Any updates on if this mod will be patched for Special Edition or not?
I know some have said it works. But I've used console commands to try to force the marriages, I've attempted to use the lovers stone. I read through the previous posts to see if my issue was present or not.
So Without further ado lets get to my issue and figure it out.
1. Does this mod care about load order? 2. Is this mod compatible with rs children overhaul? 3. Is this mod compatible with the SKY UI mod and the playable children plus mod? 4. This mod displays most children with blue or red polygons around them. While some are not affected at all most of the important children are, such as lars battleborn, aventus arentino and other kids in the orphanage except the girls, and ofc a lot of the female characters. 5. The mod lets me marry normal characters using the lover stone, but the mod does not seem to affect the kids just the adults. So I'm curious now, is there perhaps threre's a mod conflict here with some of the more popular mods? (such as mods that make all characters appear more visually appealing, adding of hair/ skin/ texture mods for characters?) I understand a lot of the beauty mods that change appearances have negative affects on other mods. Perhaps this is one of them? 6. Back to question 1; your mod description does not tell us about any load order conflicts so I always have to wonder that one before all others because so often the load order really does matter.
7. I have the basic skyrim original as well, but I prefer to use Special edition for the slight performance boost and better stable playing. I remember you saying you had issues with getting work to test on the special edition and needing a new pc to do so. Is this currently still an issue?
Thx for the questions. Let me try to address them in order.
0) Q) Will this be patched for special edition? ... A) To do that, I need to have a computer system that reliably plays special edition. With no paying job right now, an updated system is not highly likely.
1) Load Order A) Not really. It does require the official mods to be loaded before this one, but other than that, ... not really.
2) RS Children A) No idea. I don't use RS. I use my own children modification mod, which will likely conflict with RS, so I haven't bothered to use RS yet. I wouldn't be surprised if it works, and I wouldn't be surprised if it has a problem. Such is simply untested by me.
3) Sky UI A) Again, ... I don't use Sky UI. Couldn't say either way. I know that my own children character does work with it, but that doesn't say that all similar mods will work as well.
4) Blue or red Polygons ... ?? A) Not sure what you are talking about. I don't have that issue in my playthroughs. This is the first I have heard of that particular issue. I need more information before I even start dealing with that one.
5) Mod conflicts possibilities A) I would not be surprised if there are mod conflicts with other mods, but to absolutely answer that, I would have to know the details of every mod out there. (in a word, ... No. ) As for affecting the kids, look in the pictures. I have shown some pics of getting married to children, as a child. The mod does work for marriage of kids. If it isn't working, I would say it is a likely possibility that there is a mod conflict getting in the way, but not knowing all the mods you are running, and not knowing all the details about the mods, I can't answer that one absolutely. The best thing I can say is that if you are modding the characters with other mods, then yes, there is a good chance that there is a conflict somewhere between the two mods. Such is simple enough to say, even if I don't have the specifics of who and what.
6) Load order : A) Again, no other mods were set up to be used, so I only assigned it to be used with vanilla and official mods. It also works well enough with my other mods that I have made, so there is that part, but I haven't made it with the intent of many other mods. There are many mods that came out after I did this (including RS Children) so it doesn't take those into account, fairly enough. (Can't account for something when you make it for something else that hasn't come out yet.) ... For that reason, no mod order expectations are built in. ... As for troubleshooting other things with it, when I haven't used those mods, ... that becomes more problematic, since I don't know what the other mods are doing, or what they have changed. Without knowing that, I can guess if a load order issue might be a problem, but I can't say for certain.
7) System A) as I said in #0, ... That is still the current issue I am dealing with. Until I get a significant upgrade of some form, that will be the issue for a bit.
That covers all the direct questions you asked directly.
===
Now, as for hypothetical aspects from me reading between the lines here.
I am getting the understanding that you have been using RS Children with this mod, thanks to your specific note there.
Keep in mind that all the kids are all individual actors, noted in vanilla. I made my changes based on the vanilla stuff. I have never used, or even looked at, the RS Children mod.
The fact is that to get them eligible for marriage, they have to belong to a faction. I have modified the records to put ... everybody ... into that category. We know that RS makes changes to all the kids. If the RS Children mod does not make the same faction changes to the kids, it may be overwriting some of the changes my mod is making, and making them invalid to progress on that line. Not knowing what that mod does, however, I can't tell you honestly if that is the case, or not.
==
Personal order : As for the load order questions : I know that when I run my Children Character mod, it will work with the kids, for marriage. I usually run my mod for children characters before this mod, but it doesn't require the other mod to run. I don't make changes to the races in this mod, only changes in factions. That said, it does recognize a change in each character, by way of the factions. It also deals with the other aspects of the children character mod, since that one is a race change mod, mostly.
Possibility for you to try : ... If you run RS, I am honestly not sure what you will run into. All of my mods recognize the vanilla aspects as a source. You may end up with conflict with that mod accordingly. I have only changed factions here, in this mod. There is a possibility that it might just replace those factions, leaving RS alone otherwise. There is another possibility that it might recognize the full record here, including the vanilla graphic versions, and show the kids accordingly. The best thing I can say right now is to try it, and see.
Easiest way : Go into a new game. Go down the road. When you look at the kids talking about the carts, and being shooed into the house, take a look at his face. If you see the standard 'potato', then you will get the standard graphics from vanilla. If you want to further it, go through the initial escape dungeon, and make it to town. If the kids in town are the standard 'potato', then you mostly got your answer.
Since I never used RS, and it wasn't available when I first made this mod, I have never looked into it to see what it does to do it's various things.
===
And as a clarification point : You commented about the 'Lover's Stone' being used. ... I didn't do ... anything ... with the lover's stone. There is a touch stone that I put in the Temple of Mara, on a table, that lets you get the spell 'Lover's Touch'. Is that the stone you are referring to? Or are you going with the other one, out in the open world areas? I noticed that it could be either one, with how you phrased things above. I just wanted to clarify. ... If you are talking about the open world one, I did nothing to that one, so I expect it to do nothing. :) ... You will want to use the one in the temple, on the table, get the spell, and cast that touch spell on people you have an interest in. (if needed.)
... Since there was a vague point there, I wanted to clarify that point. :)
--
Funny thing. Many times, I advise people, and give them options to try, but they never get back to me on if it worked, or what might have worked. ... Cuts down on some of the help I can give others.
In response to post #89524413. #89541808 is also a reply to the same post.
Spoiler:
Show
KeitoshiKenji wrote: Any updates on if this mod will be patched for Special Edition or not?
I know some have said it works. But I've used console commands to try to force the marriages, I've attempted to use the lovers stone. I read through the previous posts to see if my issue was present or not.
So Without further ado lets get to my issue and figure it out.
1. Does this mod care about load order? 2. Is this mod compatible with rs children overhaul? 3. Is this mod compatible with the SKY UI mod and the playable children plus mod? 4. This mod displays most children with blue or red polygons around them. While some are not affected at all most of the important children are, such as lars battleborn, aventus arentino and other kids in the orphanage except the girls, and ofc a lot of the female characters. 5. The mod lets me marry normal characters using the lover stone, but the mod does not seem to affect the kids just the adults. So I'm curious now, is there perhaps threre's a mod conflict here with some of the more popular mods? (such as mods that make all characters appear more visually appealing, adding of hair/ skin/ texture mods for characters?) I understand a lot of the beauty mods that change appearances have negative affects on other mods. Perhaps this is one of them? 6. Back to question 1; your mod description does not tell us about any load order conflicts so I always have to wonder that one before all others because so often the load order really does matter.
7. I have the basic skyrim original as well, but I prefer to use Special edition for the slight performance boost and better stable playing. I remember you saying you had issues with getting work to test on the special edition and needing a new pc to do so. Is this currently still an issue?
Rex1029 wrote: Thx for the questions. Let me try to address them in order.
0) Q) Will this be patched for special edition? ... A) To do that, I need to have a computer system that reliably plays special edition. With no paying job right now, an updated system is not highly likely.
1) Load Order A) Not really. It does require the official mods to be loaded before this one, but other than that, ... not really.
2) RS Children A) No idea. I don't use RS. I use my own children modification mod, which will likely conflict with RS, so I haven't bothered to use RS yet. I wouldn't be surprised if it works, and I wouldn't be surprised if it has a problem. Such is simply untested by me.
3) Sky UI A) Again, ... I don't use Sky UI. Couldn't say either way. I know that my own children character does work with it, but that doesn't say that all similar mods will work as well.
4) Blue or red Polygons ... ?? A) Not sure what you are talking about. I don't have that issue in my playthroughs. This is the first I have heard of that particular issue. I need more information before I even start dealing with that one.
5) Mod conflicts possibilities A) I would not be surprised if there are mod conflicts with other mods, but to absolutely answer that, I would have to know the details of every mod out there. (in a word, ... No. ) As for affecting the kids, look in the pictures. I have shown some pics of getting married to children, as a child. The mod does work for marriage of kids. If it isn't working, I would say it is a likely possibility that there is a mod conflict getting in the way, but not knowing all the mods you are running, and not knowing all the details about the mods, I can't answer that one absolutely. The best thing I can say is that if you are modding the characters with other mods, then yes, there is a good chance that there is a conflict somewhere between the two mods. Such is simple enough to say, even if I don't have the specifics of who and what.
6) Load order : A) Again, no other mods were set up to be used, so I only assigned it to be used with vanilla and official mods. It also works well enough with my other mods that I have made, so there is that part, but I haven't made it with the intent of many other mods. There are many mods that came out after I did this (including RS Children) so it doesn't take those into account, fairly enough. (Can't account for something when you make it for something else that hasn't come out yet.) ... For that reason, no mod order expectations are built in. ... As for troubleshooting other things with it, when I haven't used those mods, ... that becomes more problematic, since I don't know what the other mods are doing, or what they have changed. Without knowing that, I can guess if a load order issue might be a problem, but I can't say for certain.
7) System A) as I said in #0, ... That is still the current issue I am dealing with. Until I get a significant upgrade of some form, that will be the issue for a bit.
That covers all the direct questions you asked directly.
===
Now, as for hypothetical aspects from me reading between the lines here.
I am getting the understanding that you have been using RS Children with this mod, thanks to your specific note there.
Keep in mind that all the kids are all individual actors, noted in vanilla. I made my changes based on the vanilla stuff. I have never used, or even looked at, the RS Children mod.
The fact is that to get them eligible for marriage, they have to belong to a faction. I have modified the records to put ... everybody ... into that category. We know that RS makes changes to all the kids. If the RS Children mod does not make the same faction changes to the kids, it may be overwriting some of the changes my mod is making, and making them invalid to progress on that line. Not knowing what that mod does, however, I can't tell you honestly if that is the case, or not.
==
Personal order : As for the load order questions : I know that when I run my Children Character mod, it will work with the kids, for marriage. I usually run my mod for children characters before this mod, but it doesn't require the other mod to run. I don't make changes to the races in this mod, only changes in factions. That said, it does recognize a change in each character, by way of the factions. It also deals with the other aspects of the children character mod, since that one is a race change mod, mostly.
Possibility for you to try : ... If you run RS, I am honestly not sure what you will run into. All of my mods recognize the vanilla aspects as a source. You may end up with conflict with that mod accordingly. I have only changed factions here, in this mod. There is a possibility that it might just replace those factions, leaving RS alone otherwise. There is another possibility that it might recognize the full record here, including the vanilla graphic versions, and show the kids accordingly. The best thing I can say right now is to try it, and see.
Easiest way : Go into a new game. Go down the road. When you look at the kids talking about the carts, and being shooed into the house, take a look at his face. If you see the standard 'potato', then you will get the standard graphics from vanilla. If you want to further it, go through the initial escape dungeon, and make it to town. If the kids in town are the standard 'potato', then you mostly got your answer.
Since I never used RS, and it wasn't available when I first made this mod, I have never looked into it to see what it does to do it's various things.
===
And as a clarification point : You commented about the 'Lover's Stone' being used. ... I didn't do ... anything ... with the lover's stone. There is a touch stone that I put in the Temple of Mara, on a table, that lets you get the spell 'Lover's Touch'. Is that the stone you are referring to? Or are you going with the other one, out in the open world areas? I noticed that it could be either one, with how you phrased things above. I just wanted to clarify. ... If you are talking about the open world one, I did nothing to that one, so I expect it to do nothing. :smile: ... You will want to use the one in the temple, on the table, get the spell, and cast that touch spell on people you have an interest in. (if needed.)
... Since there was a vague point there, I wanted to clarify that point. :smile:
--
Funny thing. Many times, I advise people, and give them options to try, but they never get back to me on if it worked, or what might have worked. ... Cuts down on some of the help I can give others.
Hope this helps. :smile:
From my basic understanding of what RS children does is it is a quality of life mod used to edit the meshes and sprites of most children in skyrim by using added in meshes and hairstyles to make them more immersive and less the same copy paste. Far as I can tell it doesn't edit the faction of races of the characters only the presets used for deciding the character details. Each new save is a new random preset for the kids.
So for example we can have the kids use any added hair mods or skin mods or model mods we have downloaded and the mod will randomly generate a preset for each child affected upon entering a cell and save those changes. The changes are only applied when that section of a cell is loaded for the first time. And it will remember that preset for every visit there after. This means we can kids with war paint, unique eyes, lips and so on. It is simply a beautification mod. Beyond what I can see and infer from how the script applies to several save files that is all I know for sure.
So if your mod is working from the base vanilla adding this shouldn't generate the red and blue polygons surrounding the kids. (The polygons are in triangle shapes as well. I have found that there is a conflict.
That conflict being either the playable children or rs children mod. On its own your mod works with my other mods when I take those ones off. SO I will work out the load order and see what exactly is going on. Once I figure out the missing link on this issue I'll see what can be done on it.
Either way I like both mods rs children editor and the marry all mod. I did get the marriage stuff to work on a new save event with the conflicts. It seems the previous mod mentioned alternate start will not trigger it even if you start with vanilla start. So I have that mod disabled.
I'm would like to make all the npcs in skyrim look better than the vanilla. So any suggested mods that you know work that adds hair styles, eyes, textures and skin meshes that could make npcs look more pretty would help. The other thing is I use a mod to make it so I can play as a child as well. Would my character being able to play as a kid (ofc that also means I have to use race compatibility mods to register the child race as a member of the race it belongs to to enable faction based interactions) conflict any with your mod or would it only conflict if it edits the other npcs as well in the race settings?
Question recap in order: 1. Would playing as a child through another mod with the help of race compatibility mods conflict with this mod if say they don't affect characters other than the player? And if they do affect other character settings int he race sections would that conflict? 2. If the game works fine with other beauty mods like adding hair styles, eyes and lips and meshes and such is there a list you would suggest that do work with this mod? And if that is all rs children does any idea about why it might conflict with yours?
To clarify... I know what RS Children is supposed to do. In fact, it does many things that my Child character mod does, simply without graphics changes.
My issue is knowing what the mod does behind the scenes... (Is it a reassignment of a new race? Or an edit of the original? Is the race credited as adult and resized, or credited as a child? Does it have scripts that do various things? Or not? Is there a change to quests, to allow them full adult stats? Is there a decrease in initial abilities, to reflect a younger character? Or are they the same as adults, stat wise? What have they done to deal with other clothing? Is another clothing mod needed? Did they introduce other clothes? How is it dealing with other factions? How have they dealt with some of the quests that have restricted children from being able to trigger them, which reflect abilities? ... Many of these things are behind the scenes. ... I know the concept of the mod. I just don't know all the details that are going on under the hood, because I haven't looked at all the details of the mod.) ... My issues are not knowing the technical issues, and sorting out the details of the changes the RS Children author has done. That is best simply done personally,
... But thank you for trying to clarify. :)
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As for my mod, I don't do ANYTHING with graphics. I can do the editing of the game scripting, but I have tried graphic mods for Morrowind, Oblivion, Skyrim, Fallout 3, & Fallout 4. There have been zero successes in this effort. ... Correct : 0.000 graphics changes successful by me. For that reason, I have to use what is there, and modify things accordingly.
For that reason, I don't have much experience on graphics editing. For that reason, I can't do much with you for the kids and underwear thing. I do share some dislike for the painted on versions, but with kids in the game, the designers have made it so the underwear is not removable. They design it that way with that in mind, to avoid possible problems with the whole 'child porn' laws in various countries. For that reason, I don't do anything with the underwear. Easier to simply not kick that particular bee hive.
Because my system is a bit of a clunker, I don't try to max it out. Most of the graphics I do get are common, and I often do things with ones that are already available. I don't try to get a lot of extra stuff, for that reason. (When memory is at a premium, you don't tax it out too much.)
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You can play as a child with my Children Character mod. I have also edited a few other things in quests to allow kids to have full potential of abilities. (ie: Some of the quests have restrictions, preventing children from triggering them. I have removed them, to allow the kids to access such. Some are actually perks in the trees that are originally restricted, meaning a child character could take the perk, and never get the benefit. I removed those details, allowing the kids to benefit from such.) (I think one is in the speech tree, dealing with merchants and investing, if I recall right.)
==
As for conflict reasons, that wouldn't be shocking there. I have changed the factions for the characters. If that one is making individual changes to all the child records, on a separate basis, then depending on how it loads, it may be trying to bit and piece things. (A case of saying 'Use this file, and use this other file', when there is a conflict.) ... Computers are stupid. They are nothing more than a fancy calculator, that can count up to '1' really fast. If you don't have all the logic in place so it can understand all those '1's ... , then strange things can happen.
Because I have Children Character, and it's function is a lot like RS, I tent to not worry about RS, even if the graphics are nicer.
==
01) Will other character mods conflict? .... A) ... Too vague, and broad. There are quests that restrict things significantly. It all depends on what the mod does to get functionality. Not knowing all the mods out there, and how they do everything, I can't answer this one. (It is along the line of 'Can you explain how to notice the details that will properly identify crossing between 'science', and 'science fiction', when watching a movie?' ... That is simply just too broad a question and covers too many areas, to clarify here, considering the number of such mods that have been around.) -- 02 ) Edit the underwear. A) I have seen how abysmal my attempts have been at graphical editing ... ... No... ... ... Simply no. (*Chuckles*) -- 03) Other beauty mods. A) They would have to be edited specifically for the race. For example, look at the Bretons : There is a adult race, a child race, an adult vampire race, and a child vampire race. And each of those are split up to male and female. For each of the race records, they would need the editing, to add every new hairstyle, every nose, every eye color, and everything else that comes with the changes. Without that change in all pertinent records, the character will not be able to manifest such in the game.
That is where the conflicts start hitting heavily. Each race also has to have the details put in as well. When they added all the new parts to the race for kids, they made significant changes to the records, some possibly overwriting some fixes I did, on an individual character record basis. With RS changing the kids so much, it is almost impossible for them not to add something in those records. Unless all the changes line up properly, they may have conflicts. ... With that in mind, I have no problems believing any particular mod will have a conflict, even if I don't see it, if it deals with a mod I have never used before.
As for this mod, however, I don't do race editing with the marriage mod, so race edits shouldn't be a problem with this mod, technically speaking. The big issue for the marriage mod is the voice of the individual. (That is how marriage works in the game... based on the voice type.) For that reason, the race edits are a huge topic, due a much longer discussion, and not on this specific mod. ) ... so race interaction with this mod shouldn't be a huge issue, per se. The big issue here is voice, not race.
As for the graphics with kids, ... I direct you to my Children Character mod. That would be a more suitable location for such a detailed discussion. ... You would have the 'potato head' kids, but that would be a more detailed and appropriate spot for such things. :)
-- 1) Are you using an alternate start mod? 2) Have you started the main quest already? Or have you just left the beginning keep alone? 3) Have you spoken to the priest already in Riften? 4) Have you used Lover's Touch on him? 5) Which version of Skyrim are you using? (Old, Special Edition, ... there are multiple versions out now, and there are some differences between them.) --
(*Semi Spoiler*) I will admit that I have not tried the thing with him personally, and I know there are scripted events in the game that can have him die early, even without the PC being there, ... so I don't know if he has some form of special script that disqualifies such on a special level.
There are some people that have locks on them, which prevent them from accepting until you do their quests. ... I didn't do anything to those quest requirements. There might be a snag in there, due to a script, and his potential death, or there might be a conflict, or something else going on. Need more information before I can do much more troubleshooting.
Also, there are some characters that have patently unique voices. They are not able to get the commands to work, because marriage is based on the voice type of the NPC. I will have to check that out to make sure that isn't the issue as well. Please let me know what the answers are, and I will look into that specific case.
2. Yes, but.. 1) The main quest wasn't completed. I settled on mission "Alduin's Wall" (gain entrance to Sky Haven Temple). 2) The "Skyrim Civil War" quest hasn't started.
3. Yep, I did it according to your instructions (talked to a priest, bought an amulet, put it on, used Lover's Touch, used cheats.. but it didn't help :<).
4. I have used Lover's Touch on other NPCs to test if it works (for example, on Thongvor Silver-Blood, who stood nearby. He had a dialogue about marriage). By the way, Ondolemar's guards didn't react to this spell either.
5. hmm.. Old version? I have Elder Scrolls V: Skyrim Legendary installed back in 2013. used a fairly old save to continue playing (2015).
I find it difficult to determine if his voice type is unique. If so, then further dialogues become unavailable? I will try to complete the "Civil War" quest and use your mod again.
(I apologize for being able to write with errors as my English isn't perfect :<)
Ok, a few points, where you seem to have questions ...
Questions 1&2.
I asked those because, in order to even get the priest to start his commentary in the Bee & Barb, the main quest has to start. Some alternate start mods disable the first quest until you see the dragon flying over the keep. If you used an alternate start mod, and went straight to Riften, then the priest interaction would be disabled until you started the main quest, which means the options to even start up a marriage would be disabled until later.
As far as the game is concerned, you need to have left the keep. Progress in any other aspect of the main quest, or any other story lines, is irrelevant. That is as far as you need to go, to unlock the priest's dialog, and that dialog is all that needs to be unlocked.
Questions 3 & 4
If you spoke to the priest, then fine. If you are getting the option with another figure, then that would imply it is working.
Question 5 :
The reason why I ask, they have multiple versions of Skyrim that they released, and some have different code. They run the game, with a different engine, which means they respond to the same mod differently. The mod was only ever used or tested on the very old version of Skyrim, because my system wouldn't handle the newer ones, and I didn't have money to buy all the newer versions. That is why I asked that.
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A quick explanation on how marriage works in Skyrim. (And why I asked the questions I did.) :
The makers of the game have it set up so that you need to speak to the priest, to start the quest. You then need to wear the amulet of Mara, and ask around. ... These parts are standard.
When you are at the right stage, the game looks at the NPC you are talking to, to see if the person is supposed to be able to get married. There is a list of 6-8 voices that match every person that can get married, according to the game. If the quest is on, and the voice is right, then it gives you the prompt that matches that voice type. If the person doesn't have a matching voice, then there is no matching response in the list for them to say, which means they never get the prompt to ask you about it. (Why did they use that option? ... Not sure, but that is the method they chose. I simply credit that one to Bethesda, and leave it at that. (*shrugs*) )
By restricting all marriage candidates to a small list of voices, they could restrict who you could and couldn't get married to. They could also restrict characters from that aspect by simply giving them a different voice type.
... That is why I asked you about the voice.
--
(As for not being perfect in English, don't worry about it. I know how it is working with a foreign language. :) )
I will look into it in the actual files to identify his voice, and try to see what I can find. Probably easier that way. :)
Fair notice : It will take me a bit of time to have time to go through it all though. A bit busy in real life to go through it all instantly. But I will get to it.
Oh.. so this is how everything works wonderfully хD No problem! You helped me a lot by answering my questions. Thank you very much! /)^_^(\ (friend, If you ever find out the real reason, then I would be curious to know)
No, I can not make a video on my current system. (For this mod, or any other.) ... No Camera, no mic, and no recording software. For that reason, no video is possible.
However, it isn't so much an issue of changing how marriage works. You should be able to use it like any other marriage, in the game. (At least for the most part.)
Is there a specific problem or question you have pertaining to this mod?
This mod is causing the "dark face" bug face gen issue with Hert and Hem at the Half-Moon Mill. I'm not sure if there are others affected but I isolated it down to this mod as the cause. It kind of surprised me as I didn't think that this modded affected things like that.
I am familiar with the 'Dark Face' bug in concept, but I will say that this is the first time I have heard of it causing the dark face.
The only thing that I really modified that would include Hert and Hem was to add ... everyone ... to the marriage lists, and the needed details to proceed with the marriage ceremony. If those acts did reintroduce them to that bug, however, then ... everyone ... should have that bug as well, not just a couple people. Do you see the dark face on everyone? Or are there people without the dark face bug?
And for the record, what version of the game are you using? (This was made on the old Skyrim version, not the more recent versions.)
If there are NPC's that don't have that graphical issue, then it is a conflict, somewhere else. (Possibly in configs, or between mods, possibly in order).
I can say 2 things honestly, however : 1) I can say that I haven't had the problem with my install. (For that reason, I have not noted it so far in my games.) 2) This is the first time I have heard of this bug being credited to my mod.
Please get back to me with those answers, and I will check it out as soon as possible. :)
I reinstalled your mod (version 1.4) with the latest version of Skyrim to try and find the answers to your questions. With only your esp and the base game active the dark face on Hert and Hem persisted. I used the ck to find another name on your mod. I couldn't load your mod into the ck as it crashed everytime but I could see the affected names by looking at the details button without loading it.
I found the name Garvey from the Warrens in Markarth on your mod's detail list. He did not have the dark face issue when I went to see him in-game. This bug persisting even with only this mod enabled and gone with this mod disabled means that something in this mod must be affecting it, but I can't think of why. If you added the same exact thing to all npcs then it seems like it would they would all have the bug or none of them would as you said.
Since I can't load it into the ck, I can't look deeper into the issue. When I try to launch it in the ck, I get the same string error that you would get from trying to launch a dragonborn dependant mod without having the dragonborn.esm in the (SkyrimEditor.ini) file. I also decided as I was typing this message to reinstall a fresh vanilla skyrim with only this mod and skse just be sure and the dark face is still there. The only thing that I could think of is that maybe you did something slightly different with these two npcs, but then if that were the case it seems like you would have the same issue in your game.
There is the old version Skyrim, which was the original release. There is Skyrim Special Edition. There is the Skyrim Legendary Edition. There is the Game of the Year version. ... Seems Todd released the Skyrim flavor of the year a few times, which had become a bit of a meme over the past decade. For that reason, there are some minor changes under the hood of each one, as they did little tweaks.
The 'Most recent one' doesn't ID which flavor you got the most recent version of. So ... The most recent version of ... Which one?
#2) You said that it crashed each time you tried to load it into the CK kinda implies that there is one of 2 things happening. A) You are using a CK that has issues with old skyrim mods. (I have heard rumors, but not verified such, since I haven't used the newer forms personally.) B) The CK is stumbling over something, like dependencies of other mods. (I have verified that this one can happen in the older versions. If the CK isn't set up for multiple masters, it can crash, if the other masters are not present.)
#3) I am scratching my head on the selective aspect personally as well. with the only selective NPC's having it. ... The only thing I can think of right now is that there might be some fussing between masters & mods. I know that I haven't had that problem on my version. I also know that the two figures you mentioned at the mill are involved in things with the Dawnguard DLC. It may be a conflict between the three. Won't know until I can verify such. (*shrugs*)
--
I will say that I have been on the poor side of things, and don't have all the various Skyrim versions personally. (No Todd, people don't all have that much money to throw in the direction of Bethesda! :) )
For that reason, I am unfamiliar with some of the tweaks that they have done for the CK, versus the original one. (I heard they shifted some of it to the same engine that Fallout 4 used a while back, which caused some changes in the Skyrim settings, ... but haven't used that skyrim one yet, so can't verify any differences that might exist. I have verified through some personal tinkering in the FO4 Creation Kit that there are some changes, and that includes settings between Skyrim and FO4 as settings for the CK engines, but I haven't tinkered with each enough to verify the differences between the two, in Skyrim.)
I am not against the possibility of it being a conflict between old and new versions. I heard there are some, but haven't verified such yet.
I know it doesn't happen on mine, but I admittedly haven't played it in a while, so there might be something with a patch, or something, that skewed it to reflect such. That said, however, I don't know. I will have to poke my nose into it, and see if I can duplicate it.
Right now, my main suspicions are : ... Mod conflict. (Possibly with replaced files outside of the masters.) ... New changes conflicting. ... Config file changes causing a conflict. (Like in FO4, new games crashing to desktop when it tries to verify the originals, in the config file. I can ID exactly where the change comes in, what to change, and what needs to be tweaked in the setting file, changing only a single line of config options. It's not a mod issue, but the issue is due to some changes internal to FO4 itself. I would have to check that option too.) ... Differences between versions. ... Memory issue that is causing the problem ... Flawed save game, causing a long standing glitch. ... A possible flawed file on the servers of Nexus, after some maintenance issue in the past. (Unlikely, but not able to be eliminated from possibility at this time.)
--
Lots of questions, but first step for me to fully troubleshoot it is to reproduce it. I haven't seen it on my version yet, however, so ... still trying to figure out which version you are talking about, versus which version I am dealing with.
Looking forward to your reply, detailing which one you are using. :)
I have all three dlcs but my game and its store page just says (Tes) 5 Skyrim. The version under details in the exe says (1.3.22.0). Out of the list you have provided, mod conflict, and old save can be eliminated as I installed the mod on a fresh vanilla skyrim with only skse installed. Unless skse could be a conflict. The save is only 3 days old. The dark face also disappears when I disable the mod.
I have adjusted my config files to remove flickering mountains. I have also included the allowmultiplemaster etc on the (SkyrimEditor.ini) along with all dlc esms. So I'm not sure what the issue is with not being able to load it into the ck. It gives the same error message that you get when you don't have the dlc esms included though.
I appreciate you attention with this issue. I know that a lot of mod authors wouldn't be interested investing the effort required to deal with an issue like this for just one person. I do like the mod and if there's no easy answer, I could just try to find mods for those two npcs and put them past your mod in the load order, assuming that those are the only two affected npcs.
I did notice something strange in the area but I only noticed after restoring my fully modded version so it probably is unrelated, but in the area of Hert's door I randomly start taking damage. I'll have to run quite a ways away after it starts to stop it.
The game itself saves various data when it generates the areas. It's the same mechanic as when it loads a new cell, and it auto-generates a chest. It can change the appearance, behavior, or inventory, of people as well. At that point, it isn't you saving the game, it is the game itself saving the data for you, automatically. When you exit out, it will also have a tendency to save the data for the characters, ... even if they are flawed in the internal files. In those cases, you might need to reset the NPC from scratch. For that reason, ... no, old saved data for the game is not able to be disqualified yet. (Only way to absolutely verify that is to have a brand new game, and go straight there, without going through any zones, but that is an impossibility, due to how the game is set up. ... You do have to enter the keep, and then exit, which forces a zone, which may or may not load the master data fully. Leaving the game, and loading again will not resolve some variables that are already saved.)
As for SKSE having a conflict, ... While unlikely, there is always a possibility that something copied improperly, and is causing a fuss. That is another mod, so yes, it is something that has to be looked into, even if it is unlikely.
Also, remember, ... Dawnguard was not part of the original game. It is a mod, that came out later, like the other DLC's. It is possible that there is a 3-way conflict between Skyrim, Dawnguard, and my mod. That would be a 'mod conflict', since it is dealing with mods to the game. (The fact that the official DLC's are normally sent as part of the recent packages does not change the fact that they are DLC's, and are technically and practically 'separate mods' as well, even if sent in the same download session.)
===== For your version, ... Try this :
... Go to Steam. ... Go to your Library. ... Look at the list of games that you have loaded from Steam. There should be one with 'Skyrim'. ... It might also have something after it, like 'Special Edition', or something else. ... Once there, what does that full line say?
=====
As for the damage thing, ... not sure what to tell you on that one... I know that I haven't done anything with Triggers or the like in that area. ... If it is doing that without reason, ... then that would be a good sign that something is screwy in the save files somewhere. Could be it glitched the whole cell that you saved, including the people. (*shrugs*)
=====
As for helping out, not a problem. :) You never know when the problem I sort out with you will be the answer someone else needs, and it was already answered before they actually asked. :)
Sorry that took a while, some things came up. I tested multiple saves and new characters but ofcourse I had to go through various cells. I was going to test it with all dlcs disabled but then noticed that the mod uses all three as dependancies so I downloaded the version of your mod that doesn't require them. I tested it with no dlcs and then with only dragonborn and hearthfires; the bug went away with dawnguard dlc disabled and worked as intended with the rest enabled.
In my steam library under recent it simly says "The Elder Scrolls Skyrim" but in game I am able to select a legendary difficulty and I can elevate maxed perk trees to a legendary status so I'm guessing that its probably the legendary edition.
When I look at my library, I see the following two entries.
1) "The Elder Scrolls V: Skyrim" 2) "The Elder Scrolls V: Skyrim Special Edition"
The first is the original release, what some call 'Old-rim'. That is what the mod was made for, and on.
I got the second one for free long ago, when they released the new version, with the Fallout 4 style architecture and system. (Mostly a promo deal for those playing Skyrim when FO4 was released, to advertise the new game.) I haven't really played the second, because my puter system at the time of it's release didn't run the minimum specs for Fallout 4, (It wasn't even able to run the OS system requirements for windows 10.)
... Note ...
... If your entry only says "The Elder Scrolls Skyrim", please note the differences between what you said it has for you, and what mine say they are for me. It may be an issue of you having a different version, one of the 'flavor of the month' versions that were released since then. (*shrugs*)
If we are not using the same game version, I may not be able to go much further on this help, due to differences in the game code between versions. It would be equivalent to me trying to troubleshoot someone playing it on a PS4, when I don't have a PS4 myself. I might be able to give a few raw tips and possibilities, but my aid would be limited, because it could never be reproduced properly on my end, because I don't have the proper game version or required items to even attempt reproduction. ... (*shrugs*)
I want to note this now, because I made this for the 'Old-rim' version (the #1 on my list). If it starts conflicting with things that I never dealt with, due to a things in a version of the game I never had, ... there would be little I can do to help, because I would never be able to repeat the issues. (It would evolve into the long, unproductive discussion of "I see this bug.", followed by me going "I can only properly troubleshoot what I can reproduce, and I don't see that on my system. Has to come from something else." That discussion quickly gets problematic, and rarely goes very far for either side. Considering how many versions that were released, I wouldn't doubt there is this potential at this point. )
I simply want to note that it is a possibility right now, due to the entry version differences between what you say you saw there, versus what I have on mine.
=====
That said, let's see what I can do here... :)
Now, let me verify one point... You said you did multiple new saves .. And you got different results when you had Dawnguard loaded, versus when Dawnguard was not loaded.
Please verify this point, just so we are clear ...
True or false :
1) When Dawnguard was loaded with my mod, you had the problem. 2) When Dawnguard was NOT loaded, the issue went away, and it looked proper.
Are these two statements both true?
If true, we may be facing a conflict introduced by the Dawnguard mod specifically. (There were more than a few of issues introduced by that mod, due to the changes of how it dealt with vampiric individuals.)
===
I do recall this : ... The mill was a vanilla game aspect, as were those two characters. I also note that the two you mentioned were vampires in the base game, with the old vampire assets and details. That was when I added them to the lists.
... The Dawnguard DLC was released later on. I also recall that they had made some changes to the Vampire stuff due to the Dawnguard DLC, and it also adds some other things with the content of the Mill. For that reason, there were some tweaks to those characters, due to the vampiric natures, and the conflicting details between the two versions. (Vanilla vs Dawnguard.) That sometimes caused a host of video issues on some systems, including lots of screen tearing, and other graphical issues.
(Side note : They (Bethesda) also had some issues with people doing strange things over time, as if their AI packages got screwy, due to conflicts. The catch was, you look in the game files, and the mods are perfect. The AI shows a set schedule, for them to do something, and all is right there. ... And then, due to something internal, the code was thrown off, and you see them skinny dipping in a lake, or walking through town nude, ... like the messenger sometimes was, or other odd things. That kind of interrupting issue has found multiple of my mods. The AI issue may not be the issue here, but there are some details that are controlled internally, which we don't have control over, and can't properly troubleshoot, even if the mods themselves are flawless in code. In those cases, there is little we as modders can do, because we can't even get under the hood, to check out the corresponding code, to find the conflicts. ... Annoying, but true. And yes, I did have a few issues of that kind of conflict with some of my mods in the past.)
... I do recall when I made it, there was some tug-o-war between the mods fussing over old character version, versus the new character version of DLC. Because of that, I have no problem believing that there might be more bickering between mods after all this time.
===
I do have a strong suspicion of what is going on here, but need you to verify those two things.
With your new attempts, are those two points accurate?
As a repeat of earlier, for easy reference :
-- True or false :
1) When Dawnguard was loaded with my mod, you had the problem. 2) When Dawnguard was NOT loaded, the issue went away, and it looked proper.
I pulled a bonehead move there. I left the "V" out when I told you what the steam library said. I also have The Elder Scrolls V: Skyrim and The Elder Scrolls V: Skyrim Special Edition. I got mine the day of release and my special edition was free if I remember correctly.
That being said, yes to both questions. Your mod works as intended if I disable dawnguard but your mod will not work if dawnguard in enabled.
Okay, ... I made the original version of the game before the Dawnguard DLC was releaed. The fact that it is working as intended with the earlier version is something that is of note. It isn't a conflict with the base game. That much is clear so far, and proven by your test.
As a point of note, Dawnguard introduced not only changes for vampirism, but also some graphical changes for vampiric expression, which would be reflected by the characters in question.
--
My suspicion at this time ...
- Fact : the issue is not with the steps taken in the mod alone, as the test with the base version shows. The steps were clean, and clear, ans proven by your test. - Fact : My suspicion is that the issue is based on the introduction to the changes in Dawnguard. That too is verified by your test. - Fact : The Dawnguard DLC changes the faces of those with vampirism, in a way that was not done in early vanilla Skyrim. That is a verified point of fact.
Suspicion : ... I introduced him to the list before the Dawnguard mod came out. By having to change factions for the characters to allow marriage, it may be saving more than just the faction changes. It may have artifacts from the vanilla Skyrim, which have remembered old versions of how the faces should look, without the Dawnguard changes included.
... If it is dealing with that kind of left over data from vanilla, then it would work fine, with only vanilla loaded. (Checks out so far with current situation.)
... If there is some extra data saved in there somewhere on each character record, pointing to vanilla facial graphics, it may be trying to deal with that. (Vanilla saying 'use this', Dawnguard saying 'No! This one. Let's turn the old stuff off', and then my mod saying 'This is what I am using,' and then pointing back to the vanilla one.) If it is doing that, then there could be the source of the issue.
==
That said, there are a few other things to note.
While logical, it doesn't explain why I am not getting it in my system. (*scratching head at that one*) That implies it may also be based on file versions, or settings, or possibly a hardware issue.
We do, however, have the ability to narrow it down to not being a conflict with the base game, but rather with Dawnguard exclusively, which narrows down the search, and the possible conflicts to look into.
It also may be an issue with corrupted data, where it is fine on my system, but it got corrupted when it got transferred, or maintained on nexus somehow. (unlikely, but does need to be checked, and ruled off the possibility list.)
I will have to look into it personally, and see if I can figure out if I can reproduce such first. If so, then we may be able to deal with such easier. If not, it may be a while for a patch.
Although, thinking about this does remind me of a few other glitches in other programs that I had issues with in the past. If this is a conflict I can reproduce, I may be able to apply a method I thought about to resolve some other issues. We will have to see about that, however. All that is based on if I can reproduce this locally.
For that reason : I am not able to give a full resolution right now, and I am kinda busy RL, but I will look into it as I can. I can't give a time one when it will be resolved, because I can't verify it happening yet, but I will look into it some more, and try to figure out what is going on, and make sure it isn't an issue on my end. I will check it out, however, now that I have a clearer idea of what to look for. :)
Sounds good. I've pretty much completed my Skyrim build and am currently working on a Skyrim SE build. I'll keep my eye on version numbers incase the issue can be duplicated and a solution comes.
Hi everyone! I’m new to this so that’s why I might be having some issues. I recently installed the mod on Nexus mod manager and it says it’s downloaded and installed, but it doesn’t seem to be working. I talked to the priest, got the amulet, and typed in the council commands, but there was no option to marry. I tried it out with a couple NPCs with and without the commands and there was no option.
1) I didn't change the mechanics of the process. It sounds like you have an issue with the process. 2) The game, for some reason, demands that the speech in the Bee and Barb be had, before you get the option for getting married. (The one in the beginning, where he is trying to 'save' the people in the bar.) 3) There are some cases where people start the thing with the priest, and either walk away, or exit out, without finishing. You need to finish the whole chat before the game itself allows you to continue. 4) There may be a mod conflict, which interrupts such. If such, I can't really do much. (I don't know every mod ever made, or what the people that made them did, so it is impossible for me to know what the issue is with all of them. I could only tell you how to check if it is a mod conflict, and let you do that yourself.) 5) There are some people that have strange voices, as per the game, and are not really permitted to do such. 6) Did you make contact with the touchstone in the temple that was added, and use the effect 'Lover's Touch' on the target, before speaking to them? (It is a close range, touch spell, so you do have to be close to do such. Across the room won't work with that one.) 7) Are you actually WEARING the amulet when you speak? I know some people that picked up the amulet, put it in inventory, and simply forgot to put it on, before speaking to the NPC. If you do not have the amulet equip, the game is set up to not allow the option to continue, and would result in the same behavior as what you described.
Without knowing what person/people you asked, what mods you have running, or what specifics you have done, I can't really do any more troubleshooting right now. I would need more info to work with it more.
Hello! Will this work on modded followers? I'm trying to marry Lusty from https://www.nexusmods.com/skyrim/mods/40740, but the origianl creator has not added option to marry her by defult.
Not natively... It requires some specifics, and I will not go over ... every ... mod, just to account for the NPC's that people add, ... But I can tell you how to adjust things...
... In order to get married, you need several things to work out. The absence of ANY of those will make it so you can't do it.
1) There are lists for marriage candidacy. If the character is NOT on them, then they can't be married. These are found in the "Factions' tab. 2) Within the faction tab, they have to have a certain ranking, in order to be eligible for such.
- Note : I have done what I can to modify things, so they can be added to these lists, with the effect of "Lover's Touch', but I can't assure it will work for all mods. I would say, I have covered about 80-90% of the options of those first two, but I can't say for all NPC's, since I can't verify the work of every other modder on the planet.
3) Even if the NPC is on the list, you have an additional gateway. They lock marriage behind a gateway, based on the NPC's Voice. If they use an atypical voice, then the option to ask about getting married simply won't work, because the voice options won't know what to do with such. All available options are based off of a specific voice. ... Not much I can do about that one.
Note : I didn't override the marriage process, I simply kept it intact, and expanded on it. To get it to work in an alternate manner, you will need to use a mod that take over that entire quest line, verbal lines and all. --- Not knowing the mod you are mentioning, I don't know if there is an alternate voice to the character, or not.
This should help you make some personal tweaks in the files, to get the desired result.
Ay! Thanks. While you didn't solve my directly. After countless hours of banging my head against my desk and being completely illiterate in art of console commands and modding I actually took time to re-read your response which helped me find few key words to find required commands to accomplish my grueling task of marriage and usage of rather questionable mods and it did work with Lusty. Big thanks!
Like I said, different people do strange things with their NPC's, and there isn't an absolute resolution that fits all with this one, ... But I am glad this worked for you.
I believe simply that if you make a mod, you should know what is going on, and know how to resolve common issues with it. I can't do such with a system I don't have.
I try to keep all the data for the HM mods clear, so I can answer questions about them. Not having an X-box (Or any console after a PS2), I can't perform testing, maintain such control, or answer questions pertaining to such, when people ask. If it is ported to a system that I can't check, or verify integrity on, ... I can't troubleshoot issues with such. In those cases, I am guessing at what someone else did, in the name of my mod. That doesn't work well for troubleshooting. ... For that reason, ... No. I do not give you permission to simply port the mod to X-box, or any other console.
That said, if you want to know what I did, so you can make your own mod that does something similar, then feel free to ask questions. I can give insights as to what I did. At that point, you are able to deal with your own troubleshooting, and verify the data in the mod in question, as it should be, when people have questions.
If you have questions, please let me know. :) Take care, and thanks for asking first. :)
will this work on jarls, legates, and other factional NPC like the Stormcloak commanders and Imperial Legates? because i've been trying to marry one of the legate and it doesn't seem to work, anything you can recommend? thank you.
Alright. A big part of that will be based on who does the voice acting.
As a point of note, I took the easy way, and put ... EVERYONE ... in the marriage list. Everyone should have the ability to do such, at least in theory...
That said, while I did put all NPC's on the list, that doesn't mean the necklace will work for everyone. Determination of who it allows to see the quest commentary is based on the Voice type. (Odd, I know, but ... that is how they did that.) (*shrugs*) ... Some NPC's have a custom voice set, and custom voice actor. I didn't make any changes to the marriage quest. The option to ask to get married is based on the voice options. If it is a custom character, it may have issues.
Not knowing who you are trying to marry, I can't say if that is an issue or not. As such, I can only be vague...
==
That said, if you are wanting to force it with people you normally don't have the option with, your best option is to use console commands to force it. (Note : It's not an ideal thing, but it can work, depending on who you are going for.
If using the mod, and you are sure that they have an acceptable voice for normal marriage options, then :
1) Make sure you have started the main quest, (if you have an alternate start mod, this sometimes is tweaked. If it isn't started, and to a certain point, then certain other quests do not activate properly. You can check this by going to the Bee & Barb. If the priest is standing there, and not saying anything, then you haven't progressed in the main quest enough.
2) I didn't do anything to tweak your reputation with anyone. If someone wants a quest done before they marry you, then you still would supposedly have to do the quest in question.
3) If you have already spoken to the priest, and got the amulet, then you should be able to get the marriage options. While in the temple, there is a touch stone, which will give you the Lover's Touch ability. If you use that, then you will tweak their reputation with you. Be sure to use it before you wear the necklace, and talk to the person.
4) It is a known issue with many mods, that Skyrim will sometimes mess up on vocal files. You will have a mod with voice options, and the voice options are not available. The options at that point are reasonably simple :
A) Testing purposes : New temp game. Strip all other mods, try the marriage, and see if it works. If it doesn't, it is a game file issue. B) Change order of files. : You can try to adjust the loading order of the mods. (Sometimes, but not often, this does give it the needed kick to show the options). C) You can redo the audio options. : If you are in CK, you can sometimes repack the audio options, and have them forced to show up. (This is because Skyrim changed how they did some functions after the game came out. In the transition, some mods get pieced together, but they don't quite seat with the new version of the main program properly.)
---
Those are the options I would try first. Not having more info from you, I can't give much more info.
I've downloaded this mod and it worked okay for many people. But there's one problem, it all started when I married grolaf the kind. Now this is already a bad decision and yet that wasn't the main issue I had. I saw that you can marry kids so I thought "hey, what the hell might as well do it for fun" I tried to marry lucia and it didn't work. I'd tried another kid, didn't work, and another, so I read the post and did everything that I think it would have help this mod work.
The funny thing is that I wouldn't get bothered by this but I've been trying to make this mod work for this one thing that at this point its more like a challenge that I need to complete.
The mod itself will allow marriage of a child. You can see that by some of the pics already. I have had her able to be married before on a personal level, so I can verify that functionality personally.
That said, sometimes there are speech issues with kids sometimes.
Best option is to :
1) Have minimum mods at the time. (That way, you have fewer problems with other mods causing conflicts.) 2) Speak to the priest first. (if you are using an alternate start, you will have to start the main quest, or he won't talk to you) 3) Go to the temple, and access the stone to get the power "Lover's Touch" 4) Go to the person you want to marry. 5) Put on the necklace. 6) Use Lover's Touch on them. 7) Speak to then normally.
Usually, that should be enough. If there is a problem, then there is a mod conflict somewhere.
If you have anything that changes Lucia, then it may conflict. You will need to put the marry all further down the list, closer to the end, in order to get it to work.
Depending on what those mods did, it is VERY possible. I don't use either one personally, so I haven't researched how they do things, or what they do on a technical level. For that reason, I can't say anything for absolute certainty regarding those mods.
---
What I can say is this, however...
What you are describing sounds like a mod has reworked the children files. If they changed the factions, then yes, it would conflict.
Whether you can get married or not is a faction. I put EVERYONE into that faction list.
If I had to guess from what you have said, then I would ... GUESS ... that what they did actually changed the factions of the kids back to default.
If that is true, then it is very likely that there would be a conflict, since you have multiple mods affecting the same characters, and tweaking the faction lists of the characters.
====
The best thing I could suggest at this point is to troubleshoot it on a test character.
1) Go to your mod lists, and simply don't load those two mods. (You don't have to remove them from the system.) 2) Start up a new game. 3) Start the main quest. (At least until you get out of Helgen. If you don't do that, the priest is stuck in the pub, wanting to give a lecture, but not able to.) 4) When you then speak to the priest, get the marriage conversation done. 5) Go to the Temple, and get 'Lover's Touch' from the stone. 6) Get and Wear the amulet 7) Use Lover's Touch on someone while wearing the necklace. Talk to them about getting married. (Anyone.) Does not need to be a child. (NOTE : That is just verification that the marriage options are working. Feel free to turn this person down. ) 8) Go to the child in question (Lucia or whoever). And talk to them. See if they give you the same chat option about marriage. 9) If you get the option, decide if you want to marry them, or whatever.
=== If it works, then one or both of those mods have a conflict. If they don't, then it may be another mod that conflicts.
=== NOTE : Sketchy Workaround Possible : (Theoretical, but not highly advised)
If it works without those mods installed in the game, then you ... may ... be able to marry them without the mods, Send your new wife home, then install the mods after the marriage. According to reports, you will sometimes get glitchy behavior from the new spouse that way, but in some cases they will continue to act as your spouse. This can cause some game instability, depending on the mods you got, so while some people do such, and have no problems, there are others that have issues with that, and end up with a ruined save game.
Not knowing those other mods, however, I can't say for certain what is going on with them, technically speaking, or if this approach will work or not. ===== ===== ===== ALTERNATE POSSIBILITY :
The most likely aspect I would suggest if there is a conflict, however, it to simply use console commands to add the needed faction to the character. (Possible even with those mods active)
If so, you will want to look into that.
Use the ~ key beside the 1 to enter console mode. Click on the person to change, so there is a number in the middle of the screen. (Be careful to not click a cart, or the ground, or something else.) With them selected, add the faction manually.
The command to add them to the marriage faction list is : addfac 19809 1
Then you can try it again, as normal.
(Note. Sometimes you may have to disable and enable their ai again, so it can reset.)
You can also find tutorials on this on google. Look up "skyrim marriage console command" on the search bar, and you should be able to find a few hundred results. :)
If you use the addfac command, and it works, then yes, there is definitely a mod conflict in there ... somewhere, ... but we will know the issue is that something changed the factions.
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Hope that helps, and let me know if that resolves it. :)
299 comments
Значит это... Анкано и Цицерон я бегу к вам :0
I know some have said it works. But I've used console commands to try to force the marriages, I've attempted to use the lovers stone. I read through the previous posts to see if my issue was present or not.
So Without further ado lets get to my issue and figure it out.
1. Does this mod care about load order?
2. Is this mod compatible with rs children overhaul?
3. Is this mod compatible with the SKY UI mod and the playable children plus mod?
4. This mod displays most children with blue or red polygons around them. While some are not affected at all most of the important children are, such as lars battleborn, aventus arentino and other kids in the orphanage except the girls, and ofc a lot of the female characters.
5. The mod lets me marry normal characters using the lover stone, but the mod does not seem to affect the kids just the adults. So I'm curious now, is there perhaps threre's a mod conflict here with some of the more popular mods? (such as mods that make all characters appear more visually appealing, adding of hair/ skin/ texture mods for characters?) I understand a lot of the beauty mods that change appearances have negative affects on other mods. Perhaps this is one of them?
6. Back to question 1; your mod description does not tell us about any load order conflicts so I always have to wonder that one before all others because so often the load order really does matter.
7. I have the basic skyrim original as well, but I prefer to use Special edition for the slight performance boost and better stable playing. I remember you saying you had issues with getting work to test on the special edition and needing a new pc to do so. Is this currently still an issue?
0)
Q) Will this be patched for special edition? ...
A) To do that, I need to have a computer system that reliably plays special edition. With no paying job right now, an updated system is not highly likely.
1) Load Order
A) Not really. It does require the official mods to be loaded before this one, but other than that, ... not really.
2) RS Children
A) No idea. I don't use RS. I use my own children modification mod, which will likely conflict with RS, so I haven't bothered to use RS yet. I wouldn't be surprised if it works, and I wouldn't be surprised if it has a problem. Such is simply untested by me.
3) Sky UI
A) Again, ... I don't use Sky UI. Couldn't say either way. I know that my own children character does work with it, but that doesn't say that all similar mods will work as well.
4) Blue or red Polygons ... ??
A) Not sure what you are talking about. I don't have that issue in my playthroughs. This is the first I have heard of that particular issue. I need more information before I even start dealing with that one.
5) Mod conflicts possibilities
A) I would not be surprised if there are mod conflicts with other mods, but to absolutely answer that, I would have to know the details of every mod out there. (in a word, ... No. ) As for affecting the kids, look in the pictures. I have shown some pics of getting married to children, as a child. The mod does work for marriage of kids. If it isn't working, I would say it is a likely possibility that there is a mod conflict getting in the way, but not knowing all the mods you are running, and not knowing all the details about the mods, I can't answer that one absolutely. The best thing I can say is that if you are modding the characters with other mods, then yes, there is a good chance that there is a conflict somewhere between the two mods. Such is simple enough to say, even if I don't have the specifics of who and what.
6) Load order :
A) Again, no other mods were set up to be used, so I only assigned it to be used with vanilla and official mods. It also works well enough with my other mods that I have made, so there is that part, but I haven't made it with the intent of many other mods. There are many mods that came out after I did this (including RS Children) so it doesn't take those into account, fairly enough. (Can't account for something when you make it for something else that hasn't come out yet.) ... For that reason, no mod order expectations are built in. ... As for troubleshooting other things with it, when I haven't used those mods, ... that becomes more problematic, since I don't know what the other mods are doing, or what they have changed. Without knowing that, I can guess if a load order issue might be a problem, but I can't say for certain.
7) System
A) as I said in #0, ... That is still the current issue I am dealing with. Until I get a significant upgrade of some form, that will be the issue for a bit.
That covers all the direct questions you asked directly.
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Now, as for hypothetical aspects from me reading between the lines here.
I am getting the understanding that you have been using RS Children with this mod, thanks to your specific note there.
Keep in mind that all the kids are all individual actors, noted in vanilla. I made my changes based on the vanilla stuff. I have never used, or even looked at, the RS Children mod.
The fact is that to get them eligible for marriage, they have to belong to a faction. I have modified the records to put ... everybody ... into that category. We know that RS makes changes to all the kids. If the RS Children mod does not make the same faction changes to the kids, it may be overwriting some of the changes my mod is making, and making them invalid to progress on that line. Not knowing what that mod does, however, I can't tell you honestly if that is the case, or not.
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Personal order : As for the load order questions :
I know that when I run my Children Character mod, it will work with the kids, for marriage. I usually run my mod for children characters before this mod, but it doesn't require the other mod to run. I don't make changes to the races in this mod, only changes in factions. That said, it does recognize a change in each character, by way of the factions. It also deals with the other aspects of the children character mod, since that one is a race change mod, mostly.
Possibility for you to try : ... If you run RS, I am honestly not sure what you will run into. All of my mods recognize the vanilla aspects as a source. You may end up with conflict with that mod accordingly. I have only changed factions here, in this mod. There is a possibility that it might just replace those factions, leaving RS alone otherwise. There is another possibility that it might recognize the full record here, including the vanilla graphic versions, and show the kids accordingly. The best thing I can say right now is to try it, and see.
Easiest way : Go into a new game. Go down the road. When you look at the kids talking about the carts, and being shooed into the house, take a look at his face. If you see the standard 'potato', then you will get the standard graphics from vanilla. If you want to further it, go through the initial escape dungeon, and make it to town. If the kids in town are the standard 'potato', then you mostly got your answer.
Since I never used RS, and it wasn't available when I first made this mod, I have never looked into it to see what it does to do it's various things.
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And as a clarification point : You commented about the 'Lover's Stone' being used. ... I didn't do ... anything ... with the lover's stone. There is a touch stone that I put in the Temple of Mara, on a table, that lets you get the spell 'Lover's Touch'. Is that the stone you are referring to? Or are you going with the other one, out in the open world areas? I noticed that it could be either one, with how you phrased things above. I just wanted to clarify.
... If you are talking about the open world one, I did nothing to that one, so I expect it to do nothing. :)
... You will want to use the one in the temple, on the table, get the spell, and cast that touch spell on people you have an interest in. (if needed.)
... Since there was a vague point there, I wanted to clarify that point. :)
--
Funny thing. Many times, I advise people, and give them options to try, but they never get back to me on if it worked, or what might have worked. ... Cuts down on some of the help I can give others.
Hope this helps. :)
From my basic understanding of what RS children does is it is a quality of life mod used to edit the meshes and sprites of most children in skyrim by using added in meshes and hairstyles to make them more immersive and less the same copy paste. Far as I can tell it doesn't edit the faction of races of the characters only the presets used for deciding the character details. Each new save is a new random preset for the kids.
So for example we can have the kids use any added hair mods or skin mods or model mods we have downloaded and the mod will randomly generate a preset for each child affected upon entering a cell and save those changes. The changes are only applied when that section of a cell is loaded for the first time. And it will remember that preset for every visit there after. This means we can kids with war paint, unique eyes, lips and so on. It is simply a beautification mod. Beyond what I can see and infer from how the script applies to several save files that is all I know for sure.
So if your mod is working from the base vanilla adding this shouldn't generate the red and blue polygons surrounding the kids. (The polygons are in triangle shapes as well. I have found that there is a conflict.
That conflict being either the playable children or rs children mod. On its own your mod works with my other mods when I take those ones off. SO I will work out the load order and see what exactly is going on. Once I figure out the missing link on this issue I'll see what can be done on it.
Either way I like both mods rs children editor and the marry all mod. I did get the marriage stuff to work on a new save event with the conflicts. It seems the previous mod mentioned alternate start will not trigger it even if you start with vanilla start. So I have that mod disabled.
I'm would like to make all the npcs in skyrim look better than the vanilla. So any suggested mods that you know work that adds hair styles, eyes, textures and skin meshes that could make npcs look more pretty would help. The other thing is I use a mod to make it so I can play as a child as well. Would my character being able to play as a kid (ofc that also means I have to use race compatibility mods to register the child race as a member of the race it belongs to to enable faction based interactions) conflict any with your mod or would it only conflict if it edits the other npcs as well in the race settings?
Question recap in order:
1. Would playing as a child through another mod with the help of race compatibility mods conflict with this mod if say they don't affect characters other than the player? And if they do affect other character settings int he race sections would that conflict?
2. If the game works fine with other beauty mods like adding hair styles, eyes and lips and meshes and such is there a list you would suggest that do work with this mod? And if that is all rs children does any idea about why it might conflict with yours?
My issue is knowing what the mod does behind the scenes... (Is it a reassignment of a new race? Or an edit of the original? Is the race credited as adult and resized, or credited as a child? Does it have scripts that do various things? Or not? Is there a change to quests, to allow them full adult stats? Is there a decrease in initial abilities, to reflect a younger character? Or are they the same as adults, stat wise? What have they done to deal with other clothing? Is another clothing mod needed? Did they introduce other clothes? How is it dealing with other factions? How have they dealt with some of the quests that have restricted children from being able to trigger them, which reflect abilities? ... Many of these things are behind the scenes. ... I know the concept of the mod. I just don't know all the details that are going on under the hood, because I haven't looked at all the details of the mod.) ... My issues are not knowing the technical issues, and sorting out the details of the changes the RS Children author has done. That is best simply done personally,
... But thank you for trying to clarify. :)
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As for my mod, I don't do ANYTHING with graphics. I can do the editing of the game scripting, but I have tried graphic mods for Morrowind, Oblivion, Skyrim, Fallout 3, & Fallout 4. There have been zero successes in this effort. ... Correct : 0.000 graphics changes successful by me. For that reason, I have to use what is there, and modify things accordingly.
For that reason, I don't have much experience on graphics editing. For that reason, I can't do much with you for the kids and underwear thing. I do share some dislike for the painted on versions, but with kids in the game, the designers have made it so the underwear is not removable. They design it that way with that in mind, to avoid possible problems with the whole 'child porn' laws in various countries. For that reason, I don't do anything with the underwear. Easier to simply not kick that particular bee hive.
Because my system is a bit of a clunker, I don't try to max it out. Most of the graphics I do get are common, and I often do things with ones that are already available. I don't try to get a lot of extra stuff, for that reason. (When memory is at a premium, you don't tax it out too much.)
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You can play as a child with my Children Character mod. I have also edited a few other things in quests to allow kids to have full potential of abilities. (ie: Some of the quests have restrictions, preventing children from triggering them. I have removed them, to allow the kids to access such. Some are actually perks in the trees that are originally restricted, meaning a child character could take the perk, and never get the benefit. I removed those details, allowing the kids to benefit from such.) (I think one is in the speech tree, dealing with merchants and investing, if I recall right.)
==
As for conflict reasons, that wouldn't be shocking there. I have changed the factions for the characters. If that one is making individual changes to all the child records, on a separate basis, then depending on how it loads, it may be trying to bit and piece things. (A case of saying 'Use this file, and use this other file', when there is a conflict.) ... Computers are stupid. They are nothing more than a fancy calculator, that can count up to '1' really fast. If you don't have all the logic in place so it can understand all those '1's ... , then strange things can happen.
Because I have Children Character, and it's function is a lot like RS, I tent to not worry about RS, even if the graphics are nicer.
==
01) Will other character mods conflict? ....
A) ... Too vague, and broad. There are quests that restrict things significantly. It all depends on what the mod does to get functionality. Not knowing all the mods out there, and how they do everything, I can't answer this one. (It is along the line of 'Can you explain how to notice the details that will properly identify crossing between 'science', and 'science fiction', when watching a movie?' ... That is simply just too broad a question and covers too many areas, to clarify here, considering the number of such mods that have been around.)
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02 ) Edit the underwear.
A) I have seen how abysmal my attempts have been at graphical editing ... ... No... ... ... Simply no. (*Chuckles*)
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03) Other beauty mods.
A) They would have to be edited specifically for the race.
For example, look at the Bretons :
There is a adult race, a child race, an adult vampire race, and a child vampire race. And each of those are split up to male and female.
For each of the race records, they would need the editing, to add every new hairstyle, every nose, every eye color, and everything else that comes with the changes. Without that change in all pertinent records, the character will not be able to manifest such in the game.
That is where the conflicts start hitting heavily. Each race also has to have the details put in as well. When they added all the new parts to the race for kids, they made significant changes to the records, some possibly overwriting some fixes I did, on an individual character record basis. With RS changing the kids so much, it is almost impossible for them not to add something in those records. Unless all the changes line up properly, they may have conflicts. ... With that in mind, I have no problems believing any particular mod will have a conflict, even if I don't see it, if it deals with a mod I have never used before.
As for this mod, however, I don't do race editing with the marriage mod, so race edits shouldn't be a problem with this mod, technically speaking. The big issue for the marriage mod is the voice of the individual. (That is how marriage works in the game... based on the voice type.) For that reason, the race edits are a huge topic, due a much longer discussion, and not on this specific mod. )
... so race interaction with this mod shouldn't be a huge issue, per se. The big issue here is voice, not race.
As for the graphics with kids, ... I direct you to my Children Character mod. That would be a more suitable location for such a detailed discussion.
... You would have the 'potato head' kids, but that would be a more detailed and appropriate spot for such things. :)
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Hope this helps. :)
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1) Are you using an alternate start mod?
2) Have you started the main quest already? Or have you just left the beginning keep alone?
3) Have you spoken to the priest already in Riften?
4) Have you used Lover's Touch on him?
5) Which version of Skyrim are you using? (Old, Special Edition, ... there are multiple versions out now, and there are some differences between them.)
--
(*Semi Spoiler*)
I will admit that I have not tried the thing with him personally, and I know there are scripted events in the game that can have him die early, even without the PC being there, ... so I don't know if he has some form of special script that disqualifies such on a special level.
There are some people that have locks on them, which prevent them from accepting until you do their quests. ... I didn't do anything to those quest requirements. There might be a snag in there, due to a script, and his potential death, or there might be a conflict, or something else going on. Need more information before I can do much more troubleshooting.
Also, there are some characters that have patently unique voices. They are not able to get the commands to work, because marriage is based on the voice type of the NPC. I will have to check that out to make sure that isn't the issue as well. Please let me know what the answers are, and I will look into that specific case.
1. I only use your mod.
2. Yes, but..
1) The main quest wasn't completed. I settled on mission "Alduin's Wall" (gain entrance to Sky Haven Temple).
2) The "Skyrim Civil War" quest hasn't started.
3. Yep, I did it according to your instructions (talked to a priest, bought an amulet, put it on, used Lover's Touch, used cheats.. but it didn't help :<).
4. I have used Lover's Touch on other NPCs to test if it works (for example, on Thongvor Silver-Blood, who stood nearby. He had a dialogue about marriage). By the way, Ondolemar's guards didn't react to this spell either.
5. hmm.. Old version? I have Elder Scrolls V: Skyrim Legendary installed back in 2013. used a fairly old save to continue playing (2015).
I find it difficult to determine if his voice type is unique. If so, then further dialogues become unavailable? I will try to complete the "Civil War" quest and use your mod again.
(I apologize for being able to write with errors as my English isn't perfect :<)
Thanks again for your help!
Questions 1&2.
I asked those because, in order to even get the priest to start his commentary in the Bee & Barb, the main quest has to start. Some alternate start mods disable the first quest until you see the dragon flying over the keep. If you used an alternate start mod, and went straight to Riften, then the priest interaction would be disabled until you started the main quest, which means the options to even start up a marriage would be disabled until later.
As far as the game is concerned, you need to have left the keep. Progress in any other aspect of the main quest, or any other story lines, is irrelevant. That is as far as you need to go, to unlock the priest's dialog, and that dialog is all that needs to be unlocked.
Questions 3 & 4
If you spoke to the priest, then fine.
If you are getting the option with another figure, then that would imply it is working.
Question 5 :
The reason why I ask, they have multiple versions of Skyrim that they released, and some have different code. They run the game, with a different engine, which means they respond to the same mod differently. The mod was only ever used or tested on the very old version of Skyrim, because my system wouldn't handle the newer ones, and I didn't have money to buy all the newer versions. That is why I asked that.
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A quick explanation on how marriage works in Skyrim. (And why I asked the questions I did.) :
The makers of the game have it set up so that you need to speak to the priest, to start the quest.
You then need to wear the amulet of Mara, and ask around. ... These parts are standard.
When you are at the right stage, the game looks at the NPC you are talking to, to see if the person is supposed to be able to get married. There is a list of 6-8 voices that match every person that can get married, according to the game. If the quest is on, and the voice is right, then it gives you the prompt that matches that voice type. If the person doesn't have a matching voice, then there is no matching response in the list for them to say, which means they never get the prompt to ask you about it. (Why did they use that option? ... Not sure, but that is the method they chose. I simply credit that one to Bethesda, and leave it at that. (*shrugs*) )
By restricting all marriage candidates to a small list of voices, they could restrict who you could and couldn't get married to. They could also restrict characters from that aspect by simply giving them a different voice type.
... That is why I asked you about the voice.
--
(As for not being perfect in English, don't worry about it. I know how it is working with a foreign language. :) )
I will look into it in the actual files to identify his voice, and try to see what I can find. Probably easier that way. :)
Fair notice : It will take me a bit of time to have time to go through it all though. A bit busy in real life to go through it all instantly. But I will get to it.
No problem! You helped me a lot by answering my questions. Thank you very much! /)^_^(\
(friend, If you ever find out the real reason, then I would be curious to know)
Can you make video how to use this mod..
However, it isn't so much an issue of changing how marriage works. You should be able to use it like any other marriage, in the game. (At least for the most part.)
Is there a specific problem or question you have pertaining to this mod?
The only thing that I really modified that would include Hert and Hem was to add ... everyone ... to the marriage lists, and the needed details to proceed with the marriage ceremony.
If those acts did reintroduce them to that bug, however, then ... everyone ... should have that bug as well, not just a couple people.
Do you see the dark face on everyone?
Or are there people without the dark face bug?
And for the record, what version of the game are you using? (This was made on the old Skyrim version, not the more recent versions.)
If there are NPC's that don't have that graphical issue, then it is a conflict, somewhere else. (Possibly in configs, or between mods, possibly in order).
I can say 2 things honestly, however :
1) I can say that I haven't had the problem with my install. (For that reason, I have not noted it so far in my games.)
2) This is the first time I have heard of this bug being credited to my mod.
Please get back to me with those answers, and I will check it out as soon as possible. :)
I found the name Garvey from the Warrens in Markarth on your mod's detail list. He did not have the dark face issue when I went to see him in-game. This bug persisting even with only this mod enabled and gone with this mod disabled means that something in this mod must be affecting it, but I can't think of why. If you added the same exact thing to all npcs then it seems like it would they would all have the bug or none of them would as you said.
Since I can't load it into the ck, I can't look deeper into the issue. When I try to launch it in the ck, I get the same string error that you would get from trying to launch a dragonborn dependant mod without having the dragonborn.esm in the (SkyrimEditor.ini) file. I also decided as I was typing this message to reinstall a fresh vanilla skyrim with only this mod and skse just be sure and the dark face is still there. The only thing that I could think of is that maybe you did something slightly different with these two npcs, but then if that were the case it seems like you would have the same issue in your game.
#1) You say the latest version of Skyrim ...
There is the old version Skyrim, which was the original release.
There is Skyrim Special Edition.
There is the Skyrim Legendary Edition.
There is the Game of the Year version.
... Seems Todd released the Skyrim flavor of the year a few times, which had become a bit of a meme over the past decade.
For that reason, there are some minor changes under the hood of each one, as they did little tweaks.
The 'Most recent one' doesn't ID which flavor you got the most recent version of.
So ... The most recent version of ... Which one?
#2) You said that it crashed each time you tried to load it into the CK kinda implies that there is one of 2 things happening.
A) You are using a CK that has issues with old skyrim mods. (I have heard rumors, but not verified such, since I haven't used the newer forms personally.)
B) The CK is stumbling over something, like dependencies of other mods. (I have verified that this one can happen in the older versions. If the CK isn't set up for multiple masters, it can crash, if the other masters are not present.)
#3) I am scratching my head on the selective aspect personally as well. with the only selective NPC's having it.
... The only thing I can think of right now is that there might be some fussing between masters & mods. I know that I haven't had that problem on my version. I also know that the two figures you mentioned at the mill are involved in things with the Dawnguard DLC. It may be a conflict between the three. Won't know until I can verify such. (*shrugs*)
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I will say that I have been on the poor side of things, and don't have all the various Skyrim versions personally. (No Todd, people don't all have that much money to throw in the direction of Bethesda! :) )
For that reason, I am unfamiliar with some of the tweaks that they have done for the CK, versus the original one. (I heard they shifted some of it to the same engine that Fallout 4 used a while back, which caused some changes in the Skyrim settings, ... but haven't used that skyrim one yet, so can't verify any differences that might exist. I have verified through some personal tinkering in the FO4 Creation Kit that there are some changes, and that includes settings between Skyrim and FO4 as settings for the CK engines, but I haven't tinkered with each enough to verify the differences between the two, in Skyrim.)
I am not against the possibility of it being a conflict between old and new versions. I heard there are some, but haven't verified such yet.
I know it doesn't happen on mine, but I admittedly haven't played it in a while, so there might be something with a patch, or something, that skewed it to reflect such. That said, however, I don't know. I will have to poke my nose into it, and see if I can duplicate it.
Right now, my main suspicions are :
... Mod conflict. (Possibly with replaced files outside of the masters.)
... New changes conflicting.
... Config file changes causing a conflict. (Like in FO4, new games crashing to desktop when it tries to verify the originals, in the config file. I can ID exactly where the change comes in, what to change, and what needs to be tweaked in the setting file, changing only a single line of config options. It's not a mod issue, but the issue is due to some changes internal to FO4 itself. I would have to check that option too.)
... Differences between versions.
... Memory issue that is causing the problem
... Flawed save game, causing a long standing glitch.
... A possible flawed file on the servers of Nexus, after some maintenance issue in the past. (Unlikely, but not able to be eliminated from possibility at this time.)
--
Lots of questions, but first step for me to fully troubleshoot it is to reproduce it. I haven't seen it on my version yet, however, so ... still trying to figure out which version you are talking about, versus which version I am dealing with.
Looking forward to your reply, detailing which one you are using. :)
I have adjusted my config files to remove flickering mountains. I have also included the allowmultiplemaster etc on the (SkyrimEditor.ini) along with all dlc esms. So I'm not sure what the issue is with not being able to load it into the ck. It gives the same error message that you get when you don't have the dlc esms included though.
I appreciate you attention with this issue. I know that a lot of mod authors wouldn't be interested investing the effort required to deal with an issue like this for just one person. I do like the mod and if there's no easy answer, I could just try to find mods for those two npcs and put them past your mod in the load order, assuming that those are the only two affected npcs.
I did notice something strange in the area but I only noticed after restoring my fully modded version so it probably is unrelated, but in the area of Hert's door I randomly start taking damage. I'll have to run quite a ways away after it starts to stop it.
The game itself saves various data when it generates the areas. It's the same mechanic as when it loads a new cell, and it auto-generates a chest. It can change the appearance, behavior, or inventory, of people as well. At that point, it isn't you saving the game, it is the game itself saving the data for you, automatically. When you exit out, it will also have a tendency to save the data for the characters, ... even if they are flawed in the internal files. In those cases, you might need to reset the NPC from scratch. For that reason, ... no, old saved data for the game is not able to be disqualified yet. (Only way to absolutely verify that is to have a brand new game, and go straight there, without going through any zones, but that is an impossibility, due to how the game is set up. ... You do have to enter the keep, and then exit, which forces a zone, which may or may not load the master data fully. Leaving the game, and loading again will not resolve some variables that are already saved.)
As for SKSE having a conflict, ... While unlikely, there is always a possibility that something copied improperly, and is causing a fuss. That is another mod, so yes, it is something that has to be looked into, even if it is unlikely.
Also, remember, ... Dawnguard was not part of the original game. It is a mod, that came out later, like the other DLC's. It is possible that there is a 3-way conflict between Skyrim, Dawnguard, and my mod. That would be a 'mod conflict', since it is dealing with mods to the game. (The fact that the official DLC's are normally sent as part of the recent packages does not change the fact that they are DLC's, and are technically and practically 'separate mods' as well, even if sent in the same download session.)
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For your version, ... Try this :
... Go to Steam.
... Go to your Library.
... Look at the list of games that you have loaded from Steam. There should be one with 'Skyrim'. ... It might also have something after it, like 'Special Edition', or something else. ... Once there, what does that full line say?
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As for the damage thing, ... not sure what to tell you on that one... I know that I haven't done anything with Triggers or the like in that area. ... If it is doing that without reason, ... then that would be a good sign that something is screwy in the save files somewhere. Could be it glitched the whole cell that you saved, including the people. (*shrugs*)
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As for helping out, not a problem. :) You never know when the problem I sort out with you will be the answer someone else needs, and it was already answered before they actually asked. :)
In my steam library under recent it simly says "The Elder Scrolls Skyrim" but in game I am able to select a legendary difficulty and I can elevate maxed perk trees to a legendary status so I'm guessing that its probably the legendary edition.
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When I look at my library, I see the following two entries.
1) "The Elder Scrolls V: Skyrim"
2) "The Elder Scrolls V: Skyrim Special Edition"
The first is the original release, what some call 'Old-rim'. That is what the mod was made for, and on.
I got the second one for free long ago, when they released the new version, with the Fallout 4 style architecture and system. (Mostly a promo deal for those playing Skyrim when FO4 was released, to advertise the new game.) I haven't really played the second, because my puter system at the time of it's release didn't run the minimum specs for Fallout 4, (It wasn't even able to run the OS system requirements for windows 10.)
... Note ...
... If your entry only says "The Elder Scrolls Skyrim", please note the differences between what you said it has for you, and what mine say they are for me. It may be an issue of you having a different version, one of the 'flavor of the month' versions that were released since then. (*shrugs*)
If we are not using the same game version, I may not be able to go much further on this help, due to differences in the game code between versions. It would be equivalent to me trying to troubleshoot someone playing it on a PS4, when I don't have a PS4 myself. I might be able to give a few raw tips and possibilities, but my aid would be limited, because it could never be reproduced properly on my end, because I don't have the proper game version or required items to even attempt reproduction. ... (*shrugs*)
I want to note this now, because I made this for the 'Old-rim' version (the #1 on my list). If it starts conflicting with things that I never dealt with, due to a things in a version of the game I never had, ... there would be little I can do to help, because I would never be able to repeat the issues.
(It would evolve into the long, unproductive discussion of "I see this bug.", followed by me going "I can only properly troubleshoot what I can reproduce, and I don't see that on my system. Has to come from something else." That discussion quickly gets problematic, and rarely goes very far for either side. Considering how many versions that were released, I wouldn't doubt there is this potential at this point. )
I simply want to note that it is a possibility right now, due to the entry version differences between what you say you saw there, versus what I have on mine.
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That said, let's see what I can do here... :)
Now, let me verify one point... You said you did multiple new saves .. And you got different results when you had Dawnguard loaded, versus when Dawnguard was not loaded.
Please verify this point, just so we are clear ...
True or false :
1) When Dawnguard was loaded with my mod, you had the problem.
2) When Dawnguard was NOT loaded, the issue went away, and it looked proper.
Are these two statements both true?
If true, we may be facing a conflict introduced by the Dawnguard mod specifically. (There were more than a few of issues introduced by that mod, due to the changes of how it dealt with vampiric individuals.)
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I do recall this :
... The mill was a vanilla game aspect, as were those two characters. I also note that the two you mentioned were vampires in the base game, with the old vampire assets and details. That was when I added them to the lists.
... The Dawnguard DLC was released later on. I also recall that they had made some changes to the Vampire stuff due to the Dawnguard DLC, and it also adds some other things with the content of the Mill. For that reason, there were some tweaks to those characters, due to the vampiric natures, and the conflicting details between the two versions. (Vanilla vs Dawnguard.) That sometimes caused a host of video issues on some systems, including lots of screen tearing, and other graphical issues.
(Side note : They (Bethesda) also had some issues with people doing strange things over time, as if their AI packages got screwy, due to conflicts. The catch was, you look in the game files, and the mods are perfect. The AI shows a set schedule, for them to do something, and all is right there. ... And then, due to something internal, the code was thrown off, and you see them skinny dipping in a lake, or walking through town nude, ... like the messenger sometimes was, or other odd things. That kind of interrupting issue has found multiple of my mods. The AI issue may not be the issue here, but there are some details that are controlled internally, which we don't have control over, and can't properly troubleshoot, even if the mods themselves are flawless in code. In those cases, there is little we as modders can do, because we can't even get under the hood, to check out the corresponding code, to find the conflicts. ... Annoying, but true. And yes, I did have a few issues of that kind of conflict with some of my mods in the past.)
... I do recall when I made it, there was some tug-o-war between the mods fussing over old character version, versus the new character version of DLC. Because of that, I have no problem believing that there might be more bickering between mods after all this time.
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I do have a strong suspicion of what is going on here, but need you to verify those two things.
With your new attempts, are those two points accurate?
As a repeat of earlier, for easy reference :
--
True or false :
1) When Dawnguard was loaded with my mod, you had the problem.
2) When Dawnguard was NOT loaded, the issue went away, and it looked proper.
Are these two statements both 'True' ?
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That being said, yes to both questions. Your mod works as intended if I disable dawnguard but your mod will not work if dawnguard in enabled.
As a point of note, Dawnguard introduced not only changes for vampirism, but also some graphical changes for vampiric expression, which would be reflected by the characters in question.
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My suspicion at this time ...
- Fact : the issue is not with the steps taken in the mod alone, as the test with the base version shows. The steps were clean, and clear, ans proven by your test.
- Fact : My suspicion is that the issue is based on the introduction to the changes in Dawnguard. That too is verified by your test.
- Fact : The Dawnguard DLC changes the faces of those with vampirism, in a way that was not done in early vanilla Skyrim. That is a verified point of fact.
Suspicion :
... I introduced him to the list before the Dawnguard mod came out. By having to change factions for the characters to allow marriage, it may be saving more than just the faction changes. It may have artifacts from the vanilla Skyrim, which have remembered old versions of how the faces should look, without the Dawnguard changes included.
... If it is dealing with that kind of left over data from vanilla, then it would work fine, with only vanilla loaded. (Checks out so far with current situation.)
... If there is some extra data saved in there somewhere on each character record, pointing to vanilla facial graphics, it may be trying to deal with that. (Vanilla saying 'use this', Dawnguard saying 'No! This one. Let's turn the old stuff off', and then my mod saying 'This is what I am using,' and then pointing back to the vanilla one.) If it is doing that, then there could be the source of the issue.
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That said, there are a few other things to note.
While logical, it doesn't explain why I am not getting it in my system. (*scratching head at that one*)
That implies it may also be based on file versions, or settings, or possibly a hardware issue.
We do, however, have the ability to narrow it down to not being a conflict with the base game, but rather with Dawnguard exclusively, which narrows down the search, and the possible conflicts to look into.
It also may be an issue with corrupted data, where it is fine on my system, but it got corrupted when it got transferred, or maintained on nexus somehow. (unlikely, but does need to be checked, and ruled off the possibility list.)
I will have to look into it personally, and see if I can figure out if I can reproduce such first. If so, then we may be able to deal with such easier. If not, it may be a while for a patch.
Although, thinking about this does remind me of a few other glitches in other programs that I had issues with in the past. If this is a conflict I can reproduce, I may be able to apply a method I thought about to resolve some other issues. We will have to see about that, however. All that is based on if I can reproduce this locally.
For that reason :
I am not able to give a full resolution right now, and I am kinda busy RL, but I will look into it as I can. I can't give a time one when it will be resolved, because I can't verify it happening yet, but I will look into it some more, and try to figure out what is going on, and make sure it isn't an issue on my end. I will check it out, however, now that I have a clearer idea of what to look for. :)
1) I didn't change the mechanics of the process. It sounds like you have an issue with the process.
2) The game, for some reason, demands that the speech in the Bee and Barb be had, before you get the option for getting married. (The one in the beginning, where he is trying to 'save' the people in the bar.)
3) There are some cases where people start the thing with the priest, and either walk away, or exit out, without finishing. You need to finish the whole chat before the game itself allows you to continue.
4) There may be a mod conflict, which interrupts such. If such, I can't really do much. (I don't know every mod ever made, or what the people that made them did, so it is impossible for me to know what the issue is with all of them. I could only tell you how to check if it is a mod conflict, and let you do that yourself.)
5) There are some people that have strange voices, as per the game, and are not really permitted to do such.
6) Did you make contact with the touchstone in the temple that was added, and use the effect 'Lover's Touch' on the target, before speaking to them? (It is a close range, touch spell, so you do have to be close to do such. Across the room won't work with that one.)
7) Are you actually WEARING the amulet when you speak? I know some people that picked up the amulet, put it in inventory, and simply forgot to put it on, before speaking to the NPC. If you do not have the amulet equip, the game is set up to not allow the option to continue, and would result in the same behavior as what you described.
Without knowing what person/people you asked, what mods you have running, or what specifics you have done, I can't really do any more troubleshooting right now. I would need more info to work with it more.
Hope this helps. :)
... In order to get married, you need several things to work out. The absence of ANY of those will make it so you can't do it.
1) There are lists for marriage candidacy. If the character is NOT on them, then they can't be married. These are found in the "Factions' tab.
2) Within the faction tab, they have to have a certain ranking, in order to be eligible for such.
- Note : I have done what I can to modify things, so they can be added to these lists, with the effect of "Lover's Touch', but I can't assure it will work for all mods. I would say, I have covered about 80-90% of the options of those first two, but I can't say for all NPC's, since I can't verify the work of every other modder on the planet.
3) Even if the NPC is on the list, you have an additional gateway. They lock marriage behind a gateway, based on the NPC's Voice. If they use an atypical voice, then the option to ask about getting married simply won't work, because the voice options won't know what to do with such. All available options are based off of a specific voice. ... Not much I can do about that one.
Note : I didn't override the marriage process, I simply kept it intact, and expanded on it. To get it to work in an alternate manner, you will need to use a mod that take over that entire quest line, verbal lines and all.
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Not knowing the mod you are mentioning, I don't know if there is an alternate voice to the character, or not.
This should help you make some personal tweaks in the files, to get the desired result.
Hope this helps. :)
Like I said, different people do strange things with their NPC's, and there isn't an absolute resolution that fits all with this one, ... But I am glad this worked for you.
Take care, and have fun :)
I believe simply that if you make a mod, you should know what is going on, and know how to resolve common issues with it. I can't do such with a system I don't have.
I try to keep all the data for the HM mods clear, so I can answer questions about them. Not having an X-box (Or any console after a PS2), I can't perform testing, maintain such control, or answer questions pertaining to such, when people ask. If it is ported to a system that I can't check, or verify integrity on, ... I can't troubleshoot issues with such. In those cases, I am guessing at what someone else did, in the name of my mod. That doesn't work well for troubleshooting. ... For that reason, ... No. I do not give you permission to simply port the mod to X-box, or any other console.
That said, if you want to know what I did, so you can make your own mod that does something similar, then feel free to ask questions. I can give insights as to what I did. At that point, you are able to deal with your own troubleshooting, and verify the data in the mod in question, as it should be, when people have questions.
If you have questions, please let me know. :)
Take care, and thanks for asking first. :)
As a point of note, I took the easy way, and put ... EVERYONE ... in the marriage list. Everyone should have the ability to do such, at least in theory...
That said, while I did put all NPC's on the list, that doesn't mean the necklace will work for everyone. Determination of who it allows to see the quest commentary is based on the Voice type. (Odd, I know, but ... that is how they did that.) (*shrugs*) ... Some NPC's have a custom voice set, and custom voice actor. I didn't make any changes to the marriage quest. The option to ask to get married is based on the voice options. If it is a custom character, it may have issues.
Not knowing who you are trying to marry, I can't say if that is an issue or not. As such, I can only be vague...
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That said, if you are wanting to force it with people you normally don't have the option with, your best option is to use console commands to force it. (Note : It's not an ideal thing, but it can work, depending on who you are going for.
If using the mod, and you are sure that they have an acceptable voice for normal marriage options, then :
1) Make sure you have started the main quest, (if you have an alternate start mod, this sometimes is tweaked. If it isn't started, and to a certain point, then certain other quests do not activate properly. You can check this by going to the Bee & Barb. If the priest is standing there, and not saying anything, then you haven't progressed in the main quest enough.
2) I didn't do anything to tweak your reputation with anyone. If someone wants a quest done before they marry you, then you still would supposedly have to do the quest in question.
3) If you have already spoken to the priest, and got the amulet, then you should be able to get the marriage options. While in the temple, there is a touch stone, which will give you the Lover's Touch ability. If you use that, then you will tweak their reputation with you. Be sure to use it before you wear the necklace, and talk to the person.
4) It is a known issue with many mods, that Skyrim will sometimes mess up on vocal files. You will have a mod with voice options, and the voice options are not available. The options at that point are reasonably simple :
A) Testing purposes : New temp game. Strip all other mods, try the marriage, and see if it works. If it doesn't, it is a game file issue.
B) Change order of files. : You can try to adjust the loading order of the mods. (Sometimes, but not often, this does give it the needed kick to show the options).
C) You can redo the audio options. : If you are in CK, you can sometimes repack the audio options, and have them forced to show up. (This is because Skyrim changed how they did some functions after the game came out. In the transition, some mods get pieced together, but they don't quite seat with the new version of the main program properly.)
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Those are the options I would try first. Not having more info from you, I can't give much more info.
Hope it helps. :)
The funny thing is that I wouldn't get bothered by this but I've been trying to make this mod work for this one thing that at this point its more like a challenge that I need to complete.
oh yeah, how do I marry lucia?
That said, sometimes there are speech issues with kids sometimes.
Best option is to :
1) Have minimum mods at the time. (That way, you have fewer problems with other mods causing conflicts.)
2) Speak to the priest first. (if you are using an alternate start, you will have to start the main quest, or he won't talk to you)
3) Go to the temple, and access the stone to get the power "Lover's Touch"
4) Go to the person you want to marry.
5) Put on the necklace.
6) Use Lover's Touch on them.
7) Speak to then normally.
Usually, that should be enough. If there is a problem, then there is a mod conflict somewhere.
If you have anything that changes Lucia, then it may conflict. You will need to put the marry all further down the list, closer to the end, in order to get it to work.
She is in the lists, however.
Hope this helps. :)
would that conflict with it?
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What I can say is this, however...
What you are describing sounds like a mod has reworked the children files. If they changed the factions, then yes, it would conflict.
Whether you can get married or not is a faction. I put EVERYONE into that faction list.
If I had to guess from what you have said, then I would ... GUESS ... that what they did actually changed the factions of the kids back to default.
If that is true, then it is very likely that there would be a conflict, since you have multiple mods affecting the same characters, and tweaking the faction lists of the characters.
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The best thing I could suggest at this point is to troubleshoot it on a test character.
1) Go to your mod lists, and simply don't load those two mods. (You don't have to remove them from the system.)
2) Start up a new game.
3) Start the main quest. (At least until you get out of Helgen. If you don't do that, the priest is stuck in the pub, wanting to give a lecture, but not able to.)
4) When you then speak to the priest, get the marriage conversation done.
5) Go to the Temple, and get 'Lover's Touch' from the stone.
6) Get and Wear the amulet
7) Use Lover's Touch on someone while wearing the necklace. Talk to them about getting married. (Anyone.) Does not need to be a child. (NOTE : That is just verification that the marriage options are working. Feel free to turn this person down. )
8) Go to the child in question (Lucia or whoever). And talk to them. See if they give you the same chat option about marriage.
9) If you get the option, decide if you want to marry them, or whatever.
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If it works, then one or both of those mods have a conflict. If they don't, then it may be another mod that conflicts.
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NOTE : Sketchy Workaround Possible : (Theoretical, but not highly advised)
If it works without those mods installed in the game, then you ... may ... be able to marry them without the mods, Send your new wife home, then install the mods after the marriage. According to reports, you will sometimes get glitchy behavior from the new spouse that way, but in some cases they will continue to act as your spouse. This can cause some game instability, depending on the mods you got, so while some people do such, and have no problems, there are others that have issues with that, and end up with a ruined save game.
Not knowing those other mods, however, I can't say for certain what is going on with them, technically speaking, or if this approach will work or not.
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ALTERNATE POSSIBILITY :
The most likely aspect I would suggest if there is a conflict, however, it to simply use console commands to add the needed faction to the character. (Possible even with those mods active)
If so, you will want to look into that.
Use the ~ key beside the 1 to enter console mode.
Click on the person to change, so there is a number in the middle of the screen. (Be careful to not click a cart, or the ground, or something else.)
With them selected, add the faction manually.
The command to add them to the marriage faction list is :
addfac 19809 1
Then you can try it again, as normal.
(Note. Sometimes you may have to disable and enable their ai again, so it can reset.)
You can also find tutorials on this on google. Look up "skyrim marriage console command" on the search bar, and you should be able to find a few hundred results. :)
If you use the addfac command, and it works, then yes, there is definitely a mod conflict in there ... somewhere, ... but we will know the issue is that something changed the factions.
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Hope that helps, and let me know if that resolves it. :)