Coding_Onion Posted August 24, 2025 Author Posted August 24, 2025 6 minutes ago, Zanallyth said: 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. okay, using the suggested fix. that should mean i can hopefully update every 10 minutes again. better if i had made it as a chain of events that only gets called when needed anyways, but, hey, i'm learning
Faythsdream Posted August 28, 2025 Posted August 28, 2025 On 8/23/2025 at 1:06 AM, Coding_Onion said: 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. I actually only use my own custom races, so before its even capable of adding compatibility it'd have to work that idea on vanilla races. I'm more concerned about the textures than the skill points, because possibly adding buffs/debuffs that could help with those issues. Never heard of true form curse but I'll check it out now.
Coding_Onion Posted August 30, 2025 Author Posted August 30, 2025 Hey, i made a poll on how to proceed with this mod (yeah, there is till mcm cleanup and survival mode stuff to integrate but... uh, responsibilities and stuff :D)
MysticDaedra Posted September 5, 2025 Posted September 5, 2025 I'm very interested in where this mod goes. As a framework, is it possible for others to create swaps currently? Or are you hard-coding your various swaps as replacers or whatever?
Coding_Onion Posted September 5, 2025 Author Posted September 5, 2025 20 minutes ago, MysticDaedra said: I'm very interested in where this mod goes. As a framework, is it possible for others to create swaps currently? Or are you hard-coding your various swaps as replacers or whatever? Huh. Good question. Actually i haven't thought too hard about it until now ^^' Right now i am using the magic effect/ global variable changes that are triggered by the mod to adress the effects the patches i made add, but i think that doesn't truly makes it a framework. Theoretically one can add stuff that way. Good point. I may need to rebrand/restructure a bit. Thanks.
rafujinatelesbram Posted September 13, 2025 Posted September 13, 2025 Love the mod so far. It does what it does really well. I personally dislike that I usually know when the player changes & want to do a playthrough where it's not an escalating danger but a more random and frequent switch. Would it be possible to create an alternate mode in the MCM that, in its simplest form, sets the transform to go off every 6-12 hours at random? In my ideal version (which I totally don't expect to get coded unless you want to do it): - The male and female swaps would have different minimum and maximum ranges configurable in the MCM (e.g. MTF could be set to 4-8 hours, FTM is 12-16 hours). - The minor potions would add a one-time 2-hour delay to MTF and one-time 2-hour acceleration to FTM. These might be best done logarithmically (e.g. halving the potion effect each use before a TF) - The stages could increase/decrease the minimum window (stage 1), maximum window (stage 2), and further extend the windows (stage 3) if activated; otherwise it shouldn't affect the random swaps Also, I'd love an option to set/remove prohibited armor/clothing options in each form (forcing my female Dragonborn to wear different armor than my male Dragonborn). I know this is something that can be done manually, but it's more fun to be forced to. Do you know if the potions you added are usable via SL Triggers? Not sure what I'm doing with that mod and wanted to see if that'd work. Finally, a visual effect when the TF finishes would be great. Right now the seamless mode kind of "poofs".
Coding_Onion Posted September 14, 2025 Author Posted September 14, 2025 15 hours ago, rafujinatelesbram said: Love the mod so far. It does what it does really well. I personally dislike that I usually know when the player changes & want to do a playthrough where it's not an escalating danger but a more random and frequent switch. Would it be possible to create an alternate mode in the MCM that, in its simplest form, sets the transform to go off every 6-12 hours at random? In my ideal version (which I totally don't expect to get coded unless you want to do it): - The male and female swaps would have different minimum and maximum ranges configurable in the MCM (e.g. MTF could be set to 4-8 hours, FTM is 12-16 hours). - The minor potions would add a one-time 2-hour delay to MTF and one-time 2-hour acceleration to FTM. These might be best done logarithmically (e.g. halving the potion effect each use before a TF) - The stages could increase/decrease the minimum window (stage 1), maximum window (stage 2), and further extend the windows (stage 3) if activated; otherwise it shouldn't affect the random swaps Also, I'd love an option to set/remove prohibited armor/clothing options in each form (forcing my female Dragonborn to wear different armor than my male Dragonborn). I know this is something that can be done manually, but it's more fun to be forced to. Do you know if the potions you added are usable via SL Triggers? Not sure what I'm doing with that mod and wanted to see if that'd work. Finally, a visual effect when the TF finishes would be great. Right now the seamless mode kind of "poofs". Hey, Firstly thanks for commenting on the mod Yeah, i think right now you have to turn off progression and toggle event 2 on (which is i think is broken for the early swap) to get close to this idea. I think it would be possible to add potions that delay/accelerate and expand event 2 so it's not just static 2 hours but a random interval of hours. I already experimented on triggering a pre-swap with the morphs. I just may need to rethink how i reset variables (right now all event-variables for the day are determined once the player passes midnight). I am not quite sure how to 'force' clothing yet. It might be doable if armor-ids are easy to save/reference, but i only have experimented a bit with the maid-at-night-mod and the getformfromfile-function (i think it will be replaced with a more open system once have the motivation/time to work on it) Sounds like a fun idea. I haven't really done a lot with SL so i am not sure about the potion thing. The current potions basically apply a fire-and-forget magiceffect script to the player (which is not really good to track if i am right). Yeah, visual effect definitley goes also onto the to-do-list among mcm cleanup and adding more options. I think it might take some time though before i will continue working on this mod, i got some real life stuff coming up soon. Hope this doesn't sound too scatterbrained^^'
rafujinatelesbram Posted September 14, 2025 Posted September 14, 2025 You might be able to get away with letting stage 2's static 2 hour early/2 hour late become a range that can't be more than ~10 hours maximum. If my math math'd correctly, that'd mean that the MTF and FTM would never trigger after midnight. Then everything is still contained in a 24-hour window. Add in an MCM option for minimum and maximum values and presto, it's randomer. But hey, I haven't seen the code, so that solution might not work at all. I'm also not familiar with SL Triggers much, but I think it's possible to add in custom potions to a script. That sounds like it should work. (e.g. 5% chance when drinking a potion to drink a major reverse potion; when scene ends and player is male, 25% chance to drink a reverse potion) I've never coded in Skyrim, but you might try hooking into an Armor Equip function and comparing the armor ID getting equipped to a list. In the MCM, write a script to fetch all armors currently worn, put that in a dropdown, then allow the player to select ones to add/remove from that list. If I had one request (that I do not expect you to do), if it was possible to push a simple update that added that 6-12 hour random window option with MCM adjuster for min and max (i.e. pick a time between X and Y hours from the current transform, then set the next TF to occur then) that'd be amazing. Only if it's simple in the code, of course.
tsukuomy5 Posted September 29, 2025 Posted September 29, 2025 (edited) nice mod! it mostly works as intended. Would you be able to make a very quick progression version so I dont have to open racemenu all the time? like it becomes permanent on the third time in 1 day intervals or something. Also would it be easier to add the ringvia SPID to a NPC/Vendor Edited September 29, 2025 by tsukuomy5
dufdufduf Posted September 30, 2025 Posted September 30, 2025 You dont have to open racemenu more than the first 2 times. All you need is to save your current one as the preset, and have ConsoleUtil mod installed too. (Configure via the MCM).
Neuth801 Posted October 4, 2025 Posted October 4, 2025 I made my own modification to this mod as a learning exercise, by making a few minor changes: 1) The ring now gives a small buff, that gets bigger for a while, before returning to an inert ring. 2) Added 2 prephases. Each phase has a 3% chance per hour, while wearing the ring, to progress. Prephase1 : Normal wearing a ring, and get a buff Prephase2 : A bigger buff, and a warning of sorts. Progress to the mod as normal. The weight slider bit I had to comment out, as for whatever reason, it wouldn't compile for me. SwapTimerFramework_v.7z 1
Neuth801 Posted October 13, 2025 Posted October 13, 2025 Ok.. Continuing my learning exercise, I made a few changes.. 1) Your level up perks are now saved before your transformation, and then new perk points added to spend differently - so you can respec. E.g. You take 5 perks in TwoHanded as a Male. On transformation, you lose all those 5 perks, and have new perk points to spend. Say you add these to speech. On change back to Male, you have your 5 perks back in TwoHandeded, and then back to Female, you have 5 perks in speech again. New Perk points are availble to be spent twice, Once as male, once as female. ** This perk tree is stored in a FormList. This will need to be updated for any perk tree mods. I have used Requium, so now this is a dependancy. But you can delete that dependancy in Creation Kit, and just change the "STF_REQ_PERK_LIST" to contain only the perks you want to save and restore. 2) I didn't like the way I did the ring buff, and turned into inert. So, now it gives you a powerful buff from the outset; giving you a good reason to use it. I added an OnHit event, that is a 33% chance of a Meele attack causing the ring to be destroyed. As the ring is destroyed, it will insta-kill the attacker ("the ring gives off a great energy") - but also now start the transformation loop. 3) This is the least "polished" change I made. I made the transformation use 8 stages - with a terrible wait loop in it. But essentially, you have 8 presets preset0 to preset 3 is your starting character. preset 4 to 7 (so 4 each) is your transformed character. Each one has to saved as preset0, preset1, preset2 etc etc. The transformation will now start from 0, and cycle thru each one giving more of a sense of morphing if you save your presets in that way. To add a bit of drama to it all, during phase 1, the first night, its 0 to 1, then back to 0. Night 2, its 0,1,2, then back via 2,1,0.. Then 3, then 4 (the first sexchange, and perk saving), and finally 5. Phase 2, the transformations strech out to 0 to 6, and then finally 0 to 7. Phase 3, every time you stay a whole day as your transformed body, the bottom number goes up.. E.g. You have a day where you do not transform back. The next transformation will go from 7, back to 1 - rather than 0.. Then, 7 to 2, then 7 to 3 and so on.. Until you reach 7 as your final "locked" form. SwapTimerFramework-updates.7z 1
rafujinatelesbram Posted October 13, 2025 Posted October 13, 2025 4 hours ago, Neuth801 said: Ok.. Continuing my learning exercise, I made a few changes.. 1) Your level up perks are now saved before your transformation, and then new perk points added to spend differently - so you can respec. E.g. You take 5 perks in TwoHanded as a Male. On transformation, you lose all those 5 perks, and have new perk points to spend. Say you add these to speech. On change back to Male, you have your 5 perks back in TwoHandeded, and then back to Female, you have 5 perks in speech again. New Perk points are availble to be spent twice, Once as male, once as female. ** This perk tree is stored in a FormList. This will need to be updated for any perk tree mods. I have used Requium, so now this is a dependancy. But you can delete that dependancy in Creation Kit, and just change the "STF_REQ_PERK_LIST" to contain only the perks you want to save and restore. 2) I didn't like the way I did the ring buff, and turned into inert. So, now it gives you a powerful buff from the outset; giving you a good reason to use it. I added an OnHit event, that is a 33% chance of a Meele attack causing the ring to be destroyed. As the ring is destroyed, it will insta-kill the attacker ("the ring gives off a great energy") - but also now start the transformation loop. 3) This is the least "polished" change I made. I made the transformation use 8 stages - with a terrible wait loop in it. But essentially, you have 8 presets preset0 to preset 3 is your starting character. preset 4 to 7 (so 4 each) is your transformed character. Each one has to saved as preset0, preset1, preset2 etc etc. The transformation will now start from 0, and cycle thru each one giving more of a sense of morphing if you save your presets in that way. To add a bit of drama to it all, during phase 1, the first night, its 0 to 1, then back to 0. Night 2, its 0,1,2, then back via 2,1,0.. Then 3, then 4 (the first sexchange, and perk saving), and finally 5. Phase 2, the transformations strech out to 0 to 6, and then finally 0 to 7. Phase 3, every time you stay a whole day as your transformed body, the bottom number goes up.. E.g. You have a day where you do not transform back. The next transformation will go from 7, back to 1 - rather than 0.. Then, 7 to 2, then 7 to 3 and so on.. Until you reach 7 as your final "locked" form. SwapTimerFramework-updates.7z 23.64 kB · 2 downloads This looks awesome. Would you be willing to compile a version without Requiem for me? I don't have access to a stable Creation Kit (I'm running Skyrim from Linux, and I haven't been able to get CK functional). Also, is there a way to make that transformation sequence always use all eight stages? I prefer to disable the mod's progression. Finally, if you're willing to add it, I'd love a potion that automatically triggered the full morph in one direction over an hour. That'd be super useful for my SL trigger scripts. Currently, they use the Major Reversal Potion, which is an instantaneous change.
ItsJustPage Posted November 13, 2025 Posted November 13, 2025 (edited) Been enjoying this so far. Just wondering if there was any chance that you could prevent the reversion if you're wearing armor tagged "RestrictEquip:Female" I've had a couple of crashes from Fem armor that doesn't have any male counter part when being unequipped. Also the shift causes issues if you're using devious devices. Edited November 13, 2025 by pageanator2000
Coding_Onion Posted November 14, 2025 Author Posted November 14, 2025 11 hours ago, pageanator2000 said: [...] I've had a couple of crashes from Fem armor that doesn't have any male counter part when being unequipped. Also the shift causes issues if you're using devious devices. oh, okay, will look into it. usually armor that hasn't an equivalent makes the bodypart not load, but i am just using 3ba/himbo, i got no clue if other bodies/mod combinations may behave with crashes instead. I realize just now that i should maybe unequip disallowed stuff first, then swap the character. Another thing that (might) be causing issues is that i am quite new to using forms. The slotmasks i am checking are 0x00000002 (it's specified as hair but was working with helmets, so idk if there is the culprit) 0x00000004 (hands) 0x00000008 (body) 0x00000080 (feet) and save the ids into a formlist. May have some weaknesses on its own, especially if equipment is an accessory instead of belonging to a 'main'-slot. 11 hours ago, pageanator2000 said: Just wondering if there was any chance that you could prevent the reversion if you're wearing armor tagged "RestrictEquip:Female" Could look into it. I really want to rework the system anyways so this sort of stuff is easier to implement. Might be a dumb question, but is this a usual tag on modded armor or do you use a specific set? Didn't really looked at tags until now.
ItsJustPage Posted November 14, 2025 Posted November 14, 2025 (edited) 32 minutes ago, Coding_Onion said: Could look into it. I really want to rework the system anyways so this sort of stuff is easier to implement. Might be a dumb question, but is this a usual tag on modded armor or do you use a specific set? Didn't really looked at tags until now. I was looking into TFC that you mentioned in the main post and it seems it also has some exclusion for female only and male only armors " The special keywords: OnlyMale (if needed), OnlyFemale (if needed)." it seems like they went with the unequip way of removing the issue. I'm playing with the Nefaram pack which has most things already tagged. This is the armor that seemed to cause me the most crashes when unequipping items, and it was mostly the non standard armor slots that was causing the issue. https://www.nexusmods.com/skyrimspecialedition/mods/8593?tab=description I did try some more with the devious devices, and it seems like maybe it was something else causing the crash I thought was related to the devious and shifting. Edit: aha, Ive found the mod the tag comes from. https://www.nexusmods.com/skyrimspecialedition/mods/108665 Edited November 14, 2025 by pageanator2000
Coding_Onion Posted November 14, 2025 Author Posted November 14, 2025 3 minutes ago, pageanator2000 said: I was looking into TFC that you mentioned in the main post and it seems it also has some exclusion for female only and male only armors " The special keywords: OnlyMale (if needed), OnlyFemale (if needed)." it seems like they went with the unequip way of removing the issue. I'm playing with the Nefaram pack which has most things already tagged. This is the armor that seemed to cause me the most crashes when unequipping items, and it was mostly the non standard armor slots that was causing the issue. https://www.nexusmods.com/skyrimspecialedition/mods/8593?tab=description I did try some more with the devious devices, and it seems like maybe it was something else causing the crash I thought was related to the devious and shifting. Yeah, i guess my next step in that regard should be to a) unequip everything that is disallowed before swapping b) write a function so every accessory-slot is checked, not just the main four c) read into how to work with tags and automatically unequip tagged-items before a swap if they are detected, even if they aren't disallowed
ItsJustPage Posted November 14, 2025 Posted November 14, 2025 1 hour ago, Coding_Onion said: Yeah, i guess my next step in that regard should be to a) unequip everything that is disallowed before swapping b) write a function so every accessory-slot is checked, not just the main four c) read into how to work with tags and automatically unequip tagged-items before a swap if they are detected, even if they aren't disallowed The mod as a whole is super cool tho, its the most interesting implementation of the whole jekyll and hyde idea. I've been trying to think of ways to lean into that aspect more. maybe theres some way to track a players actions and the more they "act female" or "act male" the longer that form lasts. The first thoughts I had to that end was maybe some way to track what sexual actions a player takes pushing them more in that direction, but that also feels too limited in scope for what could be a core part of the fighting yourself in what you do.
Coding_Onion Posted November 14, 2025 Author Posted November 14, 2025 1 hour ago, pageanator2000 said: The mod as a whole is super cool tho, its the most interesting implementation of the whole jekyll and hyde idea. I've been trying to think of ways to lean into that aspect more. maybe theres some way to track a players actions and the more they "act female" or "act male" the longer that form lasts. The first thoughts I had to that end was maybe some way to track what sexual actions a player takes pushing them more in that direction, but that also feels too limited in scope for what could be a core part of the fighting yourself in what you do. I had this idea of introducing a 'willpower' stat that goes from 0 to 100% which ticks up at a certain rate (like 25%/hour in the beginning) that can be used for a chance to swap back prematurly (when it is at least 50%) and auto-swaps when reaching 100%, effectivley dictating how long a player stays swapped while allowing some whiggleroom. The tickrate could be adjusted by events like day/nighttime, clothing worn, time spent in the swapped form and sexual encounters (once i figure out why my sexlab version hates a variable that is named 'time' and won't compile due to that). Originally i wanted to create a questmod to give it more flavor, but right now i am still not really satisfied with the fundamentals of the system.
ItsJustPage Posted November 14, 2025 Posted November 14, 2025 2 hours ago, Coding_Onion said: I had this idea of introducing a 'willpower' stat that goes from 0 to 100% which ticks up at a certain rate (like 25%/hour in the beginning) that can be used for a chance to swap back prematurly (when it is at least 50%) and auto-swaps when reaching 100%, effectivley dictating how long a player stays swapped while allowing some whiggleroom. The tickrate could be adjusted by events like day/nighttime, clothing worn, time spent in the swapped form and sexual encounters (once i figure out why my sexlab version hates a variable that is named 'time' and won't compile due to that). Originally i wanted to create a questmod to give it more flavor, but right now i am still not really satisfied with the fundamentals of the system. That sounds like a cool way to take the mod. Sounds more dynamic than the set times it currently is. Which seems to be the thing people would like more of. It almost sounds like how SL hormones works, just on a day scale instead of a long transformation. A quest defo could be a cool additon as well, maybe as a secondary way to start it. But theres also a few quest mods that do the tranform aspect, not so much the hyde aspect, so this has its place I feel.
Coding_Onion Posted November 15, 2025 Author Posted November 15, 2025 22 hours ago, pageanator2000 said: I was looking into TFC that you mentioned in the main post and it seems it also has some exclusion for female only and male only armors " The special keywords: OnlyMale (if needed), OnlyFemale (if needed)." it seems like they went with the unequip way of removing the issue. I'm playing with the Nefaram pack which has most things already tagged. This is the armor that seemed to cause me the most crashes when unequipping items, and it was mostly the non standard armor slots that was causing the issue. https://www.nexusmods.com/skyrimspecialedition/mods/8593?tab=description I did try some more with the devious devices, and it seems like maybe it was something else causing the crash I thought was related to the devious and shifting. Edit: aha, Ive found the mod the tag comes from. https://www.nexusmods.com/skyrimspecialedition/mods/108665 Oh, i just realized- Swap Timer has also a function to unequip all items (under debug) before the swap is done. It also unequips accessories. I think i may integrate 'fashions' into the main mod at some point since it uses no new dependencies anyways.
ItsJustPage Posted November 15, 2025 Posted November 15, 2025 2 hours ago, Coding_Onion said: Oh, i just realized- Swap Timer has also a function to unequip all items (under debug) before the swap is done. It also unequips accessories. I think i may integrate 'fashions' into the main mod at some point since it uses no new dependencies anyways. Yeah... I was playing last night and spotted that and went "aw fuck, im a dumbass" Theres got to be like a bajillion different keywords people would want that would make it nye impossible for you to add all the keywords. Maybe theres some way to hijack the fertility mode script so it looks for an ini file which has the keywords the player wants to prevent the reversion.
Coding_Onion Posted November 15, 2025 Author Posted November 15, 2025 1 minute ago, pageanator2000 said: Yeah... I was playing last night and spotted that and went "aw fuck, im a dumbass" Theres got to be like a bajillion different keywords people would want that would make it nye impossible for you to add all the keywords. Maybe theres some way to hijack the fertility mode script so it looks for an ini file which has the keywords the player wants to prevent the reversion. Yeah, i really would like to take a look into jcontainers so people can import their own preferences. The way the Fertility-Mode patch works by checking if the magical effects are there also feels supotimal tbh, there is probably a much better way somewhere. Alas, time and energy are a bit of a bottleneck for me rn. Also its really not your fault, i am quite aware that having it seperated is bad ui-design on my end (one of the reasons why the fashions add-on is annoted as a prototype).
ItsJustPage Posted November 15, 2025 Posted November 15, 2025 14 minutes ago, Coding_Onion said: Yeah, i really would like to take a look into jcontainers so people can import their own preferences. The way the Fertility-Mode patch works by checking if the magical effects are there also feels supotimal tbh, there is probably a much better way somewhere. Alas, time and energy are a bit of a bottleneck for me rn. Also its really not your fault, i am quite aware that having it seperated is bad ui-design on my end (one of the reasons why the fashions add-on is annoted as a prototype). Ok, so we're both dumbasses. I did try the fashion addon but I couldnt seem to get it to work, not sure if I was just setting it up wrong in game or something. Time and energy, the premium currency in everyones lives. I hope that im not coming across as "dew it naooo", thats not how im trying to at least. Its just a cool idea and I see so much potential with it that I keep going "ooh would that work, oor how about that" I guess more than anything its just to try to get a bulletpoint on your list for when you do the full rebuild you mentioned.
Coding_Onion Posted November 15, 2025 Author Posted November 15, 2025 (edited) 2 hours ago, pageanator2000 said: I did try the fashion addon but I couldnt seem to get it to work, not sure if I was just setting it up wrong in game or something. you need to equip the outfit you want to use as default, go to 'default outfits', then press the toggle for 'set unswapped outfit' and then check the toggle on top with 'use default outfit'. same with the default outfit for the swapped form. it should get equipped once you swap. there is also a warning if one of the four slots is empty, but it doen't mean anything, more important is that you get the number of items registered after that. The counter below only refreshes when you reload the mcm page, will be fixed in the future. Edited November 15, 2025 by Coding_Onion
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now