Thank you for responding. It seems that the only one of its dependencies that needed updated was SPID. Even after it was updated, I was still having the same issue as before.
Double-check that all the dependencies are up to date, and that you have the correct versions for your version of Skyrim. Especially PapyrusUtil. Also check this mod's MCM to make sure that the relevant features are enabled. They should be enabled by default, but it's possible to disable the renaming of each group of npcs.
Well I've been using this mod on the latest version for a while, so I'm pretty sure your issue is some sort of conflict or a problem with your dependencies.
It doesn't generate names for me. Only when I spell them myself can I see them. I had the most recent distributor and downgraded it to 6.03 and nothing
Make sure you have all the requirements installed. Wait for the MCM to load. Once the MCM loads, switch everything from 1 to 2 if you want to see their original generic titles as well. Enter an interior space or exterior space. Walk up to a generic NPC. i.e. guard, hunter, merchant, etc. They should be a named NPC now.
Hi! I am loving the mod so far; I did notice, though, that this mod is not modifying the names of the Blackwater Brigands. Is there a workaround for this issue? Thank you!
It's almost certainly possible to work around this with the FLM system added in version 1.5, unfortunately I don't have that dlc so I can't make the compatibility file myself.
Thank you! I've checked the esm for the Blackwater Brigands, and it turns out that the name is assigned through Quest Alias. So I probably would just leave the names as they are.
I use these two patched to work together Customize your mannequins - allows you to add any vanilla or mod added npcs so they appear as mannequins - and Living Mannequins - the mannequins actually move, react, go through idles - and make "idle" comments.
btw - doesn't worry me that they have names - the names clearly relate back to the first mod listed above, as they are race specific
Bringing this up again, as the mannequin issue with these modified mannequins has "grown". They are almost all getting names now (I looked and the NPC record for the mannequins has the Unique flag, so something must be deactivating that, perhaps in the "template" process) - but as of this playthrough, many are getting clothes allocated by the Apachii Divine Elegance outfits for NPCs SPID distributor. Weird - although it does mean my mannequins are now clothed at startup..trouble is that those clothes do not appear in the mannequins equipment page, and have to be overwritten or console removed. Edit - the Apachii Divine SPID uses names to allocate the outfits, so what appears to be happening is that if this allocates a name, and that name is in the Apachii Divine SPID list, it applies that costume to that named mannequin.
if you use the real names and then turn a generic npc like a guard or a bandit, that is afffected by the real names, in to a possible follower then it becomes impossible to interact with them.
which sucks since this combination of mods would be perfect for a captain playthrough that knows his soldiers by name or a bandit lider that gets other bandits to join them :/
I haven't tested it extensively, but EFF seems to be able to recruit generic NPCs with names. You can interact with them just like you could without this mod.
The only problem I noticed is that when you tell one of them to wait, the quest marker it puts over their head still refers to their original name, but that's not a big deal since it still points to the right person.
This is such a great extension over the original mod, and much more flexible. Thank you!
(complete re-edit of a long post...) I just posted a long message about the duplication of things in my game. I've now realized that I had the original mod (Real Names Rebuild) AND this mod both loaded. The original mod is not needed since this mod is a replacement of it. Sorry for any confusion I may have caused!
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Could it be a load order issue?
EDIT: Sorry I was stupid not to check MCM menu
skse\plugins\RealNamesExtended\Dragon\dragon-names.json
Customize your mannequins - allows you to add any vanilla or mod added npcs so they appear as mannequins - and
Living Mannequins - the mannequins actually move, react, go through idles - and make "idle" comments.
btw - doesn't worry me that they have names - the names clearly relate back to the first mod listed above, as they are race specific
Edit - the Apachii Divine SPID uses names to allocate the outfits, so what appears to be happening is that if this allocates a name, and that name is in the Apachii Divine SPID list, it applies that costume to that named mannequin.
I hope someone some day create a fix that let those two work together
if you use the real names and then turn a generic npc like a guard or a bandit, that is afffected by the real names, in to a possible follower then it becomes impossible to interact with them.
which sucks since this combination of mods would be perfect for a captain playthrough that knows his soldiers by name or a bandit lider that gets other bandits to join them :/
The only problem I noticed is that when you tell one of them to wait, the quest marker it puts over their head still refers to their original name, but that's not a big deal since it still points to the right person.
Anyway, thanks for the good work, i might check in from time to time to see if people found a fix.
and thank you for doing a great job with this amazing mod/port.
https://www.nexusmods.com/skyrimspecialedition/mods/49768?tab=posts&BH=2
if it is too hard im sorry to have brought it up again.
(complete re-edit of a long post...) I just posted a long message about the duplication of things in my game. I've now realized that I had the original mod (Real Names Rebuild) AND this mod both loaded. The original mod is not needed since this mod is a replacement of it. Sorry for any confusion I may have caused!