\Plugins\StorageUtilData\SL Survival" You may want to review against new files from the upgrade, in case you lose some custom settings. To review changes, I use Notepad++ compare plugin, but winmerge is also good. A more advanced option is to create a custom mod folder to store the JSON, you need to understand your mod manager to do that. Install PO3 Papyrus Extender: SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854 Install UIExtesions SE Rebuild TesEdit patch. (Conflict Resolution Patch) This is not a plugin merge to reduce esp count. It is about the data conflicts when multiple ESP's tries to modify the same records. Only one can win, the last one. The merged data file becomes the last one, those helps with data conflict. Monoman1 recommends this for LE. Follow the "TesEdit Merged Patch" section on this post. Read to understand what it is. xEdit team do not support the "TesEdit Merged Patch" for SE, It is a warning in xEdit. You can use instead unofficial MatorSmash. (I use this tool and review with xEdit, no Skyrim tool is a one hit wonder). You can use without reviewing if you do not know how. My experience is that it works 95% of the time, and only multiple conflicting cosmetic NPC changes mods in load list need extra attention with priority settings BASH TAGS and some manual changes. Spoiler Basic Usage 1. Start Mator Smash. If you're using Mod Organizer you should start smash through Mod Organizer. 2. Select the profile for the game you want to create a smashed patch for. If a profile is not automatically created for your game you can create it manually. 3. Check the plugins you want to load into Smash (do not load dynamic patches, e.g., DynDOLOD, zPatch). 4. Click the Quick Patch (green arrow) button. 5. Close the program. 6. Use xEdit to verify your patch and fix any issues by hand. 7) (added by me) Using xEdit, Change the header entry "Record Flags (sorted)" of "Smashed Patch.esp" to ESL. Start game, load a save, go to an interior cell without NPC, Wait 30 seconds to a minute, Review MCM and change what ever you need. Good Luck Edited May 7, 2022 by safado 1
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