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all ID are correct if you use your correct load order number in front.
open the console command and try a random one like "search bullvore", if it appear, it have his ID, just keep the 2 first letters (note them) and use them in the book to replace all the XX..
then you have the code.
if it not work, i have no idea wtf is wrong. as far as i know, dogtown1 didnt changed anything. and bethesda patch doesnt impact on the ID of mods stuff. (can only impact on load order)
also, this mod didnt add/delete or modify any creatures. it just list all the creatures ID soo you can spawn them if you want to test or look at them.
sorry for late reply :/
no need to restart new game normally, it will spawn into the store . if it not, you can try via the console using "help skymomod" , it will give you the book name and ID
i not create monsters, dogtown1 make them, i just make them spawn.
T pose is probably an skeleton problem, maybe running some tool like the FNIS tool can fix that.
i myself never have see this kind of bug with skymomod., but sometime with others mod. it was skeleton bug or bad loading bug.
i cant help alot with that :/
you can also try something : go in house (empty house if possible), spawn an monster, if it appear in T pose, just try go outside the house and come back inside and check. it normally should have normal pose. if it still have T pose, then the problem come from skymomod that maybe steam have bad downloaded
no, no dlc needed, even not need skyrim monster mod 13 (but of course its better to have it, without, this mod is completly useless
for get the book, try the consol command "help skymomod" , it will show you the ID of the book for spawn it (if there are no result, then the mod is not activate)
the XX need to be replaced by the 2 first number/letter you obtain at any code/ID relative to skymomod.
for obtain those letters/numbers , just use an simple test . put "help bullvore" on the console , it should show you the bullvore code ID
(exempl: 123456G) , in this exempl, the XX must be replaced by 12 .
those letter/numbers are all the same to all items/npc/etc relative to the mod you ask for.
those numbers/letters depend of the position of skymomod in your mods load list (exempl: the vanilla skyrim items/npc/etc.. can have 00 (or 01) at replacement of XX , the first mod installed got 02 , second mod get 03 ,etc...)
hope ya understand, i cant explain better than that :p
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:D
try "help skymomod" , you should have very low number of result, you cant miss it. as always the 2 first number depend of your load order :/
I tried to find it but it wasn't on the table in the store.
if it not appear in the consol command, then you probably not have the mod activate