jib_buttkiss Posted November 20, 2023 Author Posted November 20, 2023 (edited) 11 minutes ago, foreveraloneguy said:  YPS 6.5.4.2 on SE.  I thought you pointed to the disable player control bit of code in slavetats? The message you linked to said to comment it out, if that was you.  Ok, cool. I'll dig into the suppression code later today.  Oh, right, sorry. (having like 5 conversations with 4 people, it can be hard to keep track!). I can't speak for the functionality of the tweak itself, I just chased it down after HBof mentioned it existing. Did you download WaxenFigure's file or comment out line 1251 of SlaveTats.psc yourself? Looks like WaxenFigure's tweak only cancels the menu block when the notifications are silent- and they aren't. In 1.7.3 I'll silence them so that patch can be compatible as-is. Edited November 20, 2023 by jib_buttkiss
foreveraloneguy Posted November 20, 2023 Posted November 20, 2023 2 hours ago, jib_buttkiss said:  Ok, cool. I'll dig into the suppression code later today.  Oh, right, sorry. (having like 5 conversations with 4 people, it can be hard to keep track!). I can't speak for the functionality of the tweak itself, I just chased it down after HBof mentioned it existing. Did you download WaxenFigure's file or comment out line 1251 of SlaveTats.psc yourself? Looks like WaxenFigure's tweak only cancels the menu block when the notifications are silent- and they aren't. In 1.7.3 I'll silence them so that patch can be compatible as-is.  Yeah, that's the change I backed out to see if that's what broke makeup being applied.  But the way I read that code is that it only disables the player controls when the notification is not silent. If the notification is silent, it shouldn't trigger the the call to game.disableplayercontrols.
Okshi91 Posted November 20, 2023 Posted November 20, 2023 4 hours ago, jib_buttkiss said: Well that's not great. I wonder how long that's been missing for? I'll put it in at the bimbofication trigger so that blocked NPCs still gain corruption, but never actually bimbofy. Â Honestly, it's probably my fault - the check was originally a part of the cloak spell's conditions and I forgot to mirror it to the corruption event
Brammer001 Posted November 20, 2023 Posted November 20, 2023 I'm on 1.7.2, yes. I installed the no static morphs patch and that seemed to have fixed the crashes somehow. As for the whole cure quest, i understand completely, it's your mod and you can have it exactly as you like. The concept of a cure quest started with the idea of having the bimbofied and non-bimbo player be two seperate entities somehow, which led to thinking about how such a situation could be created, and the idea of a cure quest made sense. In regards to the"don't want to be cured" thing, it could be made so that having morella as a follower would be a requirement maybe, as perhaps she might want her normal girlfriend back. Long story short, all i'd really love to see is a bimbo-player NPC's that's also a follower. would be an interesting dynamic. Thanks for taking your time to respond.
SkyAddiction Posted November 20, 2023 Posted November 20, 2023 (edited) 8 hours ago, jib_buttkiss said: I've had a few people report the makeup not reapplying. I hadn't actually looked at it yet until just now, but it might be because the code triggers the permanent makeup event before applying the makeup.  I'm kind of surprised the tonic does anything other than disable the force-greets and bimbo dialogues to begin with. As a suppressant, wouldn't it leave the physical changes alone?  It might even be more interesting to have NPCs treat the player as the sex object they look to be, only to have the player get the option to blow up on them because they are not in fact a sex-obsessed fiend at that moment.  Also, regarding Slavetats taking bonkers amounts of time to process, I kind of feel it's also dependent on the number of overlays specified in the skee64.ini (for SE at least). It's been a while, but I'm pretty sure I had that problem after setting the allowed overlays to some ridiculous number (64? 128? Can't really remember) I didn't really need, and it went away after I changed it back. As in maybe it checks every potential slot and not just currently used ones? I'm not sure how safe changing those would be for testing in existing games without first clearing all tats in Slavetats and all overlays using "showracemenu" though.  Anyway, I have mine set to 32, 8, 8, 32 for Body, Hands, Feet, Face, and I don't get the dreaded Slavetats lag. That's more than enough to handle all cosmetic overlays and enough tats to make the point without looking like a wall of graffiti.  Edit:  I just confirmed my Slavetats suspicion.  At 32, 8, 8, 32 overlays in the skee64.ini as above, it takes about 4s to process a change. At 128, 16, 16, 128, it took over 30s(!) to process. If people are having problems with Slavetats processing times, the easiest potential solution is to lower the number of available overlays. Edited November 20, 2023 by SkyAddiction Testing!
Jerkin Posted November 20, 2023 Posted November 20, 2023 (edited) Been running into an issue in my Legendary Edition playthrough with NPC name changes on followers. After a name change, dismissing or recruiting a follower can cause the name to disappear and make them uninteractable. Might be an issue with my particular mod setup (it's functional, but my overall load order might be a bit messed up). Still, I figured I would document it in case it's helpful for debugging the disappearing names. Recruiting a follower with a changed name consistently causes the NPC to become completely uninteractable. The console sometimes shows the original name when the NPC is selected, and sometimes shows the new name. The uninteractable error occurs in both cases. The Reset Name MCM fix doesn't work for me. The option will appear when selecting a currently recruited follower, but the option disappears when I dismiss and re-recruit the follower. In each case I was using increased follower limits. I tried a couple of frameworks to see if the error was reproducible, and the issue occurred with both AFT and Increased Follower Limit. The effect can chain to other followers. Recruiting a single follower can cause two other pre-existing followers to become uninteractable as well. Follower recruiting/dismissal works normally when I disable name changes on the NPCs. For readability's sake, I'll cut it off there. If that info seems useful, then I can post more details later.  Thanks for making this mod! I've been enjoying it a lot, and I'm looking forward to future updates!  Edited November 20, 2023 by Jerkin
jib_buttkiss Posted November 20, 2023 Author Posted November 20, 2023 2 hours ago, Brammer001 said: I'm on 1.7.2, yes. I installed the no static morphs patch and that seemed to have fixed the crashes somehow. As for the whole cure quest, i understand completely, it's your mod and you can have it exactly as you like. The concept of a cure quest started with the idea of having the bimbofied and non-bimbo player be two seperate entities somehow, which led to thinking about how such a situation could be created, and the idea of a cure quest made sense. In regards to the"don't want to be cured" thing, it could be made so that having morella as a follower would be a requirement maybe, as perhaps she might want her normal girlfriend back. Long story short, all i'd really love to see is a bimbo-player NPC's that's also a follower. would be an interesting dynamic. Thanks for taking your time to respond.  Glad the crashing stopped.  It's a funny idea for a follower, but the player is basically a blank slate personality. Surely a bimbo-player follower would just be, well, any old bimbo?  1 hour ago, SkyAddiction said:  I'm kind of surprised the tonic does anything other than disable the force-greets and bimbo dialogues to begin with. As a suppressant, wouldn't it leave the physical changes alone?  It might even be more interesting to have NPCs treat the player as the sex object they look to be, only to have the player get the option to blow up on them because they are not in fact a sex-obsessed fiend at that moment.  Also, regarding Slavetats taking bonkers amounts of time to process, I kind of feel it's also dependent on the number of overlays specified in the skee64.ini (for SE at least). It's been a while, but I'm pretty sure I had that problem after setting the allowed overlays to some ridiculous number (64? 128? Can't really remember) I didn't really need, and it went away after I changed it back. As in maybe it checks every potential slot and not just currently used ones? I'm not sure how safe changing those would be for testing in existing games without first clearing all tats in Slavetats and all overlays using "showracemenu" though.  Anyway, I have mine set to 32, 8, 8, 32 for Body, Hands, Feet, Face, and I don't get the dreaded Slavetats lag. That's more than enough to handle all cosmetic overlays and enough tats to make the point without looking like a wall of graffiti.  Edit:  I just confirmed my Slavetats suspicion.  At 32, 8, 8, 32 overlays in the skee64.ini as above, it takes about 4s to process a change. At 128, 16, 16, 128, it took over 30s(!) to process. If people are having problems with Slavetats processing times, the easiest potential solution is to lower the number of available overlays.  I considered that for the tonic, but figured that for the way people want to use it, it was better if it fully cleaned you up (even if it shouldn't!). It was only because people kept asking for an outright cure (that I refuse to do!) that I added it.  For Slavetats, I wonder why it locks the menu while it processes, given that it can take that long. Monoman and WaxenFigure didn't come up with an answer in that thread, just decided that there was probably a good reason that they were happy to ignore- and I'm with them on that.  1 hour ago, Jerkin said: Been running into an issue in my Legendary Edition playthrough with NPC name changes on followers. After a name change, dismissing or recruiting a follower can cause the name to disappear and make them uninteractable. Might be an issue with my particular mod setup (it's functional, but my overall load order might be a bit messed up). Still, I figured I would document it in case it's helpful for debugging the disappearing names. Recruiting a follower with a changed name consistently causes the NPC to become completely uninteractable. The console sometimes shows the original name when the NPC is selected, and sometimes shows the new name. The uninteractable error occurs in both cases. The Reset Name MCM fix doesn't work for me. The option will appear when selecting a currently recruited follower, but the option disappears when I dismiss and re-recruit the follower. In each case I was using increased follower limits. I tried a couple of frameworks to see if the error was reproducible, and the issue occurred with both AFT and Increased Follower Limit. The effect can chain to other followers. Recruiting a single follower can cause two other pre-existing followers to become uninteractable as well. Follower recruiting/dismissal works normally when I disable name changes on the NPCs. For readability's sake, I'll cut it off there. If that info seems useful, then I can post more details later.  Thanks for making this mod! I've been enjoying it a lot, and I'm looking forward to future updates!   Interesting. I'm aware of the no-name bug, but I can never get it consistently. Even doing what you've described there doesn't cause it (and I use AFT). A few quick questions:  -Are you on 1.7.2? I made a small change to the renaming from 1.7.1 > 1.7.2 that might have helped. -By "recruiting" a follower, do you mean using the Follow Me dialogue option? (not unlocking the NPC as a follower for the first time) -Can you use the Reset Name debug spell on a no-named follower and see if it helps? (the MCM button should be giving it to you, but if not you can use player.addspell xxa9827d in the console.)  1
SkyAddiction Posted November 20, 2023 Posted November 20, 2023 1 minute ago, jib_buttkiss said: I considered that for the tonic, but figured that for the way people want to use it, it was better if it fully cleaned you up (even if it shouldn't!). It was only because people kept asking for an outright cure (that I refuse to do!) that I added it. Â For Slavetats, I wonder why it locks the menu while it processes, given that it can take that long. Monoman and WaxenFigure didn't come up with an answer in that thread, just decided that there was probably a good reason that they were happy to ignore- and I'm with them on that. Â Ah. I was one of those people, lol. I thought it would be more epic if you could save yourself and more savage if re-bimboification created a doom loop. Â I get why you do things the way you do, I just haven't had the curse trigger since you implemented the tonic so I had no idea what it did and the full suppressive effect surprised me. My only interaction with it so far was to alter the recipe a bit because dragon bone is absurdly rare in my setup. I didn't actually check to see what exactly it did. Â Back to Slavetats, my guess is to keep players from adding visual effects and more overlays while the mod is working. It's why I don't necessarily think adjusting the number of overlays in the .ini should be done without ensuring there aren't overlays over the new intended limit. Maybe Skyrim doesn't care. Maybe it spits out an error but is otherwise fine. Maybe you get stuck with a smurf for a character and you can't fix it unless you know exactly where to edit that save. They probably just didn't want to take a chance on the chaos and decided it's not worth the potential bug reports. Â Anyway, reducing the overlay limits cuts out the lag, so hopefully that solves a few problems here.
jib_buttkiss Posted November 20, 2023 Author Posted November 20, 2023 12 hours ago, foreveraloneguy said: Second, I got the bimbo tonic from holdan and drank it and reverted to pre-bimbo just fine. But after it wore off, slavetats isn't re-applying the makeup. Body tattoo does get reapplyed. Now I'm getting messages about my lipstick and eyeshadow having worn off, but they still don't get reapplyed so I'm stuck with the debuff from not being properly dressed. If I try to apply YPS makeup, I get a message about slavetats being busy, but I can make changes in slavetats.  Annoyingly, for me it is reapplying correctly. I've made some edits to the script that might help? Give this a shot. CC_PCBimboSuppression.pex
foreveraloneguy Posted November 20, 2023 Posted November 20, 2023 (edited) 2 hours ago, jib_buttkiss said:  Annoyingly, for me it is reapplying correctly. I've made some edits to the script that might help? Give this a shot. CC_PCBimboSuppression.pex 14.46 kB · 0 downloads  No joy. Drank a tonic, triggered the curse to come back, still getting the messages.  Which script applies the effects? I can look there and play around a bit to see if I can figure anything out because the only other thing I can think of is that it could be something with YPS 6.5.4.2 since emily mentioned something about "fixing the colors" in this last patch. Edited November 20, 2023 by foreveraloneguy
jib_buttkiss Posted November 20, 2023 Author Posted November 20, 2023 13 minutes ago, foreveraloneguy said:  No joy. Drank a tonic, triggered the curse to come back, still getting the messages.  Which script applies the effects? I can look there and play around a bit to see if I can figure anything out because the only other thing I can think of is that it could be something with YPS 6.5.4.2 since emily mentioned something about "fixing the colors" in this last patch.  Maybe it is the latest version of YPS. I'm still on 6.4 since I haven't needed any of the newer features yet, so I wouldn't catch it.  The makeup reapply after suppress is in that CC_PCbimboSuppression script. In that version I just send I moved the Permanent Makeup event to after the applyMakeup events, and send an unlockMakeup before that to really make sure.  The checks to enforce makeup are in CC_BimboOutfitControl, starting on line 261. It's just a series of if StorageUtil.GetStringValue(None, "yps_EyeShadowColor") == ""  then play a message and apply new makeup  statements, for each makeup type. It's odd that the message would play but the makeup not apply.
foreveraloneguy Posted November 20, 2023 Posted November 20, 2023 (edited) 48 minutes ago, jib_buttkiss said:  Maybe it is the latest version of YPS. I'm still on 6.4 since I haven't needed any of the newer features yet, so I wouldn't catch it.  The makeup reapply after suppress is in that CC_PCbimboSuppression script. In that version I just send I moved the Permanent Makeup event to after the applyMakeup events, and send an unlockMakeup before that to really make sure.  The checks to enforce makeup are in CC_BimboOutfitControl, starting on line 261. It's just a series of if StorageUtil.GetStringValue(None, "yps_EyeShadowColor") == ""  then play a message and apply new makeup  statements, for each makeup type. It's odd that the message would play but the makeup not apply.  I saw those events come through on the console, but the makeup wasn't applied between them. Maybe a register for update and wait until slavetats is done with everything before locking the makeup again? I might also try keeping the makeup unlocked until the first check then lock it after making sure it's applied. I also saw the same "slavetats is busy" messages if I try applying anything manually. IIRC, with YPS and locked makeup, I used to get a message from YPS saying I couldn't change my makeup. That was back when I was using sexlab hormones and he also locks the makeup once the bimbo transformation sets in. Edited November 20, 2023 by foreveraloneguy
botticelli Posted November 20, 2023 Posted November 20, 2023 cc_MCM_quest: spell property CC_ResetBimboName is not bound and no spell is added when pressing "Reset name for..."
foreveraloneguy Posted November 20, 2023 Posted November 20, 2023 (edited) Tried unlocking the makeup before each of the calls to apply makeup in CC_BimboOutfitControl when it's missing, then locked after all the calls. No change. I also noticed that YPS says my toenail polish is cracking when I check via the yps mirror, so that's another thing.  Also tried adding unlock events for makeup to those two scripts and still no change, even when using the makeover event. I do see the makeup unlock events printing to the screen, so I know it's hitting that part of the code. It just never applies new makeup. I'm also not sure what "my favorite color" is in the call to the makeup apply event. So it seems like it's maybe somewhere else in the code, or else 6.5.4.2 is broken somehow. I was using that version during bimbofication and makeup was being applied to my PC. At this point, I'm not really sure where to go or where to look for an answer.  As a reminder, I'm also on SE which may or may not make any difference. Edited November 20, 2023 by foreveraloneguy
AphroditesEye Posted November 20, 2023 Posted November 20, 2023 5 hours ago, jib_buttkiss said: I considered that for the tonic, but figured that for the way people want to use it, it was better if it fully cleaned you up (even if it shouldn't!). It was only because people kept asking for an outright cure (that I refuse to do!) that I added it Damn that's actually kind of a shame because I think I would have liked the suggested setting of looking the same but having new dialogue a little more
silverstorm11111 Posted November 20, 2023 Posted November 20, 2023 (edited) On 11/18/2023 at 11:13 PM, jib_buttkiss said: In the CC_ModBimboCorruption event, the only time gender comes into it is when the indicator spell is added and the curse triggered, so it should be working fine. Do you get the same issue if your player is female? An easy way to immediately generate a corruption gain event for testing is to drink a Dremora cum potion- and I think 10 will large ones will take you to 100. So I tried this process with both a male and and female PC. For a female PC, the corruption gain works correctly. For a male PC though, the corruption is not being updated - it is always logged as 0 in both your scripts and in mine. It seems like the call to update the player's bimbo score is not getting called for a male PC, since that would realistically be the thing that prevents the global variable from being updated. I also tested this same case without my esp activated, and got the same result - a male player's corruption value is not being updated properly. Edited November 20, 2023 by silverstorm11111
H Bof Posted November 20, 2023 Posted November 20, 2023 7 hours ago, foreveraloneguy said: Tried unlocking the makeup before each of the calls to apply makeup in CC_BimboOutfitControl when it's missing, then locked after all the calls. No change. I also noticed that YPS says my toenail polish is cracking when I check via the yps mirror, so that's another thing.  Also tried adding unlock events for makeup to those two scripts and still no change, even when using the makeover event. I do see the makeup unlock events printing to the screen, so I know it's hitting that part of the code. It just never applies new makeup. I'm also not sure what "my favorite color" is in the call to the makeup apply event. So it seems like it's maybe somewhere else in the code, or else 6.5.4.2 is broken somehow. I was using that version during bimbofication and makeup was being applied to my PC. At this point, I'm not really sure where to go or where to look for an answer.  As a reminder, I'm also on SE which may or may not make any difference. Honestly I'm shocked that YPS even applied anything in the first place. Ever since I switched to SE 2-3 years ago the makeup application in that mod has never worked for me since and it seems to be a common issue with SE that no one has found a fix (or at least a cause) for. Even with the mod being picked up again by the author and monoman's tweaked versions for SE never sorted it out. My uneducated guess is that it's some sort of hiccup between SE and YPS but I can't help you much more than that I've given up on trying to fix it for myself lol.
jib_buttkiss Posted November 20, 2023 Author Posted November 20, 2023 6 hours ago, botticelli said: cc_MCM_quest: spell property CC_ResetBimboName is not bound and no spell is added when pressing "Reset name for..."  Ah, thanks for that.  6 hours ago, foreveraloneguy said: Tried unlocking the makeup before each of the calls to apply makeup in CC_BimboOutfitControl when it's missing, then locked after all the calls. No change. I also noticed that YPS says my toenail polish is cracking when I check via the yps mirror, so that's another thing.  Also tried adding unlock events for makeup to those two scripts and still no change, even when using the makeover event. I do see the makeup unlock events printing to the screen, so I know it's hitting that part of the code. It just never applies new makeup. I'm also not sure what "my favorite color" is in the call to the makeup apply event. So it seems like it's maybe somewhere else in the code, or else 6.5.4.2 is broken somehow. I was using that version during bimbofication and makeup was being applied to my PC. At this point, I'm not really sure where to go or where to look for an answer.  As a reminder, I'm also on SE which may or may not make any difference.  The fact that it applies properly the first time, when the curse is applying, is what gets me. Even if the suppression misses it, why doesn't the later enforcement?  I might add a toggle for "enforce YPS makeup" just to quash the messageboxes for setup where this is happening, at least.  The "my favourite colour" is just a string that YPS uses when telling you what colour it's used in it's notifications, since it takes colours as hex codes. Since the curse might be applying any of a few colours (depending on what you picked in Makeover!) I just give it something generic to say.  2 hours ago, silverstorm11111 said: So I tried this process with both a male and and female PC. For a female PC, the corruption gain works correctly. For a male PC though, the corruption is not being updated - it is always logged as 0 in both your scripts and in mine. It seems like the call to update the player's bimbo score is not getting called for a male PC, since that would realistically be the thing that prevents the global variable from being updated. I also tested this same case without my esp activated, and got the same result - a male player's corruption value is not being updated properly.  Hmm. I'll take a deeper look into it.
silverstorm11111 Posted November 20, 2023 Posted November 20, 2023 14 minutes ago, jib_buttkiss said: Hmm. I'll take a deeper look into it. I'll also do some testing on my end, since maybe undoing my edits to the scripts may have caused some odd behavior - I'll reset those to the downloaded versions and see if that fixes male PCs gaining corruption properly.
jib_buttkiss Posted November 21, 2023 Author Posted November 21, 2023 9 minutes ago, silverstorm11111 said: I'll also do some testing on my end, since maybe undoing my edits to the scripts may have caused some odd behavior - I'll reset those to the downloaded versions and see if that fixes male PCs gaining corruption properly. Â That could be the case- because I did the simplest test I could (started a new game on a male character, spawned in a Dremora cum potion and drank it) and got successful corruption gains.
silverstorm11111 Posted November 21, 2023 Posted November 21, 2023 29 minutes ago, jib_buttkiss said: Â That could be the case- because I did the simplest test I could (started a new game on a male character, spawned in a Dremora cum potion and drank it) and got successful corruption gains. Could it also be a difference between LE and SE? I'm on SE, so I was curious.
foreveraloneguy Posted November 21, 2023 Posted November 21, 2023 (edited) 4 hours ago, jib_buttkiss said: The fact that it applies properly the first time, when the curse is applying, is what gets me. Even if the suppression misses it, why doesn't the later enforcement? Â I might add a toggle for "enforce YPS makeup" just to quash the messageboxes for setup where this is happening, at least. Â The "my favourite colour" is just a string that YPS uses when telling you what colour it's used in it's notifications, since it takes colours as hex codes. Since the curse might be applying any of a few colours (depending on what you picked in Makeover!) I just give it something generic to say. Â Another odd thing is that after the bimbo tonic and the curse taking over again, I don't get any messages from YPS about removing makeup or applying makeup even when doing a makeover event. I tried it on a save from before the tonic and I do get those messages. It's like somehow YPS doesn't know what to do so it just doesn't do anything. Â As another thought, the messages about slavetats being busy when trying to apply YPS makeup after drinking a bimbo tonic may be a clue. It's possible something causes YPS or slavetats to get into a stuck state when yps events are sent to slave tats. In the save from before I drank a bimbo tonic, I get the expected message that I need to remove the old makeup first. After the bimbo tonic, just slavetats is busy messages. Â On the toenail polish, I did a makeover and changed the color and almost immediately it came back and said that my toenail polish was chipping off. Edited November 21, 2023 by foreveraloneguy
Jerkin Posted November 21, 2023 Posted November 21, 2023 19 hours ago, jib_buttkiss said: -Are you on 1.7.2? I made a small change to the renaming from 1.7.1 > 1.7.2 that might have helped. -By "recruiting" a follower, do you mean using the Follow Me dialogue option? (not unlocking the NPC as a follower for the first time) -Can you use the Reset Name debug spell on a no-named follower and see if it helps? (the MCM button should be giving it to you, but if not you can use player.addspell xxa9827d in the console.) I am using 1.72. Due to the somewhat messy nature of this playthrough's mod setup, I might have missed cleaning up some files from an older version when I upgraded to 1.72. There might be some old files in there, but all of the 1.72 files should also be there. Yes. When I say recruiting, I'm talking about using the Vanilla "Follow me. I need your help." dialogue option Using the Reset Name debug spell does work to an extent. The spell successfully restores the name listed for the npc when they are selected in the console. Whenever I load a game, the console's listed name resets to the NPC's default, (e.g. Yssi resets to Ysolda). If I use the spell before a save/load, it restores the changed name. In the case of loading a save, I can go into the bimbo dialogue tree and tell the NPC to think about the name. This temporarily applies the name change again, although it doesn't modify the name listed in the console. Out of curiosity, I created a trimmed down version of my mod list and identified a couple of specific causes for the error: Â 1. Anytime I have the "Beyond Reach" mod enabled, the error occurs on recruiting any renamed follower, with or without follower framework mods enabled. This was pretty surprising to me, since recruiting renamed followers seems to work fine when I enable larger, more script-intensive mods. Â 2. Enabling AFT or Increased Follower Limits. Using either mod causes the issue whenever I recruit an NPC using the Vanilla follower system. In this case, I mean any followers where I choose "Follow me. I need your help." or recruit them after setting them to be managed with AFT. Serana's use of a separate "Come with me" dialogue instead of the vanilla system would exclude her from this instance of the error, and she could be recruited/dismissed multiple times without issue. Managing her with AFT causes her to be affected by the error. Â Â The renaming works in saves with all of my other mods enabled when I remove the Beyond Reach mod and the follower frameworks. I might be able to keep exploring the causes of the follower framework-centric errors sometime later. Â
jib_buttkiss Posted November 21, 2023 Author Posted November 21, 2023 3 hours ago, Jerkin said: I am using 1.72. Due to the somewhat messy nature of this playthrough's mod setup, I might have missed cleaning up some files from an older version when I upgraded to 1.72. There might be some old files in there, but all of the 1.72 files should also be there. Yes. When I say recruiting, I'm talking about using the Vanilla "Follow me. I need your help." dialogue option Using the Reset Name debug spell does work to an extent. The spell successfully restores the name listed for the npc when they are selected in the console. Whenever I load a game, the console's listed name resets to the NPC's default, (e.g. Yssi resets to Ysolda). If I use the spell before a save/load, it restores the changed name. In the case of loading a save, I can go into the bimbo dialogue tree and tell the NPC to think about the name. This temporarily applies the name change again, although it doesn't modify the name listed in the console. Out of curiosity, I created a trimmed down version of my mod list and identified a couple of specific causes for the error:  1. Anytime I have the "Beyond Reach" mod enabled, the error occurs on recruiting any renamed follower, with or without follower framework mods enabled. This was pretty surprising to me, since recruiting renamed followers seems to work fine when I enable larger, more script-intensive mods.  2. Enabling AFT or Increased Follower Limits. Using either mod causes the issue whenever I recruit an NPC using the Vanilla follower system. In this case, I mean any followers where I choose "Follow me. I need your help." or recruit them after setting them to be managed with AFT. Serana's use of a separate "Come with me" dialogue instead of the vanilla system would exclude her from this instance of the error, and she could be recruited/dismissed multiple times without issue. Managing her with AFT causes her to be affected by the error.   The renaming works in saves with all of my other mods enabled when I remove the Beyond Reach mod and the follower frameworks. I might be able to keep exploring the causes of the follower framework-centric errors sometime later.   I just realised that I had some testing code enabled when I was playing with this before, so you're actually right- enlisting a renamed NPC as a follower consistently leaves her nameless.  What I just don't get is why. There's tons of other mods that do this as well, and none of those have this issue. Both Slavetats and Scent of Sex do it, seemingly the exact same way as I do, and no problems there.  It seems to be related to SetDisplayName() - if I ditch that and use SetName() instead, this issue goes away (I've then gotta re-apply the name on every game launch then but that's fairly easy).   The problem I'm having now is that that seems to break the FaceTint fix for the hair headpart editing for some reason. @Okshi91, any ideas on that front? If it comes down to keeping one of the two features, I'll ditch the renaming, though obviously I'd prefer to not have to.
Chris2999 Posted November 21, 2023 Posted November 21, 2023 Sorry if this was asked before, but I did several searches and did not find it, or at least how to actually use it, what would be the console command to trigger the Bimbo curse on a Male NPC?
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