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The Manipulator


Guest ffabris

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Guest ffabris
Posted

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 :dodgy: ) 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.

Posted

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

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.

Posted

 

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

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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

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?

Posted

 

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

Haha.... [hug]

Guest ffabris
Posted

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:
    DLC2AshSpawnFaction
    DLC2NetchFaction

DLC2CultistFaction

  • Enemy:
    IsGuardFaction

DLC2NetchFaction

  • Friend/Ally:
    DLC2AshSpawnFaction
    DLC2BenthicLurkerFaction
    DLC2RieklingFaction
    DLC2ThirskRieklingFaction
    DLC2TribalWerebearFaction

DLC2RieklingFaction

  • Friend/Ally:
    DLC2NetchFaction

DragonPriestFaction

  • Friend/Ally:
    DragonFaction
    DraugrFaction
    SkeletonFaction

DraugrFaction

  • Friend/Ally:
    DragonFaction
    DragonPriestFaction
    NecromancerFaction
    SkeeverFaction
    SkeletonFaction
    SpiderFaction
    VampireFaction

DremoraFaction

  • Friend/Ally:
    HagravenFaction

FalmerFaction

  • Friend/Ally:
    CaptiveFaction
    CharusFaction
    SkeeverFaction
    SpiderFaction
    WispFaction

ForswornFaction

  • Friend/Ally:
    CaptiveFaction
    Goatfaction
    HagravenFaction

HagravenFaction

  • Friend/Ally:
    CaptiveFaction
    CharusFaction
    DremoraFaction
    ForswornFaction
    IceWraithFaction
    SkeeverFaction
    SpiderFaction
    TrollFaction
    WispFaction
  • Enemy:
    SprigganFaction

NecromancerFaction

  • Friend/Ally:
    DraugrFaction
    SkeletonFaction
    WarlockFaction

SkeletonFaction

  • Friend/Ally:
    DragonPriestFaction
    NecromancerFaction
    SkeeverFaction
    SkeletonFaction
    SpiderFaction
    VampireFaction
    VampireThrallFaction
    WarlockFaction

VampireFaction

  • Friend/Ally:
    DraugrFaction
    SkeeverFaction
    SkeletonFaction
    SpiderFaction
    VampireThrallFaction
    WolfFaction

VampireThrallFaction

  • Friend/Ally:
    SkeeverFaction
    SkeeverFaction
    SkeletonFaction
    SpiderFaction
    VampireFaction
    WolfFaction

VigilantOfStendarrFaction

  • Enemy:
    DaedraFaction
    ghostFaction
    HagravenFaction
    SkeletonFaction
    VampireFaction
    WerewolfFaction
    WispFaction

WarlockFaction

  • Friend/Ally:
    AtronachFlameFaction
    AtronachFrostFaction
    AtronachStormFaction
    NecromancerFaction
    SkeletonFaction
Guest ffabris
Posted

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.

 

Posted

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. :huh::unsure::blink:

Guest ffabris
Posted

LOL at both of you! :D

 

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.  :-|

Posted

 

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

Posted (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 by sjaybird
Posted

 

 

 

 

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.

 

Posted

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

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

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.
Posted

ffabris - thanks for the update.

Posted

 

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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