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MadMansGun

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  • Amateur Content Creator, Professional Dragon Breeder
  • Gender
    He/Him
  • Location
    the communist shithole formerly known as canada
  • Interests
    Model Trains (HO)
    Swords
    Crossbows
    Airsoft Guns
    Computers (WinXPx64, Linux Mint, Commodore vic-20)
    3D Printing

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  1. billyy's slal pack is listed as a mod requirement.
  2. i would not call it "full of" with just 2 skeevers in there, but it can be done. it's not my quest, it comes with the game. killing that last skeever marks the house as not infested, the quest does not rerun on houses that are still flagged as infested. (i now wonder if that Skeever was originally intended to become Biter, seems odd that they setup the quest to have a friendly skeever in it) killing ANY of the skeevers fires a set stage on death script that completes the quest, once that happens the quest aliases become inaccessible for my sex spell script to call on. so my spell/trap trigger can only work when the hearthfires quest is still active & tracking the skeevers that it created, otherwise you will just have to kill them all and wait for the next infestation to happen (that or just use Matchmaker or SLDefeat)
  3. new in 0.2: The Companion's animal extermination quest (the "in peoples houses" version of the quest) now does the same thing as the skeever quest (if you don't crouch before entering a house you will get fucked then they leave) note: hagravens excluded for now due to some mods turning them into humans/bad dog's playable crow race.
  4. if you want Animal Mansion then go install Animal Mansion, i'm not remaking a mod that already exists here. the hole point of this experiment is to turn a stock quest into a sex event without editing/damaging anything to do with the quest itself, only a simple area trigger & spell cast is being used, no quest or script edits have been done.
  5. auxbones/SOS sounds like a skeleton or sos issue to me, could be the player's skeleton but MNC/HCOS does not even touch that, next guess would be the werewolf skeleton but any problems with that would not cause crashes with other creature animations (also the mnc page has info on what mods cause werewolf problems)
  6. the bastards finally showed up again so i was able to work on the mod a bit. renamed the secret tame Skeever to "Old Skeever" so it does not just show up as "Skeever" made it so the "Old Skeever" fucks you again after the others "escape"
  7. a post from 8 years ago is not going to have the most up to date information. things to delete or override in MNCv17's esp: DLC1VampireBeastRace "Vampire Lord" [RACE:0200283A] DLC1VampireLordCapeAA [ARMA:02015BC2] things to turn off in CF's mcm or remove from the json: Vampire Lord things to watch out for: Skyfem patch. Female Creatures are Hermaphrodites patch. Player Hermaphrodite Werewolf patch.
  8. MNC/ABC needs to override xp32 and any other skeleton mods.
  9. the area is too complex to work on, vertices can only be influenced by 4 nodes, and that spot already has 5: left & right thigh, Pelvis, spine1, tail1 and tail2. ASOS adds 5 more: left & right pussy, and left & right & up anus. so adding them means messing up the effects of others. the anus nodes alone mess up how the tail bends, and it looks fucking horrible once you see it next to a stock dragon mesh.
  10. this post sums it up my game is just being super stubborn for some god unknown reason, it took 4 real days + waiting 30 in game days to get the quest to start once. even tried setting the story manager to rerun it every game hour but still nothing.
  11. that's a ASOS feature, but that mod is extremely out of date. everything is based around ABC theses days.
  12. nothing noteworthy, Papyrus log was complaining about a command being sent on spell EffectFinish events that was unnecessary, it has no effect on end users other than being an annoying thing to see in the logs when trying to find other things.
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