Sacremas Posted August 4, 2016 Posted August 4, 2016 For load order, as mentioned several times on the main page of this mod, you should place Amorous at the BOTTOM of your load order, only Live Another Life and auto-generated patches (ASIS, Bashed Patch, reproc, etc) should be below it. LOOT is wrong, it's in fact very often wrong, you are just going to have to learn to take LOOT's suggestions as just that, suggestions, and figure it out on your own. LOOT has never given me even a close workable load order, sorry but it will screw up your game IMHO. Putting AA at the bottom has always been the recommended place for it, but I have to say that I find the blanket statements that "LOOT is wrong, it's in fact very often wrong" and "it will screw up your game" to both be very incorrect statements. LOOT has given me a workable load order every time I have used it with some minor tweaks. I use the metadata are to adjust the load order for 5-6 out of my 230+ mods (using the "load after" section of the metadata for those mods). Other than those manual adjustments, LOOT's load order has worked fine. As for Amorous Adventures, LOOT's position of AA has always worked for me - never any issues related to AA and load order. (not at home right now so I cannot verify it's load order position in my current character, but I know it not at the bottom...) But Sacremas other statement IS correct: "take LOOT's suggestions as just that, suggestions". You should always read the mods information page to see what their suggested load order is especially relative to other mods. But there are other tools which can minimize issues. I suggest also using tes5edit's Merge Patch functionality to create a merge patch to handle most mod conflicts (remove the Leveled Items and Leveled NPCs that the patch generates before saving it), and Wrye Bash for doing the Bashed Patch (this supposedly handles leveled lists better then tes5edit's merge patch, so that's why you delete the Leveled Items/NPCs from the merged patch before saving). Also, WB will merge some of the simple mods into the bashed patch so that they can be disabled (I have 10 mods that get merged into the Bashed Patch). Eh... not to get snobby or the like, but maybe we are just running different type of load order? Okay I will give you an example. Say you have Weapon and Armor Fixes, and one mod that changes an artifact's model to something much cooler and has to do it via ESP because the artifact doesn't normally have a unique model, now let's say you are running a mod that improves artifacts in general, including this one. IF you run LOOT on those mods, it will move them so that Weapon and Armor Fixes and other bugfix mods which other people have put in special directions for already will override it, and you get a different looking artifact entirely, withotu the stats you want, just the vanilla one with a few numbers fixed. THere are numerous other examples of this, NPC beautifiers getting less of a priority than mods that add items to NPC inventories or fixes their stats, and so on. What you should be doing, is run LOOT, get a suggestion of where things should be, this will order many of your big Nexus mods correctly, but won't know a thing about Lover's Lab mods, including Amorous, which it will probably place alphabetically. Next follow what the mod pages actually say, move down or after certain mods that the mod page claim you should. Now run a TES5Edit merge patch (which you can see instructions on ) go through each category, and look for red entires, if you have a lot of them, figure out what mods are conflicting and manually move them. You can also use another TES5Edit command which can provide even greater insight; rigth click your load order and choose "Apply filter to show conflict losers" and once that goes through (200+ mods will probably take a few minutes), and figure out from that what you then need to move around. It also helps to establish a few rules regarding your load order. Bugfixes go first, things may come after that changes things to something else entirely, while the bugfixes just sets it so that the vanilla game works properly, so they always need to be overwritten, with select fixes carried forward through special patches if need be. Next put UI mods, SkyUI, RaceMenu, extended UI, quickloot, etc, they work fine very high up on your list. Also put things that other mods rely on, if it's your masters put things like Campfire and Sexlab Framework here (I don't know of any master UI mod, so these will go right after bugfixes). Follow by landscape changes, if you have a mod that places a wall where another mod wants to put a door, the latter need to overwrite, things like People of Skyrim, JK's Skyrim, Tamriel Reloaded HD, SMIMM, and so on. Follow by character creation specific mods, SOS, race mods, hair mods, brow mods, that sort. Follow by monster mods like High Level Enemies and Skyrim Immersive Creatures (get the SIC version of HLE if you use both), these things need to be put out into your adventure mods and such, while generally a Bashed patch will take care of that, this gives them easier room to work. Follow by quest mods, things like Legacy of the Dragonborn, Helgen Reborn, stuff like that, and Falskaar same up with the masters sorting by same rules. At this point it's looser, just plonk them in unless the author has said otherwise, feel free to follow LOOT instructions here. At the bottom put NPC specific mods, Bijin Warmaidens, Seranaholic, Inigo, Sofia, that sort. You don't want anything to overwrite these. Now run a TES5Edit merge patch, then open non-player characters category, and make sure all your NPCs retained their apperance, and also got handed new weapons and armor by mods like Immersive Weapons, Warmonger Armory, Dawnguard Arsenal, and remodeled body-specific armors, and carry over any bugfixes from USLEEP and the like that is missing (half the warmaidens need a few manual adjustments like this). Now follow by Amorous Adventures, then Live Another Life, your TES5Merged.esp, your Bashed Patch, 0.esp, ASIS - Dependency.esp, any other skyproc patches like that of SkyRe, PerMa, Automatic Variants or Requiem, then ASIS.esp. Incidentally, I just remembered doing something that may somehow be the cause of this. Back towards the beginning of the game I raped/kidnapped Camilla and Aela and stored them in Pinewatch until about 30 minutes ago. I recall the main page of this saying things will break if the required NPCs aren't doing their vanilla stuff. Maybe that's what's caused my issue? Yeah I think it could have been pertinent to mention that a bit sooner. Sorry we can't help you, I highly recommend you start a new game if you have been doing that sort of stuff, or just expect thigns to go wrong.
LaEspada Posted August 4, 2016 Posted August 4, 2016 Eh... not to get snobby or the like, but maybe we are just running different type of load order? Okay I will give you an example. Say you have Weapon and Armor Fixes, and one mod that changes an artifact's model to something much cooler and has to do it via ESP because the artifact doesn't normally have a unique model, now let's say you are running a mod that improves artifacts in general, including this one. IF you run LOOT on those mods, it will move them so that Weapon and Armor Fixes and other bugfix mods which other people have put in special directions for already will override it, and you get a different looking artifact entirely, withotu the stats you want, just the vanilla one with a few numbers fixed. THere are numerous other examples of this, NPC beautifiers getting less of a priority than mods that add items to NPC inventories or fixes their stats, and so on. What you should be doing, is run LOOT, get a suggestion of where things should be, this will order many of your big Nexus mods correctly, but won't know a thing about Lover's Lab mods, including Amorous, which it will probably place alphabetically. Next follow what the mod pages actually say, move down or after certain mods that the mod page claim you should. Now run a TES5Edit merge patch (which you can see instructions on ) go through each category, and look for red entires, if you have a lot of them, figure out what mods are conflicting and manually move them. You can also use another TES5Edit command which can provide even greater insight; rigth click your load order and choose "Apply filter to show conflict losers" and once that goes through (200+ mods will probably take a few minutes), and figure out from that what you then need to move around. It also helps to establish a few rules regarding your load order. Bugfixes go first, things may come after that changes things to something else entirely, while the bugfixes just sets it so that the vanilla game works properly, so they always need to be overwritten, with select fixes carried forward through special patches if need be. Next put UI mods, SkyUI, RaceMenu, extended UI, quickloot, etc, they work fine very high up on your list. Also put things that other mods rely on, if it's your masters put things like Campfire and Sexlab Framework here (I don't know of any master UI mod, so these will go right after bugfixes). Follow by landscape changes, if you have a mod that places a wall where another mod wants to put a door, the latter need to overwrite, things like People of Skyrim, JK's Skyrim, Tamriel Reloaded HD, SMIMM, and so on. Follow by NPC specific mods, SOS, race mods, hair mods, brow mods, that sort. Follow by monster mods like High Level Enemies and Skyrim Immersive Creatures (get the SIC version of HLE if you use both), these things need to be put out into your adventure mods and such, while generally a Bashed patch will take care of that, this gives them easier room to work. Follow by quest mods, things like Legacy of the Dragonborn, Helgen Reborn, stuff like that, and Falskaar same up with the masters sorting by same rules. At this point it's looser, just plonk them in unless the author has said otherwise, feel free to follow LOOT instructions here. At the bottom put NPC specific mods, Bijin Warmaidens, Seranaholic, Inigo, Sofia, that sort. You don't want anything to overwrite these. Now run a TES5Edit merge patch, then open non-player characters category, and make sure all your NPCs retained their apperance, and also got handed new weapons and armor by mods like Immersive Weapons, Warmonger Armory, Dawnguard Arsenal, and remodeled body-specific armors, and carry over any bugfixes from USLEEP and the like that is missing (half the warmaidens need a few manual adjustments like this). Now follow by Amorous Adventures, then Live Another Life, your TES5Merged.esp, your Bashed Patch, 0.esp, ASIS - Dependency.esp, any other skyproc patches like that of SkyRe, PerMa, Automatic Variants or Requiem, then ASIS.esp. This is actcually very sound advice. I do this whenever I add new mods that use ESP or ESM. Many mods don't carry over UESP fixes and always have to fix them myself. Also remember you can use custom sorting rules in LOOT so you don't have to manually move mods every time you sort by LOOT. Also merging patch esps is also a good idea, especially for a mod like PerMa. That mod has so many patches it's better to load up all the patch esps, make sure the last one carries over all the correct changes, and merge down.
srayesmanll Posted August 4, 2016 Posted August 4, 2016 Eh... not to get snobby or the like, but maybe we are just running different type of load order? Okay I will give you an example. I don't consider that "being snobby", I consider that a "fact". You and I (and just about everyone else on this site, Nexus, etc) will each have different loadouts. MY point was that the blanket "LOOT is always wrong" statement is factually incorrect. It's not wrong with mine (again, with some minor tweaking). It sometimes needs a little help (and for some, a lot of help), but saying it is ALWAYS wrong is frankly bullshit. Say you have Weapon and Armor Fixes, and one mod that changes an artifact's model to something much cooler and has to do it via ESP because the artifact doesn't normally have a unique model, now let's say you are running a mod that improves artifacts in general, including this one. IF you run LOOT on those mods, it will move them so that Weapon and Armor Fixes and other bugfix mods which other people have put in special directions for already will override it, and you get a different looking artifact entirely, withotu the stats you want, just the vanilla one with a few numbers fixed. THere are numerous other examples of this, NPC beautifiers getting less of a priority than mods that add items to NPC inventories or fixes their stats, and so on. I can provide a load order (again for the current character I am using). But taking your example, "Weapon and Armor Fixes" (which I use along with a plethora of Krytopher's mods), it is very clear in the mod's description what the load order order should be in comparison to the other Krypt mods. So using LOOT metadata, I set what mod should be after what mod based on that: Recommended load order: - Unofficial Patches - Weapons & Armor Fixes Remade - Clothing & Clutter Fixes - Complete Crafting Overhaul Remade - Smithing Perks Overhaul Remade This is the "proper" load order for those mods, so that is what I have done in LOOT. I have have done this with other mods as well to handle conflicts with the load order that LOOT did not correct. I think I said 5-6, probably closer to 10, but still a relatively small number compared to the 230+ (unmerged) mods in my list. What you should be doing, is run LOOT, get a suggestion of where things should be, this will order many of your big Nexus mods correctly, but won't know a thing about Lover's Lab mods, including Amorous, which it will probably place alphabetically. I have never seen LOOT put things alphabetically, including SexLab mods. BOSS did something like that because it had a masterlist and if a mod did not appears on it's masterlist, it was shoved at the bottom of your load order (maybe alphabetically, don't remember). LOOT does not do this. Yes it does have a masterlist for setting the well-known mods (USLEEP, AS-LAL, etc) in specific locations, but the remaining mods are analyzed and placed based on info within the esp. As to those specifics, I do not know. I do know that in my load order, LOOT does NOT just throw things alphabetically and poof, it's done. Next follow what the mod pages actually say, move down or after certain mods that the mod page claim you should. Now run a TES5Edit merge patch (which you can see instructions on ) go through each category, and look for red entires, if you have a lot of them, figure out what mods are conflicting and manually move them. You can also use another TES5Edit command which can provide even greater insight; rigth click your load order and choose "Apply filter to show conflict losers" and once that goes through (200+ mods will probably take a few minutes), and figure out from that what you then need to move around. Yeah, pretty much what I said... I suggest also using tes5edit's Merge Patch functionality to create a merge patch to handle most mod conflicts (remove the Leveled Items and Leveled NPCs that the patch generates before saving it), ...though with less words. It also helps to establish a few rules regarding your load order. Bugfixes go first, things may come after that changes things to something else entirely, while the bugfixes just sets it so that the vanilla game works properly, so they always need to be overwritten, with select fixes carried forward through special patches if need be. Next put UI mods, SkyUI, RaceMenu, extended UI, quickloot, etc, they work fine very high up on your list. Also put things that other mods rely on, if it's your masters put things like Campfire and Sexlab Framework here (I don't know of any master UI mod, so these will go right after bugfixes). Follow by landscape changes, if you have a mod that places a wall where another mod wants to put a door, the latter need to overwrite, things like People of Skyrim, JK's Skyrim, Tamriel Reloaded HD, SMIMM, and so on. Follow by character creation specific mods, SOS, race mods, hair mods, brow mods, that sort. Follow by monster mods like High Level Enemies and Skyrim Immersive Creatures (get the SIC version of HLE if you use both), these things need to be put out into your adventure mods and such, while generally a Bashed patch will take care of that, this gives them easier room to work. Follow by quest mods, things like Legacy of the Dragonborn, Helgen Reborn, stuff like that, and Falskaar same up with the masters sorting by same rules. At this point it's looser, just plonk them in unless the author has said otherwise, feel free to follow LOOT instructions here. At the bottom put NPC specific mods, Bijin Warmaidens, Seranaholic, Inigo, Sofia, that sort. You don't want anything to overwrite these. Now run a TES5Edit merge patch, then open non-player characters category, and make sure all your NPCs retained their apperance, and also got handed new weapons and armor by mods like Immersive Weapons, Warmonger Armory, Dawnguard Arsenal, and remodeled body-specific armors, and carry over any bugfixes from USLEEP and the like that is missing (half the warmaidens need a few manual adjustments like this). Now follow by Amorous Adventures, then Live Another Life, your TES5Merged.esp, your Bashed Patch, 0.esp, ASIS - Dependency.esp, any other skyproc patches like that of SkyRe, PerMa, Automatic Variants or Requiem, then ASIS.esp. While nice information, other than the info about merge/bashed patches (which I said as well), what you are describing above is the Installation Order of mods which for MO is separate from the Load Order, which is what LOOT is setting. LOOT has no control over the left pane/install order, and frankly that appears to be more of what you are concerned about here (in this section). And just to note, for mods in which there are no conflicts with others mods, it really doesn't matter where they are placed in the load order, so technically LOOT cannot be wrong on those now, can it ?
D_ManXX2 Posted August 4, 2016 Posted August 4, 2016 Not sure about others but loot is always putting even the DLC's in wrong load order for my setup. Then i have to manually adjust allot of mods especially patches they are always put in wrong place for me.
Sacremas Posted August 4, 2016 Posted August 4, 2016 Sigh, I guess we're feeling argumentative and splitting up text? Fine then. Eh... not to get snobby or the like, but maybe we are just running different type of load order? Okay I will give you an example. I don't consider that "being snobby", I consider that a "fact". You and I (and just about everyone else on this site, Nexus, etc) will each have different loadouts. MY point was that the blanket "LOOT is always wrong" statement is factually incorrect. It's not wrong with mine (again, with some minor tweaking). It sometimes needs a little help (and for some, a lot of help), but saying it is ALWAYS wrong is frankly bullshit. Well, YMMW and all that. I am telling you it is ALWAYS wrong for me, and it's putting things alphabetically, and it's putting thigns that it has quite frankly broken savegames even for me. I am not joking here at all. Like DX I have never ever seen a LOOT load order for either Skyrim or Fallout New Vegas (haven't tried it on 3 or 4) where it didn't break my game entirely if I had run with it, and half my mods would have failed to work. Say you have Weapon and Armor Fixes, and one mod that changes an artifact's model to something much cooler and has to do it via ESP because the artifact doesn't normally have a unique model, now let's say you are running a mod that improves artifacts in general, including this one. IF you run LOOT on those mods, it will move them so that Weapon and Armor Fixes and other bugfix mods which other people have put in special directions for already will override it, and you get a different looking artifact entirely, withotu the stats you want, just the vanilla one with a few numbers fixed. THere are numerous other examples of this, NPC beautifiers getting less of a priority than mods that add items to NPC inventories or fixes their stats, and so on. I can provide a load order (again for the current character I am using). But taking your example, "Weapon and Armor Fixes" (which I use along with a plethora of Krytopher's mods), it is very clear in the mod's description what the load order order should be in comparison to the other Krypt mods. So using LOOT metadata, I set what mod should be after what mod based on that: Recommended load order:- Unofficial Patches- Weapons & Armor Fixes Remade- Clothing & Clutter Fixes- Complete Crafting Overhaul Remade- Smithing Perks Overhaul Remade This is the "proper" load order for those mods, so that is what I have done in LOOT. I have have done this with other mods as well to handle conflicts with the load order that LOOT did not correct. I think I said 5-6, probably closer to 10, but still a relatively small number compared to the 230+ (unmerged) mods in my list. Yes, and how does that change what I said? These are the standard load order in that order (and a correct one; if you load C&CF before W&AR you will get a lot of naked necromancers and warlocks dressed in nothing but the Cowl item and their boots, and otherwise naked, it can also happen from certain other mods like Warmonger's Armory). That metarule does not by itself tell you where those mods will be placed in relaiton to other mods. In the example of the artifact, you'd have to put in those rules to load after W&ARF (and possibly C&CF) in every item that changes individual items. That is a lot of work for getting a tool frankly set up for noobs (no offence, I know you are not a "noob", you're one of the "Contributors" here on the site that I value the most to hear insight from; you're just wrong in this one case ) instead of just getting to know your mods so you can figure it out for yourself. If you are using wildy different load orders (I do; I have one for heavy sexlab, one for just Amorous, one for mage, one for warrior, one for vampire, one for werewolf, and combinations thereof) you might have to put in quite a few of those exclusions. I'd rather do it manually. What you should be doing, is run LOOT, get a suggestion of where things should be, this will order many of your big Nexus mods correctly, but won't know a thing about Lover's Lab mods, including Amorous, which it will probably place alphabetically. I have never seen LOOT put things alphabetically, including SexLab mods. BOSS did something like that because it had a masterlist and if a mod did not appears on it's masterlist, it was shoved at the bottom of your load order (maybe alphabetically, don't remember). LOOT does not do this. Yes it does have a masterlist for setting the well-known mods (USLEEP, AS-LAL, etc) in specific locations, but the remaining mods are analyzed and placed based on info within the esp. As to those specifics, I do not know. I do know that in my load order, LOOT does NOT just throw things alphabetically and poof, it's done. Next follow what the mod pages actually say, move down or after certain mods that the mod page claim you should. Now run a TES5Edit merge patch (which you can see instructions on ) go through each category, and look for red entires, if you have a lot of them, figure out what mods are conflicting and manually move them. You can also use another TES5Edit command which can provide even greater insight; rigth click your load order and choose "Apply filter to show conflict losers" and once that goes through (200+ mods will probably take a few minutes), and figure out from that what you then need to move around. Yeah, pretty much what I said... I suggest also using tes5edit's Merge Patch functionality to create a merge patch to handle most mod conflicts (remove the Leveled Items and Leveled NPCs that the patch generates before saving it), ...though with less words. Now you are just being rude. The person who asked the question to begin with is clearly not very experienced with mods, hence I gave more information to help him on is way, and specifics to do, includng a video link on how to do set up the mod first time. Plus you said nothing at all about applying a filter to show conflict resolutions, this is an incredibly valuable tool that a lot of folks just don't know about, and can potentially show issues exactly why two mods are incompatible, run it on say the Immersive College of Winterhold and Amorous adventures, you can see that Amorous breaks two cells (notably by setting it to USLEEP standards, which is what Amorous should be doing, but it's still breaking functionalities of ICW) by changing ownership of some aspects as well as changing the lighting of those cells back to vanilla, meaning the lighting system of ICW won't work properly, and the bed-related scripts might fail. In the bed case this is a benign one because its your own dormitory bed and ICW doesn't actually do anything special with that bed as far as I could know, this is really just an example. (And in the Olympics of penis-measurement, Sacremas just grew two whole inches! Will srayesmanll be able to catch up in time to walk home with the championship? Tune in next time schlongfans!) While nice information, other than the info about merge/bashed patches (which I said as well), what you are describing above is the Installation Order of mods which for MO is separate from the Load Order, which is what LOOT is setting. LOOT has no control over the left pane/install order, and frankly that appears to be more of what you are concerned about here (in this section). And just to note, for mods in which there are no conflicts with others mods, it really doesn't matter where they are placed in the load order, so technically LOOT cannot be wrong on those now, can it ? Eh, no I am not? Sorry I order my left hand panel on different rules. Mostly I do not care, because I use so many different profiles I make sure that the right hand panel is correct, let MO auto sort left panel, then hit the "Conflicted" part on the side panel which shows only conflcited, and I make sure that my texture mods as well as NPC mods are not being overwritten. Otherwise that really do not matter that much quite frankly. MO doesn't care where your monster mod is placed, or your UI mod, unless they contain conflictign files and the linked ESPs in the left panel is different. The exception is things like Bijin Warmaidens and KS Hairdos; Bijin uses many KS hairs but if you don't place them lower than KS and other hair mods in the left panel, you will get grayfaced girls ingame, and MO won't order Bijin after KS just because you have it on the right panel. For the rest as long as you kept stuff packed up in their neat performance friendly BSAs rather than follow outdated and faulty advice to unpack all your BSAs (which I did until I was told how stupid that was; bethesda's chosen method of distributing files is surprisingly the best), in which case you might have more of an issue. The whole thing on load order rules comes originally from Tale of Two Wastelands load order, adjusted for Skyrim's pecularities (a few things need to be different in the two, weather for example absolutely has to be at the bottom for New Vegas, doesn't matter that much for Skyrim, while NPCs should be higher up in NV, otherwise plugin structures and overwrites have not changed that dramatically since Oblivion). And it applies as much for NMM as it does for MO. If I do not follow this load order, or at least for what goes near the bottom, my game is easily unusable, if I don't make sure to specially order certain mods like Weapon and Armor Attributes and artifact mods and such, they just won't work.As for mods with no conflicts, see "other mods" that I mentioned, they pretty much all fall under that, place them wherever you'd like really, including where LOOT put them; only mods with a conflict matters at all where you put them, if they don't conflict with LAL or change the base Skyrim stuff that LAL changs, you can even put them after that, if they don't have info in them that your Bashed and Merged patches use you can even put them after those, and it still won't matter that much. It's a a really pointless semantic to argue.
Sacremas Posted August 4, 2016 Posted August 4, 2016 I am not posting any replies after this because we are into rampant thread derailment territory, I will just say that my game is a lot more stable, with less errors and weird things happening and even more performance friendly after I learned to look through my load order and learn what each mod changed, instead of trusting automated tools. That's really all that matters here. If it works for you, good on you, but maybe you just don't have that advanced mods active, just tons of armor mods or the like? Really I have no way of telling without comparing load orders, I just know it doesn't work for me, and I have helped several others it really hasn't worked for either.
ah1 Posted August 5, 2016 Posted August 5, 2016 I notice you released an OSA/OSex version a few days ago. Does this new version have pre-rendered scenes, or is it making use of the OSex framework in a similar manner to Sexlab, where we have to do a lot of the work ourselves?
Gulfwulf Posted August 5, 2016 Posted August 5, 2016 I notice you released an OSA/OSex version a few days ago. Does this new version have pre-rendered scenes, or is it making use of the OSex framework in a similar manner to Sexlab, where we have to do a lot of the work ourselves? Like the Sexlab version, it just starts the sex and doesn't pick anything. You'll need to do that yourself.
Blade_Runner Posted August 5, 2016 Posted August 5, 2016 Fox has said in the past it's because the actor puts a lot of feeling into practically every word, it takes a LOT of work compared to other voices to make them hang together without the tone of the voice sounding jarring and going up and down. Quite a lot of lines just can't be used the way they can for Lyda and Aela's VAs because of the sometimes overacting the actor put into it. That actually makes a lot of sense. One of the reasons i like the voice type is exactly the emphasis and intonation she puts on the lines, but i can see very well what a nightmare it must be for splicing dialogue! On a unrelated note, something i've noticed that is not a issue but may be worth looking into: i'm running the Relationship Dialogue Overhaul beta (and very happy with it, give a try), and while the change is very noticeable in all vanilla followers, i haven't been able to notice much difference in Lydia at all. I had to clear EFF data recently due to a unrelated issue, and as result, she reset completely and reverted all the changes AA did to her, loosing her lover options and all dialogue changes. All the changes RDO implements became immediately noticeable and she started giving a lot of context-location senstitive dialogue and having more varied responses to trade/follow/wait/dismiss. As a side effect, he started to interact a lot more with Inigo, something that i've been frustrated with for a long while since i was getting just a couple interactions and very far between; I've checked for conflicts in tes5edit and didn't notice anything critical, and changing load order wields no different results. I think the way AA handles Lydia changes her dialogue pool too much for her to benefit fully from above said mods (if i'm not mistaken, Lydia gets a dialogue revamp along the lines of FCO) and it probably would be worth to check for a workaround when time permits, as i'm sure RDO will be a very popular mod very soon. PS: I do love her AA dialogue lines ("are we still meeting later for... combat training?" cracks me up every time), but i'd like to know if there's any way i can fiddle with the mod on tes5edit to keep her lover-related dialogue but leave the idle and response stuff for RDO?
LaurieNymph Posted August 5, 2016 Posted August 5, 2016 Fox has said in the past it's because the actor puts a lot of feeling into practically every word, it takes a LOT of work compared to other voices to make them hang together without the tone of the voice sounding jarring and going up and down. Quite a lot of lines just can't be used the way they can for Lyda and Aela's VAs because of the sometimes overacting the actor put into it. That actually makes a lot of sense. One of the reasons i like the voice type is exactly the emphasis and intonation she puts on the lines, but i can see very well what a nightmare it must be for splicing dialogue! On a unrelated note, something i've noticed that is not a issue but may be worth looking into: i'm running the Relationship Dialogue Overhaul beta (and very happy with it, give a try), and while the change is very noticeable in all vanilla followers, i haven't been able to notice much difference in Lydia at all. I had to clear EFF data recently due to a unrelated issue, and as result, she reset completely and reverted all the changes AA did to her, loosing her lover options and all dialogue changes. All the changes RDO implements became immediately noticeable and she started giving a lot of context-location senstitive dialogue and having more varied responses to trade/follow/wait/dismiss. As a side effect, he started to interact a lot more with Inigo, something that i've been frustrated with for a long while since i was getting just a couple interactions and very far between; I've checked for conflicts in tes5edit and didn't notice anything critical, and changing load order wields no different results. I think the way AA handles Lydia changes her dialogue pool too much for her to benefit fully from above said mods (if i'm not mistaken, Lydia gets a dialogue revamp along the lines of FCO) and it probably would be worth to check for a workaround when time permits, as i'm sure RDO will be a very popular mod very soon. PS: I do love her AA dialogue lines ("are we still meeting later for... combat training?" cracks me up every time), but i'd like to know if there's any way i can fiddle with the mod on tes5edit to keep her lover-related dialogue but leave the idle and response stuff for RDO? I`m using RDO beta also I have heard Lydia say a few different things but I just chalked it up to the Mod author saying he left alot out of the Beta until release.But I am interested in knowing this also.
rockitten Posted August 5, 2016 Posted August 5, 2016 Just an idea: how about gender bendiing Ulfric Stormcloak by this mod: http://www.nexusmods.com/skyrim/mods/71864/? And make the Skyrim civil war becomes a bride fight?
Sacremas Posted August 5, 2016 Posted August 5, 2016 Just an idea: how about gender bendiing Ulfric Stormcloak by this mod: http://www.nexusmods.com/skyrim/mods/71864/? And make the Skyrim civil war becomes a bride fight? Suggested before, several times, same with feminized Cicero. Basically no, this mod will never rely on any mods but whatever causes the animations (Sexlab or OSex), Skyrim and it's DLCs.
VenomousDuck Posted August 5, 2016 Posted August 5, 2016 By the way Foxfingers, once the enhanced dialogue stuff is done as far as you are concerned, I don't think your Patreons would mind at all if that fell under "new quest" as far as collecting your paycheck goes. As one of your supporters on Patreon I would agree with Sacremas and I hope you do release it as a "new quest". You deserve it Fox for all the hard work you put into this mod for our enjoyment.
LaEspada Posted August 5, 2016 Posted August 5, 2016 I`m using RDO beta also I have heard Lydia say a few different things but I just chalked it up to the Mod author saying he left alot out of the Beta until release.But I am interested in knowing this also. I've noticed the same thing, once I dismissed her from the lovers she started to say much, much more things. Maybe, Fox should take a look at RDO beta and implement interactions and dialogues like RDO does?
Blade_Runner Posted August 5, 2016 Posted August 5, 2016 I've noticed the same thing, once I dismissed her from the lovers she started to say much, much more things. Maybe, Fox should take a look at RDO beta and implement interactions and dialogues like RDO does? I think it would just double the workload. I'm not sure how the mod handles Lydia dialogue pool, but i think it replaces her normal dialogue after she's into lover faction. It would probably be simpler to make AA-related lines be just aditional lines instead.
FoxFingers Posted August 5, 2016 Author Posted August 5, 2016 .... All the changes RDO implements became immediately noticeable and she started giving a lot of context-location senstitive dialogue and having more varied responses to trade/follow/wait/dismiss. As a side effect, he started to interact a lot more with Inigo, something that i've been frustrated with for a long while since i was getting just a couple interactions and very far between; I've checked for conflicts in tes5edit and didn't notice anything critical, and changing load order wields no different results. I think the way AA handles Lydia changes her dialogue pool too much for her to benefit fully from above said mods (if i'm not mistaken, Lydia gets a dialogue revamp along the lines of FCO) and it probably would be worth to check for a workaround when time permits, as i'm sure RDO will be a very popular mod very soon. I`m using RDO beta also I have heard Lydia say a few different things but I just chalked it up to the Mod author saying he left alot out of the Beta untilrelease.But I am interested in knowing this also. My guess is that AA has a higher priority value for Hellos, Goodbyes and Idles than what Swiss set his in RDO at. Easy enough to match his numbers, maybe he'll come by and tell me what they are. Then they would operate on equal footing. I've noticed the same thing, once I dismissed her from the lovers she started to say much, much more things. Maybe, Fox should take a look at RDO beta and implement interactions and dialogues like RDO does? I don't want to get into doing more Hellos. Goodbyes and Idles, no. I don't enjoy it and it's a drag for me to do. I enjoy making quests and telling a story. If RDO existed 18 months ago, I wouldn't have bothered doing any at all, because that's clearly what Swiss enjoys and he does it well. I'm just going to get a few more character's lovers options out so I can get back to what I enjoy - getting the stories in my head out into quests. Thanks!
Blade_Runner Posted August 5, 2016 Posted August 5, 2016 My guess is that AA has a higher priority value for Hellos, Goodbyes and Idles than what Swiss set his in RDO at. Easy enough to match his numbers, maybe he'll come by and tell me what they are. Then they would operate on equal footing. Good to know! I don't see the sense in reworking Lydia's whole dialogue system or bothering to overlap RDO at all. It's not even in the scope of the mod and just to know it's possible to keep the best of both words makes me very happy. I can sympathize with all the extra tedious workload you've been having and the need to create new things! I work on the "creative" field and god knows how much i hate to spend time polishing shit and doing stuff related to the pure "manual labor" aspect of work instead of bringing new visions and ideas to life.
Dapper Dan Pomade Posted August 5, 2016 Posted August 5, 2016 Yeah, focus on what you enjoy. The extra options are great, but the real strength of this mod is the quests. They add a ton to a Skyrim playthrough.
Leeyds4LLTS Posted August 5, 2016 Posted August 5, 2016 Hello Foxfinger =) I have loved this mod for a long time. Thx for you hard work! Recently I have noticed missing dialog options where I know there should be some. I feel I must have installed something that is interfering with the dialog options. Do you, or anyone else on this discussion, know of mods that will prevent dialog options from appearing? I do use "better dialog controls" for what that is worth. Suggestions anyone?
FoxFingers Posted August 5, 2016 Author Posted August 5, 2016 I got a couple days off and I'm going to try and finish up these expanded lovers options for certain NPCs. Here's my list: Annekke Aranea Carlotta Jenassa Lisette Lydia Serana Illia Aela Adrianne Jordis Elisif Breylana Ysolda If there is some NPC you think would really benefit from the change that's not on the list - I'll take it under advisement but I'm really looking to get past this. Anyways, let me know. Also, in the 3.0 I'm doing away with creating a separate "storyboards patch". All the versions are just going to have them - it's simply easier for me. I have three versions to support and it's a hassle. Also strongly considering dumping the "clean" version entirely to lighten the load. Thanks!
srayesmanll Posted August 5, 2016 Posted August 5, 2016 Also, in the 3.0 I'm doing away with creating a separate "storyboards patch". All the versions are just going to have them - it's simply easier for me. I have three versions to support and it's a hassle. Also strongly considering dumping the "clean" version entirely to lighten the load. Hopefully with an option to turn them off? Please... I've never used the "clean" version, so I have no problem with you dropping it, but I can hear the cries from the Nexus crowd now...
Kain82 Posted August 5, 2016 Posted August 5, 2016 I got a couple days off and I'm going to try and finish up these expanded lovers options for certain NPCs. Here's my list: Annekke Aranea Carlotta Jenassa Lisette Lydia Serana Illia Aela Adrianne Jordis Elisif Breylana Ysolda If there is some NPC you think would really benefit from the change that's not on the list - I'll take it under advisement but I'm really looking to get past this. Anyways, let me know. Also, in the 3.0 I'm doing away with creating a separate "storyboards patch". All the versions are just going to have them - it's simply easier for me. I have three versions to support and it's a hassle. Also strongly considering dumping the "clean" version entirely to lighten the load. Thanks! Sounds like a plan. As for the "storyboards patch" what do storyboards do?
shardoom Posted August 5, 2016 Posted August 5, 2016 Option to turn them off (the storyboards) is a must really.
Solitarix Posted August 6, 2016 Posted August 6, 2016 I got a couple days off and I'm going to try and finish up these expanded lovers options for certain NPCs. Here's my list: Annekke Aranea Carlotta Jenassa Lisette Lydia Serana Illia Aela Adrianne Jordis Elisif Breylana Ysolda If there is some NPC you think would really benefit from the change that's not on the list - I'll take it under advisement but I'm really looking to get past this. Anyways, let me know. Also, in the 3.0 I'm doing away with creating a separate "storyboards patch". All the versions are just going to have them - it's simply easier for me. I have three versions to support and it's a hassle. Also strongly considering dumping the "clean" version entirely to lighten the load. Thanks! Could you add Mjoll onto the list?
Leeyds4LLTS Posted August 6, 2016 Posted August 6, 2016 I am having a missing dialog problem. It has happened in many different story lines, but right now I am doing the Camilla story line, and I am stuck after she tells me to talk with Sven and Faendal. I go to either of them, and there is no dialogue choice there. I have tried it with versions 2.10, 2.11, and 3.01. I would really appreciate it if someone had any idea why this is happening. I haven't had this happen before. Thank you in advance for your help and patience. =/
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