Stardate: 8/25/2020; Earth Time: 12:05 PM We outta here \( =--=)9
Some Important Things to Note:
- This is definitively the Final Major Update. I got just about everything I could possibly find.
- The File Directory for Meshes and Textures must remain that way. I have constantly moved it around to see if I could optimize it, but in the end I always reverted it back to the way it was now because it caused problems every time. This is how it was intended for the game to properly load it.
- This plugin has ITMs. This is so I can keep track of all NPCs. But there are also assets which should not be changed in the first place (Head Parts, Texture Sets, Default Body). This is so if you do encounter problems, you can open up this mod and see if anything changes the default directory path. And easily change it back. There's also one that somehow causes problems if you remove it. I don't remember which, but it had to do with Orcs.
- Some aspects (maybe all) of the game and/or NPCs may not be entirely polished due to the mod's size and severity. If I run into problems, I will post it in the Bug page. If someone else reports there are problems, I will check it in my game and then put out the proper response in the Bug page.
- Because any variety of things can change this mod in an instant, a lot of the potential troubleshooting will be left on my end. You're welcome to report it, but it won't be an official documented issue until I experience it in my game. And playthrough! Well as much as I can play through.
- I can only play Skyrim periodically. Even if there are no major updates, there still could potentially be hotfixes. Please be patient.
- I only ever reach the beginning of Act II. At that point, all mod choices and edits I made are finalized from that point onward.
Thanks and enjoy the mod! A first of its kind on Special Edition.
P.S. If you know the film that the banner's from, consider yourself a man of culture.
Dilemma: Original Mods may have tampered with most NPC Voice Types, both Global and Individual. Solution: Go through and either restore or update voices to better suit the mod's intention and prevent disaster.
FINAL EDIT: All right, I restored the voices from a list of over 1000 Named NPCs. Some stayed the same because their Editor ID's indicated they do no more than impede you or greet you. Here's my rubric for keeping Voices with both Variety while retaining Authenticity: Any NPC who serves to only provide Cannon Fodder or Fill Up Space, with NO ACTUAL LINES WHATSOEVER, keeps their weird variation. Any who do forward the plot or build upon the world get their Original Dialog Paths restored. i.e. Named NPCs. Titled ones vary. See ya in 3F.
P.S. Fus Ro' Doh helps with silent dialogue, if it helps.
I uploaded a bunch of screenshots of a few NPCs just in case people wanted an idea of what this mod is. Also, if anyone is wondering why the faces look different than what's seen in Loops' screenshot, I made a patch for this and Botox of Skyrim.
So I noticed you replaced all the normal male voices with the female variants, that ended up causing minor issues with PC Headtracking and Voice types(the male voices for PC weren't actually male, but female), so I removed those tweaks in xEdit(alongside all other records that doesn't deal with NPCs only) and instead just gave the proper female voices to ALL the actors(minus ones with unique voices, but I'll probably end up giving them female voices too) manually(it seems you started doing that for some of the NPCs).
I can send you the esp if you want, but like I mentioned above, I edited the headparts so that they're compatible with Botox, so you'd just have to delete those headparts and replace them with the original tweaks you made.
Edit: Just saw sticky about version 4F, prob fixed mention above
I restored a ton for the Named NPCs but a lot of the Unnamed ones had that problem. This was because a previous incarnation of this concept changed not only the global variable but INDIVIDUALS as well (briefly mentioned above). The reason I couldn't tell was because everything had the same Editor ID so I thought they'd all revert back to normal when I restore the global. But as it turns out, those ID's not only didn't revert, but were Female all along... iwannadieinside.png
So while I could go in... F**K IT, I'm going in! 4F's about to take a lot longer. But it'll be worth it!
I've worked out what the mod does (and it's genius lmao) but I'd recommend you alter your description so it's more.. descriptive. It doesn't make it clear what the mod does. Just some advice for you (since some of the comments are about it too)
Sorry, but I like to do the upfront and transparent method. That way if anyone in any way somehow encounters an error, they can know right away what this entire mod entails. They'll know exactly what the plugin does, what the FaceGen has, and my entire journey to get there. Also some jokes because reading takes a lot. It's not a description but rather an in-depth tour of everything this mod has to offer... Though I should change the overview to at least reflect a tl;dr like I did with my other two.
It does exactly what it says. It uses the power of a single plugin to modify every possible NPC into a female without taking shortcuts. Chances are, you most definitely don't need this mod. But in the off chance you wanna try it, go ahead. It's up to you.
If you had a similar mod while in Oldrim, it just turns everyone, and I mean everyone, that's an NPC into a single gender. I only did it because I thought it would take a lot longer since it was never completed, only to find out it took a few days of nonstop typing and exporting. And then I just said, "Screw it. I'll upload it and see what happens." So that's basically all it does. And then like a few QoL fixes explained in the features list.
19 comments
We outta here \( =--=)9
Some Important Things to Note:
- This is definitively the Final Major Update. I got just about everything I could possibly find.
- The File Directory for Meshes and Textures must remain that way. I have constantly moved it around to see if I could optimize it, but in the end I always reverted it back to the way it was now because it caused problems every time. This is how it was intended for the game to properly load it.
- This plugin has ITMs. This is so I can keep track of all NPCs. But there are also assets which should not be changed in the first place (Head Parts, Texture Sets, Default Body). This is so if you do encounter problems, you can open up this mod and see if anything changes the default directory path. And easily change it back. There's also one that somehow causes problems if you remove it. I don't remember which, but it had to do with Orcs.
- Some aspects (maybe all) of the game and/or NPCs may not be entirely polished due to the mod's size and severity. If I run into problems, I will post it in the Bug page. If someone else reports there are problems, I will check it in my game and then put out the proper response in the Bug page.
- Because any variety of things can change this mod in an instant, a lot of the potential troubleshooting will be left on my end. You're welcome to report it, but it won't be an official documented issue until I experience it in my game. And playthrough! Well as much as I can play through.
- I can only play Skyrim periodically. Even if there are no major updates, there still could potentially be hotfixes. Please be patient.
- I only ever reach the beginning of Act II. At that point, all mod choices and edits I made are finalized from that point onward.
Thanks and enjoy the mod! A first of its kind on Special Edition.
P.S. If you know the film that the banner's from, consider yourself a man of culture.
Solution: Go through and either restore or update voices to better suit the mod's intention and prevent disaster.
FINAL EDIT: All right, I restored the voices from a list of over 1000 Named NPCs. Some stayed the same because their Editor ID's indicated they do no more than impede you or greet you. Here's my rubric for keeping Voices with both Variety while retaining Authenticity:
Any NPC who serves to only provide Cannon Fodder or Fill Up Space, with NO ACTUAL LINES WHATSOEVER, keeps their weird variation.
Any who do forward the plot or build upon the world get their Original Dialog Paths restored. i.e. Named NPCs. Titled ones vary.
See ya in 3F.
P.S. Fus Ro' Doh helps with silent dialogue, if it helps.
I can send you the esp if you want, but like I mentioned above, I edited the headparts so that they're compatible with Botox, so you'd just have to delete those headparts and replace them with the original tweaks you made.
Edit: Just saw sticky about version 4F, prob fixed mention above
iwannadieinside.png
So while I could go in... F**K IT, I'm going in! 4F's about to take a lot longer. But it'll be worth it!
Also, you are a genius.
Well done!
Chances are, you most definitely don't need this mod. But in the off chance you wanna try it, go ahead. It's up to you.
I only did it because I thought it would take a lot longer since it was never completed, only to find out it took a few days of nonstop typing and exporting.
And then I just said, "Screw it. I'll upload it and see what happens." So that's basically all it does. And then like a few QoL fixes explained in the features list.