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Recruit, marry, rename, revoice, move and change appearance of "any" NPC. Up to 128 can be registered and managed.

 

I've been using a bare bones version of Abduction to test out new functions for LazyFollowers. Eventually it turned out to be.....not so bare bones anymore (hello feature creep) so I decided to upload it in case anyone else wants to play around with its features. Again, this was/is more of a test bed than a mod so, as usual, do not plug it into that 200hr gameplay superimportant save you have no backups of.

 

REGISTERING A NPC

Just target a NPC, alive or dead, and hit the hotkey

 

HOTKEY MENU

With NPC Target

"Set to move" - This will tag a NPC to be moved. Once done they'll be untagged and won't be moved again

"Set teleport" - This will tag a NPC to be listed in the MCM teleport list. They're not removed from this list once teleported so use this to keep your favorites easily accessible

"Unregister" - Removes the NPC from the mod.

 

Without NPC Target

"Summon everyone" - Brings everyone to your location, tagged or not. Suggested use is to quickly move everyone to a new location and then use the "set to move" to move groups or single NPCs around

"Summon filtered" - Summons everyone with a race or name matching the input string. E.g "elf" would bring all dark, wood and high elves to your location. "bandit" all "bandit warrior", "bandit mage" and so on.

 

MCM MENU

"Name" / "Voice" / "Race" - Click to change these

"Preset" - Assigns a preset previously exported from RaceMenu

"Summon" - Shows a list of NPCs tagged with "Set Teleport" to bring to your location

"Set outfit" - Automatically applies stored outfit to new NPCs. Note - if you use a NPC as follower turn this off to prevent their gear from being reset.

"Bugged NPC inv->storage" - Enabling this makes the mod remove all gear of NPCs found to be rendered unusable by other sources (quests, mods etc) before unregistering them

"Show Storage" - Shows the items, if any, from the above feature.

"Log to console" - Will output mod information to the console. Otherwise it goes to the papyrus log. I recommend keeping it in console mode. Most warnings and information is displayed there rather than through notifications to avoid spam.

 

"Write NPCs->File" - Saves any unique/unlevelled NPCs data to file

"Load File->NPCs" - Loads NPC data from file and registers them in the mod

 

CUSTOM RACES / VOICES
The mod will automatically add custom races detected on the player. Any targeted NPC will have their custom race and/or voicetype added.

 

TROUBLESOME NPCs

Npcs that turn out to be unrecoverable on check will be recloned and have the items from the original brought over. However any factions, scripts, packages or other sources of custom behaviour or dialogue is not.

 

LIMITATIONS/WARNINGS

Leveled NPCs can only have their name changed. The reason for this is that some features simply don't work on them like changing appearance.  The options that do work would cause problems since they wouldn't affect just the NPC but their template. Meaning any other NPC relying on it would be modified as well.

 

While loading NPCs from file allows you to bring them in a new save there is no sanity checks going on when it happens. If say Lydia is registered she'll be enabled and brought in regardless if you're Thane of Whiterun or not.

 

Some NPCs can't have their appearance changed even if the mod has detected this as possible. The reason for this is that any mod that changes looks without the use of an esp like Botox will still apply their loose nif files. Also, NPCs with stand alone bodies like the Bijin series will also cause problems. 

 

To change a NPC between male<->female you have to do the sexchange yourself. There's no papyrus function for it. Make your changes, select your preset and them bring up the console and select the npc. Now type "sexchange" and exit the MCM. That's it. 

 

Beyond that you have to use your own judgement. Grabbing that randomly spawned bandit after you killed them is very unlikely to cause problems. Getting married to Irileth and setting her up as a housewife is probably more of a problem. At least if you intend to finish any of her quests.

 

If you want to play around with the mod without messing up any game NPCs you could try a mod like Hall of Creation which offers blank and unique template NPCs to work with.

 

While this mod makes it's changes through an alias with an attached script meaning any unregistered NPC is nearly reverted back to their original state it's not an undo button. Simply using them as a follower will likely make other mods put their hooks into them which won't be removed through this.

 

Save. Save often. Break stuff. Reload. Save. Save often.

 

No rights reserved whatsoever, you're free to add, remove or otherwise modify the mod just as long as you give credit with a link back to this page


What's New in Version 0.22.0

Released

0.22.0

New - Added a name refresh triggered by OnPackageStart event - names should "stick" better now even if other mods clear them

New - The NPCs relationship status with the player is now stored and reapplied when they're loaded. Mods using the relationship-rank for dialogue and other functions should now work better.

Change - Changed the RaceMenu applicator flags. Tattoos/overlays should "stick" better now even if other mods clear them

Change - Changed hotkey to a global variable. It can now be changed through console command ("set _MODAbductionReduxKeyID to n") for those who have issues with hotkey-remapping. Replace n with one of the keycodes found here and enter + exit the AbductionRedux modmenu to register the change.

 

0.21.0

New - Added hotkey menu option to toggle NPC ignore on/off for summon all, summon filtered and CopyKitAll functions. Useful for NPCs you want to leave somewhere and stay put or for anyone regularly used as follower

New - Added debug menu option to set all loaded NPCs to be ignored as above

Change - Made it clear in menu CopyKitAll only runs on loaded NPCs

 

0.20.0

New - Summon filtered option. Only the NPCs with name or race matching the text will be teleported to you. Note - this can be used to quickly move groups of NPCs around by giving them the same last name or other shared text.

New - Added option to mass unregister all or just unloaded NPCs

New - Added option to apply outfit to all NPCs

New - New NPCs have their level cap removed and are automatically set to player level. It can also be done retroactively in the debug menu. REQUIRES CONSOLEUTIL

Change - Previously created outfit is stored and can be reapplied so you don't have to find/put on all the items again.

Optimization - Various improvements to the outfit parser. Weapons are now also added to it.

 

0.11.1

FIX - Sliders for RaceMenu flags had incorrect value range

 

0.11.0

New - Added optional ESP adding support for CVR Follower Voices

New - Added debug menu (works the same as LazyFollowers, separate - settings will not conflict if both mods are used)

Change - Modified the RaceMenu flags, presets should now be more stable with overlays/tattoos

Change - The NPCManager will now display a message if the registry is full instead of failing silently

Optimization - The mod will now only initialize the NPC registry once

Optimization - RaceMenu checks no longer runs on NPCs without a preset



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