Skyrim

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TheDarkRyze

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TheDarkRyze

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111 comments

  1. Reiju120
    Reiju120
    • member
    • 14 kudos
    I know the mod is old.But here it is, I wanted to add Aela in the mod.
    I have the cif scripts and everything.
    But it's after for the social quest, I can't find her in the list. Otherwise, it would be nice to add all the vanilla npcs of the game or at least a part of them.Or to make the system a little easier because the CK is quite complex.
    Especially if the npcs are modified with appearance mods.
    1. Sporky07
      Sporky07
      • BANNED
      • 3 kudos
      Hello.
      No need to use the CK. Use Tes5edit only, to add the keywords to Aela, keywords mentioned in description of this mod.
      There is an advanced guide out there somewhere.

      In tes5edit and in your load order, you need to load CIF.esp plug-in first, after it Aela appearance plugin or others. Open only those two plugins in tes5edit. select Aela appearance plugin and add CIF.esp as master. Then add the keywords to Aela in her appearance plugin. You can also edit CIF conditions to run in heathfire houses or the companions house and cellar.

      But is not that cool, needs animations and syth dialogue. And for copies of Aela spawned by console it will bug my game and I'll have to reload.
      Anything just ask me.
  2. Sporky07
    Sporky07
    • BANNED
    • 3 kudos
    Necro posting uwu 

    Managed to add  custom followers XD Aisha and Lucien Lachance to the system, using only TEs5edit and got them to talk a bit.

    Would this work if I just type in the console "starquest sociamoveplayerdialogue" ? or is it necessary to add every location in the CK ? How would  look  a condicion  rule in the CK that starts the node in whatever interior location the player is in ? Opening the CK and skyrim is a pain for me I would never figure this out by testing myself.

    For me the mod just breaks and lags permanently a lot after they interact positively and gain relationship, but when it goes down they just fight each other to death.

    Made it to work in heathfire houses, but it still loops for me at some point, maybe will try to fix that script lowering 50 loops to 40 or something.

    The script still loops  when the npc interact many times with the player, breaking the game with common script loop lag, and they interact with even if I deleted all the cif keywords from the player "prisoner" and edited the script to loop 1 time in the CK, instead of the 50 default and tested it starting a new game. I think the modder lied here for his thesis.
  3. 65350
    65350
    • member
    • 0 kudos
    This is installed, but it's not working. I have it loading last. when should it load?
    1. Ruubi
      Ruubi
      • premium
      • 2 kudos
      It's weird... The mod only works in honneybrew meadery and a new house the other has added... I think. I hope I got it wrong
    2. Ruubi
      Ruubi
      • premium
      • 2 kudos
      OK, I didn't get it wrong but it's ok, I have read a lot of the post and I didn't think it was that much work to make this!
  4. Sallyo
    Sallyo
    • supporter
    • 6 kudos
    So has anyone ever gotten their followers to start dating? If I brought two followers with me could they start liking each other too? or is this just to stand there and watch designated npcs date each other?
  5. Darklustre
    Darklustre
    • member
    • 3 kudos
    This is an excellent idea but it definitely needs some voice acting. If I was you, I would try to employ the actors of Interesting NPCs. That is the best mod ever made.
  6. CCCPConscript1917
    CCCPConscript1917
    • member
    • 1 kudos
    a follower can marry with other follower?
  7. Saggaris
    Saggaris
    • member
    • 29 kudos
    I worked this for a few hours and only understood one thing... computers have a long way to go before they can mingle in a Human society.

    Great try, but I really think that the Bethesda characters scripting needs to be removed before this shows what it can do, the actions and standard audio are conflicting with much of the info shown on the screen (top left)
  8. khazhak
    khazhak
    • supporter
    • 71 kudos
    has anyone tried porting this?
  9. DarkFairy003
    DarkFairy003
    • premium
    • 1 kudos
    Just read Kotaku's article and this is mind blowing! I do hope you return to this mod at some point Tracking it now.
    1. TheDarkRyze
      TheDarkRyze
      • member
      • 16 kudos
      Thanks for the support, I think it will only make sense for me to go back to this if SKSE is released for the special edition
    2. mkthunderwd
      mkthunderwd
      • member
      • 40 kudos
      "Thanks for the support, I think it will only make sense for me to go back to this if SKSE is released for the special edition"

      Good news! SKSE64 seems to be in a stable-ish state!
  10. plamya
    plamya
    • member
    • 1 kudos
    my CK didn't see the scripts because they are packed in BSA.