I think I'm mostly feature complete as to what I want/can achieve for this mod in it's current state. I still plan on providing bug fixes as they come, but probably won't be releasing new features for awhile unless I have a break through on some of the ideas I have listed below, while I work on the SKSE Plugin verision. Also if anyone has any thoughts on how to achieve some of those items, I'm all ears.
Work in Progress: - Save more of the vanilla sliders to the templates. - Allow your to change the overall model of your character. (i.e. if you want to actually transform into a Vampire, Werewolf, or heck even a Giant!) - Find a way to save Magical effects into your template. This way it can work with mods similar to Animated Dragon Wings, and would automatically add or remove your wings associated with that template. Or maybe you want to 'Hulk out' and have your skills increase while in a particular template.
Maybes? - Sex? (allow one template to be female with another as male?)
Known Issues: - Sometimes the game will lockup when transitioning between any two templates. If this happens just bump 'Step Delay' to some higher value and try again. It appears that I'm starting to run into some hard limits on how quickly NiOverride can update it's sliders, especially if you have any SMP clothing mods installed.
- If you save a template that changes one or more of your body scales, but leave one of your other templates at the default values, when transitioning to that template, the default values might not get applied. You just need to make sure to re-save the template that has the default value again but make sure to adjust that particular body scale up and down at least once while in RaceMneu. (i.e. adjust your height to 1.01 and then back to 1.00; this will actually save that body scale value to your character and then OverlayControl can actually read that value and save it to your template.) If a body scale can't be found in a particular template, then it will assume to just leave that value unchanged.
- When I add new features that can be saved, you may need to re-save those templates again or otherwise the default values may get used.
End goal is that I'd like to be able to save every feature that you can access in RaceMenu and then be able to transition from one template to another seamlessly. While some of these may not be possible, i.e. your gender or your hair style will always will change abruptly, some of those changes can be masked by using a transition effect.
any idea why this mode keeps saying : Failed to index overlay at index: 1 2 3 and after everything loads correctly except for any overlays. For me this seems completely broken :(
I found this mod by accident. I was running two new chars in SSE(male and female twins as there does seem to be a difference here in the way that each is both seen and treated within game) and as i have always used female chars I wanted to try a male one. But I became sick of duplicating actions and returned to my female char. I just happened to find this mod and then i tried to use an overlay swap between the two profiles not realizing that it was impossible. My husband uses a slavery mod for his game (on his own PC thank god!) and said "what a good idea" until i told him the bad news that it did not work.
So I think that the ability to do so, i.e.. swap between male and female twins (Similar hair, race, perks etc.) should be implemented as he says it would be in great demand by his many fellow game "slavers" and I would like it as well.
I experimented trying to add gender early on and because the models are so different and there's no way to seamlessly blend the transition I ended up removing it.
Also I no longer have the time or ability to really mod Skyrim anymore, but if anyone wants to add new features all of the source code should be available here and anyone is free to use this as they will (just credit me for the original mod).
Feel free to reach out to me if you need help getting this working. I just can't run Skyrim on my local machine anymore to actually test this, or any other changes, etc...
Keichan189, that's by design. I have a keybind setup that allows you to turn on/off your tattoos. To turn off your tattoos, I fade them out over time by setting their opacity to 0, so I'm not able to really save the transparency since I manipulate it over time, and it caused issues if you try and save a template while transitioning.
Interesting note, if your curious, is that was originally all this mod ever did originally, hence the name. Later I started adding things like saving bodyscales.
The mod works great but I was trying to use it to address an issue I'm having with other mods overwriting/replacing Racemenu overlays. It worked great to restore overwritten overlays to the template but unfortunately many of the overlays I was trying to preserve were near transparent (Sunstarved tanlines, e.g.) so I still would need to open Racemenu to correct the transparency issues, which is what I was trying to avoid.
Still, great mod that worked perfectly first time Great job!
This is a really cool mod, but I'm having an issue where I added armor to an overlay and now when ever I use any overlays I'm not able to change my armor to anything else. I had to remove the mod and revert to an older save to fix it. When I tried to reinstall the mod my overlay presets were still saved and I had the same issue.
When you add an armor to a template, you can't remove that armor until you transition away from that template. The items will get automatically added or removed from your inventory when you transition between templates.
If you're switching between templates and the item still isn't getting removed, as a workaround you can either: - open up the console and remove the item via 'removeItem' or 'unequipItem'. - browse out to your documents directory and 'my games/Skyrim/jcuser/utilities/overlaycontrol' and there will be several json files. You can just edit those json files and then switch templates ingame again.
I backed up then deleted the json saves then went in game and stripped everything into a chest. Then grabbed everything out of the chest and re-equipped to clear the bug. Save the game and it should be cleared after that. A strip all function would make this a lot easier if that could be added.
This would be a little trickier to setup but totally doable. If you can read/understand Papyrus, I have a simple function that can be called to transition to any given template. You'd just need to create a script that runs when you cast said spell or shout and call that function from your script.
I would not be able to generalize this and add it to my mod though, as it would require me to add scripts to every spell in the game not to mention I can't think of an easy way to let the user choose which spell(s) would trigger which templates, in-game. As I'm assuming you want to turn on a template that adds some tattoos, etc whenever you cast, say Fire Breath. But you could fairly easily create a new mod that adds whichever spells you want to trigger whatever template you want, etc...
Now I could add unique spells / shouts where all they do is toggle on / off certain templates as they are used. This would be totally doable.
I haven't been able to get Skyrim to run at all lately, so I won't be able to add this feature myself. But if you're at all familiar with modding/Papyrus, you could easily change the trigger from a keypress to player-enters-combat or even actor-enters-combat if you want a follower to have a separate template.
If I ever get Skyrim running again I'll definitely look at adding this feature.
I love the idea but I really wish that it would allow you to switch back and forth between races because the console method doesn't work for me. I'm desperate for a way to swap out my different characters throughout the same game without changing stats or anything like that :-(
Honestly I've been working on it. Trying to see if I can use the werewolf scripts as a start but I haven't had much luck so far. I've even tried looking for ways to just swap the base modal of the character, but no luck there either.
Mostly I'm aiming for a way you can play as werewolf that can actually transform into a wolf. If you, or anyone, can find a simple script or a way to change your race without using showracemenu, I'd appreciate it.
I only mod Witcher 3 so I'm afraid I can't help lol. I've never even played Skyrim...just recently started setting up to sit down and play it, but trying to sort out all of the mods I want first. It's very frustrating, coming from W3 to a game like this where apparently it's really bad to add or remove most mods as you go along. W3 has no such problems...you can add and remove whatever you want whenever you want. So this makes me very paranoid about having everything just right before I even start playing - I can't imagine spending hours on a game only to find out that some mod isn't working properly but that removing it will corrupt the save and destroy my game. Way too stressful XD
If you're curious, Skyrim works by saving most of the mods and their scripts directly into your save file. So when you try and remove a mod, if it was in one of your saves, then that mod's scripts may continue to run causing errors in the background or performance issues. But as long as the mod doesn't have any scripts (it's just adding new items to the game or changing textures) feel free to remove it without worry; you may want to just make a save beforehand that removes any of the new items from your inventory first though.
Adding mods after starting a game though doesn't really cause any issues, unless the mod is trying to do something when you first start a new game, like "Alternate Start - Live Another Life", or if it makes changes to an area that you've already been to.
FYI though, my mod here, does have a couple scripts that run in the background to track when you press the activation keys to transition to your next/previous template or show/hide your overlays. If you try and uninstall this mod without starting a new game, these scripts will still run in the background when you press those keys, but they won't be able to find the Quests that they are associated with and will end up just causing errors. I have tested adding this mod after starting a game and updating this mod in an already existing game. I do try and provide any special instructions between updates if it's not just as simple as updating and continuing on.
Changing the race via script is actually pretty easy... You only need these two lines Race Property TransformRace Auto Target.SetRace(TransformRace) In the ck assign your chosen race to your TransformRace property and you are done :) (if you want to revert to your base race you will have to use an empty quest in order to store it first) This link was very helpful for me (look at #18) https://forums.nexusmods.com/index.php?/topic/4676600-cannot-get-this-transformation-script-to-work-right/page-2 have fun :)
57 comments
Work in Progress:
- Save more of the vanilla sliders to the templates.
- Allow your to change the overall model of your character. (i.e. if you want to actually transform into a Vampire, Werewolf, or heck even a Giant!)
- Find a way to save Magical effects into your template. This way it can work with mods similar to Animated Dragon Wings, and would automatically add or remove your wings associated with that template. Or maybe you want to 'Hulk out' and have your skills increase while in a particular template.
Maybes?
- Sex? (allow one template to be female with another as male?)
Known Issues:
- Sometimes the game will lockup when transitioning between any two templates. If this happens just bump 'Step Delay' to some higher value and try again. It appears that I'm starting to run into some hard limits on how quickly NiOverride can update it's sliders, especially if you have any SMP clothing mods installed.
- If you save a template that changes one or more of your body scales, but leave one of your other templates at the default values, when transitioning to that template, the default values might not get applied. You just need to make sure to re-save the template that has the default value again but make sure to adjust that particular body scale up and down at least once while in RaceMneu. (i.e. adjust your height to 1.01 and then back to 1.00; this will actually save that body scale value to your character and then OverlayControl can actually read that value and save it to your template.) If a body scale can't be found in a particular template, then it will assume to just leave that value unchanged.
- When I add new features that can be saved, you may need to re-save those templates again or otherwise the default values may get used.
End goal is that I'd like to be able to save every feature that you can access in RaceMenu and then be able to transition from one template to another seamlessly. While some of these may not be possible, i.e. your gender or your hair style will always will change abruptly, some of those changes can be masked by using a transition effect.
and after everything loads correctly except for any overlays. For me this seems completely broken :(
My husband uses a slavery mod for his game (on his own PC thank god!) and said "what a good idea" until i told him the bad news that it did not work.
So I think that the ability to do so, i.e.. swap between male and female twins (Similar hair, race, perks etc.) should be implemented as he says it would be in great demand by his many fellow game "slavers" and I would like it as well.
Any chance of this?
Also I no longer have the time or ability to really mod Skyrim anymore, but if anyone wants to add new features all of the source code should be available here and anyone is free to use this as they will (just credit me for the original mod).
Feel free to reach out to me if you need help getting this working. I just can't run Skyrim on my local machine anymore to actually test this, or any other changes, etc...
Interesting note, if your curious, is that was originally all this mod ever did originally, hence the name. Later I started adding things like saving bodyscales.
Still, great mod that worked perfectly first time Great job!
EDIT: Upon reloading my game my eyebrows disappear. Weird bug but can be fixed by first loading a save before the mod was installed.
If you're switching between templates and the item still isn't getting removed, as a workaround you can either:
- open up the console and remove the item via 'removeItem' or 'unequipItem'.
- browse out to your documents directory and 'my games/Skyrim/jcuser/utilities/overlaycontrol' and there will be several json files. You can just edit those json files and then switch templates ingame again.
This would be a little trickier to setup but totally doable. If you can read/understand Papyrus, I have a simple function that can be called to transition to any given template. You'd just need to create a script that runs when you cast said spell or shout and call that function from your script.
I would not be able to generalize this and add it to my mod though, as it would require me to add scripts to every spell in the game not to mention I can't think of an easy way to let the user choose which spell(s) would trigger which templates, in-game. As I'm assuming you want to turn on a template that adds some tattoos, etc whenever you cast, say Fire Breath. But you could fairly easily create a new mod that adds whichever spells you want to trigger whatever template you want, etc...
Now I could add unique spells / shouts where all they do is toggle on / off certain templates as they are used. This would be totally doable.
Thanks!
I haven't been able to get Skyrim to run at all lately, so I won't be able to add this feature myself. But if you're at all familiar with modding/Papyrus, you could easily change the trigger from a keypress to player-enters-combat or even actor-enters-combat if you want a follower to have a separate template.
If I ever get Skyrim running again I'll definitely look at adding this feature.
Cheers!
Mostly I'm aiming for a way you can play as werewolf that can actually transform into a wolf. If you, or anyone, can find a simple script or a way to change your race without using showracemenu, I'd appreciate it.
Adding mods after starting a game though doesn't really cause any issues, unless the mod is trying to do something when you first start a new game, like "Alternate Start - Live Another Life", or if it makes changes to an area that you've already been to.
FYI though, my mod here, does have a couple scripts that run in the background to track when you press the activation keys to transition to your next/previous template or show/hide your overlays. If you try and uninstall this mod without starting a new game, these scripts will still run in the background when you press those keys, but they won't be able to find the Quests that they are associated with and will end up just causing errors. I have tested adding this mod after starting a game and updating this mod in an already existing game. I do try and provide any special instructions between updates if it's not just as simple as updating and continuing on.
You only need these two lines
Race Property TransformRace Auto
Target.SetRace(TransformRace)
In the ck assign your chosen race to your TransformRace property and you are done :)
(if you want to revert to your base race you will have to use an empty quest in order to store it first)
This link was very helpful for me (look at #18)
https://forums.nexusmods.com/index.php?/topic/4676600-cannot-get-this-transformation-script-to-work-right/page-2
have fun :)