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Multiple Marriage


drovage

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Well the title says it all basically

But I do believe I should make my self clearer

I did some research and I could not find anyway to marry a few people at once :down: example:Camilla Valerius and Aela the Huntress

 

So I'd like to make a request for a mod:

A mod that allows you to marry a few people at once

I was thinking something like this:

After you merry people that like you ,will still like you and would be a possibility to marry to them also

Since i'm a very greedy person if the number of spouses would be unlimited it'd make me a very happy nord :wub:

 

Thanks in advance :turned:

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Well the title says it all basically

But I do believe I should make my self clearer

I did some research and I could not find anyway to marry a few people at once :down: example:Camilla Valerius and Aela the Huntress

 

So I'd like to make a request for a mod:

A mod that allows you to marry a few people at once

I was thinking something like this:

After you merry people that like you ,will still like you and would be a possibility to marry to them also

Since i'm a very greedy person if the number of spouses would be unlimited it'd make me a very happy nord :wub:

 

Thanks in advance :turned:

 

see This Thread, I suck at scripting, and I am very sure it would be a script mod.

 

from what I gathered it would probably be centered around Variable 03 and redoing something with the "resetquest RelationshipMarriage". but no idea how to keep the wife.

might be centered about the relationshipstatus 4 but not sure.

 

from the CK wiki this looks promising for helping along, but no idea how CK wiki OnStoryRelationshipChange - Quest

Edited by migele
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I have been looking through a lot of those scripts and I also guees it has to be some sort of "scripting mod"... Migele is perhaps right... The center of the whole "multi-marriage" thing are those to variables "relationshipstatus" and "marriage" ... There are some scripts for the marriage at mara's temple, with start - mid - end point -- so at the end the variable for marriage is "true" or "1" or what ever (if the player did everything in the correct order and time)... If someone is able to find the script which uses this "marriage == true" variable for blocking other possible marriage-options, we would have a way to go...
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If someone is able to find the script which uses this "marriage == true" variable for blocking other possible marriage-options, we would have a way to go...

 

well there ARE 9 candidates that center around that part in the name tag.

 

all in Data\scripts\source

1: QF_RelationshipMarriageBreakU_0007431b.psc

2: QF_RelationshipMarriageBreakCourti_00074793.psc

3: QF_RelationshipMarriageBreakFIN_00021382.psc

4: QF_RelationshipMarriageBreakWeddin_0007404E.psc

5: RelationshipMarriageQuestScript.psc

6: RelationshipMarriageSpouseHouseScript.psc

7: RelationshipMarriageWeddingScript.psc

8: SF_RelationshipMarriagePostWe_0007D3A9.psc

9: SF_RelationshipMarriageWeddin_00074791.psc

Edited by migele
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hmm, my Number two seems to have a few interesting points.

 

line 97: Quest Property RelationshipMarriage Auto

line 101: Keyword Property RelationshipMarriageKeyword Auto

line 107: Keyword Property WeddingQuestKeyword Auto

line 109: Faction Property MarriageCourtingFaction Auto

 

Ran Riften through CK, found "Bonds of Matrimony" there, reffing to that file.

 

Key seems to be the Editor ID MarriageCourtingFaction (probbably the same as FactionID 00019809) Only has ID 0007431A in CK.

 

Can't find the place that changes player Status to Married yet.

 

EDIT:

Think I found it!

4: QF_RelationshipMarriageBreakWeddin_0007404E.psc

line191: Game.GetPlayer().AddtoFaction(PlayerMarriedFaction)

 

now how to make the game ignore that bit ...

Edited by migele
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Maybe whenever the Amulet of Maraa is equipped or unequipped the player's faction toggles back and forth. I wonder what happens to your existing wife when your faction changes back. I sure would hate to come home and find the locks changed and all my stuff belongs to her. Been there and done that.
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Maybe whenever the Amulet of Maraa is equipped or unequipped the player's faction toggles back and forth. I wonder what happens to your existing wife when your faction changes back. I sure would hate to come home and find the locks changed and all my stuff belongs to her. Been there and done that.

I am married and not wearing it or the ring. she still flirts with me.

 

I am really tempted to move this to mod troubleshooting.

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No I was recommending that the faction toggle back and forth, and the quest restart. Reequipping the amulet after you have accespted a marriage proposal does not toggle anything in the vanilla game. Quest stages do not decrement unless some code resets them to a prior stage. I realize that my last post was confusing now that I went back and read it. I was proposing a possible method to achieve the reset. Sorry for the confusion - It's been a long day.
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No I was recommending that the faction toggle back and forth, and the quest restart. Reequipping the amulet after you have accespted a marriage proposal does not toggle anything in the vanilla game. Quest stages do not decrement unless some code resets them to a prior stage. I realize that my last post was confusing now that I went back and read it. I was proposing a possible method to achieve the reset. Sorry for the confusion - It's been a long day.

 

Ohhh that bit.

 

I kinda checked the quest in CK, the original, To tell the truth I think all I'd need to do is change 1 Variable, the "PlayerMarriedFaction" has to replace the "MarriageCourtingFaction" in the Quest requirement,

 

That bit is easily done if I duplicate the original in CK, only the duplicate deletes ALL Dialogue, and I am trying to find a way to import it from the old one.

 

maybe a mix from CK an Manual editing might help, only I would still have to figure out how to export the damn thing, and I mean as an esm, simple scripts to copy should be easy enough, I am still trying to figure out how Maramal triggers the original quest. doubt the whole thing browses all 9997 script files (or so) each time something happens.

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