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kchez

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  1. So I was building a settlement with my Over Boss PC, putting up a few Disciple displays and blood troughs, hanging a few dead bodies here and there and displaying heads on pikes when the thought occured that what would really bring it all together would be some spillage. I mean there's a blood trough there right on the floor, but no blood on the ground or up the wall. So I was wondering if it's possible to create placable blood splats in the workshop menu? I assume it would work the same way as it did in Skyrim creation kit, i.e. a blue arrow that sprays a blood decal in the area it's pointing. Anyway, I'd also just like to voice my desire to see a bit more parity between the sexes with regards to decorations. I mean I can display headless females and males, but I can only place male severed heads. And if it's at all possible I'd like to see more grotesque decorations with those bodies, say flayed like a prison guard in Silence of the Lambs; maybe a few that actually kept their heads. You know, just a bit of variety and imagination.
  2. Awesome. I missed that one. Thanks...
  3. Please can someone turn Dogmeat into a pug. It would make my wife soooo happy.
  4. Ha, Copied the wrong URL. Sorry about that. It was supposed to be a link to the English translation of More Follower Voices.
  5. Thank you. I'm using MFVM (http://www.nexusmods.com/skyrim/mods/74590/?) WIll that not fix it?
  6. Hello all. So I was trying to make a few custom followers and the tutorials available are very useful. You can make a follower, assign the right factions and relationships and all is just peachy. However, when you go to use a multiple follower mod everything goes wrong. For instance, when using UFO, no "Follow Me" option appears or when using AFT, they say ok but then don't follow you out of the cell or whatever. Many different possible little bugs occur and I'm wondering if there's something I need to add to custom followers to get them to behave themselves and where I could find that information? Obviously this only occurs with custom NPC's as all vanilla NPC's seem to play along just fine. Would appreciate any advice.
  7. I think it's definitely something to do with the house. I tried waiting 96 hours and they still didn't show up. It was Lucia I tried to adopt so I went back to Whiterun and she was stood between stalls in the market place still saying she had to get her things and meet me there. To eliminate that it was Lucia that was bugged I hightailed it to Honorhall and tried to adopt Runa. I waited outside Honorhall for a further 72 hours and then went back in; she was still sat there saying she had to get her things and say goodbye to everone. However when I say to go to breezehome they run out of there as fast as their little legs will carry them. Somethings just not firing the move command with my house. It's crazy, TES5Edit shows no conflicts and LOOT says the mod is clean. It's starting to break my brain a bit. Perhaps it's a load order thing. I'm going to try jigging it around a bit but otherwise I'm out of options.
  8. I spoke too soon. Not sure if you can help with this one or not. The home is now multiple adoption friendly, I can cast Bless Home and it says I have 6 beds available and all appears fine. I offer to adopt a child and tell them I have a new house and they say they have to get their things and say goodbye to everyone as normal. However, they never actually show up at the house. I googled the issue and apparently it's a common glitch with all houses. So I tested to see if it was that glitch by loading an older save and quickly buying Breezehome. Adopting a kid was no problem; they were there waiting for me when I got there and everything was running smoothly. So I said it was time to move home and they said they'd meet me there. Still they didn't show up. I waited a full game month with no signs of them ever appearing. So far my other attempts to fix this include: checking the NavMesh, no issues there, the house is fully NavMeshed with the green load triangles for NPC's. Tested with followers who can enter, leave and sandbox in the area. Using PRID with moveto player commands on the children while in the new home; child appears in the home and then promptly leaves out the front door and runs back to Whiterun. Also attempted this outside the home but the child runs away from the home immediately. I'm wondering if I need to add anymore xmarker headings to give them somewhere to go but can't see a location reference that would be appplicable. It's very frustrating to be so near and yet so far. Please, if you have any suggestions it would be deeply appreciated.
  9. Managed to fix the Doll issue simply by adding the the tag BYOHAdoption_ChildPlayDoll to an interior Doll Marker. Still don't know how to fix the exterior cell problem though. Nevermind, I figured it out. I forgot to change the location of the homes exterior cell to the exterior location I created. Works like a charm now. Many thanks for the info!
  10. Managed to fix the Doll issue simply by adding the the tag BYOHAdoption_ChildPlayDoll to an interior Doll Marker. Still don't know how to fix the exterior cell problem though.
  11. Hi again. Decided to revisit this and try again. Now I'm not the best at sifting through papyrus logs but I think these are the only applicable components. PHXCH - No DollMarker found! PHXCH - No Location Center Marker found! - not a problem, optional. PHXCH - No SandboxOutside found! PHXCH - No LocTypeCity found - not a problem, optional. Not sure why these are flagging because I've double checked and triple checked and I have at least one idlechildplaydollmarker near each of the four interior childsandbox xmarkers and one outside. Likewise, I definitely have a sandbox xmarker outside the house with the ref type BYOH_ChildSandboxOutside, although I'm not sure how it's suppose to detect it when you're inside casting bless home and it's in an exterior unloaded location. Any sugestions?
  12. Hi; thanks for getting back to me. I was too lazy to uninstall every mod and work through them first so I varified the game cache and lo & behold it worked. Guess I'll just have to clean the masters again. Thanks again though.
  13. Mod inspired by the movie Highlander; in which Dragonborn throughout time are brought to skyrim due to the "time wound". The player must eliminate them all until only he remains. While creating a dozen or so NPC's is easy; having them give up dragonsouls on death could be an issue.
  14. Ok, so I have a very strange problem. I started a new character and played through for about 5 hours before deciding to join the DB. However. when I try to enter the orphanage to kill Grelod I get an infinite load screen (yes I have onetweek). If I try to COC from my saved game, the game crashes and throws me out. However I can COC into the cell if I do so from the title screen with the generic dragonborn character. I have no mods that edit or change the orphanage in anyway. Anyone got any ideas what I might have done?
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