It looks like the "strength" sliders zero out the field. For example, I really like the natural movement of the eyes and brows but sometimes I use a .bat file to set the phonemes the way I want for the mouth, but this is a problem with your mod for two reasons:
Most of your expressions don't change the phonemes much even if Mouth strength is set to 100
Setting Mouth strength to 0 forces all phonemes to zero which is counterintuitive. A strength of 0 should mean the mod doesn't change the phonemes.
I would prefer it if the strength slider operated differently and instead of forcing the values to zero it simply didn't change them.
Nice idea, though I don't see the appeal of truly random expressions, but having this functionality only affecting certain parts of the expression (e.g. modifiers such as eyes and brows) yields a much more natural result. If you could find a way to prevent a strength slider of zero forcing values to zero (maybe initially but not constantly) this would be more desirable.
The character blinks to much. I used to play with version 0.20 of this mod and the character doesn't blink so often. I will keep playing with version 0.20 then.
so i decided to uninstall this mod in my LE edition cause my character was doing some strange grimatches like having a seizure but after i uninstalled she wont stop doing them...any tips?
So I installed this mod on my SE version and it worked, with MCM and all. But later I updated my SKSE from 2.0.17 to 2.0.20 and then this mod has stopped working: no motions on the face, F11 and F12 keys doing nothing. I've reinstalled it (with Vortex), updated MFG Fix, but nothing worked anymore. Can anyone confirm if it's working or not working on SKSE 2.0.20? Perhaps something else breaks it for me?
later than never: it's working with SKSE 2.0.20 (using it for a long time) but there are mods that can break the emotions like "w....crux" for example, it has a mcm feature in it to turn the emotion of for this mod if you don't do that and you are saving the game, after you restart/reload the savegame your emotions are gone.
i was generating a couple seq files for a merged mod (not this one) and i noticed that xedit will generate q seq file for this Random Emotion mod. should i keep the seq, does this mod need one? not sure this mod should load at start of a new game
331 comments
- Most of your expressions don't change the phonemes much even if Mouth strength is set to 100
- Setting Mouth strength to 0 forces all phonemes to zero which is counterintuitive. A strength of 0 should mean the mod doesn't change the phonemes.
I would prefer it if the strength slider operated differently and instead of forcing the values to zero it simply didn't change them.Nice idea, though I don't see the appeal of truly random expressions, but having this functionality only affecting certain parts of the expression (e.g. modifiers such as eyes and brows) yields a much more natural result. If you could find a way to prevent a strength slider of zero forcing values to zero (maybe initially but not constantly) this would be more desirable.
Can anyone confirm if it's working or not working on SKSE 2.0.20? Perhaps something else breaks it for me?
but there are mods that can break the emotions like "w....crux" for example, it has a mcm feature in it to turn the emotion of for this mod if you don't do that and you are saving the game, after you restart/reload the savegame your emotions are gone.