[RELz] Sensual Walks for Female NPCs

Post » Wed Mar 30, 2011 6:33 am

Sensual Walks Version 6.13.3 Released

    New and updated Sensual Walks Patches
  • Feldscar v1.0.6

    Other Changes
  • None.

See http://www.tesnexus.com/downloads/readmes/Sensual%20Walks%20for%20Female%20NPCs_readme.txt for more information about changes made since the initial release.

User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Mar 30, 2011 3:38 am

I'm seeing a load order skip in Wrye BASH 2.91 for TRoN vwalk.esp and wanted to check with you to see what you think. For me BASH has assigned load order 05 but the first mod after shows up as 05 in game. To illustrate this I placed a simple mod BrothersHelp, which has an invisibility ring, as load order 06. Using kurteeactordetails I can confirm that the ring is 05000ce6 at load order 05 when it should be 06000ce6. It just makes it a little harder for me cheat my way into armor and items since I am using player.additem commands that rely on the load order being correct. I can't see anything in the TRoN vwalk.esp that would cause it to skip the load order it's assigned, but I really have no idea how it all works. I am using the tron.esp from underdark version 1.1 and manually confirmed that the right vwalk is being used.

Also, when I disable TRoN vwalk.esp, the Oblvion engine itself makes no complaint. Typically, disabling a mod that was previously used and subsequently recorded in a savegame, generates the Oblivion error that there is missing content. It's the one mod that I can't get to enable when I use the BASH "load masters" command on a save. Really, it's as if TRoN vwalk.esp doesn't register at all. I'm using 6 or 7 other vwalks and they all register fine.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Wed Mar 30, 2011 12:26 am

I'm seeing a load order skip in Wrye BASH 2.91 for TRoN vwalk.esp and wanted to check with you to see what you think. For me BASH has assigned load order 05 but the first mod after shows up as 05 in game. To illustrate this I placed a simple mod BrothersHelp, which has an invisibility ring, as load order 06. Using kurteeactordetails I can confirm that the ring is 05000ce6 at load order 05 when it should be 06000ce6. It just makes it a little harder for me cheat my way into armor and items since I am using player.additem commands that rely on the load order being correct. I can't see anything in the TRoN vwalk.esp that would cause it to skip the load order it's assigned, but I really have no idea how it all works. I am using the tron.esp from underdark version 1.1 and manually confirmed that the right vwalk is being used.

Also, when I disable TRoN vwalk.esp, the Oblvion engine itself makes no complaint. Typically, disabling a mod that was previously used and subsequently recorded in a savegame, generates the Oblivion error that there is missing content. It's the one mod that I can't get to enable when I use the BASH "load masters" command on a save. Really, it's as if TRoN vwalk.esp doesn't register at all. I'm using 6 or 7 other vwalks and they all register fine.

Nor sure what you mean by a "load order skip".

Regarding Tron Vwalk: This should be included in your bashed patch and deactivated (WB does this for you if you let it). This means the animation changes that it makes are in the bashed patch and therefore the actual ESP will not be registered in your save game. So your description sounds correct to me. The Tron Vwalk master is the Underdark.esm rather than the Tron.ESP, although the OBMM scripts check for the presence of the Ton ESP.

All your Vwalk ESPs should be deactivated and included in the bashed patch - so they should not show up in the save masters - if they do, you should deactivate them and include them under Animations in your bashed patch, The only exception to this is the Vwalk mod for VHBloodlines, which should be checked under Merge Patches in your bashed patch and deactivated as well.

When you build your bashed patch, WB should prompt you to deactivate any Vwalk mod that has been checked - you should always answer yes to this message.

Hope this helps answer your question.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Wed Mar 30, 2011 12:34 am

Yep, looks like it was an issue with too many slots used up, strangely enough once I cut down my mod numbers a little the issue was resolved. wierd, I was near the cap but not over it.


Are you using the "ghost" feature in Wrye Bash to rename the merged ESPs, so they no longer have the ESP extension?

If not, then I would suspect that you ran into the ESP + ESM + BSA max # issue, where if you go over some amount (around 400 of any combionation of those files, but can be less) then your game goes wonkey.

My load order has room for 20 additional active ESPs, but if I don't use the GHOST feature the game is unplayable.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Tue Mar 29, 2011 11:23 pm

Sensual Walks Version 6.13.4 Released

    New and updated Sensual Walks Patches
  • Fireflys Extended Cities Mod version 2.1 (version 1.0 is still supported)
    Version 2.1 will only be installed if original Extended Cities ESPs are NOT present!

    Other Changes
  • None.

See http://www.tesnexus.com/downloads/readmes/Sensual%20Walks%20for%20Female%20NPCs_readme.txt for more information about changes made since the initial release.

User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Wed Mar 30, 2011 12:30 am

Sensual Walks Version 6.13.5 Released

    New and updated Sensual Walks Patches
  • Vampire Hunting - Order Of The Virtuous Blood v2.0 (v1.5 is still supported)

    Other Changes
  • Installation script changed to detect the BOSS log file for the latest versions of BOSS.

See http://www.tesnexus.com/downloads/readmes/Sensual%20Walks%20for%20Female%20NPCs_readme.txt for more information about changes made since the initial release.

User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Tue Mar 29, 2011 11:15 pm

The only time I've seen one of the animations in the game is a Mage NPC companion in Bruma's Mages Guild. I'm not sure what I have wrong. I used OBMM, followed the directions, used BOSS and Wrye Bash. Is there a step that I missed in Wrye Bash? The only thing I did is mark mergable, excluded the walk esp's, then imported the animations in merged patch.
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Tue Mar 29, 2011 11:16 pm

The only time I've seen one of the animations in the game is a Mage NPC companion in Bruma's Mages Guild. I'm not sure what I have wrong. I used OBMM, followed the directions, used BOSS and Wrye Bash. Is there a step that I missed in Wrye Bash? The only thing I did is mark mergable, excluded the walk esp's, then imported the animations in merged patch.

Sorry to hear you are having problems.

Not quiote sure what you mean by excluded the walk esps.

You should...

1. Install the animations using the OBMM Animations Installer
2. Install the walk esps using the OBMM Sensual Walks
3. Run BOSS
4. Use Wrye Bash v287 or higher
5. In WB, select all esps and then right-click and choose Mark Mergeable
6. Right-click the bashed patch and select Rebuild
7. WB will ask if it should de-activate mods - answer Yes to this message
8. Click the Animations importer and select all the mods in the right hand box (there is a select all button)
9. Do the same for merge mods (there is one walk mod that needs to bve merged)
10. Rebuild the patch.

If you have already done all these steps, then please use Wrye Bash to list your Load Order and post it here - I will then see if I can spot anything.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Wed Mar 30, 2011 12:32 pm

Sorry to hear you are having problems.

Not quiote sure what you mean by excluded the walk esps.

You should...

9. Do the same for merge mods (there is one walk mod that needs to bve merged)



Which ones do you mean? There aren't any other Vwalk.esp's listed in any of the left pane options when rebuilding bashed patch (Import Actors: Animations is the only one).

Thanks so much for helping me, this mod is awesome and getting it working would make my game so much better.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Wed Mar 30, 2011 9:21 am

Which ones do you mean? There aren't any other Vwalk.esp's listed in any of the left pane options when rebuilding bashed patch (Import Actors: Animations is the only one).

Thanks so much for helping me, this mod is awesome and getting it working would make my game so much better.

If you don't see anything under merged, it means you are not using the one mod (I think it is VH Bloodlines) that needs to be merged so don't worry.

Did you follow the steps I mentioned? Is it now working? If not, please post your LO.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Wed Mar 30, 2011 1:43 am

If you don't see anything under merged, it means you are not using the one mod (I think it is VH Bloodlines) that needs to be merged so don't worry.

Did you follow the steps I mentioned? Is it now working? If not, please post your LO.


I did, a few times. I noticed that with the Vwalk.esp's active, I get the one mage NPC in Bruma Mages Guild sixy walking, but not when I follow the directions and deactivate them and importing them when I'm rebuilding bashed patch.

Spoiler
Active Mod Files:00  Oblivion.esm01  You Are Here.esm02  Mart's Monster Mod.esm  [Version 3.7b3p3]03  Armamentarium.esm04  Better Cities Resources.esm  [Version 4.8.4]05  StaticAlchemyMod.esm06  CM Partners.esm07  Unofficial Oblivion Patch.esp  [Version 3.2.0]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp0B  Better Cities .esp0C  Natural_Weather_HDR_by_Max_Tael.esp0D  Natural_Habitat_by_Max_Tael.esp0E  Enhanced Water v2.0 HD.esp0F  Natural_Water_by_Max_Tael.esp10  AmbientDungeons.esp  [Version 1.3]11  nmDLTIC-1-6.esp  [Version 1.6]12  Oblivion Graphics Extender Support.esp  [Version 0.41]13  ExnemEyeCandy.esp14  ArmamentariumVendors.esp15  StockClothingArmor-forExnems.esp16  ExnemEC_Rogue01.esp17  ExnemEC_Warrior01.esp18  Oscuro's_Oblivion_Overhaul.esp**  Oscuro's_Oblivion_Overhaul Vwalk.esp++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]19  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  OOO-Armor.esp1B  Ivellon.esp  [Version 1.7a]1C  AdenseEpicDungeon.esp1D  GlenvarCastle.esp**  GlenvarCastle Vwalk.esp1E  LostTreasures1.1.esp1F  Zera LeSaar's Aethera Aeternium.esp20  Knights.esp**  Knights Vwalk.esp++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]21  Lost Paladins of the Divines.esp22  xuldarkforest.esp  [Version 1.0.5]23  xulStendarrValley.esp  [Version 1.2.2]24  xulTheHeath.esp25  MMMMWL-TheHeath patch.esp26  XulEntiusGorge.esp27  xulFallenleafEverglade.esp  [Version 1.3.1]28  xulColovianHighlands_EV.esp  [Version 1.2.1]29  xulChorrolHinterland.esp  [Version 1.2.2]**  xulChorrolHinterland Vwalk.esp2A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]2B  xulBravilBarrowfields.esp  [Version 1.3.2]**  xulBravilBarrowfields Vwalk.esp2C  xulLushWoodlands.esp  [Version 1.3.1]2D  xulAncientYews.esp  [Version 1.4.3]2E  xulAncientRedwoods.esp  [Version 1.6]2F  xulCloudtopMountains.esp  [Version 1.0.3]30  xulArriusCreek.esp  [Version 1.1.3]31  xulPatch_AY_AC.esp  [Version 1.1]32  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]33  MMMMWL-RollingHills patch.esp34  xulPantherRiver.esp35  xulRiverEthe.esp  [Version 1.0.2]36  xulBrenaRiverRavine.esp  [Version 1.1]**  xulBrenaRiverRavine Vwalk.esp37  xulImperialIsle.esp  [Version 1.6.6]**  xulImperialIsle Vwalk.esp38  UL Imperial Isle Adense Epic Dungeon Patch.esp39  xulBlackwoodForest.esp  [Version 1.1.0]3A  xulCheydinhalFalls.esp  [Version 1.0.1]3B  DungeonsOfIvellon-CheydinhalFalls patch.esp3C  xulAspenWood.esp  [Version 1.0.2]**  xulAspenWood Vwalk.esp3D  xulSkingradOutskirts.esp  [Version 1.0.1]**  xulSkingradOutskirts Vwalk.esp3E  xulSnowdale.esp  [Version 1.0.2]3F  xulCliffsOfAnvil.esp**  xulCliffsOfAnvil Vwalk.esp40  Natural_Vegetation_by_Max_Tael.esp41  quickstart.esp42  Ragna Parry V2.esp43  SeductiveIdles.esp44  Corean_hair_for_Original_race.esp45  idkrrr_sarameyesNhairs4originalrace.esp46  Nec Mystic Dark Elf-Remake.esp  [Version 1.0]47  _Ren_BeautyPack_full.esp48  CM Partners.esp**  CM Partners Vwalk.esp49  CM Partners Special NPCs.esp**  CM Partners Special NPCs Vwalk.esp4A  CM Partners NPC.esp**  CM Partners NPC Vwalk.esp4B  CM Partners More NPCs.esp**  CM Partners More NPCs Vwalk.esp4C  CM Partners Marker NPCs.esp**  CM Partners Marker NPCs Vwalk.esp4D  CM Partners Extra NPCs.esp**  CM Partners Extra NPCs Vwalk.esp4E  AsharasCMPartners.esp4F  DAEluna.esp50  Tamara.esp51  DABrinn.esp52  DARaewyn.esp53  DASakura.esp54  DAFeria.esp55  DAIsrithr.esp56  ZUAmberMadnessOverhaul.esp57  ZUSIO-RatsInCrucible.esp58  Better Cities SKINGRAD.esp  [Version 4.8.4]59  Better Cities BRAVIL.esp  [Version 4.8.4]5A  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]5B  Better Cities ANVIL.esp  [Version 4.8.4]5C  Better Cities CHORROL.esp  [Version 4.8.4]5D  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]**  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]5E  Better Cities LEYAWIIN.esp  [Version 4.8.4]5F  Better Cities BRUMA.esp  [Version 4.8.4]60  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]61  Better Cities - VWD of the IC.esp  [Version 4.7.0]62  Better Cities IC Arboretum.esp  [Version 4.8.4]63  Better Cities IC Arcane University.esp  [Version 4.8.4]64  Better Cities IC Arena.esp  [Version 4.8.4]65  Better Cities IC Elven Gardens.esp  [Version 4.8.4]66  Better Cities IC Green Emperor Way.esp  [Version 4.8.4]67  Better Cities IC Market.esp  [Version 4.8.4]68  Better Cities IC Prison.esp  [Version 4.8.4]69  Better Cities IC Talos Plaza.esp  [Version 4.8.4]6A  Better Cities IC Temple.esp  [Version 4.8.4]6B  Better Cities IC Waterfront.esp  [Version 4.8.4]6C  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]6D  Better Cities Skingrad FPS Patch.esp  [Version 4.7.0]6E  Better Cities Leyawiin FPS Patch.esp  [Version 4.7.0]6F  Better Cities Chorrol FPS Patch.esp  [Version 4.8.4]70  Better Cities Bruma FPS Patch.esp  [Version 4.8.0]71  Better Cities Bravil FPS Patch.esp  [Version 4.7.0]72  Better Cities Anvil FPS Patch.esp  [Version 4.8.0]73  Better Cities IC Tunnel FPS Patch.esp  [Version 4.7.0]74  Better Cities IC Temple FPS Patch.esp  [Version 4.7.0]75  Better Cities IC Talos Plaza FPS Patch.esp  [Version 4.7.0]76  Better Cities IC Prison FPS Patch.esp  [Version 4.7.0]77  Better Cities IC Market FPS Patch.esp78  Better Cities IC Elven Gardens FPS Patch.esp  [Version 4.7.0]79  Better Cities IC Arcane University FPS Patch.esp  [Version 4.7.0]7A  Better Cities IC Arboretum FPS Patch.esp  [Version 4.7.0]7B  Better Cities IC Waterfront FPS Patch.esp  [Version 4.7.0]7C  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.7.0]7D  Bashed Patch, 0.esp7E  DoTheUnderdark.esp7F  MeganCM.esp

User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed Mar 30, 2011 9:56 am

I did, a few times. I noticed that with the Vwalk.esp's active, I get the one mage NPC in Bruma Mages Guild sixy walking, but not when I follow the directions and deactivate them and importing them when I'm rebuilding bashed patch.

Nothing jumps out at me as being specifically wrong. What does DoTheUnderdark.esp do? Given that it loads after the patch, there is potential for it to conflict.

I notice that you do not have the Unofficial Shivering Isles Patch.esp installed - any reason for this? Not sure what happens when you use the UOS versions of Sensual Walks without it being present.

Any reason for not using Better Cities Full instead of the separate city installs? If you use the Full version, there is Sensual Walks coverage. Also, the latest version of BC is v4.9.0

Which version of Wrye Bash are you using? If it is not v287 or v291, it may be worthy upgrading - there are known problems with the intervening versions.

Given that nothing jumps out at me, can you load the Bashed Patch into TES4Edit. Once this is done, check some of the female NPC records and see if there are entries under KFFZ-Animations - you should see entries that begin 0FemaleVariableWalk_ in the animations field. Are these present? If they are, then I can only think of three possible reasons for the animations not working...

1. The animations are not properly installed (check that there many 0FemaleVariableWalk_ prefixed file names in your Oblivion\Data\meshes\Characters\_male\specialanims folder)
2. The DoTheUnderdark.esp overrides the animations
3. Not using Wrye Bash v287 or v291

Or, of course, something else that I have not thought of.

Let me know the answers to some of the questions once you have done some checks.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Wed Mar 30, 2011 12:39 pm

Let me know the answers to some of the questions once you have done some checks.


I checked everything, but I couldn't figure out how to load Bashed Patch into TES4Edit. It's listed in the left pane, and I can view the file header, but that's all I can see to do.

DoTheUnderdark.esp is a dungeon mod, it's not that good either (currently disabled).

I'm using Wrye Bash 291.
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Wed Mar 30, 2011 1:31 pm

I checked everything, but I couldn't figure out how to load Bashed Patch into TES4Edit. It's listed in the left pane, and I can view the file header, but that's all I can see to do.

1. Start TES4Edit
2. Right click on the mod list and choose Select None
3. Scroll down to the bashed patch and click the box next to it (you should see a tick in the box)
4. Click the OK button
5. Answer OK to any messages and wait for it to load.
6. Click the Plus sign next to the bashed patch
7. Click the plus sign next to Non-Player Character to see the NPCs

Does this help?

Edit: DId you check in your data folder to see if the animations were installed (Point 1 of my previous post)?
User avatar
CxvIII
 
Posts: 3329
Joined: Wed Sep 06, 2006 10:35 pm

Post » Wed Mar 30, 2011 7:50 am

1. Start TES4Edit
2. Right click on the mod list and choose Select None
3. Scroll down to the bashed patch and click the box next to it (you should see a tick in the box)
4. Click the OK button
5. Answer OK to any messages and wait for it to load.
6. Click the Plus sign next to the bashed patch
7. Click the plus sign next to Non-Player Character to see the NPCs

Does this help?

Edit: DId you check in your data folder to see if the animations were installed (Point 1 of my previous post)?


Ah, I see.

Ok it looks like I have it figured out. I couldn't live without this mod, I love it. Thanks again for your help!

I switched to the full version of Better Cities, reinstalled OOO using the OMOD (BOSS didn't detect OOO before, figured something was wrong), and I did something different in Wrye Bash- I disabled the .esp's and imported the animations in the bashed patch rebuild as normal, but after that this time I re-enabled the esp's. Before, the game would crash on startup by doing this. I think it was something with OOO.

I thought the bashed patch loaded the imported walk animations. Is that wrong, or was I supposed to re-enable those esp's after rebuilding the bashed patch?
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Tue Mar 29, 2011 11:15 pm

Arthmoor has recently updated a new version of Faregyl Village, it seems to be a major update so will a new version of Faregyl Vwalk.esp be required?
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue Mar 29, 2011 11:45 pm

Ah, I see.

Ok it looks like I have it figured out. I couldn't live without this mod, I love it. Thanks again for your help!

I switched to the full version of Better Cities, reinstalled OOO using the OMOD (BOSS didn't detect OOO before, figured something was wrong), and I did something different in Wrye Bash- I disabled the .esp's and imported the animations in the bashed patch rebuild as normal, but after that this time I re-enabled the esp's. Before, the game would crash on startup by doing this. I think it was something with OOO.

I thought the bashed patch loaded the imported walk animations. Is that wrong, or was I supposed to re-enable those esp's after rebuilding the bashed patch?

Glad to hear you have got it working.

You should definitely NOT have to activate the Sensual Walks esps - you should be importing them into your bashed patch and deactivating - Wrye Bash should be doing this for you by offering to deactivate the Sensual Walks mods when you select Rebuild patch.

Arthmoor has recently updated a new version of Faregyl Village, it seems to be a major update so will a new version of Faregyl Vwalk.esp be required?

Thanks for letting me know - I will download and take a look at the changes required and, if needed, will do a release on Saturday (I try, where possible to keep the updates down to once a week to reduce downloading frequency).

Hope this is OK
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Wed Mar 30, 2011 12:59 pm


Thanks for letting me know - I will download and take a look at the changes required and, if needed, will do a release on Saturday (I try, where possible to keep the updates down to once a week to reduce downloading frequency).

Hope this is OK


I know what you mean about downloading frequency lol, I find myself downloading at least 1 update to a mod almost everyday. And then there's the mods I haven't got yet that I stumble accross, and then mods that go well with said mods. Your thread is in fact very good for finding such things lol. I've removed Faregyl Vwalk.esp for the meantime just to avoid any possible wierdness and will add it back or get new version on Saturday then. Thanks for keeping this excellent mod compatible with so many other great mods.

Artorius.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Wed Mar 30, 2011 12:55 am

Is there a way to use Sensual Walks with the custom CM Partners such as Isrithr and Eluna?
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Wed Mar 30, 2011 12:33 am

I know what you mean about downloading frequency lol, I find myself downloading at least 1 update to a mod almost everyday. And then there's the mods I haven't got yet that I stumble accross, and then mods that go well with said mods. Your thread is in fact very good for finding such things lol. I've removed Faregyl Vwalk.esp for the meantime just to avoid any possible wierdness and will add it back or get new version on Saturday then. Thanks for keeping this excellent mod compatible with so many other great mods.

Artorius.

Many thanks for your kind words. Having looked at the changes, I have decided to do a quick release - within the next hour. Btw, if you use Wrye Bash to import the Sensual Walks chnages into your bashed patch, then the old version will work fine without causing any problems - but won't include the new female NPCs :)

Is there a way to use Sensual Walks with the custom CM Partners such as Isrithr and Eluna?

For mods that are not listed on the Sensual Walks Decscription page, there are three options...

1. If many Sensual Walks users request support for a mod, I will (with the author's permission) create a patch.
2. You can ask the author of the CM mod to make it Sensual Walks Ready
3. You can download the Sensual Walks modding guide from Nexus and make a personal patch for your CM mods

Hope this helps.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Wed Mar 30, 2011 7:10 am

Sensual Walks Version 6.13.6 Released

    New and updated Sensual Walks Patches
  • Faregyl Village v2.0 (v1.x is still supported)

    Other Changes
  • Installation script changed to support previous versions of Faregyl Village.

See http://www.tesnexus.com/downloads/readmes/Sensual%20Walks%20for%20Female%20NPCs_readme.txt for more information about changes made since the initial release.

User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Wed Mar 30, 2011 7:46 am

Thanks for the update, I'm amazed at how quickly you can whip these out. All the best.

Artorius
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Wed Mar 30, 2011 2:19 pm

3. You can download the Sensual Walks modding guide from Nexus and make a personal patch for your CM mods

Hope this helps.


Couldn't be easier. Perfect! Thanks again.
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Wed Mar 30, 2011 1:49 pm

Sensual Walks Version 6.13.7 Released

    New and updated Sensual Walks Patches
  • Vampire Hunting - Order Of The Virtuous Blood v2.1 (v1.5 is still supported, v2.0 is not)

    Other Changes
  • None.

See http://www.tesnexus.com/downloads/readmes/Sensual%20Walks%20for%20Female%20NPCs_readme.txt for more information about changes made since the initial release.

User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Wed Mar 30, 2011 1:33 am

Sensual Walks Version 6.13.7 Released

    New and updated Sensual Walks Patches
  • Vampire Hunting - Order Of The Virtuous Blood v2.1 (v1.5 is still supported, v2.0 is not)

    Other Changes
  • None.

See http://www.tesnexus.com/downloads/readmes/Sensual%20Walks%20for%20Female%20NPCs_readme.txt for more information about changes made since the initial release.



Thanks for the update, this thread is brilliant for keeping up with mods that don't have dedicatied release threads here and that one is one of them. I scour these forums daily, but I don't look at TesNexus all that often so this thread manages to pick up the ones I miss. I can barely keep up with updates as they get released and install them and perhaps get some time in game. How do you manage to keep up with all the updates, update your mod and actually play the game?

Thanks for your excellent work maintaining this mod.

Artorius

Edit: There we go again, trawling page 3 of these forums reveals that Arthmoor has updated Cyrodil Travel Services. Man he's been busy this week, I think he's updated at least one of his mods each day, not that I'm ungrateful, all improvements are very much appreciated. It looks like a minor bug fix so I don't think a new sixy Walks patch will be needed but I thought best to give a heads up just in case.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

PreviousNext

Return to IV - Oblivion