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SkyFem - All NPCs Now Female (Special Edition)


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Posted

not working in xedit 4.1.5f?

 

Is it just me or does the script fail to override AA and headpart records when using xedit 4.1.5?  it seems to create he overrides, but then deletes most of them at the end of the process saying that they match the previous override - this last process is normal, but in 4.1.5 I end up with only very few AA and headpart records transformed for skyfem, where in 4.0.4 it works fine

Posted
1 hour ago, sympathetic said:

not working in xedit 4.1.5f?

 

Is it just me or does the script fail to override AA and headpart records when using xedit 4.1.5?  it seems to create he overrides, but then deletes most of them at the end of the process saying that they match the previous override - this last process is normal, but in 4.1.5 I end up with only very few AA and headpart records transformed for skyfem, where in 4.0.4 it works fine

That's because the current scripts were written for 4.0.4. Until these scripts get updated to 4.1.5, they're useless for that version. I personally won't updgrade past 4.0.4 because it breaks a lot of xEdit scripts like this.

Posted (edited)

Is it possible (with big modlists) to run the script several times with different modgroups, then put content from each group's dummy folder inside SkyFem?

 

Edit: Actually probably not with only 1 SkyFem.esp

Edited by Ewura
Posted
6 hours ago, Ewura said:

Is it possible (with big modlists) to run the script several times with different modgroups, then put content from each group's dummy folder inside SkyFem?

 

Edit: Actually probably not with only 1 SkyFem.esp

 

You possibly could, run it on x number of mods, then rename the out put esp, then run it on the next set of mods and rename that out put esp, rinse and repeat, no idea how well it would work though, as you would have in some cases multiple entries for certain mods.

  • 2 weeks later...
Posted (edited)

Nice tip about masters for SkyFem: after you are done with everything from instructions, open xEdit and remove unused masters from SkyFem mod. This way you will end up with mods that SkyFem actually changes. You can mark these down somewhere and in the future you will know what mods need to be set as masters.

 

Of course this will also remove requirements of mods that stayed. So you build SkyFem for the first time with all the mods you "think" should be active (contain male NPCs), then you clean unused masters in xEdit. When you run SkyFem second time (maybe you added some mods), SkyFem will put the "requirements" of those mods back as masters. After that tho, you are left with the exact mods that need to be run with SkyFem.

Edited by Ewura
Posted

Recently I have noticed that many "patchers" from other mods are being replaced/ported as Synthesis patchers. Would it theoretically be possible to make SkyFem a Synthesis patcher?

Posted
3 hours ago, Ewura said:

Recently I have noticed that many "patchers" from other mods are being replaced/ported as Synthesis patchers. Would it theoretically be possible to make SkyFem a Synthesis patcher?

 

It should be able to be converted into a synthesis patcher, but the issue would be finding somebody who knows what they are doing in synthesis and has the interest in actually doing it.

Posted (edited)

Well, here's a puzzle: I've had a full functioning  all-female Skyfem for a couple of weeks now.   Botox, SPID wigs, skimpy replacers and more - all working well through several iterations of the aiai script.  Today, while adding one more PC armor set (238 esp's) The script again ran fine in xEdit 4.0.4, finished and said: "Done! Don't forget to move ... files...", and gave a save window when closing.


But there is no Dummy Output in Overwrite.
Recently moved to MO 2.5.2, not sure whether before or after previous runs.


 

xD!  Nvr mind: Just forgot to reinstall a clean SkyFem NPC.esp before updating masters, duh

Edited by Temphyx
Posted (edited)

Thanks, this is great.  For whatever reason the zEdit script worked for me using the TRX-ERF  Hybrid, HighPoly, & CBBE w/out issue, but converting the regular SoS schlongs did not  (mismatch w/ 3BA body).  Some of the female pubic hairs seem to work with these schlongs, too which is interesting. I did replace the male skeleton w/ the renamed female.  The HP Head fix worked - still a few (but not so many) brownfaces.  Botox worked wonders

 

Two issues that stand out though are occasional floating/flapping NPC's (eg. DeadMan's Drink, Falkreath) and mismatching and sliding during SL scenes.

Edited by Temphyx
Posted (edited)
17 hours ago, Ewura said:

Safe to flag SkyFem NPC.esp as ESL?

Wrye Bash says it's ok, have not tried, there were too many other moving parts to get this going.  Haven't tried the rinse and remove masters idea you posted earlier  either but that sounds promising.  Give the esl a shot and post back?

If it  matters/fyi:  I'm at 205/843 plugins atm on this profile using the old LL AE Beginners setup as a rough base - HIMBO helps -  it's a bit glitchy but very playable and looks pretty good.

Edited by Temphyx
  • 2 weeks later...
Posted
On 10/12/2024 at 2:30 AM, Varithina said:

 

It should be able to be converted into a synthesis patcher, but the issue would be finding somebody who knows what they are doing in synthesis and has the interest in actually doing it.

et voilà!

Posted (edited)
4 hours ago, nathanchang said:

 

Not quite, unless it does more than its name implies, as this does more than just change faces, it also changes the male armour and clothing to use the female meshes, and also allows the new females to use the various hair and race mods, as well as any beauty mods for female npc/characters that each person has installed.

Edited by Varithina
Posted
7 hours ago, nathanchang said:

I use this as well together with SkyFem. It's actually very good. As SkyFem gives all now female NPCs random look, sometimes some of them get the ugly vanilla faces. In those cases I use this synthesis patch to change the appearance of those individual NPCs to some random follower mods I find on Nexus.

Posted

Anyone have an issue with character face decals (scars, eyebrows) aren't placed right? The eyebrows aren't too noticeably out of place and are fine but the scars are floating a good distance off the face and im not quite sure whats causing it or how to solve it. If anyone could give some support id appreciate it.

  • 2 weeks later...
  • 1 month later...
Posted

I followed the instructions completely but the male NPCs are like only half-transformed and have invisible head with eyes visible, they do have the female animations but have the male body with texture boob decals on their torso(lol) and no voice, is there something I'm missing? 

Posted
28 minutes ago, superr19 said:

I followed the instructions completely but the male NPCs are like only half-transformed and have invisible head with eyes visible, they do have the female animations but have the male body with texture boob decals on their torso(lol) and no voice, is there something I'm missing? 

I used an 4.0.4 ssedit and it worked for some reason I have no idea whats going on but it works i guess 

Posted
On 1/1/2025 at 11:45 AM, superr19 said:

I used an 4.0.4 ssedit and it worked for some reason I have no idea whats going on but it works i guess 

someone said it doesnt work with newer versions of xEdit

Posted
6 hours ago, Ewura said:

someone said it doesnt work with newer versions of xEdit

 

That is quite possible, some of the newer versions of xedit change the way it does things, I have a couple of scripts that the current version of xedit tells me, may not work on the version I use and should roll back to an older version it tells me to use. 

 

And of course Skyrim itself has changed a bit since these scripts were made, so it could be that also causes issues, the scripts could really do with somebody who knows what they are doing and has the time and inclination to check them out and see if they need updating or not, or if feeling really really generous see if it could be changed into a synthesis patch, rather than a xedit script.

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