LazyGirl Posted November 20, 2020 Posted November 20, 2020 View File AbductionRedux 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 Submitter LazyGirl Submitted 11/20/2020 Category Regular Mods Requires JContainers, UILib, SKSE, RaceMenu, ConsoleUtil (optional) Regular Edition Compatible 4
LazyGirl Posted November 21, 2020 Author Posted November 21, 2020 Posting some compatability notes here to avoid bumping the mod without an update Deadly / Forgotten / Hateful / Judgement Wenches - Some NPCs have special effects or behavior triggered whenever they load. The falmer might do the "egg pop" animation but will go on with their business normally after that. For the Broodmothers their ability to spawn new NPCs means they'll do just that every time you see them. Even after being killed. But I suppose if you play as a vampire or necromancer fresh bodies on demand isn't really a problem. Immersive Wenches - No issues, they seem to be moveable to work anywhere. Pretty handy if you're doing their radiant quests and don't want to trek across back and forth to Skyrim to cash in or get new ones. Or just get staff to your mansion kitchen. O.B.I.S - Will continue to detect them as bandits just as before being abducted, this means it will use them as targets to spawn new hostile NPCs around. Requirement for this seems to be them either being outside or in a dungeon. If you want to place NPCS from this mod outside or in towns I recommend setting the "Outside Maximum" in the OBIS MCM to 0. Which unfortunately isn't possible since the lower limit is 5. However it can be do through console by using "set OBIS_Governor to 0". This will however also disable the extra spawns outside as expected to so keep that in mind. To disable the inside dungeon spawning the command is "set OBIS_DungGovernor to 0". Though I haven't heard of any player owned locations being tagged as dungeons where extra spawns even would be possible to trigger. My Home is Your Home - Seems to clear the name override for NPCs meaning they'll end up with none. This makes it impossible to interact with them until AbductionRedux reapplies the name. The deletion possibly only happens the first time you bring up the MHIYH dialogue and some sort of registration takes place. I advice against using MHIYH on these NPCs though and instead just settle for the default sandbox package that keeps them in place wherever you leave them. If you register a NPC in MHIYH the game or spawning mod later decides to delete there might be problems. Guards - While they can be befriended and moved they're still guards. If you get a bounty they'll act as usual and try to arrest or kill you. A law abiding Thane shouldn't have any problems recruiting a couple to their home though. General - Abducted NPCs may sometimes start to wander off immediately after being summoned. This is them walking back to where their sandbox package first started (that's their "anchor point"). Tagging and re-summoning them seems to fix this and keep them in place. 1
Kristyy Posted November 22, 2020 Posted November 22, 2020 How do I have to save the preset in Racemenu so that I can give it a NPC?
LazyGirl Posted November 22, 2020 Author Posted November 22, 2020 7 hours ago, KristyUwU said: How do I have to save the preset in Racemenu so that I can give it a NPC? Make sure your character has the appearance you want to export . Open up Racemenu and apply it if you don't. After that just open console and type "skee preset-save name". Replace "name" with whatever you want to call the exported preset (do not use the same as the original). The presets are stored in "SKSE\Plugins\CharGen\Exported" and the textures created from them in "Textures\CharGen\Exported" if you want to delete, move or take backups of them. The fact this command creates facetints matching your setup in the latter folder is why you can't just dump your, or someone else's, presets in the former folder and skip the export bit yourself. Another option is to use NPC Appearance Changer if you don't want to use console commands. I recommend reading the posts there since there are some tips and limitations to keep in mind. Just don't use the applicator on these NPCs. The most important is to not keep on playing in a game where you failed applying a preset since it gets stored in your save. Exit out, simply reloading an earlier save won't work since some data is cached, and then load the previous unbotched save. 1
Ustes Posted January 12, 2021 Posted January 12, 2021 it was working fine yesterday now it's dissapeared on the mcm, only thing i've installed today was DX Armors Dark Knight ( i know nothing ) EDIT: NVM i just needed to reinstall, got it to work srry
mumu223 Posted January 22, 2021 Posted January 22, 2021 As always you make the most interesting mods LazyGirl. Did you managed to Flag Them as semi-unique/non respawn? I tested with a Bandit which i tag and recruited it with your mod, after 30 day it didn't re spawn to another bandit appearance which is great, is this intended? I am still testing:P On some it didnt work, so i guess it was a coincidence.
LazyGirl Posted January 23, 2021 Author Posted January 23, 2021 9 hours ago, mumu223 said: As always you make the most interesting mods LazyGirl. Did you managed to Flag Them as semi-unique/non respawn? I tested with a Bandit which i tag and recruited it with your mod, after 30 day it didn't re spawn to another bandit appearance which is great, is this intended? I am still testing:P On some it didnt work, so i guess it was a coincidence. Thanks. Kind of, anything that's put in an alias like this mod does is basically persistent. There's also some checks being run to keep them going even if something tries to remove them. As for how well it works it depends on the source. There are three different types: Uniques: Anything one-of-a-kind and a major actor like Lydia or M'aiq the Liar. These are placed in the world from the start. Should never have any issues since the game keeps track of them which helps keep their data intact Placed levelled non-uniqes: Like the bandits at the various camps. They're always in the same spot in your playthrough but will differ in appearance, sex, level and gear. Should have no to little problems, game keeps track of these too but to a lesser extent Random spawns, levelled or not: Most commonly random encounters. These are often set to be deleted/disabled after the player leaves the area and will often cause problems. So how do you tell them apart? Open console and click them, if their ID starts with "FF" they're a random spawn and shouldnt' be "trusted". If they bug out the mod will replace them with a clone that should be more stable though. This is not 100% foolproof though since there's still the problem of packages. Any NPC with set behavior might still have it after being "brainwashed". Can be anything from traveling to a destination or shouting warnings to anyone coming too close and attack those who do. The default package added to the NPC after being abducted usually overrides them though but not always. To be extra safe it's best to kill the NPCs first since many scripts, quests and packages are set to release their control then in order to save resources. You can read the log or console depending on what you set the output to, it'll display if any of the NPCs are having problems.
mumu223 Posted January 23, 2021 Posted January 23, 2021 7 hours ago, LazyGirl said: Thanks. Kind of, anything that's put in an alias like this mod does is basically persistent. There's also some checks being run to keep them going even if something tries to remove them. As for how well it works it depends on the source. There are three different types: Uniques: Anything one-of-a-kind and a major actor like Lydia or M'aiq the Liar. These are placed in the world from the start. Should never have any issues since the game keeps track of them which helps keep their data intact Placed levelled non-uniqes: Like the bandits at the various camps. They're always in the same spot in your playthrough but will differ in appearance, sex, level and gear. Should have no to little problems, game keeps track of these too but to a lesser extent Random spawns, levelled or not: Most commonly random encounters. These are often set to be deleted/disabled after the player leaves the area and will often cause problems. So how do you tell them apart? Open console and click them, if their ID starts with "FF" they're a random spawn and shouldnt' be "trusted". If they bug out the mod will replace them with a clone that should be more stable though. This is not 100% foolproof though since there's still the problem of packages. Any NPC with set behavior might still have it after being "brainwashed". Can be anything from traveling to a destination or shouting warnings to anyone coming too close and attack those who do. The default package added to the NPC after being abducted usually overrides them though but not always. To be extra safe it's best to kill the NPCs first since many scripts, quests and packages are set to release their control then in order to save resources. You can read the log or console depending on what you set the output to, it'll display if any of the NPCs are having problems. Thanks for the detailed explanation. Overall it doesn't keep the appearance of the non unique, some might keep, some not, it depends. Of course this wasn't i guess the point of the mod, it was just something i was looking for, to replace Collect Unique Corpses (it makes corpses unique on clone, so you can have any npc in the game unique) mod, which i did in the end with NPC Party mod. Btw do i have the permission to upload the 3BBB Lazy Body Patch here Lazy? I downloaded a ton of mods from here, so now i am trying to give something back:P
LazyGirl Posted January 23, 2021 Author Posted January 23, 2021 10 hours ago, mumu223 said: Btw do i have the permission to upload the 3BBB Lazy Body Patch here Lazy? I downloaded a ton of mods from here, so now i am trying to give something back:P Sure no problem, I don't really have restrictions on any of my mods ? Just as long as people don't do anything stupid/illegal with them and link back to the original in case anyone else wants to make their own modification.
mumu223 Posted January 24, 2021 Posted January 24, 2021 3 hours ago, LazyGirl said: Sure no problem, I don't really have restrictions on any of my mods ? Just as long as people don't do anything stupid/illegal with them and link back to the original in case anyone else wants to make their own modification. Thanks! I do the same with my mods as well, well those that don't use other assets and require permissions... I remember a day when you had to credit the author and link back to original author or mod, but then i entered the Skyrim scene... of course some have a proper reason, most of them are pissed that some, somewhere made some money or w/e and they act like Bethesda is acting with their players. Its very weird, but thats the new age i guess.
J377yC1971 Posted January 25, 2021 Posted January 25, 2021 How do you recruit or marry with this mod?
LazyGirl Posted January 25, 2021 Author Posted January 25, 2021 2 hours ago, J377yC1971 said: How do you recruit or marry with this mod? If dialogue options for recruiting don't show up it's because the NPC uses a voice that doesn't have any lines recorded for it. There are mods that adds it to most of them like RDO Lite.
SomeDragonbornGuy Posted February 12, 2021 Posted February 12, 2021 Can we get a bare bone version of the Summon followers / npcs without all the other scripts? Heavy loadorders shy from mods with a lot of scripts. EFF/FLP had it in LE, but does not work in SE.
Thic Posted March 16, 2021 Posted March 16, 2021 So, which one of your Abduction mods should we be using? There are 3 now, and the last 2 haven't been updated in years. Will this eventually be upgraded to have more features, closer to the other 2?
LazyGirl Posted March 19, 2021 Author Posted March 19, 2021 On 3/16/2021 at 1:27 AM, Thic said: So, which one of your Abduction mods should we be using? There are 3 now, and the last 2 haven't been updated in years. Will this eventually be upgraded to have more features, closer to the other 2? If you mean the custom dialogue, capture mechanics and other adult functionality? No, not likely. Having several systems in one mod is a bit more than I can manage right now. Plus there are several mods out now that does those bits better than anything I could put together. I might make some sort of API thing so NPCs could be added or removed by other mods. AbductionRedux could then manage their behavior/hostility and despawn issues, keep them stable, while the other mod(s) do everything else. 1
jonny ringo Posted March 20, 2021 Posted March 20, 2021 It says under Requirements that UIlib is needed, however I could only find SkyUiLib for LE. Is there a Version for Special Edition or can I use Oldrims UIlib ?
LazyGirl Posted March 20, 2021 Author Posted March 20, 2021 1 hour ago, jonny ringo said: It says under Requirements that UIlib is needed, however I could only find SkyUiLib for LE. Is there a Version for Special Edition or can I use Oldrims UIlib ? Yes there's only a LE version but it's fine to use. It's included in many SE mods so you might even have it already. Just remember if you do so you don't uninstall the mod and wonder why UIlib functions stop working. 1
Thic Posted March 24, 2021 Posted March 24, 2021 On 3/19/2021 at 5:18 PM, LazyGirl said: If you mean the custom dialogue, capture mechanics and other adult functionality? No, not likely. Having several systems in one mod is a bit more than I can manage right now. Plus there are several mods out now that does those bits better than anything I could put together. I might make some sort of API thing so NPCs could be added or removed by other mods. AbductionRedux could then manage their behavior/hostility and despawn issues, keep them stable, while the other mod(s) do everything else. What mods do you think do those bits better? I really like your original abduction mod and how it's possible to abduct both any man or woman you choose.
LazyGirl Posted March 29, 2021 Author Posted March 29, 2021 On 3/24/2021 at 3:10 PM, Thic said: What mods do you think do those bits better? I really like your original abduction mod and how it's possible to abduct both any man or woman you choose. At the time Abduction was meant as a hold-over for Defeat which wasn't ported at the time. So if you haven't already check it out. Beyond that I haven't really tried any of the mods myself so can't say which ones is the best. This thread/list is a good place to start looking though. Anything that someone considered good enough to spend time porting from LE->SE is usually worth a look!
unknown654 Posted May 17, 2021 Posted May 17, 2021 I'm having a problem changing their armor with this mod Every time I reload the game, they change back to their default armor or sometime naked with this mod: Simple NPC Outfit Manager (sorry for my bad english)
Heartless1206 Posted September 8, 2021 Posted September 8, 2021 Is there a list of people that we cannot change so we won't break the game of have super ugly characters that remind me of my ex"s?
Heartless1206 Posted September 8, 2021 Posted September 8, 2021 On 5/17/2021 at 6:43 AM, unknown654 said: I'm having a problem changing their armor with this mod Every time I reload the game, they change back to their default armor or sometime naked with this mod: Simple NPC Outfit Manager (sorry for my bad english) Same problem ? I just deal with it if anything it's like playing dress up
LazyGirl Posted September 10, 2021 Author Posted September 10, 2021 On 5/17/2021 at 3:43 PM, unknown654 said: I'm having a problem changing their armor with this mod Every time I reload the game, they change back to their default armor or sometime naked with this mod: Simple NPC Outfit Manager (sorry for my bad english) Try replacing the included script with the attached one. It'll only apply the blank dummy outfit when the NPC is abducted or read from file, not every time the NPC is loaded. After replacing, load save, open console and type "reloadscript _MODAbductionReduxAliasScript" and then load the save again. On 9/8/2021 at 9:34 PM, Heartless1206 said: Is there a list of people that we cannot change so we won't break the game of have super ugly characters that remind me of my ex"s? No, that depends entirely on what mods you have installed. In a standard game all unique NPC will work. For most that'll be true in a modded as well, haven't heard about any widespread incompatibilities. I know Bijin and Botox for example work fine. _MODAbductionReduxAliasScript.pex
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