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Posted
11 hours ago, eflat01 said:

 

My fingers are quicker than my mind, I'm getting old and ponder over things a while, then think well maybe I could be helpful if I clarified something or offered some ideas? 🤪 

 

Sometimes I feel I'm just being a pain in the a$$, I was going to suggest some quest names for "Mating Lessons" but I thought you and @Gristle may just throw your beers at me. 😂

Throwing beer? Are you trying to insult the Nords?

 

4 hours ago, Gristle said:

Feel free to suggest. I couldn't think of anything better that would apply to all potential training situations. But keep in mind this is one (repeatable) quest so it can only have one name.

In original AM was "Training Session" so this fit no matter what creature are.

Posted (edited)

Once again, great work. I think the new job board quests turned out really well.

 

Possibly an issue:

 

I’m not sure if this is just happening to me or if it’s an actual bug, but after completing the horse sale in Falkreath, I can no longer access the job board. As a result, I can’t start the two repeatable side quests, nor can I initiate the horse sale in Morthal.

 

Also, a minor terrain glitch (I suspect it’s been there from the start; I only stumbled upon it because of a wolf attack, behind the house where dogs are sold in Shor's Stone).


 

Quote

 

20261019044956_1.jpg.58fa5e2f345dcac83eb237cca94c4998.jpg20261019044947_1.jpg.da2639c4428a14658fc1a9c7b87aaf2f.jpg20261019044923_1.jpg.8ff88f8816ab30f9269fabf6fef6748c.jpg

 

 

 

 

Edited by Unicom1981
Posted
14 minutes ago, Unicom1981 said:

Once again, great work. I think the new job board quests turned out really well.

 

Possibly an issue:

 

I’m not sure if this is just happening to me or if it’s an actual bug, but after completing the horse sale in Falkreath, I can no longer access the job board. As a result, I can’t start the two repeatable side quests, nor can I initiate the horse sale in Morthal.

 

Also, a minor terrain glitch (I suspect it’s been there from the start; I only stumbled upon it because of a wolf attack, behind the house where dogs are sold in Shor's Stone).


 

 

Wait about 4 hours and the board should be active again. This is because the background quest is still running, and we also wanted to avoid the NPC suddenly disappearing from the dog/horse sale whilst the PC is still in the area – as far as I remember, it stays there for 2 hours.

That’s odd – and if you disable it, does that problem with the area go away? As far as I recall, that area wasn’t affected by AMR.

Posted
1 hour ago, killer905 said:

Wait about 4 hours and the board should be active again. This is because the background quest is still running, and we also wanted to avoid the NPC suddenly disappearing from the dog/horse sale whilst the PC is still in the area – as far as I remember, it stays there for 2 hours.

That’s odd – and if you disable it, does that problem with the area go away? As far as I recall, that area wasn’t affected by AMR.

 

Sorry, I forgot about that safety measure. As a matter of fact, a guest was waiting for me for a show.

 

I’ve now been able to test Morthal as well—it turned out very well. Since I use "JK’s Skyrim," the escape route ends at a closed gate. I’m not sure if it’s possible to have it listed as "open" in the JK patch; it’s not locked, but the gate itself is in a closed position.

Posted (edited)

if i use a race replacer mod it only effects the head, how may i fix this?

Spoiler

image.png.67e6a379c71c9b9a40265ae0a1eb45cd.png

 

Edited by Owan1
spoiler
Posted
1 hour ago, Unicom1981 said:

 

Sorry, I forgot about that safety measure. As a matter of fact, a guest was waiting for me for a show.

 

I’ve now been able to test Morthal as well—it turned out very well. Since I use "JK’s Skyrim," the escape route ends at a closed gate. I’m not sure if it’s possible to have it listed as "open" in the JK patch; it’s not locked, but the gate itself is in a closed position.

It shouldn’t matter, because the horse thief is running towards the town, not towards the swamps.

Posted
1 hour ago, Owan1 said:

if i use a race replacer mod it only effects the head, how may i fix this?
image.png.67e6a379c71c9b9a40265ae0a1eb45cd.png

Good advice. Put images in "spoiler"/

 

Thaena and a few other NPCs use custom bodies. 

Location of custom bodies:
Data\meshes\Animal Mansion Reborn\Body

 

Simply copy and paste the files from Data\meshes\actors\character\character assets

Spoiler

femalebody.tri
femalebody_0
femalebody_1

 

femalefeet.tri
femalefeet_0
femalefeet_1

 

femalehands.tri
femalehands_0
femalehands_1

 

And remember that you’ll need to do the same for other NIF files with different names. Just delete them and rename them to match the names of the old files; otherwise, the NPCs will be invisible :O

 

File you need replace with yours too and rename:

Spoiler

femalebody2.tri

femalebody2_0

femalebody2_1

 

femalebodyTeenager.tri

femalebodyTeenager_0

femalebodyTeenager_1

 

femalebodyteenagerslim.tri

femalebodyteenagerslim_0

femalebodyteenagerslim_1

 

femalebodyteenagerslimNaked.tri

femalebodyteenagerslimNaked_0

femalebodyteenagerslimNaked_1

 

Posted (edited)
8 hours ago, Unicom1981 said:

Sorry, I forgot about that safety measure. As a matter of fact, a guest was waiting for me for a show.

 

I’ve now been able to test Morthal as well—it turned out very well. Since I use "JK’s Skyrim," the escape route ends at a closed gate. I’m not sure if it’s possible to have it listed as "open" in the JK patch; it’s not locked, but the gate itself is in a closed position.

 

Quick question, did she run for the north gate or southern gate?  

 

I did not bother to look into opening the gate because both gates were open whenever I tested, Likely may be because in my game Morthal becomes a little busier after Laid To Rest and then some more once Lurbuk at the inn is dead - Dark Brotherhood's Silence a Terrible Bard, Thus more npcs appear and seems to use the gates coming and going. I can't promise anything but I'll look into opening the gates in JK's as default state, though the only way I know how to do that is by adding an activator switch.

Edited by eflat01
Posted
7 hours ago, killer905 said:

Good advice. Put images in "spoiler"/

 

Thaena and a few other NPCs use custom bodies. 

Location of custom bodies:
Data\meshes\Animal Mansion Reborn\Body

 

Simply copy and paste the files from Data\meshes\actors\character\character assets

  Hide contents

femalebody.tri
femalebody_0
femalebody_1

 

femalefeet.tri
femalefeet_0
femalefeet_1

 

femalehands.tri
femalehands_0
femalehands_1

 

And remember that you’ll need to do the same for other NIF files with different names. Just delete them and rename them to match the names of the old files; otherwise, the NPCs will be invisible :O

 

File you need replace with yours too and rename:

  Hide contents

femalebody2.tri

femalebody2_0

femalebody2_1

 

femalebodyTeenager.tri

femalebodyTeenager_0

femalebodyTeenager_1

 

femalebodyteenagerslim.tri

femalebodyteenagerslim_0

femalebodyteenagerslim_1

 

femalebodyteenagerslimNaked.tri

femalebodyteenagerslimNaked_0

femalebodyteenagerslimNaked_1

 


by the looks of it the textures are the biggest problem now, normaly each race has a diffrent texture, so which should i use to replace each one this mod adds?

Posted (edited)
1 hour ago, Owan1 said:


by the looks of it the textures are the biggest problem now, normaly each race has a diffrent texture, so which should i use to replace each one this mod adds?

emm, more info. Or give screanshot again.

Edited by killer905
Posted
1 hour ago, killer905 said:

emm, more info. Or give screanshot again.

Spoiler

image.png.3f1474ce4117fd4c328119626d326ba3.png

these all apper to be the textures, i need to swap them out with somthing else, but what races should i use?

Posted

Tried the new quests, anekke (dark water) worked fine but with Alfrid battle born when i reach the stage of having to go into there house i incur bounty (the vanilla trespasser dialogue) so the only way i found to do that was to move her outside of her house for the dialogue, after doing that it worked fine but i assume we shouldn't be getting the "you need to leave" etc dialogue with her / idolf / their son while in the house 

Posted (edited)
1 hour ago, Owan1 said:

these all apper to be the textures, i need to swap them out with somthing else, but what races should i use?

 

2 hours ago, killer905 said:

emm, more info. Or give screanshot again.

 

I'd only changed visuals such as the heads before and I'd never changed a complete npc's race with this but this may be easier to use once figured out ... https://www.nexusmods.com/skyrimspecialedition/articles/6092

 

 

Just guessing I'd think you'd change

  • a npc's race
  • Maybe the skin too?
  • then that npc's  visual appearance

 

Spoiler

 



Name, Race and Body

fullName
Changes the name. The new name goes between two ~.

fullName=~Nazeem the Proud~


race
Changes the race (RACE).
; BretonRace [RACE:00013741]

 

race=Skyrim.esm|13741


skin
Changes the skin, an armor (ARMO). null removes it.
; SkinNaked [ARMO:00000D64]

 

skin=Skyrim.esm|D64


height
Sets the height. 1.0 is normal.

 

height=1.05


weight
Sets the body weight from 0 to 100.

 

weight=80


speedMultiplier
Sets the movement speed in percent. 100 is normal.

 

speedMultiplier=120

 


Looks

copyVisualStyle
Copies the look of another NPC: face, head parts, hair color, face details, body tint, height and weight. Race and sex are not copied. Pick an NPC of the same race and sex, or change them with race and setFlags or removeFlags (female).
; Hulda [NPC_:00013BA3], Ysolda [NPC_:00013BAB]

 

 

filterByNpcs=Skyrim.esm|13BA3:copyVisualStyle=Skyrim.esm|13BAB


haircolor
Changes the hair color. It needs a color form (CLFM). It also works on NPCs with a pre-made face and on NPCs that take their look from a template. Hair parts that have their own color keep it. A haircolor rule wins over the hair color that copyVisualStyle or setRandomVisualStyle bring along.
; Hulda [NPC_:00013BA3], BluishTintLight01 [CLFM:00064B2B]

 

filterByNpcs=Skyrim.esm|13BA3:haircolor=Skyrim.esm|64B2B

 

 

What's more... should you figure out how to use this it should carry over with every update of AMR because it would be a separate .ini file and Skypatcher doing the update on the fly at load.

 

The race part and skin parts need to be figured out... after that it's easier.

 

i.e. All of a sudden Naraya looks like my housecarl in Falkreath - though I could had picked any female redguard npc from any esp I have loaded.... including an npc form which never was placed in the world.

 

; AMR_Naraya
filterByNpcs=AMR_Naraya:copyVisualStyle=BYOHHousecarlFalkreath
filterByNpcs=AMR_Naraya:skin=null

 

Spoiler

 

image.png.cb700d9b970443a78df8c04f3fafeb34.png

 

 

Edited by eflat01
Posted
36 minutes ago, pinky6225 said:

Tried the new quests, anekke (dark water) worked fine but with Alfrid battle born when i reach the stage of having to go into there house i incur bounty (the vanilla trespasser dialogue) so the only way i found to do that was to move her outside of her house for the dialogue, after doing that it worked fine but i assume we shouldn't be getting the "you need to leave" etc dialogue with her / idolf / their son while in the house 

Thanks for the note. We'll have to temporarily modify the cell (or better, the door) ownership. In the meantime, if you enter when at least one Battle-Born NPC is normally in the house - and not sleeping - you should not get this message.

Posted
15 hours ago, Unicom1981 said:

Also, a minor terrain glitch (I suspect it’s been there from the start; I only stumbled upon it because of a wolf attack, behind the house where dogs are sold in Shor's Stone.)

I'm having trouble seeing the issue in your screenshots. But the dogs are sold outside of town. Do you have a Shor's Stone mod?

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