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This page was last updated on 13 January 2018, 9:55PM
- Changelogs
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Version 1.1.3
- Add support for the .jslot files used by future versions of Racemenu.
- Fixed a version check bug that gave the wrong error message if SKSE was out of date.
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Version 1.1.2
- Fixed characters sometimes not being recruitable after being summoned.
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Version 1.1.1
- Fixed wrong JContainers version in compatibility check error message.
- Fixed repeated error messages from EFF compatibility module. Special thanks to drakan_csn for testing this out before release!
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Version 1.1.0
- Version 1.1.0 requires JContainers 3.1.0 or higher! Install it BEFORE upgrading, or you will risk losing character data!
Upgrading from 1.0.x
Make absolutely certain you have installed JContainers 3.1.0 or higher. You'll also want to have RaceMenu 2.9.1 or higher. Just install the new Familiar Faces on top of the current one (if you're using Mod Organizer, it should be safe to use "Merge" instead of "Replace"). The first time you load a game that was saved with 1.0.x installed, your Shrine will shut down and restart. This may take up to a minute if you have 12 characters loaded. Characters you have with you may disappear. If this happens, you can bring them back by visiting the Shrine or using the Shrine page of MCM to re-summon them. Their old custom location may be lost, as well, so be sure to assign them a Hangout! Once JContainers has been upgraded you MUST upgrade FF, as the older version will not work with the new version of JContainers.
New features in 1.1.0
Hangout Manager
This replaces the old, half-finished custom Location with a customizable Hangout system for controlling where your characters live when they're imported.
A character will have the location where they used the Portal Stone saved in their character file, and will appear there by default when imported to another game.
All imported Hangouts are viewable via MCM. Any character may be assigned to any Hangout, and in most cases multiple characters may be assigned to a single Hangout. In other words, those of you wanting to build an army of Blades or Companions or Wizards will now be able to do so.
Additional custom Hangouts may be created by simply traveling to the location and using the Portal stone a second time. You will have the option to add the current location as a Hangout.
Characters may also be set to wander from town to town, rather than living in a single place.
Your Hangouts are stored in their own file and are persistent throughout all your saved games.
Better NPC behavior
Characters will now use IdleMarkers (wall-leaning, etc) and exhibit more appropriate behavior based on where their Hangout is.
Towns or cities The character will wander from shop to shop, visit people in open houses, visit an Inn or Temple if there is one, and sleep if they can find a free bed.
Guild homes Characters assigned to Hangouts in or near Guild locations will behave for the most part like members of that Guild's faction, eating and sleeping there if there are available places for them. Note that they will attempt to do this even if the Guild is not open or friendly to you in your current playthrough.
Dungeons Characters that are friendly to you will wait just inside the entrance of Dungeon Hangouts. They may also try to enter deeper into the Dungeon if they were originally saved there, but they will not proceed if the way is blocked by doors they can't open or unlock, such as Puzzle or Dragon Claw Doors.
Wanderers Instead of living in a single place, a character can be set to wander from city to city. Characters summoned to the world without a Hangout assigned to them will do this by default.
Preset locations Some preset Hangouts have customized AI packages that will give the imported character extra behaviors suited to that location. For example, a character imported to the Winterhold College will spend some time practicing magic in the Hall of Elements, or reading in the Arcaneum. These custom behaviors will only apply to the first character assigned to a preset Hangout, though; additional characters will use the more general AI packages described above. As these are quite time-consuming to create, there are not many of them.
Armor dyes
Dyeable armor from the newest versions of RaceMenu/NIOverride is now fully supported. RaceMenu 2.9.1 or higher is required for this!
Character features
Auto-leveling may now be disabled. This allows your character to retain the exact same stats they were saved with, regardless of your level.
It is now possible to recruit yourself. To do this, simply check the "Summon" box next to your character's name on the Shrine page of the MCM.
You may now enforce the character's original armor, so that they will never equip any other gear than what they were saved with, or have them use their original gear to fill in any missing slots in their current setup.
Spells
ALL Spells are now saved with the character data. Spell filtering is now done at the time of loading.
A global option may be set to always allow characters to use self-healing and armor spells, if they know them, regardless of whether they are allowed to use other magic.
There are now MCM options to load Spells provided by mods. "Select mods" will load certain mods with preset compatibility, or use spells explicitly listed as compatible by the mod's author (see Spell Compatibility section below). "All mods" will attempt to load all spells a character had when they were saved. This option is NOT recommended for general use, as many mod-provided spells are utilities or quest-related abilities that are designed for the player alone to use.
Shouts
Global option has been added to automatically disable Shouts when your characters are in a town. This really helps with keeping the guards out of your hair.
You may now restrict your characters to only using Shouts your own character has unlocked.
The "Call Storm" and "Dragon Aspect" shouts may now be permanently disabled for all imported characters.
MCM
A report of what mods are required to properly recreate a character can be viewed from that character's MCM page.
Shrine of Heroes page now allows you to summon your character from the Shrine without actually visiting it. This can also be used to summon your own character as a doppelgänger, a much-demanded feature!
Shrine of Heroes page can now be used to reset individual Alcoves by scrolling to the bottom of the character list. This can be used to clear a locked-up Alcove.
Tracking can now be switch on or off for all characters at once.
Added Hangouts, Global Options and Debug pages to the MCM.
Miscellaneous
Config, Shrine and Hangout files are now stored in the My Games/Skyrim folder rather than in Data/vMYC.
Faster initial loading of character files.
Spells, Perks, Shouts, and non-equipped gear are now deferred until after the character is actually summoned into the world. This greatly reduces the initial load time and reduces appearance problems in the Shrine.
Character files now include a list of the mods required for their appearance and armor to be recreated correctly. Any missing mods will be shown in the character's MCM panel. If the required mods are installed later, the character's appearance will be updated.
The mod now checks for write access to the Data/vMYC folder before attempting to start up.
Notify player if a character's .slot, .dds or .nif (if using external heads) is missing and will optionally auto-delete the character.
Character tracking should now be auto-disabled when they are recruited as a follower.
Reduced duration of the character glow in the Shrine to bring it more in line with trophies.
Compatibility
FF should now work better with AFT. Note: This is accomplished by disabling nearly all of the stat, spell, and perk assignments provided by Familiar Faces in lieu of AFT's handling of these options. AFT *must* be used to manage these if it is installed!
FF now works with the latest beta of EFF and should update the names in the UI panels much more quickly.
Mods that add spells to the game may now tell FF whether they're safe to load on imported NPCs. See "Spell Compatibility Lists" below.
Fixes in 1.1.0
Tons. The following list is not exhaustive. Pretty much every part of the mod got at least some revisions, and several modules were completely rewritten.
Character Manager
Fixed various threading-related issues during the initial startup and loading of characters. This should both speed up the initial load and prevent odd problems like multiple characters' data being assigned to a single actor.
Characters now dismount before applying their appearance, which should prevent physics bugs.
When a Character's actor is deleted or otherwise unloaded, their corresponding FaceGen DDS and NIFs are deleted as well. This is needed when using Racemenu's External Head/ECE support.
Fixed actors sometimes showing up naked.
Shrine of Heroes
Complete rewrite of the Shrine/Alcove code. New system is much faster, more stable, much more difficult to get into an invalid configuration, and attempts to self-correct if it does.
Deleting the Shrine file now correctly empties out all Alcoves on the next load and resets the Shrine to its default state.
Validation is now done for things like the lighting state, the book's open/closed state, etc.
An Alcove that gets stuck in an invalid state for a long time will generate a warning message, so it can be cleared via MCM if necessary. *Note:* Individual Alcoves can be reset without resetting the entire Shrine! To do this, go to the Shrine MCM page, scroll to the bottom of the character list for the Alcove that is malfunctioning, and choose "* RESET *". Exit the MCM and wait for the Alcove to clear, then you may assign it as usual.
Portal Stone is now given to the character only once the initial character loading process is complete. This may take as long as two minutes for the first load.
Alcoves that are emptied via MCM now banish their characters to limbo, where the character's Actor will be deleted after 15 seconds of being unclaimed.
Alcoves that are erased using "Destroy the book" now delete their Actors and corresponding FormID-based DDS and NIFs immediately.
Characters with an invalid Race (due to missing mods) no longer hang the load process.
Fixed book names not always showing up after saving.
Added an option to break out of the Save process after 60 seconds, and every 30 seconds thereafter, just in case the Save hangs (which should never happen, of course!)
MCM
Fixed "Gopher's Bug", where making a Follower into a Foe would break their Follower AI permanently. Current Followers now cannot be made into foes ;)
Fixed numerous instances of options not being updated or disabled correctly.
Most options now apply only after MCM is closed, rather than immediately. This should fix the problem with MCM locking up from time to time.
Miscellaneous
Frozen giant versions of your characters should no longer appear at your wedding, though other imported characters may.
FF's startup is now deferred until MQ101 (Unbound) is completed. This can be overridden with ```set vMYC_WaitForMQ to 0```
What Familiar Faces does
Familiar Faces allows you to create persistent copies of your character that exist independently of saved games. You can then visit those characters from any of your saved games; send them into the world to interact with, recruit as followers, marry or kill.
What gets saved
Character's appearance. The imported character should look exactly like their original self. All morphs, skins, and replacers supported by RaceMenu are supported by Familiar Faces because they use the same system. This includes custom colors, body tattoos, glowing marks and other overlay-specific features.
Imported characters will retain all equipped armor, including names and customizations if any are present, as well as all custom weapons both equipped and in inventory. This includes weapons and armor provided by other mods. Items that are un-droppable due to being Quest objects may not be copied.
All ammunition in inventory, including crossbow bolts and ammunition provided by other mods.
Imported characters will have most of their spell list available, provided the spells are from the vanilla game or official DLC. The spell list can be restricted by school through MCM.
Imported characters retain and will use all Shouts they learned, though the list is trimmed slightly for compatibility purposes. New: Call Storm and Dragon Aspect may now be disabled via the Global Options MCM page.
Imported characters retain all perks they have learned. Some perks may have their effects disabled for compatibility purposes, but most will function as intended.
- Version 1.1.0 requires JContainers 3.1.0 or higher! Install it BEFORE upgrading, or you will risk losing character data!
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Version 1.0.4
- Support for saving/loading NINode scale data. This allows things like RaceMenu plugins for biceps, weapon and quiver size to be transferred. Characters will need to be re-saved for this data to be transferred.
- Perks from missing mods will no longer prevent othe Perks from being loaded.
- Missing race forms no longer hang the loading process. If a character's race is missing, they are set to the default Nord race and their appearance will not be updated. This error will be logged.
- Race, Armor, Weapon, Perk, and Spell dependencies are now written to the character save file. Files without dependency info will be automatically upgraded to include it the next time they are loaded. Dependency data is not yet read but this will support f
- If a Hangout is in use, you will now receive a message telling you who is using it. Hangouts will receive an overhaul in the first feature release.
- Enhanced Character Edit now has experimental support, thanks to some wizardry by Expired. This requires RaceMenu 2.8.3 or higher be installed along with ECE. If ECE is found in the current load order, the ch
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Version 1.0.3
- Character items, armor, and weapons will now be updated properly if their Shrine save is updated. This may cause them to flicker when loaded but should be fine otherwise. Items you have given your imported characters should remain with them unchanged.
- Fix for getting stuck floating in the air while saving.
- Destroying the Tome now actually frees up the Shrine. If you delete the last character in the Alcove, the Tome will still be named after them, but you can still use it.
- Related to the previous, fixed every Tome saying "You've already written down your story."
- Gracefully handle deletion of the the _shrineofheroes.json file. If your Shrine has become unusable, deleting the data file will cause it to be completely emptied without deleting your character data. You can then use MCM to refill it without having to re
- Fixed a bug where the Portal Stone would strand you in the Shrine forever if used there.
- Thanks to an update to RaceMenu (2.8.2), Vampire characters should now be saved without a gray face, though you'll need to update their Tome to fix their appearance.
- Fixed trophies remaining in the shrine after character removal.
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Version 1.0.1
- Fixed issue that caused imported characters to get stuck as ElderRace if they took too long to load. If you are still getting this bug, either your system is [i]very[/i] slow to load or you don't have the right version of RaceMenu/Chargen.dll installed.
- Fixed "Character Tracking" option not working in MCM.
- Fixed VoiceTypes being reset after a save/load.
- Removed a ton of debug messages that were spamming the Papyrus file.
- Fixed a potential (but unlikely) CTD that could occur while applying perks or shouts.
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- Author's activity
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November 2019
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11 Nov 2019, 4:51AM | Action by: verteiron
Permission change
Author no longer defines their own permission instructions.
Author changed their file credits.
January 2018
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13 Jan 2018, 9:55PM | Action by: verteiron
Attribute change
Summary changed.
Description changed.
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- Mod page activity
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May 2024
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07 May 2024, 7:51PM | Action by: Scorch0162
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