-
Announcements
-
SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
-
Brontis
Members-
Content count
19 -
Joined
-
Last visited
About Brontis
-
Rank
Member
Recent Profile Visitors
20 profile views
-
Thanks for the heads up. I did however try manually moving the Donyaakin mod in the load order without any change. It is though a file inside the mod conflicts with the file that establishes children in the game but the conflict is not listed by MO.
-
I have used sidearm 93 Donyaakin mod many times without any problems. Recently I started a new game and when I enable this mod through MO all of the effected children disappear. I am using sidearms NPC 54, bandit, etc. etc. at the same time without any problems. Anyone experience the same problem? Before you suggest.............I did run loot.
-
Got some sleep. Figured out how to attach the files. You get the idea via these snap shots. I played this morning and encountered three of these groups between the turn off from the road to Helgen to the road to Falkreath and N. Shriekwind Bastion. There will be 2 - 3 more before I get to Falkreath. They include multiple individuals representing every type of D. construct. The only other mod that I have installed that results in spawns is OBIS but that doesn't create creature spawns.
-
I hate to seem like too much of a dumb shit but I took a number of screenshots and copied them onto my C drive. I have attempted to use the Attach Files option below but when I click on the file (thumbnails) i just get a beeping sound and it does not attach. What am I doing wrong?
-
Every 100 yards (in game est.) there are armies of Dwemer Contructs. I had been using both Immersive Creatures and Revenge of the Enemies. In MCM I disabled all references to Dwemer Constructs for Immersive Creatures. No result. I then used MO to get rid of Revenge of the Enemies. No result. I did the same for Immersive Creatures. No result. I then deleted all of my save games and started a new game. They are still showing up. I have five hundred mods installed but most of them are either armor and weapons mods or follower mods. I do not have any other mods that appear to add creatures into the game (no monster mod or equivalent). I have used both Immersive Creatures and Revenge of the enemies in the past and never had this issue before. Do you know of any mods that would create endless armies of Dwarven Constructs? They are killing everything in the game and I have to wade through them constantly to get anywhere. Could either Immersive Creatures or Revenge of the Enemies have downloaded files that MO cannot get rid of? If so, where would they be? I do not want to uninstall the game and install it again. As slow as Steam is it takes 10+ hrs to do so. I don't know if this will solve the problem in any case.
-
Is anyone else having problems with having to fight endless battles with Dwemer Constructs? I assume that this is either an Immersive Creatures or Revenge of the Enemies problem. I cannot travel 100 yards without an army of Dwemer Constructs being in my path. I have to fight battle after battle AD Infinitum to get anywhere. In addition, they kill off everything in the game. I use MO and have removed both mods but still have the problem. I tried adjusting Immersive Creatures via SKYui but that didn't accomplish anything.
-
AFT in conjunction with MFVM would be superior to either UFO or EFF except for the fact that it is undermined by so many other mods. With AFT and MFVM you can recruit any NPC as a follower and get them leveled up by assigning a combat style to them. If, for example you are using NPC 85 or a similar mod that transforms the looks of most NPCs in the game you can have an almost endless number of great lookiing followers. Unfortunately you cannot use most followers that have their own voice capabilities because it interferes with the AFT process. These might include Recruiter, Sofia etc.. It can even include follower mods like Marie Rose or Ice Mage Elana. If you like to use a lot of follower mods this is a problem. Unfortunately neither UFO or EFF will level up an NPC follower other than the ones that the vanilla game would allow as followers.
-
I don't like the idea of paid for mods because I don't want to have to pay for them. Every time I find a mod that I like and add it to my mod list it is like Christmas. I don't really give a damn about all of the phony moralistic bull about how modders shouldn't get paid for their hobbies or how Steam is taking advantage of modding community or any of the other hypocritical pseudo justifications that people use to attempt to make their position on the issue sound ethically superior to the paid mod supporters. If I have to pay $5.00 for a mod that is $5.00 that was in my pocket and that is now in someone else's pocket. I want my mods for free. I also want my video games for free and while I am at it, why don't you throw in a free Ferrari. I want to be able to sell my mods. I want to sell my mods because I like money. Yeh, I know that I have been making mods for free prior to this and that any 101 course in human motivation will testify to the fact that I would not have been spending all of that time making mods if there wasn't some kind of payoff for me. I now have an alternative to ego gratification, celebrity or whatever other motivation that drove me to spend so much of my time making mods and that is money. I'm willing to let Steam profit off of the process because I don't know how or don't have the resources to promote and sell my own material. I also accept the pay for mod model because I know that the donation model doesn't get you squat and that most people who are so passionately promoting it now, never donated a single dime previously. I want to sell other people's mods. I am a businessman. I don't give a rats ass about "destroying the modding community" or promoting and selling shoddy products. I operate in what is called "The Free Market System". I know that regardless of how much complaining is going on by those people represented in paragraph one most of those same people are going to purchase mods from my store. I watched how many thousands of even mediocre mods were produced for games like Skyrim and I recognized a market and an opportunity. I also have a proven track record in providing products for which I give little if any support and yet I still reap in huge profits from the sale of those products. How do I get away with that? Because when you get down to it, no matter how shoddy the products or services the public still buys what I have to sell. Most of the $5.00 that was in their pockets is now in my pockets and they may whine and cry about it but they will be back for more tomorrow.
-
Ok Ceit, we got it. You are an unsung hero who is so much more intelligent than the rest of us dweebs and who predicted that market forces would eventually take over the modding community when no one else was sufficiently prescient to understand the quality of your genius. Yadda yadda yadda. Of course, Adam Smith might take umbrage with your point of view. All of this hand wringing regarding the demise of the modding experience due to the introduction of market forces is pathetic. Artists have the right to attempt to make money off of their creations. Consumers have a right to either hold those artists to a high standard regarding the quality of their art or not purchase it. Separate from the fact that so many (most?) of the thousands of mods that have been produced so far are not completely original works but are dependent upon the work of others (the need for Fores work is the best example used so far), most of those mods only have value because they have been free. There are exceptions to that statement (Fores again) but not that many. I would prefer that mods of all quality remain free as well (no kidding), I also uphold the right of an artist to want to profit from their works. All the bloated pontification aside, the market will decide whether or not the pay for mod model works or not. For that model to work several things would have to be true. First, the quality control process for making mods would have to improve considerably. How many mods have you used that were full of errors which either made the mod difficult to use or which interfered with other mods? How many mods have you used where the artist simply quit servicing the mod? How many mods have you used where the artist made claims about developing the mod in the future and then lost interest? How many mods have you used where, when you made an issue with the artist regarding a concern that you had, the artist's response was to dismiss your concern? These are not examples of profit worthy quality control. Second, the pay for mod service would need to be provided by a quality service/trustworthy vendor. That arguably leaves Steam out. Steam is the poster child for the "buyer beware" sales model. Have any of you ever tried to get assistance from Steam's customer service group? That assumes that you could figure out how you were supposed to contact them. It also assumes that they even exist. If consumers start paying $10-$15.00 for a mod and the above issues still pertain then people will quit buying mods. In addition, why would either the artist or the consumer trust a partnership between Steam and Bethesda? Bethesda may have great game concepts but they don't seem to have any more scruples than steam regarding shoving poor quality down the throats of the buying public. Anyone remember trying to play Fallout New Vegas out of the box? Third and most important, consumers would need to make sophisticated and knowledgeable buying decisions. If you are willing to pay good money for some pretty face that a modder stuck on some other modder's body model then you deserve to get fleeced. Everyone complains about Walmart and yet everyone shops at Walmart. If you don't like the pay for mod model, don't buy the mods. That will shut it down far more certainly and rapidly than whining about it. On the other hand, the consumer could take advantage of the pay for mod model. If they communicate and make buying decisions wisely they should have a far greater influence on what is produced for sale. Only buy those mods that are worthy of your money from those artists that focus on your interests and from a vendor worthy of your trust and the pay for mod model might just work out for everybody.
-
Does anyone have a working archive for NPC85? I can't seem to get mine to work (brown face and neck seam) no matter what I do.
-
GUk: what a helpful and patient person you are. Thank you. Keep in mind that you are working with someone who is not very tech savvy. Regarding the archive. I simply downloaded the six files and the fix file, unzipped them and then put all of them into a single zip file together. MO was able to unzip and enable that file so I assume that I did it correctly. I have been using the version of loot that is part of MO already. If I am understanding you correctly this is not a complete version of loot and that I need to download the complete version and establish it as an executable just like I did with FINIS. You are indicating that there are conflicts between mods that both modify NPC's. I understand this concept and have normally put the most important mod (the one that I wanted to be dominant) at the bottom of my load order. You are saying to essentially do that but that I have to use loot to tell me what those conflicts are. What I am confused about is the UNO NPC overhaul esp. that you show in your screenshot. I have never seen that esp.. Where did that come from?
-
I am beginning to feel like a broken record but here goes. Regarding the NPC85 mod. As per Guk's recommendation I unzipped the individual zip files including the "fix" file that included the data information recognized by mod organizer and then zipped them back together as a group. In terms of making the mod MO friendly this seemed to work like a charm. I was able to download and enable the mod (the plugin is jh-people2 esp.). I also make sure that I had all of the preqeques 1. ECE 2. SG Female Eyebrows 3. SG Hair pack 268 3. The Eyes of Beauty (main + elves + NPC). The only other mods that I have enabled are 1. Calientes 2. The various unofficial Skyrim patch mods and FINIS. The NPC's that the mod changes all have brown and homely faces with distinct neck seems. No matter what I try I (mod order etc.) I cannot get the correct face textures. Guk mentioned an update but I cannot find one anywhere. I suspect that this is an ECE issue but I do not know how to verify that or correct it. Any ideas?
-
Just as an aside on the NPC85 et. al. issue: Once you have the mod working you can use any of the "make any NPC your follower" type mods to establish one of the modified NPC's into a follower (Camilla Valerius is a stunning beauty for example) and then use AFT to establish a game category (i.e.: Tank, Ranger, Mage) and the new follower's stats will reflect the category and will also level up with the player.
-
Where can I find...? - Skyrim Adult Requests
Brontis replied to BruceWayne's topic in Skyrim Adult Mods
My NPC 85 problem has been solved. Anyone with more tech savvy than I have would have known the solution. I need to unzip the individual zip attachments and then combine them into a single zip which MO can then process. Thanks to anyone who was attempting to solve this issue. -
Thank you for the advice on repackaging the NPC 85. I thought that this might be the solution but since I have never done this before (I still haven't learned how to program a VCR) I put off learning how. I assume that I can use WinZip to re-zip the group. I will read up on that today.
