hothot995 Posted August 10 Posted August 10 Sorry, I wanted to ask about Swap Potion. Are the scripts for Instant Swap Potion and Instant Reverse Potion perhaps a little laggy? Sometimes it takes quite a while for the transformation to happen (around 10 seconds). I don't really mind the delay, but sometimes, especially when I first start the game, I test it by drinking the potion and nothing happens—the transformation doesn't trigger. After doing a lot of testing, it seems that the potions are less likely to fail if I first let the transformation happen naturally over time, and then drink the potion to trigger the transformation afterward. Is this expected behavior, or could there be some kind of delay or issue with the scripts?
Coding_Onion Posted August 10 Author Posted August 10 (edited) 13 minutes ago, hothot995 said: Sorry, I wanted to ask about Swap Potion. Are the scripts for Instant Swap Potion and Instant Reverse Potion perhaps a little laggy? Sometimes it takes quite a while for the transformation to happen (around 10 seconds). I don't really mind the delay, but sometimes, especially when I first start the game, I test it by drinking the potion and nothing happens—the transformation doesn't trigger. After doing a lot of testing, it seems that the potions are less likely to fail if I first let the transformation happen naturally over time, and then drink the potion to trigger the transformation afterward. Is this expected behavior, or could there be some kind of delay or issue with the scripts? Uh... good question. I do think i may need to take a look into the code. If i remember correctly in the earliest Iteration of the instant potions all they did was to set tf/rev percent to 100 then let the 'regular' update loop that checks values ~all 10 seconds (i think faster if a possible swap-moment is close) do the rest (hence the 'lag'). But since then i changed the code a bit so it could be that i accidentally broke something in the process. Thanks for reporting! Edited August 10 by Coding_Onion
Coding_Onion Posted August 10 Author Posted August 10 (edited) 3 hours ago, hothot995 said: Sorry, I wanted to ask about Swap Potion. Are the scripts for Instant Swap Potion and Instant Reverse Potion perhaps a little laggy? Sometimes it takes quite a while for the transformation to happen (around 10 seconds). I don't really mind the delay, but sometimes, especially when I first start the game, I test it by drinking the potion and nothing happens—the transformation doesn't trigger. After doing a lot of testing, it seems that the potions are less likely to fail if I first let the transformation happen naturally over time, and then drink the potion to trigger the transformation afterward. Is this expected behavior, or could there be some kind of delay or issue with the scripts? The potions work on my end. The thing is that the code is a bit jank and needs the mod to have booted up/been active (i do think the first update-loop takes a bit longer) and it will take up to ten seconds depending where on the update schedule you currently are. You can see that its working if your tf/rev percent in the 'values'-mcm-category are set to 100 after consuming a potion. May replace the implementation in the future with something more efficient (calling the swap-function directly), but that would require a bit of restructuring on my end. Edited August 10 by Coding_Onion
hothot995 Posted August 11 Posted August 11 5 hours ago, Coding_Onion said: The potions work on my end. The thing is that the code is a bit jank and needs the mod to have booted up/been active (i do think the first update-loop takes a bit longer) and it will take up to ten seconds depending where on the update schedule you currently are. You can see that its working if your tf/rev percent in the 'values'-mcm-category are set to 100 after consuming a potion. May replace the implementation in the future with something more efficient (calling the swap-function directly), but that would require a bit of restructuring on my end. Sorry, I found something very strange. I think I may have found the cause of the issue. It seems to be related to Random Alternate Start - the Final Omen. When I first start the game in the starting room, I can test the mod by drinking the potions and everything works normally. However, after I leave the starting room and enter the open world, drinking the potions sometimes does nothing. The potion seems to have no effect at all. I have to wait for 24 in-game hours (which is the transformation time I set) and let the transformation happen automatically. After that, the potions start working again. However, when I switch to another alternate start, Optional Quick Start, everything works perfectly. Even after leaving the starting cave and entering the open world, both potions continue to work normally. So it seems that the problem may be caused by Random Alternate Start - the Final Omen. Sorry for the confusion. Your mod's potions actually seem to be working fine. The delay itself isn't really a big problem either. 1
Coding_Onion Posted August 11 Author Posted August 11 5 hours ago, hothot995 said: Sorry, I found something very strange. I think I may have found the cause of the issue. It seems to be related to Random Alternate Start - the Final Omen. When I first start the game in the starting room, I can test the mod by drinking the potions and everything works normally. However, after I leave the starting room and enter the open world, drinking the potions sometimes does nothing. The potion seems to have no effect at all. I have to wait for 24 in-game hours (which is the transformation time I set) and let the transformation happen automatically. After that, the potions start working again. However, when I switch to another alternate start, Optional Quick Start, everything works perfectly. Even after leaving the starting cave and entering the open world, both potions continue to work normally. So it seems that the problem may be caused by Random Alternate Start - the Final Omen. Sorry for the confusion. Your mod's potions actually seem to be working fine. The delay itself isn't really a big problem either. No problem, it's always good to know where mod-compatibility problems arise 1
Coding_Onion Posted August 24 Author Posted August 24 On 8/10/2026 at 2:49 AM, KentuckyExpat said: I was wondering if you have given any thought to creating dialogue for followers who are witnessing the swap. It seems unrealistic (yeah, yeah, I know. Skyrim is a fantasy environment) for your companion/follower to see you suddenly go from being a guy to a gal or vice versa and not make even a single "well, that's certainly different. How did you manage to do that, boss?" type comment. Added a generic, one-time line of dialogue, applied to one follower witnessing you change (independent of direction though). Hopefully it doesn't loop.
KentuckyExpat Posted August 24 Posted August 24 3 hours ago, Coding_Onion said: Added a generic, one-time line of dialogue, applied to one follower witnessing you change (independent of direction though). Hopefully it doesn't loop. I haven't been able to play Skyrim since the game update last week so I have no idea if it will affect Swap Timer. So, will it?
Coding_Onion Posted August 24 Author Posted August 24 Just now, KentuckyExpat said: I haven't been able to play Skyrim since the game update last week so I have no idea if it will affect Swap Timer. So, will it? Well, it's just a remark on swap/reversal since i don't plan on making a full-feldged dialogue-system for now. Nothing really groundbreaking, but i think it's neat.
KentuckyExpat Posted August 24 Posted August 24 3 hours ago, Coding_Onion said: Well, it's just a remark on swap/reversal since i don't plan on making a full-feldged dialogue-system for now. Nothing really groundbreaking, but i think it's neat. I think you misunderstand my question. I was asking about what, if any, affect the newest update to Skyrim has on your mod. I kinda assumed you weren't putting out a flawed mod update.
Coding_Onion Posted August 24 Author Posted August 24 (edited) 27 minutes ago, KentuckyExpat said: I think you misunderstand my question. I was asking about what, if any, affect the newest update to Skyrim has on your mod. I kinda assumed you weren't putting out a flawed mod update. Oh, sorry. Haven't tested it yet. Though if the dependencies are up to date, i think the mod should be theoretically good to go since the update primarily did creationclub stuff. Edit: okay, racemenu seems to be broken on the new version, that could be... fun to adjust stuff once a fix is out Edited August 24 by Coding_Onion
hothot995 Posted August 24 Posted August 24 3 hours ago, Coding_Onion said: Oh, sorry. Haven't tested it yet. Though if the dependencies are up to date, i think the mod should be theoretically good to go since the update primarily did creationclub stuff. Edit: okay, racemenu seems to be broken on the new version, that could be... fun to adjust stuff once a fix is out Don't worry. Everyone knows that Bethesda update is just another update that breaks all the mods again. Everyone hates this update. A lot of people would rather downgrade or stay on their current version. 1
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