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Posted
3 hours ago, BK201_ said:

Huh, I may have just found something pretty bizarre. I was trying to summon multiple Lazy NPCs however what I found is that if you summon a Lazy NPC that already has the same voice as another lazy follower, the hair color will match with the other NPCs hair color if they have the same voice. 

 

For example, I have a follower that uses Young Eager* voice in the MCM, she has black hair, I then use the same voice on another lazy NPC that has grey hair, summon that second NPC, she spawns with her original hair color however after reloading a save or entering a different cell, the second NPC that I spawned, her hair will change to the same color as the black haired lazy NPC.

 

Testing more, my PC uses what I believe is the Condescending* voice. So what I did was instead of using the Young Eager* voice on my second Lazy NPC, I use the Condescending* voice in the MCM for that second NPC, I succeeded at stopping my first Lazy Follower from getting her hair changed from black to grey however this time it was MY PC's hair that was changed to Grey (Originally black). So I think using the same voice on different Lazy NPCs will match all of their hair color to the same one who was first summoned with that type of voice. 

 

I saw on the Nexus that you considered this mod complete and finished so it's fine if you don't wanna work on this anymore, figured I would just share anyway.

Interesting, are these all custom headmesh NPCs?

Posted

Yuuuup, after reading this, I decided to test 2 vanilla Lazy NPCs, nothing added to them. 1 had brown hair, another had silver hair, I tried making them use the same voice, in this case YoungEager* but after entering different cells, reloading saves, their hair stayed the same color as when I spawned them both in.

 

I went back and tried a new voice for my second Lazy NPC that is using custom headmesh, Sultry* and her hair color hasn't matched with my first lazy follower and neither is my PCs hair color being matched with the second Lazy NPC hair color for that matter.

Posted
28 minutes ago, BK201_ said:

Yuuuup, after reading this, I decided to test 2 vanilla Lazy NPCs, nothing added to them. 1 had brown hair, another had silver hair, I tried making them use the same voice, in this case YoungEager* but after entering different cells, reloading saves, their hair stayed the same color as when I spawned them both in.

 

I went back and tried a new voice for my second Lazy NPC that is using custom headmesh, Sultry* and her hair color hasn't matched with my first lazy follower and neither is my PCs hair color being matched with the second Lazy NPC hair color for that matter.

OK, try this - save your config then open it (located in SKSE\Plugins\LazyFollowers\LazyFollowersConfig.json).  Make a backup of the file first just in case. Find the "FemaleVoiceNames" and "MaleVoiceNames" and change their names. Could try the same number as the slot first, e.g "10": "DarkElfCommoner" -> "10": "10",

 

Finally, fire up a new game and load that config. Make sure the voice type names in MCM has changed to the numbers. Save. Exit out of game (just to make sure nothing is cached in memory). Load save. Then remake the followers and see if the voices still interfere with the haircolor.

Posted
On 3/20/2021 at 11:46 AM, LazyGirl said:

OK, try this - save your config then open it (located in SKSE\Plugins\LazyFollowers\LazyFollowersConfig.json).  Make a backup of the file first just in case. Find the "FemaleVoiceNames" and "MaleVoiceNames" and change their names. Could try the same number as the slot first, e.g "10": "DarkElfCommoner" -> "10": "10",

 

Finally, fire up a new game and load that config. Make sure the voice type names in MCM has changed to the numbers. Save. Exit out of game (just to make sure nothing is cached in memory). Load save. Then remake the followers and see if the voices still interfere with the haircolor.

Unfortunately it didn't do anything, after changing the names to numbers of the first slots and confirming that the names had changed to numbers in the MCM, remaking the followers in a new game, saving and then reloading still caused the hair issue. I'm starting to think this may not even be related to voices, I mean how could it? I sure don't know.

 

What I described in my first post about this issue may have just been a coincidence because testing today, I summoned 3 HPH followers, they all have different hair and voices however every time I reload my save all of their hair gets swapped with each other, to try and explain this all simply:

 

HPH NPC 1 has black hair, voice: YoungEager* 

HPH NPC 2 has grey hair and Sultry*

HPH NPC 3 has dark purple hair and EvenToned*

My PC has black hair

 

Every time I reload my save all of their hair still get swapped with each other, same happens if they all share the same voice: 

 

One time I reloaded my save everyone's hair except HPH NPC 2 had changed to dark purple, HPH NPC 2 hair had changed to black hair.

Another time HPH NPC 2 got her original grey hair back, HPH NPC 1 returned to her original hair color black however my PCs hair turned grey.

Another time literally everyone got grey hair. Another time every one got dark purple hair, except HPH NPC 2, she got black hair. I'm sure you get the gist of it by now, keep in mind it's only the hairs that get changed, not their voices.

 

I don't see anyone else reporting this issue on this forum, I'm starting to believe this is user error somehow, not exactly sure what would cause it either. Apologies for the long post, I like to try and keep them short if I can help it.

Posted

I'm having a problem with the consol not recognizing the "skee" part of the command. I'm using LE, since the mods I like work better in LE than they do in SE, and I did see someone post that Lazy Followers worked in LE. I was hoping it would work, but I can understand why it doesn't, its Skyrim, its a miracle if you can get anything to work in this game sometimes. Anyway. I was just curious, should it be recognizing the "skee" command, or is something else getting in the way and blocking it?

Posted
22 hours ago, BK201_ said:

Unfortunately it didn't do anything, after changing the names to numbers of the first slots and confirming that the names had changed to numbers in the MCM, remaking the followers in a new game, saving and then reloading still caused the hair issue. I'm starting to think this may not even be related to voices, I mean how could it? I sure don't know.

 

What I described in my first post about this issue may have just been a coincidence because testing today, I summoned 3 HPH followers, they all have different hair and voices however every time I reload my save all of their hair gets swapped with each other, to try and explain this all simply:

 

HPH NPC 1 has black hair, voice: YoungEager* 

HPH NPC 2 has grey hair and Sultry*

HPH NPC 3 has dark purple hair and EvenToned*

My PC has black hair

 

Every time I reload my save all of their hair still get swapped with each other, same happens if they all share the same voice: 

 

One time I reloaded my save everyone's hair except HPH NPC 2 had changed to dark purple, HPH NPC 2 hair had changed to black hair.

Another time HPH NPC 2 got her original grey hair back, HPH NPC 1 returned to her original hair color black however my PCs hair turned grey.

Another time literally everyone got grey hair. Another time every one got dark purple hair, except HPH NPC 2, she got black hair. I'm sure you get the gist of it by now, keep in mind it's only the hairs that get changed, not their voices.

 

I don't see anyone else reporting this issue on this forum, I'm starting to believe this is user error somehow, not exactly sure what would cause it either. Apologies for the long post, I like to try and keep them short if I can help it.

Interesting. Thanks for the detailed feedback. The reason I suggested swapping the names is because there seems to be a very tricky bug hiding somewhere between SkyUI and RaceMenu. Certain text in the menus break RaceMenu functionality. This shouldn't happen, the text should only be read by the user. Not interpreted as code or whatever it is that's happening.

If you have time put together two or so presets using only vanilla, if possible, assets that has the bug and attach them to a post here. I can try exporting the heads and see if I get the same problem.

 

7 hours ago, griffinpyros said:

I'm having a problem with the consol not recognizing the "skee" part of the command. I'm using LE, since the mods I like work better in LE than they do in SE, and I did see someone post that Lazy Followers worked in LE. I was hoping it would work, but I can understand why it doesn't, its Skyrim, its a miracle if you can get anything to work in this game sometimes. Anyway. I was just curious, should it be recognizing the "skee" command, or is something else getting in the way and blocking it?

I don't use LE so I have no idea how people use it unfortunately. The "skee" command is part of the SE edition RaceMenu though so I'm not surprised it doesn't work. You might be able to do the same thing using Chargen Export however. Then copy the preset file to "data/SKSE/Plugins/CharGen/Exported". This is all assuming LE looks for the files in the same folders.

To use the headmesh feature you also have to move the nif from "data\SKSE\Plugins\CharGen" to the above folder, renaming to the same as the preset.

Posted
On 3/22/2021 at 7:31 PM, LazyGirl said:

If you have time put together two or so presets using only vanilla, if possible, assets that has the bug and attach them to a post here. I can try exporting the heads and see if I get the same problem.

The presets that are attached to this is complete vanilla, except for what causes the hair color swapping bug for me. Also my bad, I meant to do this yesterday.

After making a bunch of presets I realized the hair color swapping only happened after I applied the custom headmesh on my HPH followers. Literally nothing else mattered but the fact the headmesh was applied. I thought there was more to it or something.

 

Vanilla bugged preset 1&2.zip

Posted
On 3/24/2021 at 6:18 PM, BK201_ said:

The presets that are attached to this is complete vanilla, except for what causes the hair color swapping bug for me. Also my bad, I meant to do this yesterday.

After making a bunch of presets I realized the hair color swapping only happened after I applied the custom headmesh on my HPH followers. Literally nothing else mattered but the fact the headmesh was applied. I thought there was more to it or something.

 

Vanilla bugged preset 1&2.zip 3.3 kB · 2 downloads

Thanks, I took a look and without exporting the heads they work fine. Going to take another look using exports once I get some free time to dig deeper.

 

General info

JContainers might possibly interfere with RaceMenu functionality - JContainers post, RaceMenu post
ColorForm managing hair color might possibly report incorrect values - post
 

So there might be something strange going on as I suspect from the label "leak" disabling the headmesh preview in RaceMenu. Not necessarily with RaceMenu or JContainers - could be anything in between. Most likely some not-so-common combination since not everyone has problems.

  • 2 weeks later...
Posted

Okay so the name loss bug where you cant talk to them anymore has been fixed for awhile but something in this specific  mod brings that back. Issue only happens with the chat dialogue from that specific mod and only clears the name of the spawned follower. Any way you could check how its clearing the name and provide a possible fix with lazy followers? Its a fun mod to play with followers, shame its breaking the name. Also load order doesn't change the name breaking tried over and under. Love your mod and its working great overall!

 

  • 4 months later...
Posted
On 10/29/2020 at 8:59 AM, King-Crimson said:

Cheers,

 

I looked at the script sources as well as installing and testing this mod (and NPC Appearance Changer) and I can confirm full LE compatibility.

 

 

  Hide contents

image.thumb.png.de44446ed81a527bc4edec6c2f1a4b6a.png

(the skin-colour is slightly off for the npc, but that's due to additional overlays on my pc from other mods that cannot be exported)

 

 

 

Can you please backport this to LE?

 

Posted (edited)
On 8/28/2021 at 1:41 AM, Nevadathehighelf said:

 

 

Can you please backport this to LE?

 

 

Sorry but this was almost a year ago when I made it work without any problems. Backporting is not something I do.

Moreover, I fully switched to Linux (because fuck off Microsoft) and I don't even own Skyrim SE, so that's a "no".

Edited by King-Crimson
  • 2 months later...
  • 2 weeks later...
Posted

Hallo Leute ich bin ganz neu in dieser sache selber follower zu machen.

 

bei mir ist die frage wenn ich auf nexus ein preset sehe was ich gerne als follower haben möchte muss ich das dann  runterladen über mod organizer oder manuell irgendwo einfugen ??

 

und was muss ich dann machen nachdem das preset erfolgeich geladen ist mit all seinen anforderungen ???

 

lazy tool starten im spiel und dann ????? ? sorry aber ich habe mir alles durchgelesen aber werde nicht ganz schlau daraus mich muss einer an die hand nehmen und es mir erklären 

 

wäre dir dem ersteller der mod aber auch allen anderen sehr sehr dankbar wenn mir einer hilft bis es klappt und ich es verstehe danke danke danke 

Posted

Truly, one of the best mods ever created. Thank you, sir!

See the source image

As far as bug reports, I have over 800 mods loaded and this is included. I cannot honestly state any issue directly associated to this, as it works flawlessly 95% of the time. The other 5% is most likely due to the infrequent events where a mod conflict causes "Something horrible" to happen in my game, which is typically as entertaining as normal playthrough.

Cheers, Kudos and thanks for sharing this work of genius.

Posted
On 8/28/2021 at 8:21 PM, King-Crimson said:

 

Sorry but this was almost a year ago when I made it work without any problems. Backporting is not something I do.

Moreover, I fully switched to Linux (because fuck off Microsoft) and I don't even own Skyrim SE, so that's a "no".

 

that's a damn shame... U_U

Posted

If anyone having troubles with tattoos or blank names have had their issues resolved with the latest updates let me know. 

 

On 12/12/2021 at 10:57 PM, Nevadathehighelf said:

 

that's a damn shame... U_U

Well this mod is script based without any textures or meshes so it can likely be loaded as is. I think the RaceMenu commands are slightly different in LE though so there's a couple of lines that might have to be changed. The export preset function might be different as well but I think this mod by ousnius should help with that.

Posted
On 3/22/2021 at 4:31 PM, LazyGirl said:

I don't use LE so I have no idea how people use it unfortunately. The "skee" command is part of the SE edition RaceMenu though so I'm not surprised it doesn't work. You might be able to do the same thing using Chargen Export however. Then copy the preset file to "data/SKSE/Plugins/CharGen/Exported". This is all assuming LE looks for the files in the same folders.

To use the headmesh feature you also have to move the nif from "data\SKSE\Plugins\CharGen" to the above folder, renaming to the same as the preset.

Using the Chargen Export worked for me with LE. Using MO it will put skse file in my overwrite that I move to my skse overwrites. Then I copy the preset and nif to exported and make sure the names are the same. Thanks for this great mod.

Posted
On 12/15/2021 at 12:40 PM, thesteve812 said:

Using the Chargen Export worked for me with LE. Using MO it will put skse file in my overwrite that I move to my skse overwrites. Then I copy the preset and nif to exported and make sure the names are the same. Thanks for this great mod.

lets see if i understand you put the .jslot (preset). and the nif that chargen export created in data/SKSE/Plugins/CharGen/Exported inside the overwrite folder?

Posted
5 hours ago, sad rabbit said:

lets see if i understand you put the .jslot (preset). and the nif that chargen export created in data/SKSE/Plugins/CharGen/Exported inside the overwrite folder?

I move the skse folder in overwrites into my skse overwrites folder. When I tried it the first time it worked without dark face. When I just tried it on second follower they have dark face.

Sorry I wasn't much help.

 

Untitled.jpg

Posted
9 minutes ago, thesteve812 said:

I move the skse folder in overwrites into my skse overwrites folder. When I tried it the first time it worked without dark face. When I just tried it on second follower they have dark face.

Sorry I wasn't much help.

 

Untitled.jpg

oh i doing it wrong..... i try againimage.png.67959e4ab4b681df4c3f4a4e60d88fa1.png

Posted (edited)

Probably just an issue with the exported RaceMenu LE files being in different folders.

Try moving the dds file to "data\Textures\CharGen\Exported" instead, that's where they end up in SE. If that doesn't help delete the nif, it's mainly needed to create stand alone mod followers, and just have the dds there and the preset in "data/SKSE/Plugins/CharGen/Exported". 

Edited by LazyGirl

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