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hexenhaus

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  1. Any one else having problems with the insertion of fragments? Got 5 different fragments but the insertion container (on PC and NPC) stays empty. Inspecting the shards (console) tells me the Base Form ID is still Skyrim.esm (000) and unmodified. I am using YASTM. And I did turn off the Auto-Scanner as I don't care about the NPC features for now. Does insemination work from actors with turned off semen production or is it only for the "solo mission"? Pregnancies etc. via MCM debug seem to work.
  2. I do have the same problem with version 5.291: Nymra spawin is disabled but evertime I am defeated there are skeletons spawning. Atm I am doing the 1st dungeon quest from the companions and silverhand and the draugr in the dungeon never touch my PC and skeletons are spawned. The draugrs esp is from dragoncultdraugr.esp if that helps. Pretty annoying and immersion breaking. Some other Bugs: PC does not reequip armor after Bathing (Follower works mostly) Farkas cannot be registered as nade-follower _____ Is just so frustrating 😞 There is nothing even close when it comes to animations, facial-expressions, and visuals but... it is just sooo slow, it all works, but the waiting times and spawning just breaks the immersion and makes it no fun. I do love public punishment aspect of it, but one by one I catch myself disabling one after another because of some issue. It feels like LE/SE before SLPlus+ with too many animations and the funniest thing is, the sex scenes are instantaneous. But before the scene you must wait 2 mins for the preparation to start and after the scene you must wait for the whipping to start. Then there are the constant effects of the punishing belt (zaz) in the pillories, constant equipping and unequipping of the zaz squirt pee, orgasm, and whatever stuff... if you only pay attention to the character appearance, animations, sounds etc. and no mind to the wait times or 20 ppl standing around, facing the wall for let's say 10 mins, because it all takes that long. On paper I do love all the ideas, especially the consequences aspect/idea of it but in summary NaDe is still a mostly stable and exceptionally beautiful WIP screenshot tool. Gameplaywise, especially with the bunch of next gen edition that are incredibly fast, NaDe feels like LE SD+ ten years ago 😛
  3. Just finished YPS gender change questline and it was great but now I want to play again So I am going to roleplay the sexchange, saved my PC as a racemenu preset and going to restart with less scriptheavy mods. Now I am wondering what YPS adds to BoS? Does it come down to customization or are there mechanics from yps used?
  4. Are the morphs from the ypsBodymorphsSE.json getting refreshed or only applied after the scenes? I am asking because my PCs boobs had almost negative values before and after the 1st surgery so that I tweaked some values. But I am not sure if it did change anything Here is a screenshot after 1st surgery: Does it look like it is supposed to or do I have change something? =============== Edit: Found the option for the refresh. I am still interested on how it should look from the mods vision.
  5. There may be problems with Unforgiving Devices (v3.01) on AE 11670: Anyone else having problems with Unforgiving devices too? When I inspect the training shoes from the dibella quest they are removed and if I just equip the ancient training shoes I and try to apply the nail polish, I get the "you need to remove your shoes" message.
  6. Love this mod, finally a more fleshed out transformation mod 😃 Has anyone ideas for some more "lore-friendly" BoS clothing. Atm I am really into the more gritty and rusty vanilla feel and pink mesh clothing does not really fit the vibe. I am trying to find some vanilla' Esque/low fantasy sexy/revealing clothing to replace the original ones or to expand upon. So, no modern, gravity defying, wings etc. I already looked through nexus mods but especially for clothing I did not really find what I was looking for. Any ideas?
  7. It is more about the authors of the modlists. Some are very ironically very zealous when it comes to modding their lists. You often won't get support and they actively obfuscate options and make stuff non functional; they make files read only, hide tools, don't set ressource or output folders correctly etc. WJ itself is such a cool idea, especially for additional modding but the actual philosophy behind most lists is an all in one with not much modularity. It works better for ostim lists but Sl ones are in my oppinion very bloated and in a bad way. In my opinion there would be ways but there seems to be some animosity between both communities. Especially because of list integrity and Lls forum nature and communal creations ,;-) but they have a point there.
  8. Struggle system: Different escape mechanisms are not balanced enough: lockicking is too easy and gives too much lockpicking xp my lvl PC has no perks invested in lockpicking and has advanced to 40 (skill), with struggle difficulty 5x (max) and DD difficulty on default, and needs about 10 % stamina to get out of difficult devices struggle is a bit harder (weapons + archery) even with a combined score of 150, I am using .5 to .7 of my stamina Possible solutions: Hold stamina regeneration while mini-game is active (my PC has an immense stamina regeneration because of Morphology and Mundus) time limit for mini-game exhaustion debuff / cooldown on failure AND escape (my lvl 20 PC can struggle out of a complete set in 1-2 mins on max difficulty)
  9. As morphs can get pretty extensive, if you wear the same armor for a long time (vanilla esp), so that my PC is now looking like the Hulk and the morph-spells are buggy for me (SE), it got me thinking about ways to battle the situation; ofcourse there is the alchemy but as my PC is not that proficient in alchemy and I am using FMEA and CCAO, alchemy-training and brewing is a rather long process. And as I really like the idea that buffs also bring drawbacks or risks, ditching the vanilla plugin is not an option for me. So what about reversing the vanilla-idea: all enchantments are volatile and have to be stabilized, so that you can use the shards (or maybe simply vanilla soulgems) to contain the morphing potential for a time or potentially forever; lets say small ones for a day, middle sized for a week and in the end blacks disable the morphs altogether. In my playthroughs I always end up with hundreds of soulgems and as I often gravitate to conjured weapons and cannot be bothered to grind enchanting, so I never have any use for soulgems besides selling. I think powering containment on magic clothing, just like powering the charge of weapons, could be a real smooth mechanism to use more soulgems, even if you don't want to be an enchanter yourself. --- Furthermore, I find that the co-existing buffs are problematic balance-wise. Personally I have setup my game how I like it, with buff/debuff strengths, damage, etc. and the present morphology consumables are simply not worth it, even with the vanilla plugins and they don't work on modified effects from say CCAO (I think). For example I use Skyrim souls (time does not pause in menues anymore), so effects that work for a few seconds, e.g. 20 points better lockpicking for 10 seconds is pretty useless, especially if I would have the option to use the stacking buffs from morphology, which ofcourse will have detrimental sideeffects... In essence, I would prefer non-stacking but long-lasting buffs from morphology's consumables. This way you have proes and cons; bring 10 normal (possible stronger) potions you have to pop mid-combat, or use one (decent) morphology elixir, which lasts half an hour but has longtime side-effects. --- I am loving this mod and hope it will get more love soon ?
  10. Buffs and debuffs work in SE. ___ However, some of the Alteration spells are broken for me: Endow-spells (arms, torso) do not increase and decrease, instead they increase on source AND target and they do not respect the limit set in the MCM; on a quick test I got butterfly'esque 25 arms on my PC, on the default limit of 3. I observed that the target sometimes bounced back to the limit of 3. Embezzle variants seem to work.
  11. Summermyst compatibility would be real cool, or maybe a hint on how to add compatibility?
  12. Are you sure that your transformation is progressed far enough so that this scene becomes available? If I remember correctly there are some issues with the pathfinding/trigger of some scenes. In other words Paul is standing in the wrong spot and will not go there to trigger the scene. Maybe the AI package is faulty or some other AI mod interferes. However, there is a way to get those scenes to play: Open console "^" and click Paul/NPC and move to the place where the scene should play (I think the horseshoe scene plays in the booth on the far left @whiterunstables) and enter "move to player". Paul then ports to your position and the scene should play. In general I would take note of the npcs RefIDs, as those (contrary to the BaseID) you cannot get from the console (help xy), so that you can teleport missing NPCs to where they "should be". If you have the RefID of a NPC you can simply enter "prid"+ the noted RefID, enter, followed by "move to player", enter. This way you can teleport NPCs even if you cannot find and click them.
  13. I remember having this bug about 2 years ago and as it is still the same version, so... in my case it set cow initiate Lydias weight to zero and there was no way to repair that in any way; ff set manually it did always reset on cell change or on update.
  14. The slut-deal dialogue fires for vanilla followers too. And I agree that there should be a (longer) grace period before punisment or at least some option to turn the dwelling deals into city-only ones and something like you have 30s to comply with your deals would be good. Maybe even an option to auto-comply/no punishment debt. I know that there is already a warning, but if you play without auto-pause (Skyrim Souls), you have no chance to comply in time... The dwelling/village/cell borders are simply too random and maybe you are running from enemies or just pass alongside a village in the hope that the distance is enough and you won't get punished for violation. And some cells are not properly assigned; for example Dark Water Crossing is categorized as wildnis, but it's mine seems to be village and triggers punishments. Especially with the more restrictive deals like gags, blindfolds and such getting out of the devices for crossing some arbitrary lines feels pretty un-immersive and annoying. The first few times I roleplayed a ditzy character and went with it, but then the deals get harder and it gets even more annoying fast. For those reasons I often park my Devious follower in an interior cell (NFF wait) while doing my city stuff, ignoring the deals but it feels like cheating. If DF could provide non-locking devices this wouldn't be so problematic and you can ofcourse still use your own devices but I don't feel like cheating those in and maybe you do not even use mods that add DD traders. The whole debt sub thing works as good with easy to escape/non-locking devices, because for me the concept is all about voluntary submission (with low debt at least).
  15. First of all I really like the Public Rape and punishment, so that we do not need other conditional matchmaker mods like DCUR, SL Adventures etc! Small bug report , regarding Public Rape and Punishment: if Sneak is enabled as a condition it triggers during trespassing; was on a burglary job in Solitude and it triggered a scene, while all NPCs were asleep, which woke one up for that scene which triggered bounties, that stacked during the SL scene and so on. So I had to deactivate sneak detection., but I'd love to have sneak detection/punishment on the streets (using Skyrim Souls for more thrills doing thieveing stuff). Possible solutions: trespassing check toggleable interior/exterior condition check for eglible (awake) punishers ===== edit: It still triggers with Sneaking weight 0? Seems I don't get the calculations!?
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