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DeepBlueFrog

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  • Sanguine's little helper
  • Gender
    He/Him
  • Location
    Oblivion
  • Interests
    Adult gaming, Elder Scrolls Lore, Storytelling, Body transformation, Mind control, Parasites, Hentai, Unique followers and NPCs
  • Bio
    I visited Sanguine's grove once and never really left.

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  1. The rumors happen as 'Hello' messages when you first talk to someone. they are random and can be difficult to trigger and easy to miss. Honey is
  2. These are optional. Use 'JK's Temple of Dibella.esp' only if you have JK's temple of Dibella installed, and load the addon after both JK's mod and mine. 'AwFjotraYAremastered' is something I should remove. The mod it is adapting isn't on Nexus anymore.
  3. The only thing I can think of is that the mod was not properly installed or activated. If you are using Vortex or Mod Organizer, it can be easy to think a mod is installed when it is not. Are you seeing the mod in your Data folder?
  4. You can start by trying to keep the mod near the end of your load order. What do you mean by the work doesn't work? Are you seeing errors? missing dialogues? missing outfits?
  5. There are two things that get in the way of making all the parasites workable with both genders: - some parasites rely on equipment slots that are reserved for females in Devious devices (vagina, breasts) - some parasites 3d meshes are built for the female shape and have the skin of the female body as part of the mesh itself (things like the tentacle monster are body replacements, not add-ons equipped like armor on top of a body). Editing the script is probably the easiest part of the modifications. To do it the right way, you would have to create male 3d meshes for all the parasites, including the Chaurus Queen armors, and then either add them as the male mesh variant of existing parasites or add them as completely new parasites with their own checks for the male body only.
  6. It has been moved from SD+ to Parasites. There could be a chance of forgotten remnant in SD+ but I think I disabled everything, If you don't have SD+ installed, there is no reason why you would get two sets of armor pieces for the hands.
  7. The sap effect is linked to the quest that starts when you get infected by one of the armor elements. I thought maybe by getting infected again, the quest would reset and let you clear the effect when you remove the pieces by menu.
  8. Yes. That looks like a bodyslides/mesh stretch issue to me.
  9. Feel free to send them to me in a private message. I have ideas, and I have other mods to take care of first, but I would like to revisit Sisterhood sometimes.
  10. Thanks! I didn't know about that replacer. It looks nice.
  11. I was inspired by scenes from super heroes or mutants where their powers get triggered by a near death experience (or they get a sudden surge near death). It can be spectacular in the right combat in Skyrim, and it adds a strategic element where you might want to get close to death for extra power, but not too close or not heal too fast to lose your power too soon.
  12. Sorry about that. I was trained on old school games like Morrowind, where you had to rely on clues in text and dialogues to find what to do next The Elder Scrolls series (and later Fallout) have gone too far in my opinion in hand holding players.
  13. You could try resetting my infecting yourself through the MCM option, and then clearing the infection through the menu option again.
  14. Strange. Hands and feet remaining after a cure is normal. They should linger for a while. If they have not cleared after a day or two, you should be able to get rid of them by praying to an old altar to Kyne. You can find one in the back courtyard in High Hrotgard and one in the mountain overlooking Kynesgrove (next to a flag pole marker on the path uphill).
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