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Fheese

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  1. Fheese
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    When reporting a Bug please state what version you're using
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    Download the main file first: DeathExpressions
    before optional files: DeathExpressionV3ClosedEyes or DeathExpressionV3OpenedEyes

    If you are using Mod Manager either merge the files or leave the optional files as a lower priority than the main file.
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    Faces still flickering when the mod is already updated?
    When updating to a version greater than v3.0 and the face still flickers then use Fallrim/Alternate save cleaner to get rid of old scripts.
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    Still want the death expression faces from v3.0 and have the added content from v3.5? AKA persistant face after quitting and loading?
    Get Version 3.25 in miscellaneous including open and closed eyes patches for that. This version is slightly unstable compared to v3.5/3.6 but will retain the faces after loading the game but using MFG to change corpse expressions will not work either, however it will not ruin immersion compared to v3.5/3.6.
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  2. MyVirtualMe
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    Is there a way to do this for the SE?
    1. Fheese
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      It works with Special Edition however, you need the MFG FIX version and the ESP version on the SE page to get it working.
      SE Version: https://www.nexusmods.com/skyrimspecialedition/mods/28993
      MFGFIX: https://www.nexusmods.com/skyrimspecialedition/mods/11669
  3. keitin6124
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    good job! thanks.
    Can you improve this mod to apply the player?
    1. Fheese
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      I don't think I can. I'll reply back when I do.
    2. soulkeeper143
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      Please do so! Even though this game is like 7 years old, i would be in love with that mod nonetheless
    3. Fheese
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      Well, luckly I finally found it. The script will now apply on to the player.
      For now the script is open eyes only for the player but I'll change this in a future update. (V1.7 is pretty much a prototype that works 100% but will change for more varitaions in future updates)

      Edit: All variations will now work on the player including optional files
  4. Gargolon
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    Hi, I like the idea but in game this mod really really overdrives papyrus scrypt count that leads to CTD.
    Fallrim tools, SaveCleaner tool and Tes5ESE tool agreed in this matter. In a couple of hours this mod generate 47.069 unresolved scrypts, draining the memory and bloating the strings count until it crashes.
    Had to unistall it, hope you find a workaround to this.
    Thanks for share.
    1. Fheese
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      Could you show me a screenshot through DM of this issue and which script is overflowing the game?
      I have checked using Fallrim tools and SaveCleaner, also where can I find the unresolved scripts within these tools?
      Cannot seem to find Tes5ESE tool to further test it myself but I'm not sure if this is a real issue I should be working ASAP due to the fact that I do not know what script is causing this, I can guess it's DetExpress but that still doesn't seem like the issue because the scripts gets removed on quitting the game and loading the game leaving the vanilla expression sometimes on load.

      I have tested the mod properly by playing the game normally and going from town to town killing everyone using "Everyone dies" mod and etc without getting game crashing on vanilla.

      Edit: Made a new game and then killed over 300 NPCs without quiting the game in all cities including Talius, Ulfric and Balgruff and almost everyone else (the courier's corpse followed me where ever I went) while saving, loading and going into different cells and no crashes, all while using Vanilla Skyrim with this mod active.
      There are no solid evidence that this mod causes a papyrus script memory overflow.
      Could this problem be on your end?
      If you want I can DM you SaveCleaner/Fallrim screenshots of the massacre saves I made to see if there is still an issue with the scripts.

      TLDR: This mod does not causes any crashes as far as I know. I tested this by starting a new game and then proceeded to kill almost everyone (anyone I saw I killed) around all of Skyrim and haven't crashed not even once including when I loaded saved games with this mod on and I have spawned over 50NPCs and killed them all with no crashes (spawning a large abundance of NPCs usually over 100 and killing them all in the same time will crash the game with or without the mod installed).
    2. Gargolon
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      The scrypt is DetExpress, I can no longer give more info, Had to delete all the saves, but I can asure you that the problem is my modlist, I have around 500 in several merges, so.. I am sorry, I was not intent to be disrespectful with your work, I think is very cool and I been waiting for a mod like yours a long time, it's just that my game is in the edge of the crash all the time and adding more constant scrypts do not work for me.
    3. Fheese
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      Same my game is on the verge of constant crashes so I actually thought this was a problem too so I had to retest it with Vanilla Skyrim so no need to feel bad just need to make sure that no one is misinformed. This issue had me worried for a while so thanks for letting me know about tools like Fallrim and SaveCleaner so that I can actually test if the script was overflowing.
  5. brian10508
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    I've been playing skyrim for 7 years and searching for this mod.
    finally someone made one.
    great jobs thanks a lot.
  6. DonProtein
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    Damn! That's one of those mods about which you NEVER knew before it was made.
    HOW it wasn't done before?
    Absolutely amazing work m8! Thank you for sharing <3

    I have only one suggestion - I'm not a mod author myself, so I don't know about [making] mods much, so forgive me if questions is maybe silly. But as this is relatively small mod, is there any chance you can try to remake it as SKSE plugin, to save .esp slot [and] decrease Papyrus scipt load, which is the main issue for all heavy-modded Skyrim games, both LE and SE.

    Cheers!
    1. Fheese
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      Sorry can't make it as an SKSE plugin as I don't know how but I think it's not possible because this mod uses a hidden quest and cloaking system that enables scripts to any NPCs within the players radius.

      You can try merging this with other very small mods to decrease the load order since this mod does not conflict with anything due to the lack of/absence of other MFG/Expression mods that activate automaically.
    2. Direcat4165
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      Pretty sure Random Emotions triggers MFG Console automatically. Not trying to be funny, just thought it was a potential mod conflict you weren't aware of.
  7. cALAMIN
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    : Oh my, I'll give a shot. Looking at the expressions gives a descent feel if your char is a angel outside but inside have an evil that enjoys playing around with bandits (like meh).

    Bandit Khajjit: Mercy!!! ***Fleeing from combat***

    Me: Fine. Mercy's always good.***Trying Fast travel***

    Game: ...(You cannot Fast Travel with enemies around)...

    Me: Sorry buddy I'll have to rip your heart out cuz I need to Fast Travel.

    Mod: ***Set an expression of despair and fear***

    Me: The world is perfect! >:D






    BTW I saw you posted that Brawl Bug because of a sort of cloak you're using to run the random expression. If this a sort of enchantment have you tried use these conditions?

    Target: Player
    Function Name: IsInCombat
    FunctionInfo: 0
    Comparison: ==
    Value: 1.0000
    AND

    Target: Player
    Function Name: IsHostileToActor
    FunctionInfo: Reference: "PlayerRef"
    Comparison: ==
    Value: 1.0000
    AND
    1. Fheese
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      Well after messing about with death expressions I find it either hard/not possbile to set emotions to dead characters aside from random expressions like open mouths, brows and others they'll just have a random death face like Morrowind, Fallout 3 and New Vegas(Specifc emotions is what was done in Fallout 4 except the eyes are forced shut making it look like one expression most of time).

      Brawl Bug
      This is a magic cloaking like turning yourself invisible but instead, it's a magic that applies to any NPCs within the player's radius (magnitude of 192 which is extreemly far). So to combat this bug all I did was disable cloaking when the brawl/non hostile fights starts (it's a specific event) so it shouldn't cause it to become a problem most of the time.

      About the conditions I think I'll leave it alone for now since there isn't any major problems with the game so far, meaning that this mod can be disabled if you want to beat someone up in a non-lethal brawl (no point fixing the game if it's not broken/fix a minor bug introduce more but then again might have to do more tedious testing if I am to apply it). If you do find yourself getting problems with the brawl bug post it in the bug section.

      Moreover, Brawl Bug already has precautions (others have tried but even mods like Violens have these problems where you instantly kill the person instead) to it so it will happen extreemly rarely but incase it does cause problems then I would suggest disabling the mod punch the victim to submission and then enable the mod again (might be a pain but not allot of people want to get a beating in game anyway).
    2. cALAMIN
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      : I know the feel X'D
  8. Fheese
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    If anyone knows how to script dead NPCs so that they don't lock with the sleep expression would be allot of help (with the use of Quest, Alias and Cloaking).
  9. Sphered
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    This could technically be done without even using a plugin. How comfortable you would be doing that is another question. WIDeadBodyCleanupScript can be safely appended to, just dont add properties or variables, or remove anything that was there. OnDeath() you can point to a custom extension instead of the MfgConsoleFunc, where it evaluates who died and expresses accordingly. At least for those actors with that script. Could also use other methods that avoid changing his record
    1. Fheese
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      I would like to do that but bandits (other enemies and npc) and quite allot (if not all) of the DLC Npcs don't have it (at least I think). Also coincidentally activemagiceffect works with MFG now while I was messing around with merging ESPs with other mods to see results. So now it works on anyone I'll be releasing a version for everyone soon once I get around to fixing names from using this: https://www.creationkit.com/index.php?title=Dynamically_Attaching_Scripts.
      However, I'll have to make a new script and names for this mod and optimise it because of the so called 'Brawl Bug'.

      Altering "WIDeadBodyCleanupScipt" would also give another problem because another mod might be using it and it makes the mod less versitile.

      Moreover, I'm using "MfgConsoleFunc" as a command instead of altering it so it is required for the "DeathExpression" script to work. Reason for this is that skyrim on it's own does not have commands like "Phoneme" - Mouth and "Modifier" -Eyes for some random expressions
    2. Sphered
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      This would set an expression too. All MFG is doing is calling this, so itd be faster this way too:
      Zeemer.SetExpressionPhoneme(5,1.26)
      5 is for EEE

      I'm just glad to see someone using this stuff. Cool project
    3. Fheese
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      I'm heavly using https://www.creationkit.com/index.php?title=Dynamically_Attaching_Scripts for my code so you might see allot of code/script that might look the same.

      but this is how it is done for random expression I'm very close to releasing the first version of this mod:

      int randSquint=0
      int randLook=0
      int ranEyeLook=0
      int randExpress=0

      randLook= utility.randomInt(1, 60)
      randSquint= utility.randomInt(1, 20)
      randExpress= utility.randomInt(1, 70)
      ranEyeLook= utility.randomInt(8, 11)

      MfgConsoleFunc.SetPhoneme(MySelf, 1, randExpress) ;BigAh
      MfgConsoleFunc.SetPhoneme(MySelf, 6, randExpress) ;Eh
      MfgConsoleFunc.SetModifier(MySelf, 0, randSquint) ;BlinkLeft
      MfgConsoleFunc.SetModifier(MySelf, 1, randSquint) ;BlinkRight
      MfgConsoleFunc.SetModifier(Myself, ranEyeLook, randLook) ;LookUp

      Might change the code to Zeemer and see how it goes but for now I'll be using MFG to be safe
      This is all Bethesda allowed us to use for expressions without MFG https://www.creationkit.com/index.php?title=SetExpressionOverride_-_Actor

      It is possible to over do the expressions and make them clip and look even more funny and ugly but realism and natural looks goes first.
      By the way reloading a cell would cause them to go back to the default death face (like they're sleeping). Shame that Fallout 4 does not have something like MFG.

      Many thanks to this thread specifically ev3rliving and HHaleyy for showing me that MFG code is possible on CK.
      https://forums.nexusmods.com/index.php?/topic/5295060-facial-expressions-on-death/
    4. Sphered
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      If you wanted to REALLY raise some eyebrows haha
      You could edit the ACTOR script directly. This would be tabboo as hell, but it would literally work on any actor, but you better do that one super squeaky clean, since people will look for any reason to condemn that method. Just saying its technically 100% valid and safe, and need no plugin. Just would have to be done right
    5. Fheese
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      I was trying to add it to all actors (very tedious and straining and does not work with bandits) but for some reason the quests aliases I made started working. So now I have uploaded the real version that will work on all characters including DLC characters and MODS. Just SKSE and MFG and it works perfectly with an almost vanilla skyrim.
      MFG also allows me to open eyes, so that actors can now stare at you for killing them.

      It took about two days for this mod to come out lol.
    6. Sphered
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      In this scenario there is no plugin in play. It would be trivial changes to the actor script only, plus an extension for cleanliness. But either way. I would never actually recommend this, if no other reason than the sticker shock and inaccurate attacks the method would get. But it is good to keep concepts in mind for other ideas. Gotta jet, but good luck with this!
    7. Fheese
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      I've released the mod now using Quest and Aliases verify this with tes5edit and hopefully there are no conflicts (along with Magic Enhance and Spells like other mods such as Enhanced blood and wildcat (except thier mods are more clean and better than mine)). It's just that corpses now have that sleep face. Right now for people except me it's a plug and play and it works with almost any mods I think except that brawling might be an issue due to cloaking.
      Feel free to try it out
      Also V1.1 fixes the mouth when you hit someone.
  10. Seijin8
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    1) Why do the pictures all have grey face?

    2) Editing NPCs directly is really bad for compatibility. Instead, use a quest and fill aliases with combatants as they die, applying the effect that way.
    1. Fheese
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      1) Well I messed with my own NPC textures which doesn't affect the mod so don't worry (Also not really bothered to fix it either if the game doesn't crash).
      Changed the screenshots to vanilla skyrim so no more grey faced Nazeem and Alvor.

      2) I need to know how to do quest and fill aliases because it keeps failing to work. Need a bit of guidence here (took several hours of doing it and CK crashing often) but Im going try and if all else fails Ill have to do the Edit NPCs which I would really hate to do since there's too many of them and it doesn't allow for other mods to work with it and hopefully a bashed patch. Something like similar to "Enchanced Blood" would help or if someone would take the DeathExpression code and turn it into something better.

      Edit - After hours of using Quest, Alias, MagicEffect and Spells with Papyrus Scripting it seems like it only worked with activemagiceffect - activemagiceffect works with MFG now somehow.

      For now I will edit all NPCs and make sure that they are on top of the mod list with a bashed patch.
  11. Sinistrera
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    Ward
  12. haroldluke
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    been waitin' for mod like this, good job!
  13. 00m9
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    So much potential! Good job.