Guest ffabris Posted August 10, 2016 Posted August 10, 2016 1. Not really a problem this, just FYI. Bandits not selected as friends. Bandits attacked me (radiant quest 'kill bandit leader'). On my way back to claim the reward in Whiterun and was met by the courier with a 'sorry for your loss' and letter of inheritance from the late, lamented bandit leader. Nothing to do with Manipulator, if you don't have bandits as friends, then Manipulator isn't at work in this scenario. Manipulator also isn't sending notes. 2. I've got the whole vampire thing 'turned off' via Timing is Everything. Still got attacked by Vigilants. Had to add them to friends list (in Manipulator not Facile Book). Vigiliants will attack anyone who belongs to the following factions (from CK): daedra hagraven necromancer skeleton vampire werewolf ghost If you have any of those enabled as "Friends", Vigilants will attack (Yes, ghost isn't an option in Manipulator; I listed it for completeness.) 3. Biggest problem for me is Forsworn. Not selected as friends but not attacking/hostile. I've got a couple of Forsworn gigs(*) from Markarth in my journal but haven't tackled them yet. I've come across a few Forsworn on the roads (figuratively and literally ) without any signs of hostilty. I even attacked and killed one but that didn't make any difference to the next lot I came across. (*) One is the meet the guy in the temple of Talos after Margret is killed in the market place. Not met with him yet. The other is Lisbet's get the statue back job. Not all forsworn are hostile in the vanilla game. Those in camps generally will be, however. Check in the JSON whether they're flagegd as friends, and thus possibly not shown correctly in MCM. Not sure if it is related but got attacked by a Stormcloak patrol on the road. I'd been taking longe-range potshots at Mudcrabs and Sabrecats so I might have caught the patrol with a stray round. I reloded as I didn't want the complications of taking on the Stormcloaks. I'll find some Stormcloaks tomorrow and see what happens. Manipulator doesn't affect soldiers or guards. I'm starting to think I should rip that whole thing out, as it seems to be more trouble than it is worth.
karlpaws Posted August 10, 2016 Posted August 10, 2016 Not sure if I want you to rip it out or not, but here's a few oddities I've had. I did turn on most of the options for friends, and later turned them all off, but I sometimes won't get attacked by forsworn or bandits. Not sure if using console TMM 1 would "load" them and the game remember them or not. Thinking not, but not sure why then they're friendly. Dragons also will fly over, attack cities and civilians, guards alert, etc but no red dot on the compass.
Guest ffabris Posted August 10, 2016 Posted August 10, 2016 Not sure if I want you to rip it out or not, but here's a few oddities I've had. I did turn on most of the options for friends, and later turned them all off, but I sometimes won't get attacked by forsworn or bandits. Not sure if using console TMM 1 would "load" them and the game remember them or not. Thinking not, but not sure why then they're friendly. Dragons also will fly over, attack cities and civilians, guards alert, etc but no red dot on the compass. The change to being a "friend" of a faction won't be immediate. If you turn a faction off while members of that NPC can see you, and before they reset, then they will continue to be friendly - and vice versa. The mod doesn't mess with dragons. However, one of the factions included might be allied to dragons... not sure.
karlpaws Posted August 10, 2016 Posted August 10, 2016 Not sure if I want you to rip it out or not, but here's a few oddities I've had. I did turn on most of the options for friends, and later turned them all off, but I sometimes won't get attacked by forsworn or bandits. Not sure if using console TMM 1 would "load" them and the game remember them or not. Thinking not, but not sure why then they're friendly. Dragons also will fly over, attack cities and civilians, guards alert, etc but no red dot on the compass. The change to being a "friend" of a faction won't be immediate. If you turn a faction off while members of that NPC can see you, and before they reset, then they will continue to be friendly - and vice versa. The mod doesn't mess with dragons. However, one of the factions included might be allied to dragons... not sure. That just applies to those members that can see you, correct? Not the whole faction? As I've been playing more it does seem like whole faction as more bandits have been aggressive. I mentioned the dragons in case anyone wanted to look at them, and their faction membership and relationships. I would think they'd be enemies of everything and everyone, except maybe dragon priests, but I never had those checked. Maybe draugr are the culprit as they'd be logical and often found together.
Guest ffabris Posted August 10, 2016 Posted August 10, 2016 That just applies to those members that can see you, correct? Not the whole faction? As I've been playing more it does seem like whole faction as more bandits have been aggressive. Just those that have registered your presence, yes. Till they reset, they'll keep being friendly or not. I mentioned the dragons in case anyone wanted to look at them, and their faction membership and relationships. I would think they'd be enemies of everything and everyone, except maybe dragon priests, but I never had those checked. Maybe draugr are the culprit as they'd be logical and often found together. Dragons are friends with dragonpriests and dunPrisonerFaction (which oddly includes mannequins o,O); neutral to predators and prey. That's it.
ygcxsw Posted August 10, 2016 Posted August 10, 2016 Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game.
karlpaws Posted August 10, 2016 Posted August 10, 2016 Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game. Someone hasn't read the (at least) 15 posts asking this very thing, nor the responses that such a feature would cause a grey face bug.
ButchDiavolo Posted August 10, 2016 Posted August 10, 2016 Chiming in on the dragons "issue". As I said before, I play an almost kill-less Skyrim, meaning that I added the player to almost all factions (through console) as either a friend or ally. I specifically didn't add the PC to the dragons or dragon priest factions, because I figured that would perhaps screw up the game. Despite NOT being added to those factions, the PC also doesn't get dragon attacks. They attack everyone and their dog, but not the player. I did add the player to the creature faction, so perhaps that explains why the dragons don't attack the PC? EDIT: I checked on UESP and most "flavors" of dragon (blood, ancient, dragon, elder, legendary, revered and serpentine) are listed as being in the creature faction, despite the Dragon faction being mentioned as enemy. I guess that explains why there are no dragon attacks on the PC. Dragon priests are also listed as in the creature faction.
ButchDiavolo Posted August 10, 2016 Posted August 10, 2016 Oh and I keep forgetting to mention a possible bug. I recall you mentioning adding a "no nude comment" thingy to the mod. But I have been hearing nude comments anyway. Just thought I would mention it.
Guest ffabris Posted August 10, 2016 Posted August 10, 2016 Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game. Not possible, sorry. Manipulator shows what RaceMenu offers for NPCs. Oh and I keep forgetting to mention a possible bug. I recall you mentioning adding a "no nude comment" thingy to the mod. But I have been hearing nude comments anyway. Just thought I would mention it. Should work - did you enable it?
ButchDiavolo Posted August 10, 2016 Posted August 10, 2016 Oh and I keep forgetting to mention a possible bug. I recall you mentioning adding a "no nude comment" thingy to the mod. But I have been hearing nude comments anyway. Just thought I would mention it. Should work - did you enable it? Um... you mean I have to actually physically tick a box? As in I have to do work to get it to work? Why can't you be all-knowing and tick the box for me, you bad modder you! But seriously... I can't remember if I did enable it. Probably not though *sheepish chuckle* EDIT: Indeed I hadn't enabled it... After all these years, I am still a noob.
Guest ffabris Posted August 10, 2016 Posted August 10, 2016 Just added this to the d/l page:List of major factions that are friends/alies, and enemies, to those handled by Manipulator, so you'll know who might help you, and who might attack you. The list incldues only major faction, not minor ones used in single quests, or by few very NPCs. If on of the handled factions isn't listed here, it has no significant friends/allies/enemies. The list was made with USLEEP, as it might change some relationships. All factions are allies of themselves. In Manipulator, Vampire includes: VampireFaction, VampireThrallFaction, DLC1VampireFaction DLC2BenthicLurkerFaction Friend/Ally:DLC2AshSpawnFactionDLC2NetchFactionDLC2CultistFaction Enemy:IsGuardFactionDLC2NetchFaction Friend/Ally:DLC2AshSpawnFactionDLC2BenthicLurkerFactionDLC2RieklingFactionDLC2ThirskRieklingFactionDLC2TribalWerebearFactionDLC2RieklingFaction Friend/Ally:DLC2NetchFactionDragonPriestFaction Friend/Ally:DragonFactionDraugrFactionSkeletonFactionDraugrFaction Friend/Ally:DragonFactionDragonPriestFactionNecromancerFactionSkeeverFactionSkeletonFactionSpiderFactionVampireFactionDremoraFaction Friend/Ally:HagravenFactionFalmerFaction Friend/Ally:CaptiveFactionCharusFactionSkeeverFactionSpiderFactionWispFactionForswornFaction Friend/Ally:CaptiveFactionGoatfactionHagravenFactionHagravenFaction Friend/Ally:CaptiveFactionCharusFactionDremoraFactionForswornFactionIceWraithFactionSkeeverFactionSpiderFactionTrollFactionWispFaction Enemy:SprigganFaction NecromancerFaction Friend/Ally:DraugrFactionSkeletonFactionWarlockFactionSkeletonFaction Friend/Ally:DragonPriestFactionNecromancerFactionSkeeverFactionSkeletonFactionSpiderFactionVampireFactionVampireThrallFactionWarlockFactionVampireFaction Friend/Ally:DraugrFactionSkeeverFactionSkeletonFactionSpiderFactionVampireThrallFactionWolfFactionVampireThrallFaction Friend/Ally:SkeeverFactionSkeeverFactionSkeletonFactionSpiderFactionVampireFactionWolfFactionVigilantOfStendarrFaction Enemy:DaedraFactionghostFactionHagravenFactionSkeletonFactionVampireFactionWerewolfFactionWispFactionWarlockFaction Friend/Ally:AtronachFlameFactionAtronachFrostFactionAtronachStormFactionNecromancerFactionSkeletonFaction
Guest ffabris Posted August 10, 2016 Posted August 10, 2016 4.3 is up ... Fix: If you loaded a save, made changes to some settings, then reload the save from before, saved settings would be out of synch with the game. Now, on each game load, settings are read from the JSON config and applied.
Grey Cloud Posted August 11, 2016 Posted August 11, 2016 ffabris Thanks for the list. Due to the way the factions are all interwoven, it is damned difficult to, say, just be friendly with all humanoids but hostile to creatures, or vice versa. Strange the way 'friends' works: today I killed a spider in a room full of Falmer and a Hagraven in a room full of Forsworn. Neither the Falmer nor the Forsworn reacted. The enemy of my enemey is my friend, except when he is just a friend of a friend or there is an 'r' in the month. I'd say you have opened a can of worms but I don't know what faction they are in.
ButchDiavolo Posted August 11, 2016 Posted August 11, 2016 I think worms are allies of the dragon faction, so no goats will attack you now.
Guest ffabris Posted August 11, 2016 Posted August 11, 2016 LOL at both of you! Anyway, I suspect that some of the oddities reported previously may be down to the bug I fixed a short while ago. Only happened when reverting to a previous save after making changes in the MCM. MCM would show what was in the JSON, but the save would have older info. :-|
ygcxsw Posted August 11, 2016 Posted August 11, 2016 Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game. Someone hasn't read the (at least) 15 posts asking this very thing, nor the responses that such a feature would cause a grey face bug. Sorry. I was too lazy to go back and read through the thread like I usually would do. haha
sjaybird Posted August 11, 2016 Posted August 11, 2016 (edited) Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game. Someone hasn't read the (at least) 15 posts asking this very thing, nor the responses that such a feature would cause a grey face bug. Sorry. I was too lazy to go back and read through the thread like I usually would do. haha I've actually thought about this before and the only way I can see something like that working and avoiding a grey face bug would be that instead of the in-game mod applying the changes it would instead export the desired changes to an external file and/or log which you would then use a small program that game with the mod to manage and install your custom changes outside the game itself. it still would probably require you to use a save editor or something to erase the saved data for that NPC from your save before it would work in your save. Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game. Someone hasn't read the (at least) 15 posts asking this very thing, nor the responses that such a feature would cause a grey face bug. Sorry. I was too lazy to go back and read through the thread like I usually would do. haha I've actually thought about this before and the only way I can see something like that working and avoiding a grey face bug would be that instead of the in-game mod applying the changes it would instead export the desired changes to an external file and/or log which you would then use a small program that game with the mod to manage and install your custom changes outside the game itself. it still would probably require you to use a save editor or something to erase the saved data for that NPC from your save before it would work in your save. Or just change it in the mod using the CK and re-export the facegen. Google the instructions. I was was really just trying to keep to the idea of the whole process being automated or done by a/the mod. Edited August 11, 2016 by sjaybird
srayesmanll Posted August 11, 2016 Posted August 11, 2016 Would it be possible to extend the capabilities of the racemenu feature from the mod? it would be cool to be able to modify at least hair style and color, but to be able to change complexion, warpaint, and makeup would be nice also. Is there some kind of engine limitation here? Anyways, thank you for the mod. This is an awesome and simple utility that really helps do more with the game. Someone hasn't read the (at least) 15 posts asking this very thing, nor the responses that such a feature would cause a grey face bug. Sorry. I was too lazy to go back and read through the thread like I usually would do. haha I've actually thought about this before and the only way I can see something like that working and avoiding a grey face bug would be that instead of the in-game mod applying the changes it would instead export the desired changes to an external file and/or log which you would then use a small program that game with the mod to manage and install your custom changes outside the game itself. it still would probably require you to use a save editor or something to erase the saved data for that NPC from your save before it would work in your save. Or just change it in the mod using the CK and re-export the facegen. Google the instructions.
karlpaws Posted August 14, 2016 Posted August 14, 2016 Thought I'd mention this, just in case someone either has run across this or would consider this a problem.... I've had Vigilants of Stendar, the roaming wandering kind, attack and kill Anise (across from Riverwood) a few times. While it doesn't bother me, and I tend to kill her anyway half the time, if anyone needs her alive for some reason, you may either want to make her essential or check what factions she is in and which ones might be responsible for killing her. I cannot say it is this mod doing it, but I haven't found her dead before.
Guest ffabris Posted August 15, 2016 Posted August 15, 2016 Thought I'd mention this, just in case someone either has run across this or would consider this a problem.... I've had Vigilants of Stendar, the roaming wandering kind, attack and kill Anise (across from Riverwood) a few times. While it doesn't bother me, and I tend to kill her anyway half the time, if anyone needs her alive for some reason, you may either want to make her essential or check what factions she is in and which ones might be responsible for killing her. I cannot say it is this mod doing it, but I haven't found her dead before. She belongs to HagravenFaction, so would be attacked. Ref. here.
Guest ffabris Posted August 15, 2016 Posted August 15, 2016 Version 5.0 is up ... Fix: hotkeys not loading from the JSON config on starting a new game. Change: Major overhaul to the MCM script, since I hit a "wall": more states than CK can handle. As a result, it is possible that stuff that worked before, now is broken. I did test, but I cannot guarantee that everything is perfect. New: Added a Hacks panel. This adds Heathfires as a requirement. New: Added all (hopefully) creature factions to those you can be "friends" with.
karlpaws Posted August 15, 2016 Posted August 15, 2016 Thought I'd mention this, just in case someone either has run across this or would consider this a problem.... I've had Vigilants of Stendar, the roaming wandering kind, attack and kill Anise (across from Riverwood) a few times. While it doesn't bother me, and I tend to kill her anyway half the time, if anyone needs her alive for some reason, you may either want to make her essential or check what factions she is in and which ones might be responsible for killing her. I cannot say it is this mod doing it, but I haven't found her dead before. She belongs to HagravenFaction, so would be attacked. Ref. here. Yeah, I thought that's why my vigilants were attacking her, but wanted to post so that if someone needed her alive, to know that she's not a standard civilian type npc, and you might want to make sure what you are friendly with is friendly with her as well. Version 5.0 is up ... New: Added all (hopefully) creature factions to those you can be "friends" with. I suppose this means One With Nature isn't needed anymore, though I'm not sure about whether running one larger or two small enough mods is better. Usually one is tighter, so thanks for this.
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