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colourwheel

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I was wondering if anyone knew what to look for in a script to change male charactors to female? I am trying to change some charactors to be female. I change their appearance in CS and change their sex to be female but when i go to load the game the only thing that resembles being female is their faces. they still have male bodies and they still have male voices. If anyone could help me on what to look for in script to correct this issue i would be very grateful.
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The command 'sexchange', I presume.

too bad it's essentially broken due to how poorly the game manages memory. You need to select an NPC, go to a cell where the NPC is no longer loaded. Use the command, force a resurrect of the NPC, then re-enter the cell. Doing anything else will almost always cause a crash.

 

Keep in mind that doing this can also seriously screw up dialogues.

 

From a scripting standpoint, or modding standpoint, this kind of thing cannot really, and probably shouldn't be done in mod or scripting format due to all the problems which might happen because of the problems associated with changing this. NPC can have their gender altered in mod form, but that NPC must not have been loaded by that game, making it something that can only be used in a few special cases.

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I already knew about this console command line to change sex.

 

Well i am not trying to mess with any NPCs needed for main quests or dialog that points to only one sex. I was just simply asking if anyone knew the lines i need to look for in script to change the sex from male to female. for example: the pirates in the Thieves Den mod, i just wanted to make them female editing the script lines but do not know what to look for to edit. The script is not very long and simply just wanted to know what lines i need to change to make this possible.

 

 

this would also be good info to know for trying to turn all the imperial gaurds female without the need to use console command.

 

-------------------------------------------------

ScriptName DLC06PirateScript2

 

short DoOnce

 

BEGIN GameMode

 

if ( DLC06ThievesDen.PiratesGo == 1 )

if ( DoOnce == 0 )

evp

Set DoOnce to 1

endif

 

if ( GetInCell AnvilCastleSmugglersCave == 1 )

MoveTo DLCPirateHoldMarker

endif

endif

 

END

 

BEGIN OnActivate

 

if ( DLC06ThievesDen.PiratesGo == 0 )

activate

endif

 

END

---------------------------------------------------------

 

and this script too...

 

---------------------------------------------------------

scriptname DLC06PirateScript

 

short DoOnce

 

BEGIN GameMode

 

;Controls when pirates run out to plunder

 

if ( DLC06ThievesDen.PiratesGo == 1 )

if ( DoOnce == 0 )

Set DLC06ThievesDen.PiratesReady to 0

Set DLC06ThievesDen.PiratesOut to 1

Set DLC06ThievesDen.LastPickup to GameDaysPassed

evp

Set DoOnce to 1

endif

 

if ( GetInCell AnvilCastleSmugglersCave == 1 )

MoveTo DLCPirateHoldMarker

endif

endif

 

END

 

BEGIN OnActivate

 

if ( DLC06ThievesDen.PiratesGo == 0 )

activate

endif

 

END

--------------------------------------------------------------------------------------------------------------------

 

anyone have any helpful info?

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I already knew about this console command line to change sex.

 

Well i am not trying to mess with any NPCs needed for main quests or dialog that points to only one sex. I was just simply asking if anyone knew the lines i need to look for in script to change the sex from male to female. for example: the pirates in the Thieves Den mod, i just wanted to make them female editing the script lines but do not know what to look for to edit. The script is not very long and simply just wanted to know what lines i need to change to make this possible.

 

The "add a mod/alter the original mod" approach seems to be the most stable, in my opinion. Should you follow that route, I'd also advise to check load order to make sure another mod doesn't reverse changes by poking at the same cell or character.

 

This is of course important if you use existing mods as a ready-made testbed for experiments. Which is the case with Thieves' Den.

 

I'd look up the pirate NPCs' dialogue box and AI for references on your script, they should provide you with the necessary leads.

If you don't find anything useful, check out the NPCs under their respective race/sex headings (I don't have the module installed, so I'm making a guess here).

Also, see whether you have to make adjustments in their faction data (I guess not, but it doesn't hurt to check); body data might also be worth looking at, especially if you are planning to use some extra meshes and textures.

 

For the guards... the vanilla ones are a bit more limited, so this could be a little trickier.

 

You could dance around the problem by installing a mod that enables female guards alongside the males. Then you can go on and alter the girls to your liking.

 

Regarding outfits: you can of course dress them up in your own creations (the guards could wear your Aika-styled Delmo uniforms, and so on) or opt for other outfits and armors found on the Nexus.

 

EDIT: two things you might perhaps find useful...

 

Beautiful Watch V11b

 

Dressy Ranking Guards

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I already knew about this console command line to change sex.

 

Well i am not trying to mess with any NPCs needed for main quests or dialog that points to only one sex. I was just simply asking if anyone knew the lines i need to look for in script to change the sex from male to female. for example: the pirates in the Thieves Den mod, i just wanted to make them female editing the script lines but do not know what to look for to edit. The script is not very long and simply just wanted to know what lines i need to change to make this possible.

 

The "add a mod/alter the original mod" approach seems to be the most stable, in my opinion. Should you follow that route, I'd also advise to check load order to make sure another mod doesn't reverse changes by poking at the same cell or character.

 

This is of course important if you use existing mods as a ready-made testbed for experiments. Which is the case with Thieves' Den.

 

I'd look up the pirate NPCs' dialogue box and AI for references on your script, they should provide you with the necessary leads.

If you don't find anything useful, check out the NPCs under their respective race/sex headings (I don't have the module installed, so I'm making a guess here).

Also, see whether you have to make adjustments in their faction data (I guess not, but it doesn't hurt to check); body data might also be worth looking at, especially if you are planning to use some extra meshes and textures.

 

For the guards... the vanilla ones are a bit more limited, so this could be a little trickier.

 

You could dance around the problem by installing a mod that enables female guards alongside the males. Then you can go on and alter the girls to your liking.

 

Regarding outfits: you can of course dress them up in your own creations (the guards could wear your Aika-styled Delmo uniforms, and so on) or opt for other outfits and armors found on the Nexus.

 

EDIT: two things you might perhaps find useful...

 

Beautiful Watch V11b

 

Dressy Ranking Guards

 

interesting Lucherenren

 

I am going to go check this out right now. I hope this will help my knowledge more about how the game decides to either make NPC's male or female. :)

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