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Posted
6 hours ago, LazyGirl said:

Adding one or two voices is easy to do in game but if you want to add a whole bunch it's best to do it manually

 

First open up the LazyFollowers menu and save config->disk if you haven't already. Then quit out

Now install that mod and activate it

Open it up in SSEEdit
In the list of contents for that mod click "Voice Type"

All voices should be listed there, make note of the name of the voice and the numbers left of it, don't need to remember it just keep it in mind.

Open up the "LazyFollowersConfig.json" located in folder "SKSE\Plugins\LazyFollowers" (make a copy of it first if you mess something up)

Scroll down to the Female and Male voices entires and note how they're set up. You need to do the same.

 

For example, if it's a female voice you first add the VOICETYPE FORMID under "FemaleVoice", copy the highest index number and paste it directly under. Increment the number so it's unique. Then change the Skyrim.esm or whatever mod is listed there to the mod name with the custom voices. For the numbers take them from SSEdit you opened earlier. Remember to trim the first two numbers and leading zeros.. E.g the FormId is "02001DC2" -> you write 0x1DC2

 

Next you need to add the name of the voicetype. You do the same thing but under FemaleVoiceName, making sure the entries match. E.g if the VOICETYPE FORMID got index 19 you need to add the name at index 19 so they match up.

 

Once you've done that for all voices fire up your game again and load config from disk. The custom voices should be there now and be available for all NPC. I suggest just adding one or two first and check everything works.

 

Hope it's reasonably clear, it sounds way more complicated than it is. It's basically just a copy-paste job with some minor edits.

Hmm the new version adds a secondary way to rename that should work better with other mods. At least for me the names show up correctly everywhere including MCM menus now.

 

Woah! thanks a lot for your explanation! I will do it!! 

Posted
On 1/5/2021 at 3:47 PM, tridbee said:

I tried both starting new game and qasmoke teleporting doesn't fix this issue. Only disabling LazyFollower will it return to normal.

After a *lot* of random digging I managed to track the problem down. For whatever reason using "Headmesh" as descriptive label for an element in the SkyUI/MCM causes it. I have no idea why something that shouldn't be read by anything but human eyes can cause problems in RaceMenu without even being loaded but then again there's a lot of moving parts involved.

Posted
On 1/7/2021 at 8:48 PM, LazyGirl said:

After a *lot* of random digging I managed to track the problem down. For whatever reason using "Headmesh" as descriptive label for an element in the SkyUI/MCM causes it. I have no idea why something that shouldn't be read by anything but human eyes can cause problems in RaceMenu without even being loaded but then again there's a lot of moving parts involved.

 

I can confirm that the bug is fixed after installing v0.31.1. Cheers!

Posted
On 1/5/2021 at 12:54 PM, urbon said:

Woah! thanks a lot for your explanation! I will do it!! 

Spoiler

Adding one or two voices is easy to do in game but if you want to add a whole bunch it's best to do it manually

 

First open up the LazyFollowers menu and save config->disk if you haven't already. Then quit out

Now install that mod and activate it

Open it up in SSEEdit
In the list of contents for that mod click "Voice Type"

All voices should be listed there, make note of the name of the voice and the numbers left of it, don't need to remember it just keep it in mind.

Open up the "LazyFollowersConfig.json" located in folder "SKSE\Plugins\LazyFollowers" (make a copy of it first if you mess something up)

Scroll down to the Female and Male voices entires and note how they're set up. You need to do the same.

 

For example, if it's a female voice you first add the VOICETYPE FORMID under "FemaleVoice", copy the highest index number and paste it directly under. Increment the number so it's unique. Then change the Skyrim.esm or whatever mod is listed there to the mod name with the custom voices. For the numbers take them from SSEdit you opened earlier. Remember to trim the first two numbers and leading zeros.. E.g the FormId is "02001DC2" -> you write 0x1DC2

 

Next you need to add the name of the voicetype. You do the same thing but under FemaleVoiceName, making sure the entries match. E.g if the VOICETYPE FORMID got index 19 you need to add the name at index 19 so they match up.

 

Once you've done that for all voices fire up your game again and load config from disk. The custom voices should be there now and be available for all NPC. I suggest just adding one or two first and check everything works.

 

Hope it's reasonably clear, it sounds way more complicated than it is. It's basically just a copy-paste job with some minor edits.

Hmm the new version adds a secondary way to rename that should work better with other mods. At least for me the names show up correctly everywhere including MCM menus now.

 

Were you able to get this to work?

 

I added this to FemaleVoice:

"18": "__formData|nwsCVRFollower.esp|0x3494a",

and this to FemaleVoiceNames:

"18": "cvrFemaleRoseDeep",

 

The entry for the voice shows up and can be selected but uses one of the default female voices (eventoned).


 

 

Posted
2 hours ago, modball said:
  Reveal hidden contents

 

Were you able to get this to work?

 

I added this to FemaleVoice:


"18": "__formData|nwsCVRFollower.esp|0x3494a",

and this to FemaleVoiceNames:


"18": "cvrFemaleRoseDeep",

 

The entry for the voice shows up and can be selected but uses one of the default female voices (eventoned).


 

 

 

Due to how the plugin reads the data it's not as simple as I had hoped, not only must the custom voices be added first so you have to re-order the entire list it's also required to do it in the ass-backwards way where 2 > 20. 

This means it's easier to do this in the CK adding the voice types to the _LazyFollowersFemaleVoices formlist (just open it and drag-and-drop them in it) and then updating the strings in FVoicesList attached to the _LazyFollowersMCMScript on the LazyFollowers quest, making sure the name index matches up. E.g if the voice in the Formlist index 12 is "FemaleBadAss" the index 12 in FVoicesList needs to be "BadAss" or whatever you want the label to be.

 

I made a plugin with the CVR voices. If you use this in a new game they'll be added automatically. You can then save the config to disk and load it in your save to have access to them. All other config options will be overwritten with defaults though this way. To avoid this you can save your config, edit just the voices in LazyFollowersConfig.json and then load. It should look like this assuming you have no other custom voices besides CVR


FemaleVoice

Spoiler



"FemaleVoice": {
    "0": "__formData|nwsCVRFollower.esp|0x2fa0",
    "1": "__formData|nwsCVRFollower.esp|0x11db4",
    "10": "__formData|Dragonborn.esm|0x247e5",
    "11": "__formData|Skyrim.esm|0x13aef",
    "12": "__formData|Skyrim.esm|0x13ae1",
    "13": "__formData|Skyrim.esm|0x13ae2",
    "14": "__formData|Skyrim.esm|0x13ae5",
    "15": "__formData|Skyrim.esm|0x13bc3",
    "16": "__formData|Skyrim.esm|0x13aed",
    "17": "__formData|Skyrim.esm|0x13aeb",
    "18": "__formData|Skyrim.esm|0x13ae0",
    "19": "__formData|Skyrim.esm|0x13adc",
    "2": "__formData|nwsCVRFollower.esp|0x2aa6a",
    "20": "__formData|Skyrim.esm|0x13af3",
    "21": "__formData|Skyrim.esm|0x13af1",
    "22": "__formData|Skyrim.esm|0x13ae4",
    "23": "__formData|Skyrim.esm|0x13ae3",
    "24": "__formData|Skyrim.esm|0x13ade",
    "25": "__formData|Skyrim.esm|0x13ae7",
    "26": "__formData|Skyrim.esm|0x13add",
    "3": "__formData|nwsCVRFollower.esp|0x321ae",
    "4": "__formData|nwsCVRFollower.esp|0x321af",
    "5": "__formData|nwsCVRFollower.esp|0x321b0",
    "6": "__formData|nwsCVRFollower.esp|0x3494a",
    "7": "__formData|nwsCVRFollower.esp|0x3494b",
    "8": "__formData|nwsCVRFollower.esp|0x3494c",
    "9": "__formData|Dawnguard.esm|0x176f8"
  },
data:image/gif;base64,R0lGODlhAQABAPABAP///wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==


 

 

FemaleVoiceNames

Spoiler

"FemaleVoiceNames": {
    "0": "cvrRose",
    "1": "cvrSalty",
    "10": "DarkElfCommoner",
    "11": "Argonian",
    "12": "OldKindly",
    "13": "OldGrumpy",
    "14": "Coward",
    "15": "Shrill",
    "16": "Khajiit",
    "17": "Orc",
    "18": "Sultry*",
    "19": "YoungEager*",
    "2": "cvrSweet",
    "20": "DarkElf",
    "21": "ElfHaughty",
    "22": "Condescending*",
    "23": "Commander",
    "24": "Commoner",
    "25": "Nord",
    "26": "EvenToned*",
    "3": "cvrRoseLight",
    "4": "cvrSaltyLight",
    "5": "cvrSweetLight",
    "6": "cvrRoseDeep",
    "7": "cvrSaltyDeep",
    "8": "cvrSweetDeep",
    "9": "Vampire"
  },

 

 

For the attachments, use the esp if you want to export a config with your own settings from a new game into your existing. Or just start a new game with them already added you have to For those who don't you can use the default config attached and load it into your game to access the voices at the cost of reverting any config changes you've made.

 

LazyFollowersConfig.json LazyFollowersCVR.esl

Posted
On 1/9/2021 at 6:55 PM, LazyGirl said:

making sure the name index matches up. E.g if the voice in the Formlist index 12 is "FemaleBadAss" the index 12 in FVoicesList needs to be "BadAss" or whatever you want the label to be.

 

 

 

This explains where I was going wrong trying to make a patch with xedit using the full names (cvrFemaleRose etc.)

 

Thanks very much!

 

 

  • 2 weeks later...
Posted
7 hours ago, Durante said:

I'm getting dark face bug for the NPC's they're all missing tintmasks

The NPCs doesn't come with any facegen data and suffers the "dark face" bug by default so anything that triggers a redraw of their 3D can cause those types of problems. I know any mod that changes their weight (like the setnpcweight console command) does. I suspect also the Face Discoloration Fix might do it as well but I don't use it.

 

If you don't have any mods like that you're just one of the unlucky ones, some will have those types of problems. Users of NPC Appearance Changer and Familiar Faces have reported the same so it's likely to do with how RaceMenu works with certain load orders. Beyond including the options to try different flags to apply the presets there isn't anything I can do to change how RaceMenu does its thing.

Posted
8 hours ago, LazyGirl said:

The NPCs doesn't come with any facegen data and suffers the "dark face" bug by default so anything that triggers a redraw of their 3D can cause those types of problems. I know any mod that changes their weight (like the setnpcweight console command) does. I suspect also the Face Discoloration Fix might do it as well but I don't use it.

 

If you don't have any mods like that you're just one of the unlucky ones, some will have those types of problems. Users of NPC Appearance Changer and Familiar Faces have reported the same so it's likely to do with how RaceMenu works with certain load orders. Beyond including the options to try different flags to apply the presets there isn't anything I can do to change how RaceMenu does its thing.

 

It's irritating because I did not have that problem at first, and used it with or without EBD. Now I just can't make it work... I'll try experimenting some more.

  • 2 weeks later...
Posted
18 hours ago, Z The Destroyer said:

when will the nexus one be updated?

Depends, I upload new versions here first to get feedback nothing is broken or missing. LL users are generally more experienced in troubleshooting and more accepting things don't always work straight out of the box . It's only after that I put them up on Nexus.

Some mods might never see Nexus releases due to being too (new) user unfriendly, complex or certain to cause problems used carelessly.

Posted
6 hours ago, koolkat6 said:

So far just CTDs. Shortly after summoning a follower and saving, I'm unable to load that save again. Cool mod though

Yes the RaceMenu feature used is as mentioned experimental and can push otherwise stable LOs to crash. I recommend testing in a bare bones setup, only the required mods like Unofficial patch and RaceMenu requirements plus vanila assets only presets. If you're lucky and it works it's likely just one or a couple of your mods causing the problems. 

Posted

So I tried to load in an NPCs Data from a different playthrough onto my current playthrough and I get a recurring CTD after 2 seconds of clicking apply, however I can load in the NPCs Configs just fine

Posted
11 minutes ago, BK201_ said:

So I tried to load in an NPCs Data from a different playthrough onto my current playthrough and I get a recurring CTD after 2 seconds of clicking apply, however I can load in the NPCs Configs just fine

Does it also crash when you load the NPCs into the original playthrough with the same mods/ loadorder/bash patch (if any) and so on?

Posted
1 hour ago, LazyGirl said:

Does it also crash when you load the NPCs into the original playthrough with the same mods/ loadorder/bash patch (if any) and so on?

My apologies, while testing I found out that it was consistently crashing because I didn't have an NPC already created by Lazy Followers in my new current playthrough while in my other playthrough, I already had an NPC summoned that the data could overwrite onto. So in other words, it was consistently crashing in my new playthrough because it was trying to apply data onto an NPC that didn't exist. Sorry for wasting your time, I was being an idiot. You've made a great mod, I haven't played with it long term yet but hopefully nothing too wonky will happen.

Posted
On 2/8/2021 at 12:04 AM, LazyGirl said:

Yes the RaceMenu feature used is as mentioned experimental and can push otherwise stable LOs to crash. I recommend testing in a bare bones setup, only the required mods like Unofficial patch and RaceMenu requirements plus vanila assets only presets. If you're lucky and it works it's likely just one or a couple of your mods causing the problems. 

Thanks, after some testing I figured out that the issue was related to AFT Amazing follower tweaks. 
Whenever I summon a new follower with this mod they appear naked... so I would first recruit them and then use the outfit management system inside of AFT's menu to set up their standard outfit. The problem is that after setting an outfit this way and saving I will get a CTD if I try to reload that save. 
But using the standard follower "Trade items" dialogue works fine as an alternative to dressing/equipping followers.

Posted

If anyone is thinking "Can I use the new NPC profile export to share my follower with other players" the answer is yes. But also no.

 

Yes

If you include your preset, your tintfile, headmesh (if any) and the profile exported from the menu they can load it

 

No

The tintfile will match your textures. There will be neckseams if the player has anything else installed. 

Unless they have the same hair, eyes, equipment etc mods installed things will be missing or broken.

Since the combatstyles aren't stored on the NPC the imported follower will use whatever style the player has set up in the same slot. E.g if the NPC use combat style #8 you carefully set up to be a proficent mage in your game but the player hasn't set it up at all or to a 2h warrior the follower isn't going to perform very well.

  • 2 weeks later...
Posted

Weird, I'm suddenly getting the same consistent CTD upon trying to load a save on my main playthrough that has a Lazy Follower as koolkat6. Except for me, it happens whenever I use the vanilla dialogue to get the follower to follow me. The name goes blank as usual and upon reloading the save everything is fine, the name comes back and everything is fine, however.. exiting the game again and then starting it back up and trying to load up the same save with the Lazy Follower results in consistent CTDs after the loading screen.

 

What's even weirder is that I decided to create a new playthrough and summon a new Lazy Follower, I did the same thing as I did above, I used the vanilla dialogue to get this Lazy npc to follow me, name vanished, reloaded save, name came back, reloaded again except this time... there was no CTD, I kept reloading but I kept getting into the save with no problem.

 

So... I decide to reload to my previous save of my new play through to when I first summoned this new Lazy follower, did the same thing AGAIN with using the vanilla dialogue to get this npc to follow me, name vanishes, I reload, the npc name is back, I reload again and I get a CTD... It seems to be random the first time if you'll actually CTD upon loading a save with a lazy follower, if it does CTD upon the first time of reloading a save... expect consistent CTDs for that save in particular. 

 

This is WAY longer then I wanted it to be and I doubt anything can be done to fix this, as you said: "Yes the RaceMenu feature used is as mentioned experimental and can push otherwise stable LOs to crash". Just figured I would share my (funny imo) experience.

Posted
14 hours ago, BK201_ said:

Weird, I'm suddenly getting the same consistent CTD upon trying to load a save on my main playthrough that has a Lazy Follower as koolkat6. Except for me, it happens whenever I use the vanilla dialogue to get the follower to follow me. The name goes blank as usual and upon reloading the save everything is fine, the name comes back and everything is fine, however.. exiting the game again and then starting it back up and trying to load up the same save with the Lazy Follower results in consistent CTDs after the loading screen.

 

What's even weirder is that I decided to create a new playthrough and summon a new Lazy Follower, I did the same thing as I did above, I used the vanilla dialogue to get this Lazy npc to follow me, name vanished, reloaded save, name came back, reloaded again except this time... there was no CTD, I kept reloading but I kept getting into the save with no problem.

 

So... I decide to reload to my previous save of my new play through to when I first summoned this new Lazy follower, did the same thing AGAIN with using the vanilla dialogue to get this npc to follow me, name vanishes, I reload, the npc name is back, I reload again and I get a CTD... It seems to be random the first time if you'll actually CTD upon loading a save with a lazy follower, if it does CTD upon the first time of reloading a save... expect consistent CTDs for that save in particular. 

 

This is WAY longer then I wanted it to be and I doubt anything can be done to fix this, as you said: "Yes the RaceMenu feature used is as mentioned experimental and can push otherwise stable LOs to crash". Just figured I would share my (funny imo) experience.

 

NPCs losing their name is due to a mod putting them inside an alias with an incorrectly configured, or mistakenly activated, name override. Follower mods can do this, the dialogue options doesn't necessarily show if any changes have been made to that system or not.
But really, any mod controlling, monitoring or changing NPCs can. The alias method is the preferred way to attach scripts since it doesn't cause script bloat making it very common in all mod setups. 

 

As for the CTD that's a tougher issue. Have you tried replacing the preset (just overwrite it when exporting) by one using just standard game assets and then load the save?  If that works it's likely one of the RaceMenu mods being incompatible. Assuming you're just using standard game races that is. Custom races are considerably more complex, especially if it's designed to be player only.

Posted
6 hours ago, LazyGirl said:

 

NPCs losing their name is due to a mod putting them inside an alias with an incorrectly configured, or mistakenly activated, name override. Follower mods can do this, the dialogue options doesn't necessarily show if any changes have been made to that system or not.
But really, any mod controlling, monitoring or changing NPCs can. The alias method is the preferred way to attach scripts since it doesn't cause script bloat making it very common in all mod setups. 

 

As for the CTD that's a tougher issue. Have you tried replacing the preset (just overwrite it when exporting) by one using just standard game assets and then load the save?  If that works it's likely one of the RaceMenu mods being incompatible. Assuming you're just using standard game races that is. Custom races are considerably more complex, especially if it's designed to be player only.

Okay, so overwriting my Lazy follower preset that was causing me to CTD on save reload with a complete VANILLA preset and asking her to follow me and then saving and then reloading that save.. has stopped that consistent CTD.

 

I should probably mention that the NPC that was originally causing me to CTD upon reloading a save was a High Poly Head npc that had tattoos and I think some makeup on her face.. Overall, for being a custom preset she was pretty barebones with what I did to her, I just added some tats and hair from KS Hairdos onto her but I guess that was enough to cause problems, rip.

Posted
3 hours ago, BK201_ said:

Okay, so overwriting my Lazy follower preset that was causing me to CTD on save reload with a complete VANILLA preset and asking her to follow me and then saving and then reloading that save.. has stopped that consistent CTD.

 

I should probably mention that the NPC that was originally causing me to CTD upon reloading a save was a High Poly Head npc that had tattoos and I think some makeup on her face.. Overall, for being a custom preset she was pretty barebones with what I did to her, I just added some tats and hair from KS Hairdos onto her but I guess that was enough to cause problems, rip.

Did you export the high poly headmesh so it was appliead as well or just used the preset as is?

Posted
3 hours ago, LazyGirl said:

Did you export the high poly headmesh so it was appliead as well or just used the preset as is?

How do I export the High Poly Headmesh for it be applied to my Lazy Follower?

Posted
54 minutes ago, BK201_ said:

How do I export the High Poly Headmesh for it be applied to my Lazy Follower?

Export it in RaceMenu. Then make sure it's located in "data/meshes/CharGen/Exported/"" with the same name as the preset but with the .nif extension. E.g preset name "Something" -> "Something.nif". The headmesh box will be checked in the MCM if it's detected. I don't use this feature myself so can't say if it helps or how well though.

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