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Baine
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Posts posted by Baine
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Sounds like you want the Enclave.
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I'm thinking it's UFO as well. Both of your issues pertain to followers.
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Just played through the most recent version, and I have to say...damn good job. You've really put your time in with this mod, and it shows. I'm very eager to see what happens next.
As much as I want to play it, I'm definitely with the 'work on it until it's done right' crowd. I'll wait for quality. I hope you're able to keep up the work you're doing. Very impressive stuff!
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Looks like I put the wrong code in my bat file for SA. Fixed that, and it seems to be working.
The command I found was "CearInvalidRegistrations". It said it removed 0. Does that mean I'm good to go, or did I use the wrong command?
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Wow...I guess I selected the wrong option at one point. Thanks for going through all that. I appreciate it.
I tried the ClearAllInvalidRegistrations command in the console, but I'm being told:
Script command "CleaerAllInvalidRegistrations" not found.
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Thanks for walking me through this. It's much appreciated.
I have the document, but it's a wall of text. Should I copy/paste the entire thing here?
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The characters are not stuck in poses. The sex/rape does not trigger. It's as if the mod wasn't there to begin with. No sounds or animations.
Previously, when it was going to happen, I'd get a notice in the upper left corner. Now, that never happens, and no actions ever take place.
Post a log, it should give us a clue about what's going on and therefore what will fix it.
Instructions for enabling logging in Skyrim
Find Skyrim.ini in your "My Documents" folder. Open it up in Notepad or your preferred text editor. Then make the following changes and save it. You'll find the logs inside the "My Documents\My Games\Skyrim\Logs\" folder the next time you run the game. The most recent log will always be named "Papyrus.0.log"
I followed those instructions, except I don't have a "Logs" folder as a destination. Do I create one? Sorry for the newbie questions, but this isn't my strong suit. I tried adding the text to my SkyrimPrefs.ini file in the Skyrim folder, but I didn't notice anything, nor do I see any log has been created.
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The characters are not stuck in poses. The sex/rape does not trigger. It's as if the mod wasn't there to begin with. No sounds or animations.
Previously, when it was going to happen, I'd get a notice in the upper left corner. Now, that never happens, and no actions ever take place.
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I've recently run into a problem where the animations do not play. Up until a couple of days ago, this mod has worked fine.
I've tried uninstalling/FNIS/load/save/quit/reinstall/FNIS/load. I double checked and made sure the FNIS .txt file was in the right location. No animations play during the game. I even set the parameters to rape at 100% health with a 100% chance on hit just to see if it would work, and still nothing.
I am quite sure this is user error, but I'm not sure where I'm making the mistake. Any help would be appreciated.
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I've set the Weakened state to 95% (testing out the mod), but Lydia won't go down. She's been knocked down below 50%, but nothing happens.
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I'm running into this problem too.
I tried "sqv _SD_enslavement" (without quotes), while not enslaved, and all companion slots showed "NONE". I grabbed Lydia and got Enslaved. Her ID shows in the "0" slot. However, I'm bound, but she keeps fighting the person that enslaved me.
I should note that I'm also using UFO
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I downloaded the most recent update, followed the uninstallation instructions (for the full uninstall). I loaded the updated version and followed the install instructions, but I'm still getting stuck in Sanguine's lair (endless rape). I don't discount the fact that I am very likely missing something.
I can still select the options if I'm fast enough, but the last time I tried, Sanguine followed me back to Breezehome to continue the party. Also, what does Sanguine say during that dialogue?
EDIT: Italics for emphasis.
It was that part. This time I made sure to activate the most recent version, and I got through Sanguine's Realm just fine.
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This was pretty interesting, thanks! Using the Clam option had me rolling.
Random NPC after my character was through: "Hey, don't do that!" =D
Random Thalmor after character was through: "What was that? Nothing happened" =(
I'm sure that wasn't an intended effect, but I couldn't stop laughing.
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I think you're approaching the wrong Alpha. There's an Alpha in the same room as the mutated DC, on the first floor. The Deathclaw that patrols in the first room (where you are stuck at the beginning) doesn't have the option.
EDIT: The Alpha you're supposed to approach has dialogue options that let you determine which of you is the Alpha, and which is the Beta.
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I had a problem like that when I started (only seeing the goo, not the victim). At that point, I had used Nexus Mod Manager to do the installing (also led to problems in other scenarios).
Make sure you use FOMM to install it.
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Just played through the deathclaw campaign to the invasion of Novac. The updated mod with quest markers are a real help!
Once I took over Novac, I started getting some interface issues. Sometimes some of my commands would work. I couldn't Wait or pull up the Pip Boy, but I could still move. I couldn't interact with anything (objects or people).
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For me, it was:
1 - Talk to the hunter
2 - Talk to the bartender, learn hunter's schedule
3 - Follow hunter, witness events
4 - Talk to hunter, go with her on hunt
5 - Witness event
6 - Talk about deathclaws in basement
7 - Hunter runs to basement
I'm pretty much a newb at anything regarding modding, so if I'm not giving you the right information, my apologies.
I did all these events after the eggs hatched, but before they matured. It seems like there should be something preventing the player following on the next hunt until the deathclaws mature.
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On one of my earlier playthroughs of Riverside, I had something similar with the Gecko Hunter. The deathclaws had hatched, but weren't mature. I followed the hunter, watched the events, then joined her the next time. Right after that, she ran to the basement, and the dialogue continued as if the deathclaws were mature. I didn't think too much of it, because I just stopped interacting with anyone (except for the cleaning) until the deathclaws were mature.
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It'll fix some potential hang ups in the early part of riverside.
I ran into a problem trying to start the first meeting. Will it fix those issues, or should I wait until you've finished the overhaul?
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The new file that User29 uploaded a couple of days ago will help fix some of the problems in the deathclaw mission? Should I restart Riverside, or start the whole thing over?
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I've been having some issues with the Riverside quest as well. At this point, I'm at the part where the first meeting is supposed to take place (recruited 4 girls, Lucy said to be there after 2am). Nothing happens. I notice none of the recruited girls move from the spot they are at.
Load Order
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
MikotoBeauty.esm
Sexout.esm
SexoutCommonResources.esm
SexoutPregnancyV3.esm
SexoutSlavery.esm
SexoutLegion.esm
SexoutStore.esm
The Mod Configuration Menu.esp
NVRefugee Outfits.esp
MikotoBeauty.esp
SexoutBreeder.esp
SexoutBrutalRapers.esp
SexoutFiends.esp
SexoutKhans.esp
SexoutKings.esp
SexoutNCR.esp
SexoutPowderGangers.esp
SexoutWorkingGirl.esp
SmallerTalk.esp
SexoutZAZ.esp
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Most badly needed mods as we enter Week 3 of Fallout 4
in Fallout 4 General Discussion
Posted
1 - I'd favor Dogmeat getting his own follower slot - but not infinite followers. I didn't really care for it in Skyrim, because a squad could make things too easy, or just gum up your path. The idea of having a good squad for battles is appealing, but I haven't had much fun with it in Bethesda games.
2 - I'd like to see more dynamic recruiting. Find settlers with skills - if you build it, they will come. Traders show up if you build trading posts and the like. I'd also love to be able to recruit/train Minutemen. Perhaps all they can do is defend a settlement when trained (so you have to leave some settlers as farmers).
4 - I would like to see an inventory system that marks 'new' additions to inventory. Quickly find what you're looking for. Also, I think you can auto play holotapes - I ran into one today and I pressed R to pick it up - immediately loaded it into the Pip-Boy.
5 - Or an auto scrapper - what else am I going to do with those 9 tin cans I disarmed?
6 - I think Super Mutants have always been fast - I recall getting rushed down a lot in FNV.
I'm not expecting anyone to drop what they're doing and make these - I don't know how to mod (although I'm interested in giving it a shot this time around), just some things I would have liked to see Bethesda put into the game.
Many of the things I want to see as mods spawn from a "why did Bethesda decide to do it THAT way?" mindset.