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S4WDU5T

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  1. For me, I got it working by unpacking the .bsa's with this BSA Browser , either drop the contents into the game files or re-pack them into an LE-version .bsa and use those. The raw files will cause a few extry seconds of initial game startup time (its over 5GB of sound files!) 😵 Also the fus-ro-doh text lines will no longer appear, it might catch you off-guard at first
  2. The one that comes to mind that does exactly that is Immersive Citizens - AI Overhaul , in her case I've seen she leaves in the evenings to enjoy a few drinks at the Inn, other NPC's go shopping during the day, just behaviors that make them seem less wooden/more alive
  3. 98d LE So far the only problems I've seen are the opposite of wat I've seen a few post about with Sybille not being helpful but Nenya is, on my end it's Nenya that offers no dialog for a Captive in tow, had to slog up to Solitude and get Sybille to do it 😮 Also, the first "ex"-Bandit I "kept", I took her to Breezehome and gave her the "you can relax but stay here" command, but when I returned a few days later she is somehow no longer a Captive! Her restraints are gone and she has no related dialog... but also seems to be on friendly terms so she apparently has no memory of having been previously subjugated Lydia swears she did not release the girl in my absence
  4. Imagine retreating to the "safety" of your bedroom, finally home, and as you turn to close the door behind you... ... your heart stops when you suddenly discover your "dummy" hiding behind the door, poised to strike ????
  5. Great to see you giving this some more love, @EinarrTheRed , thank you! ? As to suggestions for other camps needing work or relocation, I'll throw my vote behind Camp Cloverhedge, the one tucked way up behind Lost Valley Redoubt, beyond and down the hill from the crumbly tower with a Hagraven in it. There's no pathing/navmesh for NPC's to enter or exit the camp on their own, followers can't accompany you into it, Captives whether freed or enslaved cannot leave. The camp may have been set that way on purpose to keep the bandits from aggro'ing on the Hagraven in the tower or possibly any of the Forsworn in the Redoubt itself, but it still seems an odd place for a camp of bandits with no other way to access the road but thru all those Forsworn. As I recall the player themselves can come up behind the camp from the other side but requires some crafty jumping up the rocky hill that NPC's cannot perform anyway. Perhaps a different path could be laid out down that back way to give access, but that still leaves the camp in an awkward place that close to a Hagraven and an entire valley full of Forsworn, so relocation might be the better option, whatever way is easiest for you to work your magic ?
  6. Having Bodyslide is not the same as *running* Bodyslide, you have to be a bit proactive and use it to build the "invisible" parts you're not seeing, and also to fit them to your particular character's shape. There is no shortage of tutorials for how to build bodies and outfits in Bodyslide out there, it's not a difficult process, just something you need to do before many items will show up in the game
  7. Is this dead on the vine, then? She hints of having "something special for us later" when we come back, or words to that effect, does that actually happen? Confirmed the puppy "training" only happens the first time, if she or you sends you back into the cage, nothing happens but you're stuck in there ? Would have liked to see more, it was a nice start ?
  8. Tethering issues almost always happen from having the wrong skeleton, it has to be XPMSE as that one has the bone needed for the cart to actually attach itself to, without that you get nuthin' Make sure that's the one you have installed, and it's usually recommended to not allow anything else to overwrite it, it has what you need... its got what mods crave! IT'S GOT ELECTROLYTES! ? Good luck with it, hope that helps
  9. Just in case, I'll add I also had this issue early on, but it was pointed out here in the thread that the Whiterun NPC's that the quest needs you interact with must, of course, be ALIVE for the quest to find them and start as it should. My issue was that "something" keeps killing Eorlund Gray-Mane when I'm not in the city (and I do have one of the Better Vampires mods disabling the Vampire "City Attacks", so it's not one of them), and the quest needs you to speak with him... but in the end all I needed to do was resurrect poor Eorlund and the quest started and finished as it should ? I may need to ask around the Dark Brotherhood to see if any of them have an Eorlund contract I'm unaware of... ?
  10. This has happened on previous versions if the mod gets changed in the load order from where it started from, did you put it back where it was before, after the update? ? If in doubt, a clean save and re-install should fix things alright, I haven't noticed any issues arising from doing so in the past ?
  11. Thank you. While I've no idea if you just merged alternate files or made any changes to the files/scripts, your Version 1 seems to work well enough, even better with some pre-planning and setup, like using Eager NPC's "arousal shout" or its Aphrodisiac potions first to get everyone in the room in a randy mood before any sex happens. The annoyance of the notification-flood can be disabled in the MCM, as while the notices may be nice for debugging purposes there's no way the player should omnisciently know who in the area is interested in watching or not anyway... those interested in watching gather around and watch, those that are not, do not ? Just to add, I'd been hoping to see a hybrid of the two versions that would choose a number of spectators regardless of their initial arousal, but still allow them to become "overwhelmed with lust" and participate if their arousal peaked past a set point while spectating. A number of other mods routinely "bump" arousal levels if there is nudity and/or sex happening in the vicinity, immersively "turning them on" in response to events happening around them. Even better if it could adjust spectator arousal according to the MCM options, where if "straights don't like gay acts" is enabled their arousal would be reduced instead, and likely make them walk away after their snide comment, they wouldn't continue to stand there watching and clapping and cheerleading an act that turns them off ? I really like mods that give the NPCs more autonomy, maybe even a bit of unpredictability, making them more like people and less like puppets, where we may be able to influence their reactions but not have direct control of them. I'd rather feel that I'm living in their world, and not that their whole world revolves around me. ?
  12. In the meantime, it can work to get to the vicinity of the waterfall outside the city, then console the Slave Trader to you and interact with him there. He'll immediately start running back towards the Market upon appearing so snag him quick with the dialog, sell your captive, and he'll go on with his business. ? Not the most immersive solution, but you can headcanon that your console-magic was scribbling a note to the Trader you then handed to a passing guard along with a few septims to drop it off on his way inside, asking the Trader to meet you outside the walls to bargain, etc etc. ?
  13. I've also seen some follower confusion when it comes time to get untied. I started having a current follower "lose track of time", meaning when playtime was up they did not initiate the dialog and had to be asked to remove the things they tied you up with. I've since seen that the current follower didn't "forget", they just were not the follower chosen to do the untying somehow, the delay was caused by waiting for whatever random ex-follower was selected to make the trek to your location so they can untie you ? Using the Wait function or just sleeping for a few hours gives the "other" follower time to arrive and the usual force-greet/"lets go hack and slay" happens with them instead, then they walk back to wherever they came from once you're free again, the current follower continuing as normal like everything played out as it should ? So far I've assumed that cutting off the ex-follower by having the current follower do the untying clears the "time to untie the player" flag from the ex-follower and they return to their business, I haven't found any of them wandering confused around the countryside because their "job" was lost mid-travel ?
  14. Mostly no, depending how you have Interactive setup to mess with the player. When a crime causes this mod to lock you into a furniture, Interactive also detects your use of that furniture and then triggers a groper/playmate, who generally just gets in the way of the Vigilantes trying to punish you for the crime. ? Also when the Interactive groper is done playing with the player, you get unlocked from the furniture in the middle of the Vigilante whipping without player control, which doesn't break this one but the whipping goes on, possibly pushing you into danger, either off a high ledge or into nearby water, which ends badly... ? There's no direct conflict that I'm aware of from having both in the same load order, but Interactive should be set to only NPCs in its' MCM until you're crime-free so they don't clash
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