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scorrp10

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Everything posted by scorrp10

  1. Formlist property enchlist auto ;empty formlist enchlist.revert() enchlist.addform(FireDamageEnchantment) enchlist.addform(FrostDamageEnchantment) enchlist.addform(ShockDamageEnchantment) enchlist.addform(AbsorbHealthEnchantment) enchlist.addform(BanishEnchantment) enchlist.addform(ParalyzeEnchantment) enchlist.addform(MagickaAbsorbEnchantment) enchlist.addform(StaminaAbsorbEnchantment) enchlist.addform(TurnUndeadEnchantment) enchlist.addform(FearEnchantment) enchlist.addform(SoulTrapEnchantment) int roll = utility.randomint(1, 20) while roll > 8 enchantment ench = enchlist.getat(utility.randomint(0, enchlist.getsize() - 1)) as enchantment if enchlist.getsize() == 11 self.setEnchantment(ench) roll = roll - 8 else self.addEnchantment(ench) roll = roll - 3 endif enchlist.removeaddedform(ench) endwhile
  2. I find this 'fade after a couple seconds' thing highly annoying as well. And far as I can tell, it is hardcoded. skee64.ini does not have a setting for it.
  3. Well if you make it slot 31(helmet), it will replace hair...
  4. You have not set a target for getrelationshiprank. You need to edit the condition, click target, and look for 'Player'. Oh, the getinfaction check is needed if you want the dialogue to be available only when NPC is actually your follower.
  5. Update - I have changed the attached file in my prior post - you can just overwrite the prior version with it. I have trained ElevenLabs AI to generate FemaleNord voice, and then used voice changer feature to generate the speech using FemaleCommander lines as template. Attaching a sample file. honored.mp3
  6. Mjoll has a generic 'FemaleNord' voice type. This mod will not make Mjoll (or any other 'FemalNord' voiced NPC) "sound like FemaleCommander" - only when saying the lines specifically related to being a steward. (I.e. ordering a lumber of hiring a bard) And that voicetype does not have any recorded lines for being a steward. So the potential solutions are: Just add 'FemaleNord' to the list (which is what my mod's .esp does) - but then Mjoll will just be silent during steward dialogue. Copy the voice files from another voice type that has them (which is what my mod does) Have someone who can do a passable imitation of FemaleNord voice, record the lines and include them Use an AI site such as ElevenLabs to train generating FemaleNord voice (by giving it a 2-3 minute chunk of spoken conversation from that voice), and then generate the steward voice lines.
  7. Typically, conversions work like this: Delete the underlying body mesh, is present. Delete all existing bone and slider data from the outfit. Morph the outfit mesh to target body shape. There are many conversion references available (UNP to CBBE and vice versa, Oldrim to CBBE, etc etc) Conversion references are typically a body mesh with a single slider. You load it, you conform outfit mesh to that slider, set slider to 100%, set base shape, delete the conversion reference. If there is no exact conversion reference, you find one that gets you closest, use that, then finish it up manually. Any sort of real advanced editing, I do in Blender, then export back to OS. Load the body reference you will use for bone weights and sliders. For many items, it will be the actual body you will use - but often, you need a specialized one. 3BA comes with a lot of useful references - Uniboob, unibutt, curtain, lower curtain, etc. Nearly all 'soft' clothing that goes over the chest should be using Uniboob. Most skirts will need a 'curtain' and pants are almost always Unibutt. Copy bone weights to outfit mesh. Soft, form-fitting clothing is easy, as it moves exactly with the body. But when you are dealing with protrusions or rigid pieces, there may have to be a lot of manual work. SMP stuff with custom bones is a realm of its own. Be sure to toggle textures (T) to properly see bone weight colors. Watch out for wrong weight assignments. I.e. bulky sleeves can pick weights from torso, and then you may see sleeve portions 'stretching' when wearer moves arms. In general, when you see strange distortions in-game which were not seen in BodySlide preview, bone weighting is the problem. Conform outfit mesh to sliders. Again, this can be a VERY involved process. You may have to go mesh by mesh, sometimes masking parts of meshes, using different rules of conform (Regular, Even movement, Solid Object) on different areas, checking individual slider effects on the mesh, and occasionally editing them. Yes, you can just do 'Conform All' and hope for the best, but that rarely yields a desired result. If you used a special reference for prior steps, you can now remove it and load in the regular reference body, assuming outfit shows skin. Consider cutting away portions of body which are covered by the outfit, to improve performance. If you want to add any Zaps, do so.
  8. Ok, I know exactly what the issue is. When filling the alias for the follower in the stewardship offer quest, the voice type of current follower must be in 'BYOHVoicesNonUnique' list (3005E57) And Mjoll's (FemaleNord) is in it. HOWEVER, the actual spoken line for the stewardship offer, requires that Follower VoiceType is in 'VoicesFollowerAll' list (C87E7). And it does not have FemaleNord in it. Basically, in order to be a steward, the follower must have one of those voice types: FemaleSultry MaleNord FemaleCommander MaleOrc FemaleCondescending MaleEvenToned FemaleEvenToned MaleYoungEager FemaleYoungEager The fix could have been as easy as adding FemaleNord voicetype to VoicesFollowerAll list, but the issue is that there are no steward voice files for femalenord. I suppose one could extract the hearthfires files for femalecommander, which seem to be sounding close enough to femalenord. EDIT - I have replaced the attached file. It now contains all Steward-related dialogue lines, regenerated in 'FemaleNord' style using AI. With this mod, any follower with this voice type (including Mjoll) can become an HF steward, and sound their usual self. Not sure if this mod will work on a game in progress (it should), but it definitely should not mess anything up. The attached file should allow any "FemaleNord" voicetype follower to be an HF steward, except they will sound like 'FemaleCommander' when talking about steward-related stuff. MjollBYOHSteward.7z
  9. So, basically, a follower with your racemenu preset head and your bodyslide 3BA preset body. Do you have a specific weight in mind (0-100?) Partial to any particular skin texture? It looks like you got Fair Skin installed, so I figure that would be the choice. Looking at your preset file, you should also be mentioning: FairSkinComplexion for CBBE (for the Brows) Whichever mod "Equippable ED Horns SSE.esp" plugin is from Also. SMP Hair is a bit problematic to get onto an NPC. Options are: Change it to a non-SMP hair (KS 0Sky_208). Potentially I may be able to convert KSSMP_Sky_208 hairdo into a wig item. If I do so, I can just include it as a wearable item in her inventory, or I could try integrating it into her default skin.
  10. Anycase, to OP - if you find a preset you like, but not sure how to make it into a follower mod - I could lend a hand. Mind, preset can just be a starter point. I.e. here is a "Sabrina" Breton preset with just a bit of tweaking:
  11. No, CrowOfItachi is not the author, they simply added the link to the mod into a LL discussion thread about nice followers. Judging by comments: I guess the source preset closely enough resembled a real person, and said person decided they did not want their likeness hanging around sites like LL
  12. Yes, mod name is "Ashley - Breton Destruction Mage Follower - CBBE - 3BA" Used to be hosted here on Nexus(that is where the Japanese site points to) and on LL, but not anymore. If you google it, you might find more links, but some of those places are severely malware-laden, tread at your own risk. That said, there is really nothing special about that follower. No custom dialogue or anything. If you just like the looks, there are like 22 pages of Breton followers and presets on Nexus - sure you can find something very similar. A bit of hair/eye tweaking can get you even closer. I did not find that specific hairstyle, but I got about 3000 hairstyles loaded....
  13. You would generally be better off using Outfit Studio for this purpose.
  14. "All that said, I can't maintain immersion as some exception to the usual attitudes of city Nords until and unless my character's earned it." But your character has earned it - by showing up with needed amount of gold. Buying a property, you are dealing with a city official who is likely getting a commission and can easily set aside their prejudice- if they have one - for the sake of their purse. Also, a seller may deny a sale to someone if there are more 'appropriate' buyers lined up. But as we know, real estate market in Skyrim is rather stale. Honeyside, Proudspire Manor, etc likely sat (and will sit) on the market for years until player shows up. By that time, they are likely willing to sell the house to a hagraven, as long as she has the sum needed. Heck, if you get murdered/run out of town by your new neighbors, the authority can re-possess the property as abandoned and get to sell it again.
  15. Goodness, it requires as masters: Shino_Miko_Outfit_Rework.esp TeraElinEyes.esp TeraElinRace.esp nwsCVRFollower.esp. Sorry, will not be installing those. TeraElinRace in particular is a buggy mess that, even with compatibility patch. seriously messes up Khajiit and Argonians. other things in RaceMenu. I would strongly suggest at least putting out a version that does not require custom outfit and custom voice mods.
  16. I am still using USSEP 4.3.0a with my 1.6.1130 install, and the wicourierscript included in its .bsa does not make the SKSE check. But I did download the 4.3.2 version, and indeed, the script version in it has the SKSE check. I am not sure which mod organizer you use, and if your compiler looks into the bsa files - or if you extracted source scripts from USSEP bsa... but yeah, if you don't have SKSE, anythingthat references WICourierScript will not compile like that. All you really needed to do was extract vanilla source/scripts/wicourierscript.psc from Data/Scripts.zip.
  17. Disabling a mod like Unofficial Patch mid-playthrough is a very bad idea and can lead to extensive save corruption. Generally, if you are trying to buy one of vanilla houses and get an error like that, it means somehow you got that dialogue's script overwritten. Look in Data\Scripts for these and delete them, so that the script is properly taken from the USSEP bsa file: Markarth: TIF__000A7B23.pex Riften: TIF__000A7B28.pex Solitude: TIF__000A851F.pex Whiterun: TIF__000A7B1E.pex Windhelm: TIF__000A7B2A.pex
  18. That is a rather bad solution. Inability to buy a house generally is a result of game using a wrong script file. I can later today specify which.
  19. Well, if you install "Amorous Adventures", their questline paints Aerin as a bad guy, and eventually you get to eliminate him. (And get affections of Sapphire and Ingun Blackbriar as well). As far as getting her as Steward: that is a general feature of Hearthfires. If you bring a current follower to one of Hearthfire manors, and you don't have a steward there yet, you should get an option to offer stewardship to this follower.
  20. That is not what OP asked, I believe. There is a bit of confusion here. What you presently can buy, say, on Steam, is called "Skyrim Special Edition", which is game version 1.6.1170, and includes base game plus the 3 major DLC (Dawnguard, Dragonborn, Hearthfire), plus four CC addons: Fishing, Survival, Saints&Seducers, Curios&Relics. Then, there is the "Anniversary Update" available, which is just a collection of Creation Club mods. Nothing to write home about, IMHO. Finally, there is the "Anniversary Edition", which is basically a bundle: Skyrim Special Edition + Anniversary Update. ----- However, within Skyrim modding community, things are called a bit differently. 'Skyrim SE' is typically reserved for game version 1.5.97, prior to 'AE' release. Any game version 1.6.* is therefore, called 'Skyrim AE'. How this relates to your question: if you never disabled updates via Steam, and kept your Skyrim version up to date, and are currently running version 1.6.1170, you should be able to get and install Anniversary Update, and it should not affect your existing mods. If you have disabled updates, and are using an earlier version of the game (i.e I am still using version 1.6.1130), then you need to be careful. When you install AE pack, your game will be updated to version 1.6.1170. You will need a newer version of SKSE, and potentially new version of any mod that included a .dll plugin. Whether your current playthrough will still work, is anyone's guess in that case.
  21. Not enough information. If you are still talking about that horribly organized FoxGirls mod. it is the issue with that mod (and with the way CK works). They made duplicates of races, and of headparts, and of formlists of allowed headparts in duplicated races - it is a colossal mess. And the moment you save that plugin from inside CK, it messes things up, and the actor headparts are no longer matching the mesh names in facegen files - which is what causes the black face bug. There are literally tons of follower mods that are ESPFE, which use light mod-ranged RefIDs to place the follower in the worldspace, and which work perfectly fine. In fact, the worldspace reference formID has ABSOLUTELY NOTHING to do with actor facegen. The problem is that when saving an .esp from inside of CK, it can make a lot of "under the hood" changes you know nothing about. Messing up head parts if one of them. Therefore, when I did the experiment with changing where a given Foxgirl was placed, here is what I did: Took the original .esp file as provided by mod, set it as a master, and essentially started a NEW mod. Placed the actor from foxgirls in a new desired location. Saved my new plugin as "foxgirls_relocated.esp". Again, it was not the original forxgirls esp, renamed - it was a brand new plugin file that used foxgirls as master, and contained only the new worldspace RefID, nothing else. Opened xEdit, and copied this new RefID from foxgirls_relocated, into the original foxgirls. Deleted the old worldspace RefID, and then assigned its FormID to the RefID copied in step 4. Then, I saved the foxgirls .esp. Unlike CK, the only changes xEdit will do are those made by the user, no hidden stuff. P.S. If you upload "your follower mod" somewhere I can get it, I can take a look and tell you what is wrong - as well as potentially fix the bug.
  22. Beauty, as they say, is in the eye of the beholder. Which is why there are so many replacers for various NPCs. Serana alone has like 10 pages worth of replacers. For me, if a replacer is available from say, LamaKreis, or GLAMbazoonga, I'll take it over others. Heck, I actually repurposed some of LamaKreis add-on followers as replacers for NPCs in my game.
  23. That's the vanilla. OP is talking about some mod add-on quest called 'Birna's missing shipment' which apparently takes you to Sightless Pit to find said shipment and get it back to Birna.
  24. In my first response to this thread, I describe how OP can check it quite easily via console For example, I added my own quest to 'Flower Girls Adventures' mod that makes Birna your lover if you help out her brother. - and gets you the Coral claw as well So when I go into console and type 'help Birna', one of entries I get is: QUST: dxBirnaOddments (281A4C2A) 'Birna Will Sell Anything!' The first two digits of the FormID (28) tell me the index of the mod it belongs to, which in my load order is 'FlowerGirls SE Adventures'. If the FormID started with FE (I.e. FE027815) , I would need to look for a light plugin loaded at index FE(027).
  25. The vanilla quest is you talk to Birna, she says that she made a few bad deals, but otherwise is doing ok. If you ask her about bad deals, and you pass a speech check, she says she got this claw and offers to sell it to you. Not much of a quest really. I would say the OP is talking about some add-on quest for her that results in getting the claw. However, about this: You are using wrong console commands. player.placeatme will spawn an additional copy of the NPC, which has a different RefID, and therefore is not loaded as a quest alias. What you need is: prid 1c18c moveto player This will move her original copy to where you are.
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