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RJinthematrix

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mrjentipede

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20 comments

  1. mrjentipede
    mrjentipede
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    As of 7/7/2016 his mod is "final" and free to modify and redistribute. If I have left things broken or you want to "improve" or expand upon this mod, please do. All permissions are granted.

    11/18/2017 just some small fixes, nothing major or new
  2. mrjentipede
    mrjentipede
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    Hey guys, thanks for downloading my mods and supporting me. I likely will not be contributing any further updates from this point as work life has taken up so much of my time. I appreciate all the positive remarks I've gotten. And please, do not donate to me, I am doing well and have closed my Paypal. If you wish to show thanks, please take the time to visit one of these websites for a shelter in need.



    https://www.domesticshelters.org/fundraisers/wish-lists

    https://www.aspca.org/ways-to-give
  3. novastark
    novastark
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    Any chance of an SSE port?
  4. qwertypol012
    qwertypol012
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    Is it safe to uninstall this mid game?
  5. TheBxushis
    TheBxushis
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    it is compatible with Immersive Citizens - AI Overhaul?
    1. elr0y7
      elr0y7
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      I think so, it doesn't change any records that ICAIO uses, and it only makes it so furniture activators don't need to be left to activate conversation, and makes dialogue topics open to sleeping npcs.

      The only mod (in my load order) that I see it conflicting with is Campfire's wood chopping block, alongside some conflicts with USLEEP.
    2. mrjentipede
      mrjentipede
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      no problem with ICAO but yes it overwrites the script in campfire for chopping block so i think i will make that optional

      if you're referring to the usleep conflict in the dialog topics, that was intentional
    3. suedetoy
      suedetoy
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      Sorry but I am a bit confused... Is this incompatible with campfire??
  6. Alexiza
    Alexiza
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    I did not know how much I needed this until now. Thank you!
  7. Dawnsphere
    Dawnsphere
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    Thank you, my man!
  8. KiraxZero
    KiraxZero
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    Very cool mod. Increased immersion from about "Much Immersive Such Dovahkiin" to "Holy fucking s#*! this immersion". But, one thing that broke my immersion... Talking to sleeping NPC's do not "wake them up". They keep laying in their bed and looking like they are fast asleep while you talk with them... Just an idea for future updates to remove that and make the "sleeping" being interrupted while everything else (like chopping wood) does not get interrupted.
    1. mrjentipede
      mrjentipede
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      their eyes stay closed? in my experience, they open their eyes and talk to you as normal but stay in bed
  9. yexian7
    yexian7
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    about woodchopping npc, do you find any clue? i did some experiments at furnitures before, they seems have no relation, can't find a clue to start.
    1. mrjentipede
      mrjentipede
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      i came across this while trying to make that happen haha but still have not been successful, i wonder if it may be engine-based which means we can't change it

      not done trying yet though
    2. yexian7
      yexian7
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      actually what i want is:

      all furnitures, npcs won't move away while using, because they are the owner. so player has to wait for a free time, this makes buying a home more meaningful.

      i guess it's not hardcoded, because skyrim seems prefer setting these things in esp or scripts, hope this not wroten in scripts, that's hard to find out.
  10. ScenicGaming
    ScenicGaming
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    Seems like a daft question, but does this work for NPC's introduced by mods or just vanilla?
    1. mrjentipede
      mrjentipede
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      not at all, it affects added npc's too, just edits the furniture and activators themselves

      for example, if you have a mod that adds new beds (literally new, not just placed vanilla) then it will not work while they are using them
    2. ScenicGaming
      ScenicGaming
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      Ah cool, good to know thankyou. x
  11. LtTripitZ
    LtTripitZ
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    This mod is brilliant Can't believe that this hasn't been done before.
  12. flavajabari
    flavajabari
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    pretty cool mod