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Posted

Good job with this mod!

However, i noticed that you converted all the males Argonians and Khajit to other races such as HighElves/Nord/Breton (as of v0.3).

 

It's not documented in the mod description by the way

 

Any reason for this change?

Posted
3 hours ago, rsunmcoxuxypqwuvfr said:

Good job with this mod!

However, i noticed that you converted all the males Argonians and Khajit to other races such as HighElves/Nord/Breton (as of v0.3).

 

It's not documented in the mod description by the way

 

Any reason for this change?

Good point! I shall amend that, it completely slipped my mind. The reason is I am not sexually attracted to those races, whatsoever, and the point was to make Skyrim sexier. Too bad for those who are. But they can always revert them back, my mod is open to 3rd party modification. :) 

  • 6 months later...
Posted (edited)

I really liked the idea of SkyFem with converting everyone except the player into a female, but I really wasn't liking the idea of most of them having penises.

Really too bad that you won't budge on the race-swapping bit, though.

Edited by Fakob
Posted (edited)

 

2 hours ago, Fakob said:

I really liked the idea of SkyFem with converting everyone except the player into a female, but I really wasn't liking the idea of most of them having penises.

Really too bad that you won't budge on the race-swapping bit, though.

SkyFem was great, and it was my first choice, but it caused way too many issues. I don't remember having any issues with the women having dicks, though. In fact, I don't even have SOS installed. I would love to make other options to satisfy the demand, but the sad truth is that I quite selfishly follow just my own preference. Since modding, for me at least, is so slow, I barely have the time, if at all, to realize all the things I want to have in my mods, so I let that take preference over what other people might want. They always have the option to do the changes themselves. That is one of the reasons why I post my work. To save some effort to people who can use at least some aspects of my mods, though, so far, to my knowledge, no other person's mod relies on any of my mods yet.
Of course, if I were a better coder and had deeper knowledge of CK, I could probably meet those demands with less effort than I am expending now, but the learning is very slow, without a dedicated teacher. I'm surprised I even got this far (just had a breakthrough with my understanding of AI procedure trees yesterday). So why not just go and revert the race changes? It will be way less work that the total sex swap. You can post the result at your own profile. Full permission granted, just link to my profile in the credits, please. The process of making these changes is very easy and simple, and I believe I have described it somewhere here, in the comments. Anyone can do it.

 

Edit: Not sure where I posted the instructions. May have been on Nexus (There I'm GargamelNINE).

Edited by gargamel9
  • 4 months later...
Posted

looks promising. trying skyfem rn. just getting errors.

was already running fll ( feminized leveled lists) before.

to be specific: this only replaces random npcs like guards forsworn and bandits like the leveled lists?

or are relevant npcs covered too?

Also for those that arent, can they be changed somehow  + add something along the lines of a voice patch (like skyfem)

Im kinda back and forth between this + some replacers for story relevant npcs (though Ive only found 5 so far)

or just brute forcing skyfem till I either get a reply from someone that helps me understand whats wrong w. it or just quit that idea.

 

 

Posted
10 hours ago, yamaiduinzis said:

looks promising. trying skyfem rn. just getting errors.

was already running fll ( feminized leveled lists) before.

to be specific: this only replaces random npcs like guards forsworn and bandits like the leveled lists?

or are relevant npcs covered too?

Also for those that arent, can they be changed somehow  + add something along the lines of a voice patch (like skyfem)

Im kinda back and forth between this + some replacers for story relevant npcs (though Ive only found 5 so far)

or just brute forcing skyfem till I either get a reply from someone that helps me understand whats wrong w. it or just quit that idea.

 

 

I've been through the same issues with Skyfem and other mods. None of them seemed to work well. One of them, though, which changed about half of the imperial soldiers into women did work, so I took a look at it and saw that instead of editing the levelled lists, it was changing the base NPCs the levelled lists draw their population from, usually actors prefixed by enc. So I went ahead and did this for all of the enc NPCs and then some. Tough I was trying to touch only the generic ones, I may have accidentally change some quest-related ones, too, can't guarantee. Some of them will speak with a silent voice, as their lines were only recorded for the male counterparts. I'd love having them speak, too, but it's just too much work and I have too much on my plate already. Hopefully someone else can pick this up and do it.
As for quest characters, there's a great mod for Ulfric on Nexus, and a few more. I suppose the same ones you found. Theoretically it should be possible to change them, too, but it's painstaking work, because you have to check all of the conditions, and dialogue, change their names and change all references to their names. There's a ton of things which can go wrong and break the character and/or quest. Stupendous amounts of work, if it is to be done properly, so I fear we won't see that any time soon. 
Never figured out what's wrong with Skyfem, followed the instructions to the letter, but it basically broke the whole game. In any case, that one does not change any dialogue, to my knowledge, so everyone still addresses the formerly male NPCs with their names and male pronouns.
This is the best I was able to do, and it seems to be working.

Posted (edited)

unfortunately for me, the .4 version ctd's for me. I have concluded its not this mods fault but instead its dependency of FemaleBriarheartUSSEPI.rar. This version of female briar hearts crashes my game on start up when I have it enabled. The other files of FemaleBriarheart.rar and FemaleBriarheartEsp.rar do work on my game but when there enabled they don't fulfil the dependency for femrim.  Femrim .3 of the mod does thankfully work for me.

Edited by chris312
Posted
12 hours ago, chris312 said:

unfortunately for me, the .4 version ctd's for me. I have concluded its not this mods fault but instead its dependency of FemaleBriarheartUSSEPI.rar. This version of female briar hearts crashes my game on start up when I have it enabled. The other files of FemaleBriarheart.rar and FemaleBriarheartEsp.rar do work on my game but when there enabled they don't fulfil the dependency for femrim.  Femrim .3 of the mod does thankfully work for me.

Thank you for the info. This will require a bit of work. I'll add the USSEP requirement in the description. Sorry it doesn't work for you.  I'll add support for the non-USSEP version at some point.

Posted (edited)
On 2/24/2024 at 5:59 PM, gargamel9 said:

I've been through the same issues with Skyfem and other mods. None of them seemed to work well. One of them, though, which changed about half of the imperial soldiers into women did work, so I took a look at it and saw that instead of editing the levelled lists, it was changing the base NPCs the levelled lists draw their population from, usually actors prefixed by enc. So I went ahead and did this for all of the enc NPCs and then some. Tough I was trying to touch only the generic ones, I may have accidentally change some quest-related ones, too, can't guarantee. Some of them will speak with a silent voice, as their lines were only recorded for the male counterparts. I'd love having them speak, too, but it's just too much work and I have too much on my plate already. Hopefully someone else can pick this up and do it.
As for quest characters, there's a great mod for Ulfric on Nexus, and a few more. I suppose the same ones you found. Theoretically it should be possible to change them, too, but it's painstaking work, because you have to check all of the conditions, and dialogue, change their names and change all references to their names. There's a ton of things which can go wrong and break the character and/or quest. Stupendous amounts of work, if it is to be done properly, so I fear we won't see that any time soon. 
Never figured out what's wrong with Skyfem, followed the instructions to the letter, but it basically broke the whole game. In any case, that one does not change any dialogue, to my knowledge, so everyone still addresses the formerly male NPCs with their names and male pronouns.
This is the best I was able to do, and it seems to be working.

 

yeah, I gave up on that. I mean almost the entire comment section of the mod consists of people having issues.

 

what do you mean by enc ?

 

Also generally thinking if I have time, I might edit a few npcs that are more relevant. Though I dont know shit about ck.

The replacers are decent enough. been having issues with the ulfric and cicero ones, though I suspect its an error on my part.

Funny enough that Skyfem changes the names, which probably results in npcs being marked as missing, since the game cant find the correct names (supposing the actual header or whatevers name got changed) .

But for that you can probably get some npc plugin that lets you change the names ingame. not immersive, and takes till eternity, but possible.

 

As for missing voices, couldnt care less. Maybe one day I will stumble upon a VA synth plugin or something along those lines, that removes all voices

that are text/quest related, and only keeps the generic conversations and calls.

so basically half silent skyrim.

 

ah yes the possibilities. If only mans got the knowledge....

 

 

 

 

Edited by yamaiduinzis
Posted (edited)
2 hours ago, yamaiduinzis said:

 

yeah, I gave up on that. I mean almost the entire comment section of the mod consists of people having issues.

 

what do you mean by enc ?

 

Also generally thinking if I have time, I might edit a few npcs that are more relevant. Though I dont know shit about ck.

The replacers are decent enough. been having issues with the ulfric and cicero ones, though I suspect its an error on my part.

Funny enough that Skyfem changes the names, which probably results in npcs being marked as missing, since the game cant find the correct names (supposing the actual header or whatevers name got changed) .

But for that you can probably get some npc plugin that lets you change the names ingame. not immersive, and takes till eternity, but possible.

 

As for missing voices, couldnt care less. Maybe one day I will stumble upon a Vxsynt plugin or something along those lines, that removes all voices

that are text/quest related, and only keeps the generic conversations and calls.

so basically half silent skyrim.

 

ah yes the possibilities. If only mans got the knowledge....

 

 

 

 

enc means Encounter, and it's a prefix in actor IDs in CK. Names are separate from IDs, so renaming theoretically does nothing, but there are conditions, I think, which can look for names, and if they fail to find them. The problem with names is that you need to find every NPC mentioning them. The Lazy Voice Finder can help find these, but it would be a tedious process. Both for resynthetizing the voices and silencing them (for the generic lines only version)... And also pronouns. I suppose the simplest way would probably to take all male voicetype dialogue and let it synthetize for a few female voice types, rename and overwrite, so you don't have to do anything... but then we'd have to revert alll the NPC voicetypes in my mod back to male, and it would also mean that any remaining males would speak in a female voice. Editing the names and pronouns would of course have to be done by hand, so still a monumentous task. Maybe an AI could do this, but I'm not an expert on that.

Edit:
The change back to male voicetype is necessitated by the fact that the voice files have unique IDs, which would change with a new voicetype, so you'd have to reassign those in CK for every single conversation... a lot of things can easily go wrong here...
But I'm nothing but an amateur myself, maybe there are ways and tools I'm not aware of.

Edited by gargamel9
Posted
9 hours ago, gargamel9 said:

enc means Encounter, and it's a prefix in actor IDs in CK. Names are separate from IDs, so renaming theoretically does nothing, but there are conditions, I think, which can look for names, and if they fail to find them. The problem with names is that you need to find every NPC mentioning them. The Lazy Voice Finder can help find these, but it would be a tedious process. Both for resynthetizing the voices and silencing them (for the generic lines only version)... And also pronouns. I suppose the simplest way would probably to take all male voicetype dialogue and let it synthetize for a few female voice types, rename and overwrite, so you don't have to do anything... but then we'd have to revert alll the NPC voicetypes in my mod back to male, and it would also mean that any remaining males would speak in a female voice. Editing the names and pronouns would of course have to be done by hand, so still a monumentous task. Maybe an AI could do this, but I'm not an expert on that.

Edit:
The change back to male voicetype is necessitated by the fact that the voice files have unique IDs, which would change with a new voicetype, so you'd have to reassign those in CK for every single conversation... a lot of things can easily go wrong here...
But I'm nothing but an amateur myself, maybe there are ways and tools I'm not aware of.

 

 

So conditions that trigger quests or certain behaviors?

 

Also whyd we have to revert all back? Probably just would have to change the ones that arent changed by this mod, and make it a patch or somth.

 

Though that will take a huge amount of time, and anything bodyslide or config related already makes my eyes bleed enough.

Its just major ass that theres no multi select for batching builds still, and its filtering is kinda low.

thats tedious enough if you ask me.

 

So Ill stick to accepting that this will probably never exist. lest Id do it, and I sure as sht wont.

 

Posted
7 hours ago, yamaiduinzis said:

 

 

So conditions that trigger quests or certain behaviors?

 

Also whyd we have to revert all back? Probably just would have to change the ones that arent changed by this mod, and make it a patch or somth.

 

Though that will take a huge amount of time, and anything bodyslide or config related already makes my eyes bleed enough.

Its just major ass that theres no multi select for batching builds still, and its filtering is kinda low.

thats tedious enough if you ask me.

 

So Ill stick to accepting that this will probably never exist. lest Id do it, and I sure as sht wont.

 

Precisely. It's about time. Doing all would possibly take less time than separating those affected. In any case, anyone is welcome to improve upon my mod, use, share...

Posted
7 hours ago, gargamel9 said:

Precisely. It's about time. Doing all would possibly take less time than separating those affected. In any case, anyone is welcome to improve upon my mod, use, share...

 

Yeap. Completion of my modlist is so far in the future, cause theres just so much stuff, that either doesnt exist, or just in some half assed or LE version. or both.

 

Also I see you were being diligent again. 144 npcs is a shit ton of work, thx matey much appreciation. 

 

 

Posted
1 hour ago, yamaiduinzis said:

 

Yeap. Completion of my modlist is so far in the future, cause theres just so much stuff, that either doesnt exist, or just in some half assed or LE version. or both.

 

Also I see you were being diligent again. 144 npcs is a shit ton of work, thx matey much appreciation. 

 

 

Thanks. It's way more than 144, though. Should be 666 (just ended up at this number no longer finding any more generic seeming NPCs). Definitely took a good amount of time :D

Posted (edited)
On 2/28/2024 at 9:06 PM, gargamel9 said:

Thanks. It's way more than 144, though. Should be 666 (just ended up at this number no longer finding any more generic seeming NPCs). Definitely took a good amount of time :D

 

ah so todd is indeed the devil.  And my dumbass thought, I was being paranoid, when I felt my spanish inquisition senses tingle.

 

where tf is father garcia when you need him....

Edited by yamaiduinzis
  • 1 month later...
Posted

Could this be used in addition with other male-overwrite mods, so mod NPCs are covered? And is there any way to bring back argonians? (I'm fine with no cats though).

Posted
On 4/2/2024 at 8:26 AM, lindazana said:

Could this be used in addition with other male-overwrite mods, so mod NPCs are covered? And is there any way to bring back argonians? (I'm fine with no cats though).

To my (fairly shallow) understanding, any mods which overwrite generic NPCs should be compatible, with the ones higher in the load order taking precedence, but I'm not 100% sure on that.
As for the Angorians, unfortunately, the only way is to either delete or reverse the records I made. Deleting them in Xedit should be quickest, but still quite a hassle. I'm definitely not doing it. If you do, please, do share it as a patch for like-minded people. Thanks!

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