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wizek1d

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Posts posted by wizek1d


  1. Pretty nice mod, I haven't tried the old versions before, and maybe that's why I have a couple of questions

    Is she suposed to be naked when you find her, or am I missing a clothing mod?

    And is she set to "Essential" like Alicia from that AliciaPainSlut Mod or do I have to resurect her from time to time?

    If you're worried about her being essential or not, you should use a follower mod like Extended Follower Framework or Amazing Followers Tweak, that allows you to set your companions to be essential or not. 

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  2.  

    I think I'm doing something wrong, not getting any reaction when I hit my hot key. The target is hostile low level bandit and nothing. I've set my chance to 100% and said there are no level, health, or stamina restrictions for player or target.

     

    These are the other mods I'm running for werewolves would any of these conflict with this mod?

     

    http://www.nexusmods.com/skyrim/mods/38206/?

    http://www.nexusmods.com/skyrim/mods/22134/?

    http://www.nexusmods.com/skyrim/mods/35470/?

    http://www.nexusmods.com/skyrim/mods/13779/?

    http://www.nexusmods.com/skyrim/mods/13779/? (The speed addon)

    http://www.nexusmods.com/skyrim/mods/25392/?

    Also, the second mod in your list should confilct with Werewolf Mastery seeing as how they both add the same things.

     

    Werewolf mastery does not change the werewolf perk tree, so they both should be compatible.

     

     

    Also, whenever I initiate werewolf rape, it does not register to SexLab journal or reset arousal. And may I request making it easier to aim? Like a shout or something. 

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  3. Currently, the corruption works based on time, so after you've been infected by the werewolf, you either go about your business,or wait 24 or 48 hours (whatever it is now) for the first stage to kick in. After that, the stages progress every 24 hours until full corruption.

    oh alright, thanks for the info. 

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  4. Install fnis and the creature pack directly to your data directory and then run fnis for users as an executable through mod organizer.

    Tried this, didn't work either. 

     

    There's no need to install FNIS to your data folder to use it with MO, however you need to start FNIS through MO so FNIS has the impression that all those mods are installed and in your data folder.

    It's somewhat unintuitive how to execute third party programs with MO, here's the tutorial: http://wiki.step-project.com/Guide:Mod_Organizer#Third_Party_Programs

     

    Do you have FNIS' Creature Pack installed? It's under "Optional files" on the Nexus; without it FNIS doesn't support creatures.

    Yes, FNIS Creature Pack is installed, FNIS simply does not detect it if I run it through MO. 

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  5. So I can't get FNIS to generate the files for custom creature animations. 


     


     


    FNIS Log 



    FNIS Behavior V4.1.1 1/17/2014 11:50:27 PM
    Skyrim: 1.9.32.0 -
    Generator: C:\Program Files (x86)\Steam\steamapps\common\skyrim\data\tools\GenerateFNIS_for_Users
    Skeleton female: XPMS (242 bones) male: XPMS (242 bones)
    Patch: "SKELETON Arm Fix"

    Reading FNIS ...
    Reading FNISBase ...
    Reading FNISCreatureVersion ...
    Reading SexLab ...
    Reading SexLabCreature ...
    Reading SexLabTDFAggressiveProstitution ...
    Reading zzEstrus ...

    All Anim Lists scanned. Generating Behavior Files...
    Converting Behavior Files (.xml to .hkx) ...

    Create Creature Behaviors ...

    Creature Pack not installed

    1548 animations for 7 mods successfully included (characters)
    1 Warning(s).

    Using FNIS Creature Pack 4.1, Mod Organizer v1.0.12


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  6. I have been using it on and off for about a year now with Oblivion and Skyrim.  Some things work well and others can sometimes be a headache.  You have to understand that it installs everything in folders (basically extracts the zip file into a data folder with the mod name then points to this location) and creates virtual paths to files that it passes through to the game. The game doesn't really know this is happening - which is good and bad.  

     

    So if one mod expects to patch another mod they may not work correctly since they do not reside in the same folder.  They reside in two separate isolated folders.  An example of this would be something like the multiple mods that drop FNIS files for Skyrim.  To get FNIS to work I eventually had to copy the INI files into the base game DATA folder to where it would normally reside.  If I didn't, updating the FNIS configurations would do nothing since the files do not exist where it thinks they should.  The user update for FNIS would always show zero definition files.

     

    Also on patches you have to manually merge the contents in the parent folders or create a patched/combined folder for that specific mod.  Then have MO load that as the mod.

     

    It can take a little work, but once you have it set up and working it does its job well.  The game folder remains almost untouched and you can add/remove mods at will.  You can create groups of mods and enable/disable them for different situations.  Like one group for just a base game and a second one that includes all of your Lovers enhancements.  You could click between them easily using the mods sets in MO.  Done right it will virtually eliminate having to ever reinstall the base game again.

    I don't think I've had a problem like that with Mod Organizer before, what the program does is takes the mod files from the separate folders and links them to this one big folder to emulate a normal skyrim data folder, so all the patchers and things with dependencies should still function normally. Any patch files produced is placed in the overwrite location as shown here:

    46v7W.png

    From there you can produce a separate folder for the patch or just leave it. 

    You can also edit your FNIS ini files through the data tab. 

     

    Are you using v0_99_1 or v0_12_9 of Mod Organizer? 

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