terrorofmorrowind Posted October 28, 2016 Posted October 28, 2016 I know what you think, "Why the hell would you do that." but trust me hear me out. A couple of days ago i tried out a mod called "loverslavetrader" where you could basically enslave everyone in your way, even bandits. The thing is since the latter ones respawn, they'll dissappear after awhile. BUT i found a funny way around but it does involve incest thanks the tamago and hiyoko mods. The thing is as soon as i got someone i made them pregnant, than that child from that bandit becomes an actual real, non respawnable npc, but they also take of the traits from the mother (the bandit in this case). This means that whenever i go into town with them, the guards and everyone around will automatically attack them, not me. Thanks to the moddisposition command i made them non hostile towards me but this does not work for the other npc's. They still see them as enemies, no matter how i set my npc's aggression level. Any idea how to fix this? Is there a command or other way to remove them from their Original faction? I also have to mentin that the mothers were amazons, meaning that they come from the OOO mod so i don't know if they have their own faction or not, making this whole thing even more complicated. If someone knows anything, just tell me. In the meantime i guess i'll have to use the "tdetect" command and "tcai" util then.
fejeena Posted October 28, 2016 Posted October 28, 2016 NEVER ENSLAVE RESPAWNING NPCS like bandits, Guards, marauders,.... All NPCs with no names. The problem is not only "respawn" they are also set to "no low level processing" It wil cause savegame bloating. Also some other NPCs respawn, NPCs with names. You can remove respawn with console SetActorRespawns 0 Or with a Mod spell http://www.loverslab.com/files/file/3009-ultimate-tool-box/ or http://www.nexusmods.com/oblivion/mods/20509/? ------------------------------------------- Hostil NPCs: With MCS you can set the aggression to 0 or 5 and set them in the player faction ( Guards will attack NPCs in Bandit, necromancers,....factions ) http://www.loverslab.com/topic/1569-mad-companionship-spells-mcs-extension-humantouchnpc/ Or use the console SetAV aggression 5 ( or 0) And if you know the faction of the NPC you can use the console and remove the faction. SetFactionRank xxxxxxxxx -1 xxxxxxxx = the Faction ID number bandit-faction: SetFactionRank 0177E3 -1
terrorofmorrowind Posted October 29, 2016 Author Posted October 29, 2016 ok, thanks for the answer. I already had a suspition it had soething to do with the factions but i culdn't find any faction id's for some reason. Btw i only keep these bandits temporarily until they produce a clone through tamago's club. As soon as that has happened i simply release them and remove them from the game because i noticed tht your "child" is a not respawnable npc. Therefore there is no chance to bloat the save...i hope. Btw is there a reason why there is no Paradise halls like slavery mod for oblivion besides the workload? As far as i know it's the nly mod that makes bandits save to keep. *sigh*, i really feel i've been spoiled a lot with Skyrim. We should be thankfull people made these for us.
fejeena Posted October 29, 2016 Posted October 29, 2016 Maybe it is possible in Skyrim but in Oblivion the spawn NPCs cause only trouble. Don't use the no-name NPCs. The spawn NPC are not placed in game, there are spawn markers and the game choose from a level list according to your level, which NPC it use. So the same NPC is used at diffrent places. If you change the NPC ( respawn, "no low level processing" , faction ) it effects the base NPC, so if the game choose the same base NPC and place hin at a spawn point the NPC is wrong. Not Not use no-name NPCs. ------------------ Faction IDs Use Construction set or TES4Edit
LongDukDong Posted October 29, 2016 Posted October 29, 2016 I assume you're using Hiyoko Utility Spells. Within that mod, the spell that removes evil factions (Calm Wayward Child) is fairly limited. It only removes three evil factions from the Hiyoko child. There are PLENY more evil factions that it could have been set to remove. If you mod and can look at the factions individually, you will see the factions have an 'Evil' flag. Then just look at the jHiyokoUtilitySpellsCalmHiyokoScript script and from lines 26 to 40, you will see how three factions were removed from the child. Three? HAH! They forgot Bainlin, Black Bow, and Blackwood just o give a couple. There's plenty more.
terrorofmorrowind Posted October 29, 2016 Author Posted October 29, 2016 I assume you're using Hiyoko Utility Spells. Within that mod, the spell that removes evil factions (Calm Wayward Child) is fairly limited. It only removes three evil factions from the Hiyoko child. There are PLENY more evil factions that it could have been set to remove. If you mod and can look at the factions individually, you will see the factions have an 'Evil' flag. Then just look at the jHiyokoUtilitySpellsCalmHiyokoScript script and from lines 26 to 40, you will see how three factions were removed from the child. Three? HAH! They forgot Bainlin, Black Bow, and Blackwood just o give a couple. There's plenty more. Thanks for the info. and here i'm using OOO...crap. my theorie with using the birth system from hiyoko does seems to work though. So for no npc's have dissappeared but i did noticed that some of them lost their umbilical cord, unless that is normal.
LongDukDong Posted October 29, 2016 Posted October 29, 2016 They lost their umbilical? Musta been orphaned or something. Never noticed that to be honest.
terrorofmorrowind Posted October 29, 2016 Author Posted October 29, 2016 They lost their umbilical? Musta been orphaned or something. Never noticed that to be honest. Well, tbh they lost them once they got pregnant. Perhaps hiyoko or tamago no longer sees them as a child when that happens but then again. These are children of bandits and other respawning npc's we are dealing with. After typing this i just noticed how messed up this sounds lol. I was just hoping hiyoko sorta worked like Paradise halls for skyrim since the children's id are based on seemingly atleast a base npc. Atleast this is how pah works, it makes a copy of an enslaved npc but uses the info of the base npc to fill in the data. Only their looks and voice type are kept. I thought Hiyoko possibly did the same since every child had "ff" in their id which often means they hzve been copied from another npc. Btw do you know of any tutorials to edit the hiyoko script to include more factions? It'd be really helpfull.
fejeena Posted October 29, 2016 Posted October 29, 2016 Add more factions: Check the ID names in CS or TES4Edit. Write it down. With Tes4edit: load the Oblivion ESM Open factions Start CS Extenter with OBSE ( read my yellow Link below. Best use CSE 51 it is easy to install ) Load the Hiyoko Utility Spells esp Open the scripts and choose jHiyokoUtilitySpellsCalmHiyokoScript scroll down to lines 26 to 40, Add the new factions under Line 40 Line 24: if (hiyokoRef!= ar_Null) set badFactionCount to 0 if (mTarget.GetInFaction CreatureFaction == 1) mTarget.SetFactionRank CreatureFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction BanditFaction == 1) mTarget.SetFactionRank BanditFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction MarauderFaction == 1) mTarget.SetFactionRank MarauderFaction -1 set badFactionCount to badFactionCount + 1Line 40: endif here you add new factions MessageEx "Hiyoko %n removed from %.0f evil factions" mTarget badFactionCount else MessageEx "Target %n is not a Hiyoko child" mTarget endif else --------------------------------- Here some examples: .................................. if (hiyokoRef!= ar_Null) set badFactionCount to 0 if (mTarget.GetInFaction CreatureFaction == 1) mTarget.SetFactionRank CreatureFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction BanditFaction == 1) mTarget.SetFactionRank BanditFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction MarauderFaction == 1) mTarget.SetFactionRank MarauderFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction BlackBowFaction == 1) mTarget.SetFactionRank BlackBowFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction DarkBrotherhood == 1) mTarget.SetFactionRank DarkBrotherhood -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction DarkBrotherhoodElite == 1) mTarget.SetFactionRank DarkBrotherhoodElite -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction MythicDawn == 1) mTarget.SetFactionRank MythicDawn -1 set badFactionCount to badFactionCount + 1 if (mTarget.GetInFaction NecromancerDungeon == 1) mTarget.SetFactionRank NecromancerDungeon -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction NecromancerFaction == 1) mTarget.SetFactionRank NecromancerFaction -1 set badFactionCount to badFactionCount + 1 endif MessageEx "Hiyoko %n removed from %.0f evil factions" mTarget badFactionCount else MessageEx "Target %n is not a Hiyoko child" mTarget endif else save the Hiyoko Utility Spells esp ( correct your load order )
terrorofmorrowind Posted October 31, 2016 Author Posted October 31, 2016 Add more factions: Check the ID names in CS or TES4Edit. Write it down. With Tes4edit: load the Oblivion ESM Open factions Evil.jpg Start CS Extenter with OBSE ( read my yellow Link below. Best use CSE 51 it is easy to install ) Load the Hiyoko Utility Spells esp Open the scripts and choose jHiyokoUtilitySpellsCalmHiyokoScript scroll down to lines 26 to 40, Add the new factions under Line 40 Line 24: if (hiyokoRef!= ar_Null) set badFactionCount to 0 if (mTarget.GetInFaction CreatureFaction == 1) mTarget.SetFactionRank CreatureFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction BanditFaction == 1) mTarget.SetFactionRank BanditFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction MarauderFaction == 1) mTarget.SetFactionRank MarauderFaction -1 set badFactionCount to badFactionCount + 1 Line 40: endif here you add new factions MessageEx "Hiyoko %n removed from %.0f evil factions" mTarget badFactionCount else MessageEx "Target %n is not a Hiyoko child" mTarget endif else --------------------------------- Here some examples: .................................. if (hiyokoRef!= ar_Null) set badFactionCount to 0 if (mTarget.GetInFaction CreatureFaction == 1) mTarget.SetFactionRank CreatureFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction BanditFaction == 1) mTarget.SetFactionRank BanditFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction MarauderFaction == 1) mTarget.SetFactionRank MarauderFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction BlackBowFaction == 1) mTarget.SetFactionRank BlackBowFaction -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction DarkBrotherhood == 1) mTarget.SetFactionRank DarkBrotherhood -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction DarkBrotherhoodElite == 1) mTarget.SetFactionRank DarkBrotherhoodElite -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction MythicDawn == 1) mTarget.SetFactionRank MythicDawn -1 set badFactionCount to badFactionCount + 1 if (mTarget.GetInFaction NecromancerDungeon == 1) mTarget.SetFactionRank NecromancerDungeon -1 set badFactionCount to badFactionCount + 1 endif if (mTarget.GetInFaction NecromancerFaction == 1) mTarget.SetFactionRank NecromancerFaction -1 set badFactionCount to badFactionCount + 1 endif MessageEx "Hiyoko %n removed from %.0f evil factions" mTarget badFactionCount else MessageEx "Target %n is not a Hiyoko child" mTarget endif else save the Hiyoko Utility Spells esp ( correct your load order ) Thanks. btw i got rid of those slaves...well actually the game did for me just like you said why enslaving respawnables was such a bad idea. well, luckily i'm a frantic saver so not too much was lost. There is also no savebloat either (stays around 2000 kb)
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