Guest ffabris Posted August 21, 2016 Posted August 21, 2016 Well, let me know... it should not change unless you actually open the level drop-down. Also, 11 isn't a value available in the drop-down; as I said, it goes in multiples of 5 only.
Guest Posted August 21, 2016 Posted August 21, 2016 Well, let me know... it should not change unless you actually open the level drop-down. Also, 11 isn't a value available in the drop-down; as I said, it goes in multiples of 5 only. It looks like all returned to normal. When I started a game again (second time) and when my Player leveled up, this time the game showed his correct level 55. My apologies my friend ig giving you hard time. I was just little bit afraid that my high level elf's skills were downgraded by the mod. And, oh, yesss... disabling vampires attack works like a charm.
Guest ffabris Posted August 21, 2016 Posted August 21, 2016 No worries! Actually, I think I'll change that drop down to a text box, so you're not restricted to multiples of 5, and can just type whatever value you want.
Guest ffabris Posted August 21, 2016 Posted August 21, 2016 5.4 is up ... Change: Level (in Hacks panel) in now a text input box rather than a drop down, so you can just type in whatever level you want to set. Not value checking is done! Fix: On the People page, Relationship level wasn't updating (visually) correctly if changed.
Dooge Posted August 21, 2016 Posted August 21, 2016 If I recall correctly the getrelationshiprank function does only work between PC and NPC, but does not work between NPC-NPC, just so you are aware in case it is giving you trouble.
imfasterke Posted August 21, 2016 Posted August 21, 2016 i can't use racemenu on npc only scale but change hair or looks is not able
srayesmanll Posted August 21, 2016 Posted August 21, 2016 i can't use racemenu on npc only scale but change hair or looks is not able That's correct. The racemenu on NPCs is limited. If you change facial features on an npc in game, you will get the grey-face bug. The only safe way to change facial features (including hair, face makeup (not overlays), etc) is to use the CK then export the export the head through CK. To note, overlays work because they are on top of the head, not actually a part of the head.
Guest ffabris Posted August 21, 2016 Posted August 21, 2016 pff its should be in game to Talk to Bethesda about it Jokes aside, that's a limitation in the way the game is designed. There simply is no way to change NPC hair/face from inside the game, and not end up with a grey face.
harlequin1229 Posted August 22, 2016 Posted August 22, 2016 I'm setting up another new game, and wanted to try out the outfit setup, but I've never been able to get it to work. In settings all I get in the outfit part is the slot choice and save. The 2 boxes to define the mod & id has never shown up. Is there an additional something to set up that I'm missing?
Guest ffabris Posted August 22, 2016 Posted August 22, 2016 I'm setting up another new game, and wanted to try out the outfit setup, but I've never been able to get it to work. In settings all I get in the outfit part is the slot choice and save. The 2 boxes to define the mod & id has never shown up. Is there an additional something to set up that I'm missing? Pick a slot to save to. Click Outfit name, type in a name Click Mod name, type in the mod name (include extension, esp or esm) Click Form ID, type in the ID. Save changes Alternate method is to edit the JSON, which may be faster, but only if you already have something set up, I guess. I've attached mine, if you want to copy out the outfits section, add it to your JSON and then edit it. Added: Max 50 outfits. Manipulator.json
harlequin1229 Posted August 22, 2016 Posted August 22, 2016 My problem is that Outfit Name, Mod Name, and Form ID do not show up in the MCM to be clicked. I'll look in your json to see how to do it directly in any case.
Guest ffabris Posted August 22, 2016 Posted August 22, 2016 My problem is that Outfit Name, Mod Name, and Form ID do not show up in the MCM to be clicked. I'll look in your json to see how to do it directly in any case. You're missing the first step: select the outfit "slot" from the drop down. Added: I just tested this on a new game with the JSON removed. No issues, all fields are available, though you should still select a slot before typing in name, mod, ID. So I suspect something is borked your end.
harlequin1229 Posted August 22, 2016 Posted August 22, 2016 I'll see if I can figure out what. Thanks.
karlpaws Posted August 22, 2016 Posted August 22, 2016 My problem is that Outfit Name, Mod Name, and Form ID do not show up in the MCM to be clicked. I'll look in your json to see how to do it directly in any case. You're missing the first step: select the outfit "slot" from the drop down. Added: I just tested this on a new game with the JSON removed. No issues, all fields are available, though you should still select a slot before typing in name, mod, ID. So I suspect something is borked your end. I'll see if I can figure out what. Thanks. Probably just have the same issue I did, that the outfit stuff just doesn't show up properly. Download and use the json and it should be fine. It is a lot easier to open the CK and look up outfit IDs, but if you have a mod with armor or clothing, you'll probably need to MAKE an outfit first. Third step is learning how to merge armor mods through one of several methods and make a combination outfit.
Guest ffabris Posted August 22, 2016 Posted August 22, 2016 Probably just have the same issue I did, that the outfit stuff just doesn't show up properly. Download and use the json and it should be fine. No idea what the cause of that might be... unless you guys don't have the latest PapyrusUtil. But then, other parts of the mod would fail as well. I can't try to fix something I can't reproduce. :-|
Grey Cloud Posted August 22, 2016 Posted August 22, 2016 Re this outfit malarchy. Would it be possible to toggle off the default outfit? My thinking is that if the NPC doesn't have a default outfit assigned, if you then give them something better they will wear that. e.g. default inn keeper outfit vs inn keeper outfit with enchantment. I know this can be done via a follower mod but I don't use followers and it's a bit long-winded to hire them dicky about with the outfit then dismiss them. I'm thinking more of reverse pickpocketing (bumps stealth and pickpocketing) or something similar. Any suggestions welcome. My understanding of the outfit assigning, from the last time this was discussed, is that it has to be an outfit as opposed to an item. Therefore if one wants to assign a full set of clothing/armour, one has first to combine the individual items into an oufit via Bodyslide and Outfit Studio. If this is the case could some one please point me at a tutorial (vid or doc) which explains the how-to? (I'm still using v 5 as I dont need anything from the later versions)
Guest ffabris Posted August 22, 2016 Posted August 22, 2016 Re this outfit malarchy. Would it be possible to toggle off the default outfit? OK, not sure what you're asking for with that. Toggle off? My understanding of the outfit assigning, from the last time this was discussed, is that it has to be an outfit as opposed to an item. Therefore if one wants to assign a full set of clothing/armour, one has first to combine the individual items into an oufit via Bodyslide and Outfit Studio. If this is the case could some one please point me at a tutorial (vid or doc) which explains the how-to? (I'm still using v 5 as I dont need anything from the later versions) Latest also fixes bugs in 5.0, so it is recommended anyway. As for making outfits, you can do that with CK or TES5Edit. With CK, load the mods that contain the clothing parts, making sure all are masters (or flagged as such, if they are ESPs). Once everything is loaded, go to the outfits section, rt-click -> New. Name the outfit, then drag'n'drop stuff from the Armor section. When done, make note of the ID that CK gave the outfit. Once you've made the ones you want, top menu, File -> SAve as. Name the patch to whatever you want. That becomes your mod name. TES5Edit is similar, except you don't drag'n'drop, but instead use a drop down.
Grey Cloud Posted August 22, 2016 Posted August 22, 2016 Thanks ffabris, I'll have a dabble with TES5Edit tomorrow. I used the wrong word there but by 'toggle' I just meant to stop the outfit being the default (always wear). I'll try brute force strip plus reverse pickpocketing tomorrow. I haven't not got no bugs in my v. 5.0. (Unless you are French and Manipulator is responsible for Clan Cruel-Sea changing to Clan Cruellemer yesterday).
Guest ffabris Posted August 22, 2016 Posted August 22, 2016 Thanks ffabris, I'll have a dabble with TES5Edit tomorrow. I used the wrong word there but by 'toggle' I just meant to stop the outfit being the default (always wear). I'll try brute force strip plus reverse pickpocketing tomorrow. I haven't not got no bugs in my v. 5.0. (Unless you are French and Manipulator is responsible for Clan Cruel-Sea changing to Clan Cruellemer yesterday). Ah ok.... if I understood correctly, then brute force strip should do what you need. As for bugs, if you haven't run into any, then good.
karlpaws Posted August 23, 2016 Posted August 23, 2016 Thanks ffabris, I'll have a dabble with TES5Edit tomorrow. I used the wrong word there but by 'toggle' I just meant to stop the outfit being the default (always wear). I'll try brute force strip plus reverse pickpocketing tomorrow. I haven't not got no bugs in my v. 5.0. (Unless you are French and Manipulator is responsible for Clan Cruel-Sea changing to Clan Cruellemer yesterday). Thanks ffabris, I'll have a dabble with TES5Edit tomorrow. I used the wrong word there but by 'toggle' I just meant to stop the outfit being the default (always wear). I'll try brute force strip plus reverse pickpocketing tomorrow. I haven't not got no bugs in my v. 5.0. (Unless you are French and Manipulator is responsible for Clan Cruel-Sea changing to Clan Cruellemer yesterday). Ah ok.... if I understood correctly, then brute force strip should do what you need. As for bugs, if you haven't run into any, then good. Yeah, I was going to suggest the "Strip" option as that just removes the outfit. Making outfits in the CK is what I have done, since I cannot seem to add a new shortcut in Mod Organizer. I can fill in all the boxes, but it just doesn't save. Merging all of the ESPs would be better than opening 3-5 of them and making an outfit and saving a new Esp since I'm actually starting to near the limit, somehow. If your pickpocket skill is lower, you can open their inventory from the MCM. I don't suppose we can have a hotkey for that? Forget if I asked that before. I would imagine so, since it would just be like the console command "openactorcontainer" I think. The other hotkey that would be really nice is one for the outfits. Point, hit key, ... but I think you said that cannot be done due to the dropdown list or something. Shame on Bethsoft for not thinking far enough ahead for us.
Guest ffabris Posted August 23, 2016 Posted August 23, 2016 I don't suppose we can have a hotkey for that? Forget if I asked that before. I would imagine so, since it would just be like the console command "openactorcontainer" I think. The other hotkey that would be really nice is one for the outfits. Point, hit key, ... but I think you said that cannot be done due to the dropdown list or something. Shame on Bethsoft for not thinking far enough ahead for us. I honestly don't remember what was up with that - if anything. If opening inventory something that is used enough to warrant a hotkey? Same for outfits.
karlpaws Posted August 23, 2016 Posted August 23, 2016 The outfit hotkey is mostly that when I tend to use it, it is all at once. Get to Whiterun and Ysolda, Carlotta and Olfina get a makeover rather quick, couple other shopkeepers added by a mod, etc.
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