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SexLab Alicia Painslut (January 2025)


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Posted

Beth? 

I am not familiar with that one.

 

Do you have a link?

Erm ... sorry. Got dragged away by all those abbreviations, that the modding scene uses these days.

Beth means Bethesda Software.

i used PapyrusAssembler (comes wit the CK) to disassemble Bethesdas scripts and have a look at them.

infos at the bottom of this page. Or use any other tool, that allows to decompile Skyrims PEX scripts.

Posted

 

Beth? 

I am not familiar with that one.

 

 

Do you have a link?

Erm ... sorry. Got dragged away by all those abbreviations, that the modding scene uses these days.

Beth means Bethesda Software.

i used PapyrusAssembler (comes wit the CK) to disassemble Bethesdas scripts and have a look at them.

infos at the bottom, of this site. Or use any other tool, that allows to decompile Skyrims PEX scripts.

 

 

ok.... got it :)

 

I thought Beth was a custom voiced version of Lydia somewhere....  I will take a look at how Lydia was set up. Good idea.

Posted

Sorry again. Solely my fault, because now that you meantion it, yep, Beth could be fem name. -.-
i'm so stupid sometimes, that i'm amazed about myself, that i don't forget to breathe. -.-

Posted

Regarding Lydia... that was a short lived idea.

 

Turns out she is using a default voice (FemaleEvenToned).

 

Most of my issues with Alicia come from having a custom voice for her.

 

I will turn my attention to how Interesting NPCs set up their custom voiced NPC followers since it is a closer match to what I have with Alicia.

Posted

Mmmh... works for me. :/
Tryed with Viljas voice first and after not having her installed, i switched to Alicia (somehow an essential mod, that never makes any problems for me).

i actually mainly used Lydia as template, to have my created toon run towards the player, after the player is at a certain range to him and force greet the player.

 

i didn't mean i created a copy of the NPC Lydia. i created a fresh and new NPC. i just used her as template, by looking at how things are done on her.

Working on a complete copy of her, doesn't help rising my learning curve ... which is already flattened enough. ^^

if my learning curve would resemble my heart beat, i would be even more dead then just dead.

Posted

Mmmh... works for me. :/

Tryed with Viljas voice first and after not having her installed, i switched to Alicia (somehow an essential mod, that never makes any problems for me).

i actually mainly used Lydia as template, to have my created toon run towards the player, after the player is at a certain range to him and force greet the player.

 

i didn't mean i created a copy of the NPC Lydia. i created a fresh and new NPC. i just used her as template, by looking at how things are done on her.

Working on a complete copy of her, doesn't help rising my learning curve ... which is already flattened enough. ^^

if my learning curve would resemble my heart beat, i would be even more dead then just dead.

 

That's what I did with Ali.

 

She works fine as a default follower.

 

The problem with Alicia is that she has her own voice files, which impacts how follower packages apply to her. Follower dialogues belong to a control quest 'DialogueFollower'. These dialogues have a condition on certain voice types in order to appear.

 

The solution is to either reproduce these scripts in your own dialogue follower control quest or add the custom voice type to the FormLists used by the default DialogueFollower quest.

 

This is different from my current problem though.

 

Right now, Alicia behaves as if she has not been initialized. The game does not recognized as being there, which in turn makes her custom voices invisible.

 

The weird part is that she IS there :) 

Posted

A small bug i noticed, when alicia decides to bang u, the camera will only swivel up and down and not left right.  might be cuz u sheath ur weapon but dont actually enter unarmed state, hands are still up like melee or spells.  and animations seem to start more quickly than normal.

Posted

This is different from my current problem though.

 

Right now, Alicia behaves as if she has not been initialized. The game does not recognized as being there, which in turn makes her custom voices invisible.

 

The weird part is that she IS there :)

Now that's new ... and weird.

i don't know what i did, but i remember that i made Lydia sound like Vilja in my first tries.

i somehow sorted it out, so i guess i included the voices from my testmod in the vanilla follower system.

But i rejected this mod a while after, but can'r remember why. Maybe i had to do edits to vanilla scripts, which is a no-go for me.

Sorry that i can't help and obviously pointed you in the wrong direction.

i'll try to find the testmod later, to see what kind of spaghetti code i created there. i hope i didn't delete it, like all my other short lived test mods.

Posted

Part of the problem is that I made updates as upgrades to my running game instead of a fresh one (which should be obvious in retrospect).

 

Somewhere in my updates, I made a change that messed up the way Alicia is set up/ recognized/ referred to in the game..

 

Since she was already set up in my game, she was fine. But she was not working for anyone trying a new game.

 

Oh the joys of TES modding :)

Posted

To modify her you would have to modify the esm she is linked to and possibly the esp for her twin depending how skyrimll set it up, the easiest way is to make youself in game look how you want her to look, save the facegen and edit her in the CK yourself. So, no, no easy way rofl as you would then have to put your files in where her custom files are. Kind of sucks but such is life

Lol, well really that doesn't sound like too much work. But right now I'm just coming off of learning a ton of other things at work. I feel like I've crammed 2 months of trial/error and experience in these past two weeks that I started playing and modding Skyrim. So I guess I'll be back here to download her in a day or two looking for tutorials. (Don't want to change behavior or anything, just her face.)

Posted

After spending (wasting?) an entire evening troubleshooting the issue, I come back with a good news/bad news deal.

 

Good news - It seems the problem with her voice not showing up is related to what is known as the Dialogue Bug.

 

In pure Bethesda fashion, the solution is to stand in front of your custom follower (alicia here) and save.

Then restart Skyrim and load that save. She should have her custom voice topics available.

 

Give it a try if she doesn't start for you. It worked for me in multiple tests.

 

Bad news - In the process of understanding the issue, I went down the path of a complete tear down and rebuild of Alicia as a mod.

 

This means a much better structure to build her quest and future improvements on.

This also means significant internal changes that will be difficult to clean out of an existing game.

 

---

 

Now I have a choice.

 

Either I forfeit all the changes I made today and go back to work on 2.03 based on 2.02, or I take the plunge and continue down a full rewrite.

 

Any thoughts? :)

 

I will wait for a few days to collect some of your feedback on this. 

That will ease the pain of deleting my changes if I end up going back to 2.02.

Posted

After spending (wasting?) an entire evening troubleshooting the issue, I come back with a good news/bad news deal.

 

Good news - It seems the problem with her voice not showing up is related to what is known as the Dialogue Bug.

 

In pure Bethesda fashion, the solution is to stand in front of your custom follower (alicia here) and save.

Then restart Skyrim and load that save. She should have her custom voice topics available.

 

Give it a try if she doesn't start for you. It worked for me in multiple tests.

 

Bad news - In the process of understanding the issue, I went down the path of a complete tear down and rebuild of Alicia as a mod.

 

This means a much better structure to build her quest and future improvements on.

This also means significant internal changes that will be difficult to clean out of an existing game.

 

---

 

Now I have a choice.

 

Either I forfeit all the changes I made today and go back to work on 2.03 based on 2.02, or I take the plunge and continue down a full rewrite.

 

Any thoughts? :)

 

I will wait for a few days to collect some of your feedback on this. 

That will ease the pain of deleting my changes if I end up going back to 2.02.

Or create a new shortcut for the CK, adding "-GenerateSEQ:Alicia.esp" to its commandline.

Start it and let it do it's thing. it'll create "Seq\Alicia.seq" for you, ready to be included in the BSA.

Having the sequence file, prevents this dialogue bug.

Just checked your mods BSA, and it has none.

Side note: As the ESM and ESP share the same name, Skyrim may get confused, so i still recommend, renaming the ESM to "Alicia - Main.esm" or something like that. Enables your mod to use stringfiles for both files too.

 

As for the breakdown of the mod: i feel sad for you, but in the end it will definitly be worth it.

So my suggestion: Go with the disassembled mod. We can wait ... what does not mean, that we're patient. :P

 

 

Edit:

Just to have it mentioned: You can as well use TES5Edit, to create the SEQ. Up to you.

Posted

As much as I hate to say this, I think with the conversations that we've been having and planning, I don't think a full rewrite is a bad thing if Alicia can be more streamlined and ready for quests...

Posted

SEQ file... of course... I should have thought of that.

 

Thanks for the tip.

 

Edit: Yep... generating the SEQ file fixed the problem on this end. At least for this new version.

Posted

If you switch to the rewrite, give the re-written mod a new name and have it refuse to start up or run if the older version is still loaded (let the player know of course).  That will save you a whole lot of grief in support.

Posted

If you switch to the rewrite, give the re-written mod a new name and have it refuse to start up or run if the older version is still loaded (let the player know of course).  That will save you a whole lot of grief in support.

 

Good point.

 

Also about the .esm file... I am wondering if we need an esm file at all for this mod.

Posted

From a purely selfish vantage point, I'd say go with the rebuild. 

 

I haven't yet installed Alicia on my current playthrough so there'd be no stray scripts floating around for me  :cool:

Posted

I just uploaded what should be the last 2.0 version (2.02b), with a SEQ file added to the BSA to fix the missing dialogue lines.

 

She should be working as a follower. I recommend casting a Conjure Alicia spell after making her join you to reset things properly.

 

The welcome sequence may or may not trigger but that shouldn't impact her follower status anymore.

 

I also had to remove the DE and IT versions to avoid confusion since 2.02b would not be compatible. Feel free to send me again the new translated versions so I can add them to the downloads.

 

Unless I have some last minute tweaks to add to this version, I will keep working on version 3.0 - the complete rebuild.

Posted

you should eb able to compile it into one file skyrimll, the esm/esp bs was only needed at the time cause I had hamhanded fixing the facetint bug with it, descent also has a esm/esp but all my mods im working on now are just esp's as navmesh and facetint problems arn't a big issue

Posted

you should eb able to compile it into one file skyrimll, the esm/esp bs was only needed at the time cause I had hamhanded fixing the facetint bug with it, descent also has a esm/esp but all my mods im working on now are just esp's as navmesh and facetint problems arn't a big issue

 

I may as well.

 

I just compared the esm and esp files and it turns out I modifed 99% of the esm file into the esp :)

Posted

So my request, is to get rid of one file, as the ESM of the momentary version, covers some strings, that are in the ESP as well. Just 2 more hair in the ESM.
Having to load one file less would be great, like having Alicia only in ESP format, so she's loaded together with all other followers, if sorted in using BOSS.

Posted

So my request, is to get rid of one file, as the ESM of the momentary version, covers some strings, that are in the ESP as well. Just 2 more hair in the ESM.

Having to load one file less would be great, like having Alicia only in ESP format, so she's loaded together with all other followers, if sorted in using BOSS.

 

Can you give me some details about which strings are in both files?

 

Getting rid of the .esm file is more complicated than I thought.

According to TesVedit, I still have references to the .esm from the .esp while I thought I had everything copied over. And of course, it won't let me delete the .esm file as a master as long as I still have those references.

 

If I can't merge them or get rid of the .esm, at least I can try to get rid of the bad strings in the .esm.

 

I already renamed both files with different names, so at least we won't have that problem again.

Posted
Here the list of strings, that are in both files and that are only in the ESM.

i list the EditoriDs, so you got it easier to find them.

 

Strings (names and player dialogue):

identical:

AliciaFemaleHeadNord

AliciaNordRace

00alicia1hair

00aliciahair2

 

Non-identical:

0Breezehomecellar  <-- (Storage Marker Unit) obsolete, i guess, unless you reused it in Hjerim

 

DLStrings (descriptions, notes and books):

identical:

AliciaNordRace

 

Non-identical:

AliciaSkinNaked  <-- contains no description

 

iLStrings (npc dialogue):

No npc dialogue, so no iLStrings in the ESM.

 

 

if a string is present, then ofc the item, npc, race or whatever else, too.

 

 

The AliciaNordRace DLString broke us the neck, as we tried the string version, leading to the error, as the engine got confused. Hence my suggestion to have a diff name for both files.

Posted

 

Here the list of strings, that are in both files and that are only in the ESM.
i list the EditoriDs, so you got it easier to find them.
 
Strings (names and player dialogue):
identical:
AliciaFemaleHeadNord
AliciaNordRace
00alicia1hair
00aliciahair2
 
Non-identical:
0Breezehomecellar  <-- (Storage Marker Unit) obsolete, i guess, unless you reused it in Hjerim
 
DLStrings (descriptions, notes and books):
identical:
AliciaNordRace
 
Non-identical:
AliciaSkinNaked  <-- contains no description
 
iLStrings (npc dialogue):
No npc dialogue, so no iLStrings in the ESM.
 
 
if a string is present, then ofc the item, npc, race or whatever else, too.
 
 
The AliciaNordRace DLString broke us the neck, as we tried the string version, leading to the error, as the engine got confused. Hence my suggestion to have a diff name for both files.

 

 

So would it be enough to just rename the IDs in the esp?

Posted

More CKeditor weirdness.

 

So I cleaned up everything I could from my esm file to the point it is now just 1K in size.

CKEditor tells me there is nothing left in it.

TES5edit tells me it is empty, with no overlap with my esp file.... and yet, I cannot clean the esp file from the master. Some odd relationship seems to linger. I may have to leave that vestigial esm file in place if I can't find a way to safely remove it from the esp file.

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