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- #Skyrim zaz animation pack x cross not working install
- #Skyrim zaz animation pack x cross not working mod
- #Skyrim zaz animation pack x cross not working update
- #Skyrim zaz animation pack x cross not working registration
Current games wont load up on older versions. These specific animations in this version of the pack is the only time this has happened while in older versions, those animations are still working when I go back to older games, but I need this new one to work.
#Skyrim zaz animation pack x cross not working install
No reason for NMM to start fuckin up these packs now cuz as I said, been usin the same install steps for every pack & they never broke or messed up before. Every other animation in his pack can register EXCEPT those specific animations. So how do I fix this so SLAL can register these animations? I reset the registry on SLAL & SexLab's MCM's, I reapplied JSON data, nothing is working. And now even on a new game without the pack already installed, I installed it fresh and the same problem kept persisting. I have done this on my current game & a new game with the pack already installed & not only did it not work but now those lesbian animations will not register in SLAL at all.
#Skyrim zaz animation pack x cross not working registration
When Billy responded to me, he said to do a clean registration in SLAL MCM by disabling all animations then rebuilding the animation registry then enable and register your animations again. This has worked for every animation pack I use but this is the 1st time this pack or any of them has been making duplicates and its only a few specific ones.
#Skyrim zaz animation pack x cross not working update
To update animation packs I usually disable the pack in NMM, run FNIS, install the new pack & rerun FNIS and that brings in the new animations as well as the settings for the old ones. The copies not only take up space but kept the pre-existing animations from working & disabling one set of them disables all of them. And I know some players won't like that.and I really don't care.To anyone who knows how SLAL works, for both the newest version & the 2nd newest of Billy's SLAL pack on Loverslab, SLAL would register copies of some animations after updating to each version upon their release. So like I said, the 'do whatever you want' play style Bethesda games enforce have will not work with the mod. There are also 'gray area' choices where the player will be faced with making decisions with repercussions later in the mod. That might add a map marker, give a clue, or open a dialogue sequence with another NPC later.
#Skyrim zaz animation pack x cross not working mod
For instance I've started placing mod Easter Eggs in the dialogue of NPCs the player will likely talk to. Those of you who have played Mass Effect or the Witcher games will understand what I'm talking about.Īs the mod's story branches out there will be sections of the narrative the player might miss altogether. Some outcomes are predetermined for the sake of the story but some key elements hinge on what the player does. The NPCs' personalities and the player's actions write what happens next. I have a story concept and I'm placing the player and the NPCs I'm using into it. There isn't a foregone conclusion or mediocre plot twist the story is centered around. The mod is going to be a problem for people who can't wrap their heads around that and I doubt the mod will popular because of it.Īnyway, I'm writing the story in a 'non-Bethesda' way. That isn't conducive to what Skyrim players (and Bethesda game players in general) are used to. It's my intention that the player play the mod 'as intended'. This isn't going to be a 'run around and do whatever you want' type of mod. The mod is a narrative adventure where the player has a defined role and the NPCs I'm using react and interact with the player in the context of that role. I've been working on the mod's story and it struck me that some players will not like this mod.
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