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The Manipulator


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I have another issue I'm not sure about but probably also a mod conflict of sorts or one of the unofficial patches maybe... the thalmor and imperial patrols with stormcloak prisoners tend to kill the prisoner. 

 

I've seen that recently as well, but normally I've seen it when something attacks the escort (usually an animal attack), then they kill the prisoner.  I haven't seen them attack a prisoner unprovoked... yet.  I have seen the dead prisoner after the escort killed them, but it was also in an area where animal attacks normally occur (the 2 farms outside WR - battleborn farm primarily), so it could still be a reaction to the animal attack.

 

 

Town guards in stormcloak territories will kill imperial patrols and stormcloak patrols get attacked, though I think I've only seen those in Morthal.

 

I've seen that around Whiterun primarily with Immersive Patrols installed.  Imperial and Stormcloak patrols routinely walk on the round outside WR and will fight each other.  What sucks is I've seen the stormy-patrols attack the city guard patrolling from WR to the meadery (probably because WR is considered Imperial for the civil war).

 

 

 

I will have to keep an eye out for animals, since that could be a cause, though I haven't seen animals around.

 

I don't usually see stormcloak patrols past Whiterun, though it is considered Imperial until you take it for the Stormcloaks.  I have seen the patrols into Morthal, Imperial ones from the Dawnguard valley up to Riften, where they tend to die, and imperial and thalmor patrols south of Kynesgrove will follow the road north to Windhelm and get butchered. No guards far enough out from Kynesgrove for me. Sometimes there are thalmor patrols from east of windhelm toward the bandit house that meet their deaths in windhelm too.  I do not have ImmerPats but do have Extra Encounters Reborn installed and that would be my primary suspect for faction modifications, and is the source of a lot of my extra patrols.

 

 

Valtheim and Robber's Gorge have the issue because the whole faction is still "bandit" and thus "kill player" status, so if any of them see you, even while talking to the toll taker, they all end up attacking.

 

I have another issue I'm not sure about but probably also a mod conflict of sorts or one of the unofficial patches maybe... the thalmor and imperial patrols with stormcloak prisoners tend to kill the prisoner.  Town guards in stormcloak territories will kill imperial patrols and stormcloak patrols get attacked, though I think I've only seen those in Morthal.

 

I can't help with that though, haven't found that cause.

 

On your blog, what are you using to get the threesomes in the images?

And how are you working for the EETC? Is it a mod or have I missed something in the game?

 

 

I either start them with SLEN or Follow Me for Sex, depending on the NPCs and what work I've done with them.

 

As for the EETC, that's just a story / RP idea for this blog.  I came up with it as a way to explain why this character was in Skyrim, running around, and capable. I realized a child of Blades parents would be skilled in things that the standard Skyrim game adventurer would be doing, could use that employment as cover and would be something she could actually get as a job. The two quests I started with let me get started with some story and pictures and the EETC connection would later play in the Thalmor party later.

 

Besides the Penitus Oculatus and Vigilants, the EETC would be another faction that could easily have some quests and story written for it. I used one already in the game and half made another. Lights Out! with Jaree-ra in Solitude could be half of another one.

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Guest ffabris

 

Factions aren't touched in any way until you load them; just looking at the panel will do nothing.

 

However, there may be an issue if you had an old Manipulator data file, and that got loaded. Maybe. So might want to check for that, nuke any manipulator.json file, and start fresh.

 

Yeah i think some mod from the past, or a series of mods had left stuff behind even after uninstalling them, and updating a bunch of mods ( i updated MME and Being Female as well as Manipulator ) was the straw that broke the camels back.

 

Iv'e wiped out my whole Skyrim and started from totally new, kinda drastic i know, i have to reinstall over 140 mods now, but its the only way to be sure iv'e got rid of all the junk from past mods.

 

Iv'e put back about 100 and still testing, so far all is good, i will add Manipulator soon and let you know what happens, this time round though it should be fine, fingers crossed anyways.

 

*Edit* .... Done testing and can confirm your mod was not in any way at fault, must have been pure coincidence, or bad luck, or a bit of both, the issue has totally vanished now.

 

Once again your mod is just the best, so a big thank you for doing this.

 

 

\o/  Glad you got it figured out! :)

 

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I know this has probably been asked already, but right now, I feel too lazy to read through 53 pages of comments. :s 
Is there some way to make it possible to also manipulate NPC hairstyles?

Anyways, thanks for a superawesome mod. I've never had a single problem related to this mod, and it works perfectly. 
:D

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I know this has probably been asked already, but right now, I feel too lazy to read through 53 pages of comments. :s 

Is there some way to make it possible to also manipulate NPC hairstyles?

 

Anyways, thanks for a superawesome mod. I've never had a single problem related to this mod, and it works perfectly. 

:D

 

Not possible.  Problem is the way Skyrim handles NPCs, any major change to the NPC like hair causes the grey-face bug.  PC doesn't have this issue.  The only proper way to change an NPCs hair is to do it through the CK, then re-export the head. 

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Alright. That sucks :( 

I've done it a few times by way of replacing the hairfiles of certain followers, and renaming the files. But I guess most vanilla NPC's are "immune" to that method.

 

Any unique NPC should work the same way, but the spawned NPCs like bandits, conjurers, vigilants, mercenaries, schooma dealers, vampires... are picked from a list of pregenerated looks.

 

If you find the Prettier Bandits thread, someone is working on an overhaul of those looks and is doing some very good work.  Uses the Apachii hairs and has been rebalancing the male/female ratio as well.

 

PS you can use the search box in the top right to search a thread for a keyword or phrase as well. Helps cut down on having to read so many pages for a question.

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  • 4 weeks later...

No idea why it took me so long to find this mod, but it's great - thank you very much ffabris :heart:  I just stripped every male patron of the Bannered Mare, set them all to Bi and let Scent of Sex do the rest  :D  Now I just need to decide which of your houses to turn into my harem!

 

Solitude Men's Club - it's got a swimming pool :cool: and strips everyone on entering :o:blush:. It's also roomy and bright. His other places are too gloomy (or ' have atmosphere' as he calls it :rolleyes: )

 

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Guest ffabris

No idea why it took me so long to find this mod, but it's great - thank you very much ffabris :heart:  I just stripped every male patron of the Bannered Mare, set them all to Bi and let Scent of Sex do the rest  :D  Now I just need to decide which of your houses to turn into my harem!

 

Very glad you like it!  :)

 

 

No idea why it took me so long to find this mod, but it's great - thank you very much ffabris :heart:  I just stripped every male patron of the Bannered Mare, set them all to Bi and let Scent of Sex do the rest  :D  Now I just need to decide which of your houses to turn into my harem!

 

Solitude Men's Club - it's got a swimming pool :cool: and strips everyone on entering :o:blush:. It's also roomy and bright. His other places are too gloomy (or ' have atmosphere' as he calls it :rolleyes: )

 

 

 

LOL!  I did make a patch for one to make it brighter.

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  • 2 weeks later...

Sorry if you already answered this... Kinda hard to read through 53 pages of comments

 

I already tried and failed, but is it possible to run this mod without the DLC? If not, do you have a version for the regular skyrim edition? (Sorry this is probably a stupid question)

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Guest ffabris

Sorry if you already answered this... Kinda hard to read through 53 pages of comments

 

I already tried and failed, but is it possible to run this mod without the DLC? If not, do you have a version for the regular skyrim edition? (Sorry this is probably a stupid question)

 

Sorry no, since the mod references several things that exist only in the DLCs (example, factions).

 

And no worries about asking. :)

 

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  • 1 month later...

Sorry if this has been asked.

 

Have you considered adding the function of pairing two or more followers into relationships? For instance, selecting Lydia, then selecting Belethor as her partner. As long as one has a home, they will live together when not following. I know that's not exactly in the general scope of your mod, but it is a manipulation of relationship values...

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Sorry if this has been asked.

 

Have you considered adding the function of pairing two or more followers into relationships? For instance, selecting Lydia, then selecting Belethor as her partner. As long as one has a home, they will live together when not following. I know that's not exactly in the general scope of your mod, but it is a manipulation of relationship values...

 

Could you do that by adding her to the harem and then assigning her individual harem location to his shop? After taking ownership over I guess. I'm not sure that the relationship system is really used in the game much at all, beyond letting certain people say "My friend died".

 

You'd have to take her out of the harem to be a follower and she would probably return to Breezehome when you release her.

 

ffab, are individual harem settings saved in that situation?

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Guest ffabris

What Karl said... relationship between NPCs isn't used in the game at all, really. Nor do I know of other mods that make use of it (though there may be). So the scenario asked would imply more than just setting relationship, but then also doing something where relationships exist, and that, yes, is well outside the scope of Manipulator, sorry.

 

Having said that, if some enterprising soul wants to extend the mod to do these things, he/she has my blessing. :)

 

Karl, if you remove an NPC from the harem, the associated data is wiped from the save file.

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Karl, if you remove an NPC from the harem, the associated data is wiped from the save file.

 

Kinda thought so, and that means you'd want to go where you want that NPC to stay, release from follower package (probably safest) and then re-haremize, but with the "immediate travel" option off so you can re-assign them to the location before they walk too far off.

 

That does mean the original requestor's unasked questions about changing the ownership of the shop, adding the harem member to the shop faction and changing the AI packages required to let that NPC stay in that shop area... which doesn't seem to be at all easy from the examples of the Family Ties mod.

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Just a FYI or FWIW about relationships: I don't know what does it but I always get lots of 'letters of inheritance' during my game. They are commonly from bandits and such who I have 'Defeated' or have 'Defeated' me (or otherwise been killed after shagging my PC). Nice little earner but the taxes . . . .

 

And 'hello' ffabris. Working on anything interesting? Karlpaws and I wouldn't mind a lawnmower mod if your not busy. :D

 

Oh, and while I'm here, you might want to change the wording in the OP. I've come across two people who have been put off using Manipulator because of the 'may break your game' part. They are taking it to mean the mod is unreliable/flakey rather than what it allows you to do being potentially game-breaking.

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Just a FYI or FWIW about relationships: I don't know what does it but I always get lots of 'letters of inheritance' during my game. They are commonly from bandits and such who I have 'Defeated' or have 'Defeated' me (or otherwise been killed after shagging my PC). Nice little earner but the taxes . . . .

 

Well, there are two different types of "relationship" stats. One you see in the Creation Kit as mother/son, boss/employee, friend/friend, businesspartner, and other statuses like that and are not apparently used in game. Some of the lore based Wikis will make speculations about some that are potentially incorrect, like the Black briar family listing Maven as mother or grand mother to Ingun and Sibbi.

 

The one you mention is the relationship between player and NPC for the most part, based on favors done and how much the NPC likes you.  Friend at +1 lets you take some things they own, Ally at +3 is where followers usually are, and Lover at +4 normally only set by the wedding ceremony. Defeat and several other mods can also change these, so I'll get letters that a dead Lover left me 400g if I shag a bandit chief enough before planting him.

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Guest ffabris

 

Karl, if you remove an NPC from the harem, the associated data is wiped from the save file.

 

Kinda thought so, and that means you'd want to go where you want that NPC to stay, release from follower package (probably safest) and then re-haremize, but with the "immediate travel" option off so you can re-assign them to the location before they walk too far off.

 

That does mean the original requestor's unasked questions about changing the ownership of the shop, adding the harem member to the shop faction and changing the AI packages required to let that NPC stay in that shop area... which doesn't seem to be at all easy from the examples of the Family Ties mod.

 

 

Well, you an simply set a new home location, since each harem NPC can have a different home. So no need to remove/re-add to harem, just for that.

 

As for your second para, yes, lots of details need to be handled.

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Just a FYI or FWIW about relationships: I don't know what does it but I always get lots of 'letters of inheritance' during my game. They are commonly from bandits and such who I have 'Defeated' or have 'Defeated' me (or otherwise been killed after shagging my PC). Nice little earner but the taxes . . . .

 

Well, there are two different types of "relationship" stats. One you see in the Creation Kit as mother/son, boss/employee, friend/friend, businesspartner, and other statuses like that and are not apparently used in game. Some of the lore based Wikis will make speculations about some that are potentially incorrect, like the Black briar family listing Maven as mother or grand mother to Ingun and Sibbi.

 

The one you mention is the relationship between player and NPC for the most part, based on favors done and how much the NPC likes you.  Friend at +1 lets you take some things they own, Ally at +3 is where followers usually are, and Lover at +4 normally only set by the wedding ceremony. Defeat and several other mods can also change these, so I'll get letters that a dead Lover left me 400g if I shag a bandit chief enough before planting him.

 

Thanks.

Don't forget the 40g tax.

(I'm back with the SCO Summer mod. Running 'Shorter Grass' and have skyrim.ini iMinGrassSize set to 60 (was 40). Not looking too bad but I've been mostly in the far north so far).

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  • 1 month later...

Just installed this. The Racemenu on NPCs is extremely useful to me as I use UUNP (zeroed sliders) as the default body and now I can change NPC body shapes without first having to recruit them into EFF.

 

I'm trying to get my brain around the outfit management piece though. I have to know the exact spelling of the mod each piece comes from? Obviously I can exit game and look it up, but... was asking.

My slight dilemma is that I've merged a ton of outfit mods into one esp that I simply named OutfitsMerged.esp. I would use that and not the original names, correct?

And.... formID for the outfit? Will the Manipulator look that up if I enter the mod name? Or do I go into something like tes5edit and look up form names for any outfits I want to put in there?

 

Not sure I'll be using the Harem piece as I use My Home is Your Home, 

 

I think that's it. Going back in to mess around with this.

Thanks! This is ....so far... very nice!

 

EDIT- Regarding outfits

 

Ok.... no matter what I do I can't get an outfit saved. I'm obviously doing something wrong. Anyone able to give me a box of clues?

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Just installed this. The Racemenu on NPCs is extremely useful to me as I use UUNP (zeroed sliders) as the default body and now I can change NPC body shapes without first having to recruit them into EFF.

 

I'm trying to get my brain around the outfit management piece though. I have to know the exact spelling of the mod each piece comes from? Obviously I can exit game and look it up, but... was asking.

My slight dilemma is that I've merged a ton of outfit mods into one esp that I simply named OutfitsMerged.esp. I would use that and not the original names, correct?

And.... formID for the outfit? Will the Manipulator look that up if I enter the mod name? Or do I go into something like tes5edit and look up form names for any outfits I want to put in there?

 

Not sure I'll be using the Harem piece as I use My Home is Your Home, 

 

I think that's it. Going back in to mess around with this.

Thanks! This is ....so far... very nice!

 

EDIT- Regarding outfits

 

Ok.... no matter what I do I can't get an outfit saved. I'm obviously doing something wrong. Anyone able to give me a box of clues?

 

My first clue is not to do it in game.

 

Use xEdit or have the CK open and find the Outfit's ID in whatever mod you've defined the outfit. You can leave of the preceding load order code though, which is really handy. Open the JSON file and edit it. Makes it a lot easier to copy and paste a mod name 5 or 15 times as well.

 

The harem part doesn't require follower recruitment and handily strips NPCs if My Home doesn't. If you want that.

 

 

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Guest ffabris

Just installed this. The Racemenu on NPCs is extremely useful to me as I use UUNP (zeroed sliders) as the default body and now I can change NPC body shapes without first having to recruit them into EFF.

 

I'm trying to get my brain around the outfit management piece though. I have to know the exact spelling of the mod each piece comes from? Obviously I can exit game and look it up, but... was asking.

My slight dilemma is that I've merged a ton of outfit mods into one esp that I simply named OutfitsMerged.esp. I would use that and not the original names, correct?

And.... formID for the outfit? Will the Manipulator look that up if I enter the mod name? Or do I go into something like tes5edit and look up form names for any outfits I want to put in there?

 

Not sure I'll be using the Harem piece as I use My Home is Your Home, 

 

I think that's it. Going back in to mess around with this.

Thanks! This is ....so far... very nice!

 

EDIT- Regarding outfits

 

Ok.... no matter what I do I can't get an outfit saved. I'm obviously doing something wrong. Anyone able to give me a box of clues?

 

Karl gave a good answer. :)

 

I'll just add that Manipulator does require the exact mod name (yes the spelling has to be exact). If you merged mods, then use the name of the merged ESP/ESM. Similarly, it requires you specify the FormID correctly, there is no look-up. Easiest is to copy/paste fromTes5Edit or CK.

 

And yes, editing the JSON directly is faster; just be careful not to make mistakes. ;)

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