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Posted

Been playing around with it and it works fine on the switching.  Only weird one was when it swapped when I was sleeping, it stood me up in but I was actually laying down.  Did not  cause a problem but possibly have it not trigger if actor is sitting or laying down.

 

I'd also love to see height changes on the swap is possible.

Posted (edited)
10 hours ago, Zanallyth said:

Been playing around with it and it works fine on the switching.  Only weird one was when it swapped when I was sleeping, it stood me up in but I was actually laying down.  Did not  cause a problem but possibly have it not trigger if actor is sitting or laying down.

 

I'd also love to see height changes on the swap is possible.

Yeah, true form curse did check on conditional stuff and postponed the tf. Right now the way my code is written it's kinda iffy to add that without declaring new variables and making more salad out of it, i am thinking of changing it to an event to event update instead of regular time intervals.

 

Hm, i wonder if height is saved in the racemenu presets that you have to make. Or if another mod that sets height for all characters will influence the player too. 

I think it shouldn't be too hard to make another slider since it's something i can simply change through consoleuitil.

Edited by usr1234567
Posted

The more i study my code, the more i realize the ideas are quite similar to trueformcurse, just with less moving parts in terms of presets on my end and some more in tf-time options.

 

I could swear that sex-swapping in TFC was broken though, but it could've also been an error on my part not setting up a preset properly.

Posted
3 hours ago, usr1234567 said:

The more i study my code, the more i realize the ideas are quite similar to trueformcurse, just with less moving parts in terms of presets on my end and some more in tf-time options.

 

I could swear that sex-swapping in TFC was broken though, but it could've also been an error on my part not setting up a preset properly.

I agree with this.  I do like true  form curse concept but its timers are no where near as good as yours.  

Posted
1 hour ago, Zanallyth said:

I agree with this.  I do like true  form curse concept but its timers are no where near as good as yours.  

Well, then there is at least there is some valid reason for this Mod to exist beyond me just learning to code with ck and papyrus :D

Posted

What i've been thinking about doing as a new step is maybe to see if i can make a sort of 'alter ego' system where your skills are also changed when changing forms. I got a cool idea for a quest mod, but it hinges a bit on how much i may break skyrim in the process of implementimg this.

Posted
1 hour ago, Coding_Onion said:

What i've been thinking about doing as a new step is maybe to see if i can make a sort of 'alter ego' system where your skills are also changed when changing forms. I got a cool idea for a quest mod, but it hinges a bit on how much i may break skyrim in the process of implementimg this.

I seem to frequently suggest this to no avail, but the author of YPS immersive piercing/fashion has an independent mod, YPS Thoughts, that has the player give mental commentary. It's a potentially great way to increase immersion, and it can be tailored to go in any of multiple directions the player might wish to follow. Other mods are likewise springing up that offer some of the flavor of a quest but without traditional quest objectives. 

With the structure of the comments established, users can contribute thoughts to flesh out the possibilities, and AI can also assist in this.

Quick example, with the condition of the player changed from M to F, feminine thoughts start to occur and may continue under that condition with the frequency determined by a slider (among other things).

Posted

A small incompatibility on the newest one while using the Go To Bed mod.  Go To Bed mod has your character lay down in bed before you can sleep, so if you switch while you are laying in bed, you get in a weird state where you are stuck in isometric view outside of your body and have to find a bed, chair, crafting bench, or transform into a werewolf to have the camera go back to normal.   I tried having it go off sitting but no issue there.

 

So right now, I'd say using your mod with Goto Bed https://www.nexusmods.com/skyrimspecialedition/mods/4224 has a conflict if you are sleeping when it goes off.

Posted
On 8/20/2025 at 4:03 AM, Coding_Onion said:

Glad you like the idea :D

Just curious, what would an ideal version of this mod do for you? A seamless change of the character model between races?

Hmm, I think ideally it'd allow you to initially make the two "forms" you're transforming between. So say for example, my initial race(Base form) is nord I make my nord, done. Then, I make the character or whatever that base form is changing to, for example lets say High Elf. So whenever the mod goes into effect, I am changing between the Nord I made and the High Elf I made, without having to necessarily be forced into racemenu everytime. Idk if a simple transformation mod can do like that. 

Posted (edited)
5 hours ago, Zanallyth said:

A small incompatibility on the newest one while using the Go To Bed mod.  Go To Bed mod has your character lay down in bed before you can sleep, so if you switch while you are laying in bed, you get in a weird state where you are stuck in isometric view outside of your body and have to find a bed, chair, crafting bench, or transform into a werewolf to have the camera go back to normal.   I tried having it go off sitting but no issue there.

 

So right now, I'd say using your mod with Goto Bed https://www.nexusmods.com/skyrimspecialedition/mods/4224 has a conflict if you are sleeping when it goes off.

Thanks for bringing it up, will make a known bug section.

Right now i feel like i don't have the time on my hand to go into it if it's more than a 'check if animation is playing and then wait some time' to fix it or if it's a an animation from the mod specifially.

 

That being said, seing your character actually sleep seems kinda important in terms of immersion.

 

The quickest but worst bandade-fix i can come up with is to simply bring back the debug-messages so you can use the mod without any advanced functionality apart from being reminded 'hey, please transform yourself now' when it is time for that.

Not pretty, but at least there is a base function thst doesn't really break anything.

Edited by Coding_Onion
Posted
51 minutes ago, Faythsdream said:

Hmm, I think ideally it'd allow you to initially make the two "forms" you're transforming between. So say for example, my initial race(Base form) is nord I make my nord, done. Then, I make the character or whatever that base form is changing to, for example lets say High Elf. So whenever the mod goes into effect, I am changing between the Nord I made and the High Elf I made, without having to necessarily be forced into racemenu everytime. Idk if a simple transformation mod can do like that. 

Hm, good question. 

If it is as easy as using the 'setrace' function and then applying a preset it may be possible, but i got no clue if it is. 

(I am in fear of texture and skillpoint mismatch)

Have you checked out 'trueformcurse'?

I think that Mod let's you set a race accompaning your presets in the menu.

Posted
8 hours ago, ArgyleSmith said:

I seem to frequently suggest this to no avail, but the author of YPS immersive piercing/fashion has an independent mod, YPS Thoughts, that has the player give mental commentary. It's a potentially great way to increase immersion, and it can be tailored to go in any of multiple directions the player might wish to follow. Other mods are likewise springing up that offer some of the flavor of a quest but without traditional quest objectives. 

With the structure of the comments established, users can contribute thoughts to flesh out the possibilities, and AI can also assist in this.

Quick example, with the condition of the player changed from M to F, feminine thoughts start to occur and may continue under that condition with the frequency determined by a slider (among other things).

Honestly, that's kind of cool, but it seems like a lot of work to make actually something that reacts to conditions and feels like good/matching writing for the dragonborne (after all this is still skyrim).

Great idea, but not in my personal focus and/or scope right now.

I was thinking more along the lines of mechanically having two differnet sets of stats between the characters though

(but idk what bug that may entail)

Posted
12 hours ago, Zanallyth said:

A small incompatibility on the newest one while using the Go To Bed mod.  Go To Bed mod has your character lay down in bed before you can sleep, so if you switch while you are laying in bed, you get in a weird state where you are stuck in isometric view outside of your body and have to find a bed, chair, crafting bench, or transform into a werewolf to have the camera go back to normal.   I tried having it go off sitting but no issue there.

 

So right now, I'd say using your mod with Goto Bed https://www.nexusmods.com/skyrimspecialedition/mods/4224 has a conflict if you are sleeping when it goes off.

This might be a bit of a technical question, but do you know if this mod sets the payer into a sleep state that i could call with 'GetSleepState'? If yes, i could as a bandade fix simply stall the function for a couple of seconds while urging the player to get up- for a more elegant solution i may have to rewrite the entire code (which is on my list, but it won't be soon).

Posted
1 hour ago, Coding_Onion said:

This might be a bit of a technical question, but do you know if this mod sets the payer into a sleep state that i could call with 'GetSleepState'? If yes, i could as a bandade fix simply stall the function for a couple of seconds while urging the player to get up- for a more elegant solution i may have to rewrite the entire code (which is on my list, but it won't be soon).

When clicking the bed which lays you down and checking states:

GetSleeping >> 3.00

 

Getting out of bed

GetSleeping >> 0.00

 

Also, if you get bored, besides the height you added, can you add another slider for player.setnpcweight 

Posted
5 hours ago, Zanallyth said:

When clicking the bed which lays you down and checking states:

GetSleeping >> 3.00

 

Getting out of bed

GetSleeping >> 0.00

 

Also, if you get bored, besides the height you added, can you add another slider for player.setnpcweight 

Okay, was easier than anticipated, used a while-loop. Just be careful to not spend 200 days sitting and skipping time, this may run the script 200 times at the same time, resolving them the instant you get up.

Posted
25 minutes ago, Coding_Onion said:

Okay, was easier than anticipated, used a while-loop. Just be careful to not spend 200 days sitting and skipping time, this may run the script 200 times at the same time, resolving them the instant you get up.

Initial tests, it works.  Slept two hours after the trigger time, did not fire until I got out  of bed.

Posted

Playing with it for a while and it ran great up until right now where it is switching back and forth every every 30 seconds.  Unchecked Event 1 and 2, uncheck natural progression, lowered the percentages, ran a repair, etc, still switching every 30 seconds.

 

Stopped the mod, restarted the mod, still switching.

 

Saved, quit the game, got back in, still switching.  Only option will be to remove and clean the save.

Posted (edited)
4 hours ago, Zanallyth said:

Playing with it for a while and it ran great up until right now where it is switching back and forth every every 30 seconds.  Unchecked Event 1 and 2, uncheck natural progression, lowered the percentages, ran a repair, etc, still switching every 30 seconds.

 

Stopped the mod, restarted the mod, still switching.

 

Saved, quit the game, got back in, still switching.  Only option will be to remove and clean the save.

Okay, then that's probably due to the last update?

Like i said, what i did may result in the script running multiple times at once and i added more than just the sleeping condition (riding and combat too). 

Maybe i will walk it back to just displaying a warning message, delaying, and then going on with the script instead of looping (possibly triggering the bug).

Didn't wanted to do that that way due to unimmersive text, but if 4.4 was stable and 4.5 not, might as well do it.

 

Could be also that i forgot something with the timer (event 2 is kinda iffy too rn for the prolong case), i didn't really had a lot of time to use it in a playthrough myself. 

Basically rewriting the base code is still an my list.

Thanks and good to know!

 

I think i will change the update time to 1 hour again (the shorter intervalls may be cause of this) and do the animation-warning thing for now.

Edited by Coding_Onion
Posted
10 hours ago, Coding_Onion said:

Okay, then that's probably due to the last update?

Like i said, what i did may result in the script running multiple times at once and i added more than just the sleeping condition (riding and combat too). 

Maybe i will walk it back to just displaying a warning message, delaying, and then going on with the script instead of looping (possibly triggering the bug).

Didn't wanted to do that that way due to unimmersive text, but if 4.4 was stable and 4.5 not, might as well do it.

 

Could be also that i forgot something with the timer (event 2 is kinda iffy too rn for the prolong case), i didn't really had a lot of time to use it in a playthrough myself. 

Basically rewriting the base code is still an my list.

Thanks and good to know!

 

I think i will change the update time to 1 hour again (the shorter intervalls may be cause of this) and do the animation-warning thing for now.

I kept the save that was having issues so let me know if you need me test anything against it or pull any values.

Posted
8 minutes ago, Zanallyth said:

I kept the save that was having issues so let me know if you need me test anything against it or pull any values.

Could you try to deativate the mod and let it run for a while? My guess is that there have been multiple instances of the script qued at the same time because my while-loop fix for the laying down animation was sloppy. But if i am correct it should stop once all instances of the script have run their course once the mod is deacrivated (habe you ridden a horse before all of this happened perchance?)

 

I tried to 'fix' it in the last patch, now there is a stern warning message that shouldn't lead to this issue. (To be safe i prolonged the update interval to hourly instead of 10 min too)

I think i will add the weight sliders and a temporary 'end' to the mod in form of a potion and then go over to rewriting some code.

Posted
32 minutes ago, Coding_Onion said:

Could you try to deativate the mod and let it run for a while? My guess is that there have been multiple instances of the script qued at the same time because my while-loop fix for the laying down animation was sloppy. But if i am correct it should stop once all instances of the script have run their course once the mod is deacrivated (habe you ridden a horse before all of this happened perchance?)

 

I tried to 'fix' it in the last patch, now there is a stern warning message that shouldn't lead to this issue. (To be safe i prolonged the update interval to hourly instead of 10 min too)

I think i will add the weight sliders and a temporary 'end' to the mod in form of a potion and then go over to rewriting some code.

Sure, I'll do that now.  I also sent you a message so please check that out when able.

Posted

I disabled it, changed my timescale to 200000 for a bit so around 2 weeks or so passed by, changed timescale back to 20 then enbled the mod again.  About 1 minutes after turning it back on it kicked off a change but is no longer doing them ever 30 seconds, so does sound like a loop running wild.

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