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Nessa

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  1. Very sorry to hear that, I hope you get a new one soon! I'll attach my edited version here. It's the same as 1.9 just with the rumble removed. TAP Interiors (v1.9 No Rumble).7z
  2. An entry in this mod (version 1.9) attaches the AMBtDungeonCaveGeneric2DLP (19895) sound to the activator FXcameraAttachEffectsACT (2F245). The end result is you get this rather annoying rumble sound popping on and off as you wander all over Skyrim. It's wherever the FXcameraAttachEffectsACT activator is used. Usually in the Rift, Eastmarch, and parts of Winterhold. How did I get here? That is a story... πŸ˜‚ Deleting the reference (again: 2F245) from the mod restores Skyrim to it's non-rumble state. Safe for existing saves too. Note: actually no, new game seems to be required to get rid of the rumble! As this mod is what I consider one of my essentials, I thought I'd better outline the issue here for future updates!
  3. Had a look. It's not just skeevers, it's anything that isn't mapped to C1-10. The default voices for any other creature (rieklings, skeevers, even seekers) will default to C0 which is full of sabrecats and bear sounds. 🀣 (I thought it was werewolf at first myself.) Drop by SKSE\Plugins\AudioUtil\config\SLOVE_voices.toml. Make your way to line 761. This is the C0 default fallback section. Comment out all voices there under orgasm (and/or breathing if you didn't disable it). This will stop the basic noises being played on... "release". I tried also turning off breathing in the main .toml as well but if you comment out the fallback to silence, that shouldn't matter. This way it should play proper sounds for proper creatures, and nothing at all for stuff it's not setup for.
  4. Got this mainly for the neon stuff. Wasn't expecting an incredible new radio station along with the rest of it. Well done! EDIT: That reminds me, I do have one suggestion. Some of the neon signs have collisions too large. This is not an issue on a wall, but if you hang one over a door.... πŸ˜΅πŸ˜‚
  5. Oh I wasn't alone! Yeah during my tests with Heather I had the exact same issue. Thing is, it wasn't just rescued NPCs from this mod. She was going crazy on settlers recruited from the Settler Visitor mod as well. To hilarious effect when one day she decided to shoot at a recruited Deathclaw. πŸ₯΄ Ended up just tossing her from the lineup.
  6. In theory this could be a thing for Base Object Swapper. Find a trashcan for instance, swap with a version with the tentacle attack. All config file based. Although in this case we have more animations for furniture rather than just furniture that attack people. Perhaps, find trashcan, spawn hidden tentacle on top of it? If I get a moment I'll have a look if this is a possibility on the FO4 side of BoS. Should this work out it would get rid of the need for manually placing aggressive tentacles around the world too. Less issues with conflicts. EDIT: Right, totally forgot about the idiotic precombine system. πŸ˜“ In this case, swapping only non statics would work with BoS. Something distributing tentacles near their associated static furniture might work out however. More like Dynamic Traps minus replacing the chests for mimics.
  7. Small idea: increasingly dirty when stuck inside the thing. Thinking of Bathing in Skyrim Renewed here. Otherwise: about to start a new test game with this. In short tests looks like it's all working great.
  8. Love the mod, especially the TNTR aspect. Got some mimic suggestions for when you get back. Simple stuff: Let the mimic steal (or perhaps eat if angry) your armor as an added incentive to avoid getting sucked in. (This is similar to original TNTR behavior. Though I prefer your implementation of appeasing the mimic to get access.) Random diseases added if you get sucked in too long. (Just vanilla diseases are fine, the good disease overhauls will work with this too.) Mod integration ideas: Get spit out of the mimic totally dirty. (Bathing in Skyrim Renewed in mind here.)
  9. Followers join you in executions and subsequently to Sovengarde with that mod. And I think the parties also. Usually it's just your character in the cell. Been awhile since I've gotten caught though, anybody else want to elaborate? 🀣
  10. Well... a guard can come in and bonk your character. You can get bonked in other ways depending on city. Riften has a whole bonk party. If you escape and are recaptured you can bonked more via various things. If you have the Sovengarde thing the executions don't even matter because you end up there and there's a TON of bonking to get out. 🀣
  11. I will say her custom system does cause issues. And finding out her quest was tied to main plot made me drop her off somewhere and I can't remember where. Or maybe that was just her voice. 🀣 (Killing Kellog is right up up there with Bleak Falls Barrows in Skyrim to me now.) Anyway, I tried a quick test stress test with a bunch of spawned in settlers from this mod. I couldn't get her to aggro but I'd guess her mod is the culprit before anything else.
  12. I have Heather in my current game (for the first and probably last time). She's not doing that in mine. Something else at play here.
  13. Just wanted to say I've been using this for awhile now. One of those little essential mods you don't realize you need. I did ESL-ify it and it works fine by the way.
  14. Erm... yeah couldn't do that either. πŸ₯΄ A skill book for each from vanilla is just fine. That opens up the ability. I of course just cheated it on. πŸ˜‚ That's... exactly what I did. Yes. πŸ˜‚πŸ˜‚ No way can my character face up directly at that level. (Or most levels honestly. πŸ˜‚) Yeah it's probably because of all the mods I have that populate the in-between section with Morrowind zones.
  15. Was just going to say Simple Slavery isn't handing it over properly before I realized somehow I have 1.1.0 and not 1.1.1. OOPS. Started it the usual way anyway. I know this is a work in progress, my only first 🀣 suggestion so far: make more use of Solstheim assets and terrain to make it look more like Morrowind. A nice ash field out there would be good. Maybe slap in Red Mountain on the horizon for extra visual goodness. Some craters. Maybe throw in a few ash hoppers (could work for other critters for Certain Scenesβ„’ too), maybe some big mushrooms, etc. Most importantly: grab some of the sounds. That eerie Morrowind ambient sound would really add to the atmosphere. An Imperial fort is fine but it still looks and sounds too much like Skyrim. EDIT: Oops, forgot to mention the rest. I had absolutely no trouble with anything not firing, excellent work there! Other suggestions: Some gear in that chest that is better than iron. I didn't have anything in there either. (Yes, already suggested above!) Alternate way to get past the lockpicking. I use a mod called Apprentice and hadn't learned how to lockpick yet in my test. Minor thing, but would be a nice touch. Another way: a lockpicking trainer or book. Could steal gold to learn, etc. Alternate way to deal with the guards during the first combat. I use extreme combat mods along with Gyno (makes female characters worse on melee and better on certain magic) so melee is a difficult proposition even with good gear.
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