[RELz] Shroob's Stuff

Post » Mon Dec 09, 2013 1:03 am

For "Change Follower Outifts," the Hearthfire and USKP patches both have their masters in the wrong order (specifically, I am certain that the base CFO file should be loaded after the USKP, and it MUST be loaded after Hearthfire, since Hearthfire is a master; however, the patches have CFO earlier in their indices than the file they're meant to patch).

I doubt this will cause any actual problems since CFO and Hearthfire don't have any overlapping records, but it does cause the plugin to be colored orange in Bash because of the delinquent masters.
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Horse gal smithe
 
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Post » Sun Dec 08, 2013 6:51 pm

What a time to release something new, eh?

I figured that I might as well make something as I was repeatedly installing and uninstalling the 1.8 beta:

"Return Trip" -- Vlkoslak the vampire ferryman can take you to Solitude, Windhelm, or Dawnstar from Icewater Jetty.

See first page for link.
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lauraa
 
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Post » Mon Dec 09, 2013 4:10 am


Thank you! The stretch from Icewater Jetty to Solitude is the only area where my self control to not fast travel falters. It is really annoying walking back and forth between the two for the vampire quests.
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Dagan Wilkin
 
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Post » Sun Dec 08, 2013 2:54 pm

Patch time! Updates for No Permanent Essentials (both files) and a Bring Out Your Dead compatibility patch (I do have Arthmoor's permission -- the absolute last thing I want to do is make an unauthorized patch file...).

Also, if you're using the USKP 1.2.4 beta, there's a patch for Playable Alternate Thieves Guild Armors that will make the new armors use the USKP material keyword. The new armors can be mixed-and-matched with the normal pieces because NPCs do it.

I've also prettied up the first post. Nicer now, no?
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Francesca
 
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Post » Sun Dec 08, 2013 8:15 pm

Two new mods; updated first post.

Created new add-on for Playable Alternate Thieves Guild Armor that makes NPCs wear the playable armor.
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Kaylee Campbell
 
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Post » Mon Dec 09, 2013 2:09 am

Thanks for sharing these, they all make my Skyrim just that little bit more awesome /smile.png' class='bbc_emoticon' alt=':)' />
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Vickytoria Vasquez
 
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Post » Sun Dec 08, 2013 3:03 pm


I'm tempted to use this instead of Marriage Dynamic Outfits, because I don't really need the dynamic part and would prefer something simpler.

Does it continue to work if your spouse is also a follower? I mean, does he/she return to the "spouse outfit" when no longer following you?
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Haley Cooper
 
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Post » Sun Dec 08, 2013 9:47 pm

You may not give your spouse gifts if they're also a follower; you can use Change Follower Outfits for that, assuming they're a vanilla follower.
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Eilidh Brian
 
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Post » Sun Dec 08, 2013 3:31 pm

First of all, thanks for making this /cool.png' class='bbc_emoticon' alt=':cool:' />

Next, I want to report problems when using this mod of yours (Change Follower Outfits) with http://skyrim.nexusmods.com/mods/12933. At first, everything seemed to work correctly: I can take away all of the followers' original (default) armors and equipments and replace them with ones I preferred. But then, I noticed that after traveling in just few minutes from Windhelm with three followers, two of them suddenly walking naked in the cold of Skyrim! /blink.png' class='bbc_emoticon' alt=':blink:' /> True....they're both Nords but surely they don't need to travel with only their underwear to prove their resistant to cold?? /shocking.gif' class='bbc_emoticon' alt=':shocking:' /> I tried to open their inventory but they have nothing in them. After checking each of them, I discovered that all of my followers inventory items had moved into one other follower (the third, Khajiit), who strangely still had the cloth intact.... /whistling.gif' class='bbc_emoticon' alt=':whistling:' />


Also lastly! How dare these mercenaries and companions take off their cloth and armor to be naked whenever they were told to rest (dismissed) in front of my "pious character" ! Such outrageous and scandalous act! /stare.gif' class='bbc_emoticon' alt=':stare:' />

That's all for now... /bolt.gif' class='bbc_emoticon' alt=':bolt:' />
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Steph
 
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Post » Sun Dec 08, 2013 4:12 pm

Bah, damn Papyrus! It does that sometimes -- if the third follower had everything, it's because the container that temporarily holds their inventory is the same for everyone (to cut down on placed references); although, I can't see how that could have happened unless you have something else that's interrupting their follow packages or you recruited them in incredibly short succession.

They have to flash you; it's the only way to remove their default outfit without deleting any armors looted from enemies.
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Sarah Edmunds
 
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Post » Sun Dec 08, 2013 5:55 pm

The three followers were "taking a rest" in Candlehearth Hall at Windhelm (I used the "Relax" feature from EFF on those followers), until I told them to follow again, and they all happened to be at the second level so I do indeed able to approach them within short time and distance...

Do you have any suggestion? I can try to reload again although I'm not sure how to "recruit" them again "properly", if you know what I mean... /nod.gif' class='bbc_emoticon' alt=':nod:' />
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Vivien
 
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Post » Sun Dec 08, 2013 9:19 pm


!!!!!!!!!!

I wish I could have this. I REALLY wish I could have this. But I use EFF to bring both J'Zargo and Marcurio along with me, and that certainly doesn't fall under the umbrella of "any mod that doesn't entail allowing you to recruit multiple followers." Do we know what kinds of problems it has, incompatibility-wise? Is it possible that any issues it has are issues I could live with? What about load order?
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Wanda Maximoff
 
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Post » Sun Dec 08, 2013 2:49 pm


I've had conflicting reports -- some say that my mod won't function at all, but others indicate that it only affects the first-recruited follower. You'll have to try and see, I'm afraid.

It can load anywhere -- I don't edit the DialogueFollower quest.

@Xtreme: Well, either re-load and tell each follower to tail you again, making sure that each switches outfits appropriately before instructing another, or simply redistribute the Khajiit's hoard among the other two.
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Kerri Lee
 
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Post » Sun Dec 08, 2013 3:48 pm

Are everyone's issues solved?
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Nathan Barker
 
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Post » Mon Dec 09, 2013 12:34 am

I'll try to test it later this evening. The thing is I used TCG mod before and that messed with the followers' behavior before (after dismissed and left in a cell, they took off their clothes). So I did a clean save with no TCG, but haven't progressed again from that point (with Change Followers Outfit mod)
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matt oneil
 
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Post » Mon Dec 09, 2013 4:23 am

The issue of followers suddenly become naked and have their gears/items teleported to one of the other followers still exist.

I've tried to ask the followers to follow the PC main character one by one within a certain time (visiting different cell) so as not to make them "follow" within short succession, but the problem persist.
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Roisan Sweeney
 
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Post » Mon Dec 09, 2013 4:35 am

There are no such things as "clean saves" anymore; it's very possible that TCG is interfering with my mod's functionality.
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Danny Blight
 
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Post » Mon Dec 09, 2013 5:11 am

Just thought everyone ought to know: with the newest release of TES5Edit, a number of my mods are shown to have identical to master records; these are perfectly safe to remove -- and I assure you, they didn't show up as identical to master prior to the latest TES5Edit release!

These will be cleaned out when I next update, which I plan to be the inclusion of a ReadMe that makes use of hyperlinks for ease of use, mirrored downloads, and a Dragonborn file for Change Follower Outfits (a Dragonborn-specific update to No Permanent Essentials cannot come until the source script files for Dragonborn are released).

However, I wouldn't hold my breath for these -- while the ReadMe is written up, I don't have Microsoft Word installed on the Windows partition of my MacBook, so I can't edit it where I keep the rest of my modding supplies; in addition, I want to play Dragonborn, and keep in mind that I have schoolwork to attend to, too. Also, I am an expert procrastinator.
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Heather Stewart
 
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Post » Sun Dec 08, 2013 6:25 pm

Every file has been updated to include a ReadMe; Change Follower Outfits got a Dragonborn add-on; No Permanent Essentials and its optional files were updated, too.
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Juanita Hernandez
 
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Post » Sun Dec 08, 2013 8:14 pm

Okay, Nexus has been having some server issues, but they're getting fixed as I speak, so sorry if you couldn't download.

Tell me if you like the ReadMe's format!

And I know I promised download mirrors, but just doing the ReadMe files was tedium enough for now. But eventually, okay?
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Bitter End
 
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Post » Mon Dec 09, 2013 6:04 am

The issue with delinquent/misordered masters in the Change Follower Outfits compatibility patches I mentioned earlier is still present.
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Alisia Lisha
 
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Post » Mon Dec 09, 2013 6:07 am

Because in most cases I didn't update those files. I also don't think those matter, unlesssomeone wants to correct me.
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Michelle Chau
 
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Post » Sun Dec 08, 2013 10:01 pm

The order of the patch masters does matter. The game theoretically corrects for it, but you shouldn't rely on that happening.
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-__^
 
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Post » Sun Dec 08, 2013 4:39 pm

If you had told me that sooner, I would have corrected for it.

Please tell me why the CK loads by file date when the game no longer does that.
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Lisa Robb
 
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Post » Sun Dec 08, 2013 2:23 pm

If I had noticed it sooner, I'd have told you /tongue.png' class='bbc_emoticon' alt=':P' />

They didn't update the CK to match the load ordering system the game uses. It would be nice, but it's easy enough to get that to comply by using Bash to edit the file dates.

You can use TES5Edit to fix it by loading your stuff and then using the "sort masters" function on each of your ESPs.
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OnlyDumazzapplyhere
 
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