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Posted
7 minutes ago, Coding_Onion said:

hm, that's interesting.

 

like i said, the potion should theoretically set you to 100% reversal progress at which point the main-update should pick that fact up to trigger a swap back.

when you have 100% the main loop waits some cycles to sync the change with the animation (so the character is full immersed in that blackness-effect when the preset is loaded).

if it is not that delay you are describing i may have to keep my eyes open to replicate that problem and to find out what causes it.

 

Thanks! Hope you have fun!

the blackness effect isnt triggering at all when the instant reverse potion is drank, with instant swap it takes a few seconds then the popup comes up about the characters form changing and then the effects start on the character which then changes into the other form with that blackness effect you describe, however with the reversal potion nothing changes both the reversal progress as well as no message popup about changing and no effects on the character no blackness

Posted
14 minutes ago, babashida said:

the blackness effect isnt triggering at all when the instant reverse potion is drank, with instant swap it takes a few seconds then the popup comes up about the characters form changing and then the effects start on the character which then changes into the other form with that blackness effect you describe, however with the reversal potion nothing changes both the reversal progress as well as no message popup about changing and no effects on the character no blackness

oh. i might see the problem.

 

there are like 5 potions that have reversal in their name. 'potion of instant reversal' is the one you need to chug when you are in swapped form.

if that isn't it i am out of ideas for now.

 

I really need to work on cleaning up stuff from the older builds of this mod.

Posted
3 minutes ago, Coding_Onion said:

oh. i might see the problem.

 

there are like 5 potions that have reversal in their name. 'potion of instant reversal' is the one you need to chug when you are in swapped form.

if that isn't it i am out of ideas for now.

 

I really need to work on cleaning up stuff from the older builds of this mod.

just to clarify all i've been using is the potion of instant reversal so dont think its a mix up on my end but its okay no worries, i mainly wanted to flag it up in case the case of reporting any bugs or issues, the mod been great so far though, really looking forward to seeing how it evolves and changes in future updates!

Posted (edited)

20260208195600_1.thumb.jpg.26c7a1f71edf9b2dc3e6daf6c1761f6e.jpg

23 hours ago, Coding_Onion said:

oh. i might see the problem.

 

there are like 5 potions that have reversal in their name. 'potion of instant reversal' is the one you need to chug when you are in swapped form.

if that isn't it i am out of ideas for now.

 

I really need to work on cleaning up stuff from the older builds of this mod.

hi there noticed the update today and promptly went and updated, the addition of the potions in arcadia was a great touch as well as the instant reversal removing any and all locks! but i seem to still be having no change at all when drinking the instant reversal potions, the others work in contributing to the reversal progress percentage and instant swap works fine but the instant reversal one does nothing still, am i maybe doing something wrong? 

Edited by babashida
Posted (edited)
28 minutes ago, babashida said:

hi there noticed the update today and promptly went and updated, the addition of the potions in arcadia was a great touch as well as the instant reversal removing any and all locks! but i seem to still be having no change at all when drinking the instant reversal potions, the others work in contributing to the reversal progress percentage and instant swap works fine but the instant reversal one does nothing still, am i maybe doing something wrong? 

Spoiler

Really got no idea.

Clean save and fresh mod install perhaps?

Is the main loop (with the 'swap timer running! added' message) running?

I thought the locks were the problem, but now i am actually all out of ideas.

 

Maybe i will test my mod on a more 'clean' skyrim install in the future to ensure that something else is somehow making it work on my end, but as far as i am concerned, i am not able to replicate the problem ergo i can't troubleshoot it :(

 

Probably todd not wanting this mod to get into a decent shape before TES VI relases.

 

Edited by Coding_Onion
Posted
28 minutes ago, babashida said:

20260208195600_1.thumb.jpg.26c7a1f71edf9b2dc3e6daf6c1761f6e.jpg

hi there noticed the update today and promptly went and updated, the addition of the potions in arcadia was a great touch as well as the instant reversal removing any and all locks! but i seem to still be having no change at all when drinking the instant reversal potions, the others work in contributing to the reversal progress percentage and instant swap works fine but the instant reversal one does nothing still, am i maybe doing something wrong? 

Nevermind. Realized i saved the scripts at the wrong location. Hotfix is out. Have fun.

Posted
3 hours ago, Coding_Onion said:

Nevermind. Realized i saved the scripts at the wrong location. Hotfix is out. Have fun.

yesss thank you its all working good now!!! 

Posted

Just tried your mod out. I think a nice addition to it would be some sort of reaction by the PC when the gender change occurs. The first time he/she would be surprised or even shocked that they suddenly found themselves of the opposite gender. (I know I would be.🫣) And maybe a somewhat less surprised/shock reaction on subsequent changes. The first time the reaction might be along the lines of "By the Gods, what just happened to me?!!" or "What in Oblivion just happened to me?!!" Then, as the changes keep occurring "This can't be happening!!" 

Also, is there some way that you could have any NPCs witnessing the change react to it? My PC, female at the time, was having sex with Olfina (yeah, my female PCs tend to be a bit kinky) when, right in the middle of the action, she experienced the gender change and Olfina ended up having sex with a guy. I would imagine that would elicit more than a bit of a response on Olfina's part, wouldn't you?

In any event, so far this mod seems to be a worthy addition to the transgender mod genre. Keep up the good work. 

Are you planning to add a quest to this? Perhaps a different way of stopping the changes.

Oh. One last observation. When I created my two presets, I gave each of them a suitable name. A male name for the male, a female name for the female. But when the change took place, my now female PC still had the male's name. Is there some way to fix this?

Posted (edited)
17 hours ago, KentuckyExpat said:

Just tried your mod out. I think a nice addition to it would be some sort of reaction by the PC when the gender change occurs. The first time he/she would be surprised or even shocked that they suddenly found themselves of the opposite gender. (I know I would be.🫣) And maybe a somewhat less surprised/shock reaction on subsequent changes. The first time the reaction might be along the lines of "By the Gods, what just happened to me?!!" or "What in Oblivion just happened to me?!!" Then, as the changes keep occurring "This can't be happening!!" 

Also, is there some way that you could have any NPCs witnessing the change react to it? My PC, female at the time, was having sex with Olfina (yeah, my female PCs tend to be a bit kinky) when, right in the middle of the action, she experienced the gender change and Olfina ended up having sex with a guy. I would imagine that would elicit more than a bit of a response on Olfina's part, wouldn't you?

In any event, so far this mod seems to be a worthy addition to the transgender mod genre. Keep up the good work. 

Are you planning to add a quest to this? Perhaps a different way of stopping the changes.

Oh. One last observation. When I created my two presets, I gave each of them a suitable name. A male name for the male, a female name for the female. But when the change took place, my now female PC still had the male's name. Is there some way to fix this?

I think the name part would be possible since i would just have to grab it when the preset is loaded into the mod (which i am 90% sure there is a function in the sdk) and apply it back when changes are triggered. The only annoyance (i can think of) is that native skyrime ae may create a seperate profile each time (though not tested yet). 

As for the reaction part- i may add an optional function that simply disables changes while either in sight of an npc or in proximity as a stopgap to make that part less jarring.

 

Thanks for playing my mod by the way!

 

Originally i wanted to write a quest, but i am still trying to figure out what i am going for in terms of themes/mechanics.

The current potion system in place is kind of a stopgap measure to motivate playing around with the mods system.

Also i still hold hope that i will someday get on top of fixing the janky/unpolished/unoptimized stuff inside the system.

 

In the mean time, I'd recommend you check out TGQM (Haven't played that mod since the first version, but i think reactivity is what the author is going for)/ The YPS-quest/ Bimbos of Skyrim if you want to play a mod that has more reactivity inside itself.

Edited by Coding_Onion
Posted
1 hour ago, Coding_Onion said:

I think the name part would be possible since i would just have to grab it when the preset is loaded into the mod (which i am 90% sure there is a function in the sdk) and apply it back when changes are triggered. The only annoyance (i can think of) is that native skyrime ae may create a seperate profile each time (though not tested yet). 

As for the reaction part- i may add an optional function that simply disables changes while either in sight of an npc or in proximity as a stopgap to make that part less jarring.

 

Thanks for playing my mod by the way!

 

Originally i wanted to write a quest, but i am still trying to figure out what i am going for in terms of themes/mechanics.

The current potion system in place is kind of a stopgap measure to motivate playing around with the mods system.

Also i still hold hope that i will someday get on top of fixing the janky/unpolished/unoptimized stuff inside the system.

 

In the mean time, I'd recommend you check out TGQM (Haven't played that mod since the first version, but i think reactivity is what the author is going for)/ The YPS-quest/ Bimbos of Skyrim if you want to play a mod that has more reactivity inside itself.

As for the reaction part- i may add an optional function that simply disables changes while either in sight of an npc or in proximity as a stopgap to make that part less jarring.

You might check out how MadAl does it in TGQM. If I remember correctly, he's OK with others using some of his stuff, with due credit, of course.

 

Oh, I have played both TGQM and the Dibella Quest. Enjoy both of them. My only complaint is that neither one has been updated recently :frown:, although MadAl has promised one "real soon now" (actually, I suspect he will be releasing his latest sometime in the very near future. I've been providing him with some small help with his dialogue problems.)

  • 2 weeks later...
Posted

I second all of rafujinatelesbram's suggestions from the last page, and I also have a few requests for compatibility with other mods, all transformation blockers. I'm no modder but I'm pretty sure these should be doable through faction or equipment checks.

 

-Devious Devices: Block transformations when any device is equipped. These can cause all kinds of issues, and it'd give an extra RP reason to get out of the damn things.

 

-Bimbos of Skyrim: Block transformations when bimbofied or slutmarked.

 

-Soulgem Oven 4 Integration Fork: Block transformations during soulgem pregnancy, similar to your FM and BF modules. Also maybe when producing milk?

 

I want to argue against NPC recognition since I'd like to RP my character as trying to hide his transformations and pass off his forms as separate personas. If you ever do integrate something like what TGQM is doing, please make it optional.

 

Could you also post full changelog history somewhere (not just what's at the bottom of the download page)? For a while there you were uploading new versions so often that I didn't get a chance to see what was different.

Posted
13 hours ago, Abaddon666 said:

I second all of rafujinatelesbram's suggestions from the last page, and I also have a few requests for compatibility with other mods, all transformation blockers. I'm no modder but I'm pretty sure these should be doable through faction or equipment checks.

 

-Devious Devices: Block transformations when any device is equipped. These can cause all kinds of issues, and it'd give an extra RP reason to get out of the damn things.

 

-Bimbos of Skyrim: Block transformations when bimbofied or slutmarked.

 

-Soulgem Oven 4 Integration Fork: Block transformations during soulgem pregnancy, similar to your FM and BF modules. Also maybe when producing milk?

 

I want to argue against NPC recognition since I'd like to RP my character as trying to hide his transformations and pass off his forms as separate personas. If you ever do integrate something like what TGQM is doing, please make it optional.

 

Could you also post full changelog history somewhere (not just what's at the bottom of the download page)? For a while there you were uploading new versions so often that I didn't get a chance to see what was different.

You got a good point about version history.

Whenever i upload something after a week the previous text it gets auto-deleted as far as i am aware.

 

Up until version 6 i was kind of unsure what the general system should look like anyways, so, yeah, i overdid it in terms of uploads/updates and also ... well, i forgot to save the changelog-history :/.

I never really thought that more than ~4 people would be trying out this mod (thanks for checking it out by the way!).

 

I am currently (and probably in the future) not interested in expanding integration to more mods and i don't know when i will be back working on this mod in general tbh.

 

I can add an (optional) spell to apply a lock 'manually' ingame once i get to work on finishing the to-do list on the modpage again.

Right now there is only the ring from riverwood that does 'lock' you ingame, but it requires an equipment slot, so it is not an ideal solution.

Posted

With respect to the ring, is it supposed to be unequipped when the transform takes place? As I understood it, the ring is what is causing the transform. If that's the case, stopping the transforms would be as simple as just not re-equipping the ring after the transform back to the PC's original gender. Kind of defeats the whole purpose of the mod. I understand the reason why the PC gets stripped when the transform takes place, some armors are gender-specific and will crash the game if worn by the wrong gender but I think you need to make the ring non-removable except under very specific conditions (like the 50,000 gold potion). 

Posted
14 hours ago, KentuckyExpat said:

With respect to the ring, is it supposed to be unequipped when the transform takes place? As I understood it, the ring is what is causing the transform. If that's the case, stopping the transforms would be as simple as just not re-equipping the ring after the transform back to the PC's original gender. Kind of defeats the whole purpose of the mod. I understand the reason why the PC gets stripped when the transform takes place, some armors are gender-specific and will crash the game if worn by the wrong gender but I think you need to make the ring non-removable except under very specific conditions (like the 50,000 gold potion). 

The ring just flips the on/off switch of the mod when equipped while the mod is off and prevents being swapped back when worn in the swapped form.

 

The stripping is an optional setting that is triggerd when the swap-magiceffect is applied/removed from the player.

  • 3 weeks later...
Posted

Now that there is the new Showracemenu NG, would the preset/race change from this mod work with the NG version? It seems to allow more things to work. 

Posted (edited)
9 hours ago, Lokikun said:

Now that there is the new Showracemenu NG, would the preset/race change from this mod work with the NG version? It seems to allow more things to work. 

Did not realize there was a new version.

Gonna check it out some time since i plan on restructuring the mod anyways with the next full version.

 

Thanks for the heads up! 

It would be a huge win for me and the mod if it makes reapplying presets on gameload obsolte.

 

Edit:

so i think there is a huge probability that SwapTimer may work with Racemenu NG. It is stated on the Racemenu NG modpage that it's compatible with 'old' Racemenu and this usually means the same names for dlls and functions are used.

Haven't tested it though, so take it with a grain of salt. 

 

Edit2:

The modpage says they haven't released the sourcecode, so i may have to take a step into the dark and assume they just updated the functions that are already there. 

If the author still uses them it's no problem.

 

If not... q_q

well, i may have to wait until they release it as stated on their modpage.

Edited by Coding_Onion
Posted
11 hours ago, Lokikun said:

Now that there is the new Showracemenu NG, would the preset/race change from this mod work with the NG version? It seems to allow more things to work. 

Well, on first try it seems to work as usual if loaded together with the old racemenu-mod (maybe i didn't put it into the right loading order, idk)

I would need to do some deeper investigating if it actually breaks something/is a viable alternative, that may take some time though.

 

Posted
On 2/21/2026 at 11:54 PM, Abaddon666 said:

I second all of rafujinatelesbram's suggestions from the last page, and I also have a few requests for compatibility with other mods, all transformation blockers. I'm no modder but I'm pretty sure these should be doable through faction or equipment checks.

 

-Devious Devices: Block transformations when any device is equipped. These can cause all kinds of issues, and it'd give an extra RP reason to get out of the damn things.

 

-Bimbos of Skyrim: Block transformations when bimbofied or slutmarked.

 

-Soulgem Oven 4 Integration Fork: Block transformations during soulgem pregnancy, similar to your FM and BF modules. Also maybe when producing milk?

 

I want to argue against NPC recognition since I'd like to RP my character as trying to hide his transformations and pass off his forms as separate personas. If you ever do integrate something like what TGQM is doing, please make it optional.

 

Could you also post full changelog history somewhere (not just what's at the bottom of the download page)? For a while there you were uploading new versions so often that I didn't get a chance to see what was different.

this is something ive been looking for, for a while, heres to hoping devious device integration can maybe be put in!

Posted
1 hour ago, babashida said:

this is something ive been looking for, for a while, heres to hoping devious device integration can maybe be put in!

 

On 2/22/2026 at 3:21 PM, Coding_Onion said:

I am currently (and probably in the future) not interested in expanding integration to more mods and i don't know when i will be back working on this mod in general tbh.

 

I can add an (optional) spell to apply a lock 'manually' ingame once i get to work on finishing the to-do list on the modpage again.

Right now there is only the ring from riverwood that does 'lock' you ingame, but it requires an equipment slot, so it is not an ideal solution.

As stated, i have no interest in expanding functionality to any more mods. 

Suggestion was noted though, will maybe add someday a general, manual function (either like described above in my quote or through swaptimerfashions).

 

I would invite you to write your own patch, but right now the code is a bit of an unstrutured mess an in need of cleaning up (i accumulated some coding debt due to it being my first larger project) and i have a bad habit of being unpredicable with updates (since i didn't plan out stuff), so idk.

Posted (edited)
On 3/19/2026 at 1:36 AM, Coding_Onion said:

I would invite you to write your own patch

 

Done!

 

I've been working on this since Coding_Onion refused the first time, using the Beeing Female module as a reference.

 

This patch checks if swap timer is active and then triggers a swap (if the player is unswapped) and locks the player in swapped form in the following situations:

 

1. Soulgem Oven 4 Integration Fork, the player is pregnant or producing milk. I detect these using factions that SGO4IF updates very slowly, maybe once per in-game hour, but since they're long-term effects, I don't think it's a big problem. If there's a faster way, I'm too much of a papyrus newb to know what it is.

2. Bimbos of Skyrim, the player is slutmarked from Lyvelia's quest or has the "Gone Too Far" effect from going past 100 corruption. I tried to make it so that BOS tonics removed the lock, but it occasionally produced weird looking results, so I gave up. I don't think it fits with the spirit of the curse anyway.

 

3. Devious Devices, a device with the zad_Lockable keyword is equipped. You should definitely disable the unequip all option and use DD For Him to avoid a few moments of visual weirdness if you want to get swapped by being restrained.

 

Some technical info:
 

Spoiler

This was made and tested in 7.2.1 but it looks like it should still work with 8.0. It should be future-proof unless Coding_Onion removes locks or changes something big about how they work. I am a newbie when it comes to scripting, so I'm not sure that there aren't problems with the code, but it's been working for me for the last few dozens of hours and some light testing.

 

It usually takes a few seconds for the locks to happen since I didn't want the script firing constantly, and then the swap should happen the next time Swap Timer's main script fires.

 

None of the mods listed are required since I used SKSE functions to check if they were installed before doing anything with them, so there should be no crashes or errors (keyword should) if you aren't using some of them.

 

I didn't make an MCM because I would never turn these off, but I included global variables for toggling each lock type in the esp in case someone else wants to make one, or you could change them in the console.

 

It doesn't make any sense to use this if the player's swapped form is male. A function to lock the unswapped form would just be a cure so I'm not sure that's something Onion would add.

 

Pinging @Murphiee and @jib_buttkiss in case they want to know this exists. This can work as a replacement for YPS's genderbend for BOS as long as the player has started Swap Timer's effects with the MCM, ring or a hagraven, which may be of use to someone since YPS might be more than some players want.

 

EDIT: Was there a problem with height changes? It works fine for me in 7.2.1 and setting the swapped form to .97 really helps remind you that you're swapped.

 

EDIT2: Updated patch. Corrected issue with check for BoS slutmark, changed most notifications to messageboxes except the DD ones because those could get annoying, and added swapped and unswapped variants of messageboxes.

 

SwapTimerCompatibility.7z

Edited by Abaddon666
Posted (edited)
1 hour ago, Abaddon666 said:

EDIT: Was there a problem with height changes?

I disabled player-scaling in v8.0.0 due to the mod finally using a dedicated storage-quest/script (which feels like a nicer way to do it than just using a jumble of global variables) and it just got left out during the restructuring.

It wouldn't be much work to re-implement it, but i don't think i will have time for it soon that is why i would recommend to use the last v7 version.

 

By the way, very cool that you yourself wrote a patch :D

May i link your post on the modpage?

 

Edit:

Yeah, adding a function for the unswapped form would be probably a good idea. Always thought disabling the mod would do the same but, uh... this may have been not the most elegant solution on my part.

Still need to check the add-on since going from male/female to anyOrigin/anySwap -form may have changed things if i had actually still some checks for the players sex in those scripts.

 

Edited by Coding_Onion
Posted
3 minutes ago, Coding_Onion said:

By the way, very cool that you yourself wrote a patch :D

May i link your post on the modpage?

 

I mostly just reverse-engineered, copy-pasted, and defaced your code with my lack of newbie modder skills, trial and error and probably not enough googling, but thanks! Feel free to link it, I'd appreciate anyone with papyrus knowledge taking a look at the source. I'll be happy to fix it if there's anything horribly wrong with it.

 

Fair enough RE: height changes. Your proof of concept for the quest looks promising btw, I'll keep an eye on it.

Posted
7 minutes ago, Abaddon666 said:

 

I mostly just reverse-engineered, copy-pasted, and defaced your code with my lack of newbie modder skills, trial and error and probably not enough googling, but thanks! Feel free to link it, I'd appreciate anyone with papyrus knowledge taking a look at the source. I'll be happy to fix it if there's anything horribly wrong with it.

 

Fair enough RE: height changes. Your proof of concept for the quest looks promising btw, I'll keep an eye on it.

I wouldn't say i am good either with papyrus.

Basically the realization that you can link scripts/quests/a lot of other stuff directly with in 'properties' tab and can use bellecube (to search specific functions) + the uesp website (for the examples) was my 'aha' moment.

 

That and understanding referencealiasis. But i still feel like i haven't 100% figured them out.

Posted
9 hours ago, Coding_Onion said:

 

As stated, i have no interest in expanding functionality to any more mods. 

Suggestion was noted though, will maybe add someday a general, manual function (either like described above in my quote or through swaptimerfashions).

 

I would invite you to write your own patch, but right now the code is a bit of an unstrutured mess an in need of cleaning up (i accumulated some coding debt due to it being my first larger project) and i have a bad habit of being unpredicable with updates (since i didn't plan out stuff), so idk.

i'll leave that to abbadon haha judging by the fact they've already released a patch but otherwise i really do enjoy your mod its amazing, looking forward to the future of it!

Posted
8 hours ago, Abaddon666 said:

 

Done!

 

I've been working on this since Coding_Onion refused the first time, using the Beeing Female module as a reference.

 

This patch checks if swap timer is active and then triggers a swap (if the player is unswapped) and locks the player in swapped form in the following situations:

 

1. Soulgem Oven 4 Integration Fork, the player is pregnant or producing milk. I detect these using factions that SGO4IF updates very slowly, maybe once per in-game hour, but since they're long-term effects, I don't think it's a big problem. If there's a faster way, I'm too much of a papyrus newb to know what it is.

2. Bimbos of Skyrim, the player is slutmarked from Lyvelia's quest or has the "Gone Too Far" effect from going past 100 corruption. I tried to make it so that BOS tonics removed the lock, but it occasionally produced weird looking results, so I gave up. I don't think it fits with the spirit of the curse anyway.

 

3. Devious Devices, a device with the zad_Lockable keyword is equipped. You should definitely disable the unequip all option and use DD For Him to avoid a few moments of visual weirdness if you want to get swapped by being restrained.

 

Some technical info:
 

  Hide contents

This was made and tested in 7.2.1 but it looks like it should still work with 8.0. It should be future-proof unless Coding_Onion removes locks or changes something big about how they work. I am a newbie when it comes to scripting, so I'm not sure that there aren't problems with the code, but it's been working for me for the last few dozens of hours and some light testing.

 

It usually takes a few seconds for the locks to happen since I didn't want the script firing constantly, and then the swap should happen the next time Swap Timer's main script fires.

 

None of the mods listed are required since I used SKSE functions to check if they were installed before doing anything with them, so there should be no crashes or errors (keyword should) if you aren't using some of them.

 

I didn't make an MCM because I would never turn these off, but I included global variables for toggling each lock type in the esp in case someone else wants to make one, or you could change them in the console.

 

It doesn't make any sense to use this if the player's swapped form is male. A function to lock the unswapped form would just be a cure so I'm not sure that's something Onion would add.

 

Pinging @Murphiee and @jib_buttkiss in case they want to know this exists. This can work as a replacement for YPS's genderbend for BOS as long as the player has started Swap Timer's effects with the MCM, ring or a hagraven, which may be of use to someone since YPS might be more than some players want.

 

EDIT: Was there a problem with height changes? It works fine for me in 7.2.1 and setting the swapped form to .97 really helps remind you that you're swapped.

SwapTimerCompatibility.7z 3.87 kB · 1 download

with this lock when the device is removed or not pregnant or not marked would you manually have to trigger a reversal through potions or waiting it out?

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