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> TK's Mod Questions Thread, Got mod problems, or are you just lost with a tool?
ghastley
post Aug 25 2015, 01:16 AM
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After writing my first response, I re-considered the sweeping "no", and noted that some mods like Sexlivion, the various pose mods, and See You Sleep do manage to run idle animations on the player. But that may be the limit of what's possible, and each of those starts with a voluntary action by the user. You generally have to cast a spell, or perform some similar in-game interaction to kick them off. I'm not sure if doing nothing for a time counts.



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tegeus-Cromis
post Aug 25 2015, 07:35 AM
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QUOTE(ghastley @ Aug 25 2015, 01:16 AM) *

After writing my first response, I re-considered the sweeping "no", and noted that some mods like Sexlivion, the various pose mods, and See You Sleep do manage to run idle animations on the player. But that may be the limit of what's possible, and each of those starts with a voluntary action by the user. You generally have to cast a spell, or perform some similar in-game interaction to kick them off. I'm not sure if doing nothing for a time counts.


Ah. This gets better (I'm not at all sure I'll actually test this, but I've noted it down, so maybe sometime). The doing nothing schtick can be a quest script. So we have an invisible object/NPC moved to player location after n seconds of doing nothing, then casting an invisible spell on the PC, which is the final bit that probably won't work. (I spent a while trying to get an activator to cast a summon spell, still haven't managed it - although a number of other spell types will work this way - the game engine has its quirks).
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mALX
post Aug 25 2015, 07:15 PM
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QUOTE(ghastley @ Aug 24 2015, 08:16 PM) *

After writing my first response, I re-considered the sweeping "no", and noted that some mods like Sexlivion, the various pose mods, and See You Sleep do manage to run idle animations on the player. But that may be the limit of what's possible, and each of those starts with a voluntary action by the user. You generally have to cast a spell, or perform some similar in-game interaction to kick them off. I'm not sure if doing nothing for a time counts.



Or "Personality Idles," where after 15-30 seconds of idling the character will assume whatever pose you have selected for their idle. Maxical always put one hand on her hip when you left her standing too long without activity.






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mALX
post Aug 25 2015, 09:54 PM
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Umpa had a script that made the PC dance when they heard music from his radio, and of course you could change the animations to whatever you wanted to (if you wanted to do something other than dancing), but you would still have to click on the radio yourself.

The problem with that script was that you could not stop yourself from dancing, you were stuck and would either have to exit the game and reload a save before turning on the radio.

I tried to add it to my "Wobbly/Lucky Mudcrab" mod and when my PC couldn't stop dancing I managed to hop (dancing the whole way) to the door and exit the cell; but it wasn't easy and I didn't know for sure if I'd be able to, lol. I immediately went into the CK and disabled that mod script, lol.





This post has been edited by mALX: Aug 25 2015, 09:58 PM


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Renee
post Aug 26 2015, 02:42 AM
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Our pc's do some random things occasionally, right? I notice my current lady has a habit of adjusting her daggar. Isn't that from some script?

I don't have a problem with activating something to make the animation happen, by the way. If I have to have my PC cast a spell, this is okay. The idea is that the PC eventually starts doing something else, other than standing around.

I got this idea from the Actor's Ball mod. That's a good mod if you want some sort of instant action, but it's rather clunky to use, going through all those menus. What we're talking about is something which would wind up feeling more natural.

This post has been edited by Renee: Aug 26 2015, 02:50 AM


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Renee
post Sep 22 2015, 01:03 AM
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So I'm looking at this brand-new mod called Betty's Animal Planet? and I'm pretty much drooling. That's what I've packed my game with: not more hostile creatures, but more peaceful ones. Problem is there are a couple animals I'm not interested in adding. Am I safe just going into the CS and deleting these altogether?


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tegeus-Cromis
post Sep 29 2015, 04:34 PM
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QUOTE(Renee @ Sep 22 2015, 01:03 AM) *

So I'm looking at this brand-new mod called Betty's Animal Planet? and I'm pretty much drooling. That's what I've packed my game with: not more hostile creatures, but more peaceful ones. Problem is there are a couple animals I'm not interested in adding. Am I safe just going into the CS and deleting these altogether?


Oh, a new one of Betty's, they're always good (been AFC for a week and more, back to modding things up now). Anyway, Renee, I would not do that, at least not so simply. The animals in question will have spawn points, and they will likely be part of levelled lists (I will have a look for you when I get a moment), so any references to them must be deleted too. The CS will actually warn you of this, but thought I'd point it out just in case.

When I get a moment I'll have a look for you.
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mALX
post Sep 29 2015, 04:54 PM
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QUOTE(Renee @ Sep 21 2015, 08:03 PM) *

So I'm looking at this brand-new mod called Betty's Animal Planet? and I'm pretty much drooling. That's what I've packed my game with: not more hostile creatures, but more peaceful ones. Problem is there are a couple animals I'm not interested in adding. Am I safe just going into the CS and deleting these altogether?



If there is a script involved in this mod that in any way references these creatures you are thinking of deleting, it could cause issues and even possibly crash the game looking for those references repeatedly and not finding them.

She made this mod by combining two different mods, have you looked at those other mods to see if using just one of them will eliminate the need to alter at all? One of the mods adds crocodiles, the other adds pandas and giants, etc.

If you just want a mod that makes the normal world animals friendly, SubRosa made an Awesome one; I would just use hers - it doesn't add any unusual creatures, just makes the ones already there more friendly.






This post has been edited by mALX: Sep 29 2015, 04:55 PM


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haute ecole rider
post Sep 29 2015, 05:54 PM
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I second mALX's recommendation to use SubRosa's mod if all you want is to make the vanilla animals friendly. It's part of my Oblivion default load order, and I'm so happy with it.


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Renee
post Sep 29 2015, 11:26 PM
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Why thank you. I do have Witchcraft in Lady Saga's game, and yes, I love it because it does exactly what I've wanted for many years. Saga also can summon bears, which is really fun. I have a list of friendly animals mods in my games so far: MMM's More Peaceful Animals, Redbag Friendly Animals, Gulls & Seagulls, Ducks & Swans, Natural Environments, a few others I'm forgetting. Yeah, I like my game packed with non-hostiles, that's another thing I was really wanting as I gamed on consoles for years.

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Renee, I would not do that, at least not so simply. The animals in question will have spawn points, and they will likely be part of levelled lists (I will have a look for you when I get a moment), so any references to them must be deleted too. The CS will actually warn you of this, but thought I'd point it out just in case.


Oops. I got impatient and deleted a couple animals, using TES4Edit. This shouldn't be a problem though, if you can tell me how to get rid of leveled lists, right?

I tried looking for these leveled lists (ghastley told me about them too), but where are they? Can't find them in the CS. I think I found then in TES4Edit, but this program wouldn't let me remove them.



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Renee
post Oct 3 2015, 03:00 AM
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I've been waiting for somebody to answer this, when the idea struck me: why not see if there are any video tutorials on You Tube? Duh. Of course there are! I was watching a few last night. Already learned a heck of a lot. It's cool to see what to do, too.



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mALX
post Oct 3 2015, 03:11 AM
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QUOTE(Renee @ Oct 2 2015, 10:00 PM) *

I've been waiting for somebody to answer this, when the idea struck me: why not see if there are any video tutorials on You Tube? Duh. Of course there are! I was watching a few last night. Already learned a heck of a lot. It's cool to see what to do, too.



SubRosa also made a mod to summon forest creatures like bears/wolves, etc. (besides the mod that makes them friendly) - and a very fun Witchcraft mod for Oblivion.




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Renee
post Oct 10 2015, 02:38 AM
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QUOTE(tegeus-Cromis @ Sep 29 2015, 11:34 AM) *

Renee, I would not do that, at least not so simply. The animals in question will have spawn points, and they will likely be part of levelled lists (I will have a look for you when I get a moment), so any references to them must be deleted too. The CS will actually warn you of this, but thought I'd point it out just in case.

I finally found these lists. In the CS' Object Window, they are under Actors > Creatures > Leveled Creatures? I am noticing the animals are under Creatures, but the leveled lists for these creatures are what you're talking about?

So what I did was left the Creatures in the game (Actors > Creatures) but only removed them from lists (Actors > Creatures > Leveled Creatures ). Hope that's right.

This post has been edited by Renee: Oct 10 2015, 02:44 AM


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Lopov
post Dec 29 2015, 01:08 PM
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Is there any option to "fix" an .esp file so it doesn't get sorted by BOSS / LOOT? For instance, when it comes to Better Cities, BOSS auto sorts it in a wrong way, putting one of the .esps too high and each time I install some new mod and arrange a new load order, this .esp gets moved up, so I have to manually move it all the way down.


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ghastley
post Dec 29 2015, 01:38 PM
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You can add a user list to override the master list. It's also useful for self-made mods that aren't released and therefore unknown.


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mALX
post Dec 29 2015, 03:21 PM
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Oh, I was thinking of changing the Better Cities mod that keeps getting thrown back (so it matches the one that is sorting right)?

If I'm not mistaken, I think Boss sorts by date?

Ghastley or SubRosa know this stuff better than I do embarrased.gif










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SubRosa
post Dec 29 2015, 04:56 PM
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I don't know anything about Boss or Loot. I use so many mods I made myself that they are just useless to me. I sort all my mods manually.


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ghastley
post Dec 29 2015, 04:58 PM
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The game itself loads in date order, so Boss alters the dates to make the order of the mods match its master list. If the BC file gets moved when you run BOSS, maybe you have another mod that is tagged to load after it, but before some other file.


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Renee
post Jan 14 2016, 01:09 AM
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So here's a weird one. I already fixed my own problem, but I don't know what went wrong in the first place.

Out of the blue, my game started crashing like crazy. Long story short: I figured out that it would only crash if my character was standing close by one of her followers (and facing them). After a bunch of trial and error I remembered I had recently cleaned several CM Partner esps. I was literally out of ideas by this point, okay? So I figured, heck why not? ... Let's re-install CM Partners so those esps are dirty again.

And now everything is fine. XD No more CTDs. I don't understand what just happened though. Why would the dirty versions of these CMP esps work, but the clean ones fail?


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ghastley
post Jan 14 2016, 02:55 PM
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Usually CTD's happen because the game is trying to use a form that doesn't exist. So they're most likely after a mod has been removed, but something else has picked up a reference to something in the mod and is still using it. E.g. you enchanted an item that was added by a mod, and stored it in a container added by another, ...

Cleaning a mod removes overrides that aren't needed, but if one of them has replaced the missing item, it has kept it in existence, preventing the CTD that was going to happen. So the cleaning lets the CTD deferred from the mod removal happen at last.

tl;dr it wasn't the cleaning that caused the CTD, it was just waiting for a chance to get you.


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