Hello There! Be sure to read the description fully before commenting here and please search this thread for answers before posting the same question. Be as through as possible when reporting an issue, using a clean save and checking if the bug is a repeatable consistent problem and turning off/on mods in your load order to see if it's a mod compatibility issue. Thanks!
If you marry a Khajiit and decide to live with them and they don't actually have a house so you're stuck in an uncompletable quest; Open the console click on your marriage partner to get their Ref ID, then type: "player.moveto [loveintrests RefID]" The quest is then completed.
Marriage can only work if you have already talked to the priest (Mararmal) in the temple of Mara in Riften. Even if you have a amulet of Mara and use all the proper console commands with VVE, you will not get the marriage option till you go through Maramals dialog, it's just how the game works.
I am aware that khajiit may not have sound for their marriage merchant dialogue. At this time I can't figure out why. Regardless they will still act appropriately.
TES5Edit This mod is clean. Fun Fact: I actually have to clean this mod EVERY time I make a new build in order for the new voices to work correctly. If, by chance I have missed something important however please do inform me about it.
Please be patient. Your favorite voice will be completed eventually! If you want a follower or marriage candidate (waifu/husbando) mod to use one of these new voices just politely ask that mod author to make an alternate version using the preferred voice type.
A Note to Previous MFVM Users, You may be wondering, Lucky, why is VVE just one esp when MFVM had an installer with all these options!? And why the heck did you rename the mod and make it just an esp?! Well, it’s easier to update VVE as a singular esp rather than an esmifyed esp. VVE includes DLC content so patches regarding that are no longer necessary. For the rest of the options I am currently looking into smarter ways of dealing with patching in general. This may mean that VVE will require SKSE in the future and will continue to only need one esp. (I have every intention to have console support, which may include patches in the future since SKSE is out of the question for them.) Since VVE is softly compatible with all the popular follower mods, my current focus right now is to finish what I started by adding the rest of the follower voices, find as elegant a solution I can to follower mod support, then move on to marriage and improve that as that's where there's still a blind spot in community support.
I'm really glad to see this mod back, the Khajiit marriage issue with RDO SE have been troublesome for someone like me with a Khajiit voiced followers mod.
It never actually left, I just added friction between people and the download as I saw RDO completed the mission of this mod first and it was better to direct traffic to it automatically rather then needed to reply to comments asking when this mod would be finished. However it seems people have made mod lists...or packs? that require this mod and google drive has implemented new security measures that made the archive link require my approval each time someone wanted to download the mod. That became far too troublesome.
I'm not sure if its because my player home is one from a mod or what but when ever I get to the wedding ceremony the female khajiit just stands there mute when asked to make her vows, its a follower from the More Kats of Skyrim mod but I wouldn't think that would make a difference. If anyone has a solution for me that would be really appreciated.
I'm assuming when you say "mute" you mean the quest doesn't advance. I'm not sure what the issue would be. Voice lines for the khajiit were added to the marriage quest mods so any NPC using the khajiit voice should just work. It would seem that something is interfering with the Marriage quest or there is also the possibility that the Script files that the khajiit voice uses may be effected. If I recall, the way I achieved these new voices to behave like vanilla was that I pointed to the Male Drunkerd voice scripts, so potentially if some other mod tampered with those in some way that could also cause the error.
You could either go through your load order to see if anything is conflicting, or try using the console command:SetStage RelationshipMarriageWedding 100 This should complete the wedding ceremony and triggers the next step.
where can vve be downloaded from I don't seem to be able to find it anywhere and I need it for a mod that requires it, sorry if this is a stupid question, I hope you can help
How do I summon a demo follower using this mod? I know that sounds like a silly question, but I have not summoned a follower using the counsel before. Thank you in advance. Also really love this mod. I cannot wait to use some of the followers.
How to summon an NPC using the *console depends on whether or not the NPC is already in the game- for example, a vanilla NPC like Ysolda, or mod-added followers such as Vilja or Sofia. If they are already in the game, skip these 3 steps and go to the next section.
Because Demo followers from this mod are NOT already in the game until you put them in the game, they must be spawned by the player:
1. Pick the Demo Follower you want from the list on the Description page.
2. Open the console and enter help [Demo Follower Name]. For example, to spawn Zedrick the Rogue Bandit, enter help zedrick. This will give you his BaseID.
3. Spawn the selected Demo Follower at your location by entering player.placeatme [BaseID]. I don't know Zedrick's BaseID, but for illustration let's say it is 123ab. In that case, you would enter: player.placeatme 123ab
In case you're wondering, no, you can't spawn 20 iterations of Zedrick because he is a uniquely-named NPC and you can only have a single uniquely-named NPC in the game at a time. However, you CAN spawn any number of generic, un-named NPCs. For example, you could spawn 25 Imperial Female Bandit Outlaws on your position by entering player.placeatme 39cf7 25 times without closing the console. Be ready to run, though, because they will eat your lunch when you close the console, before you can even scream "Sweet Mother Dibella Save Meeeeeeeee....."
For all NPCs who are already in the game, either from the vanilla game or from mods, you don't need to spawn them, just summon them to you, or teleport yourself to them.
1. Obtain the NPC's RefID. The best way to do this is to target (click on) them in the console when they are standing next to you. I always do this and write down their RefID the minute I "hire" a follower because once they are out of sight you obviously can't click on them in the console. If you are not near the NPC you will have to look up their RefID on UESP for vanilla NPCs and on the mod-added NPC's mod page, or using SSEEdit or the CK, if they are mod-added NPCs.
2a. To move the NPC to you, first enter prid [refid]. PRID stands for Pick by RefID. The NPC's RefID should now appear in the middle of your screen, confirming that they are targeted. Then enter moveto player. When you close the console, the NPC will be at your side. 2b. To teleport yourself to the NPC, you do not need the PRID command at all- simply enter player.moveto [RefID]. The screen will black out for a moment, during which time the console closes itself, then you will be at the NPC's location, which may well be in a box at the Hall of the Dead, which explains why you couldn't find her.
For followers that I use all the time, I have made batch files with the above two commands to summon them and also to move myself to them. This memorializes their RefIDs so I don't have to remember them.
For example, my CallLydia batch file reads like this: prid a2c94 moveto player
and my GoToLydia batch file reads like this: player.moveto a2c94
Batch files are processed such that the game inserts the Enter command at the end of every line, which is why the commands must be on separate lines.
To make a batch file:
1. Open Notepad
2. Type in the console commands you want the batch file to issue, making sure to break to a new line whenever Enter must be pressed when it runs.
3. Save the file into your Skyrim or Skyrim Special Edition main folder- NOT the data folder. In the example of my CallLydia file, you will end up with a file named CallLydia.txt.
4. Rename the file to remove the .txt file extension so that you now have a file named just CallLydia with no file extension at all. Windows will flash a warning about the danger of persistent Erectile Dysfunction or Recalcitrant Plebney or some other dire consequence. Just tell Windows it works for you, not the other way around, and force it to accept the name change whether it likes it or not.
5. To use the new command in-game, open the console and enter: bat calllydia
When you close the console, that mellifluous "It's an honor to serve you, my Thane" sound will murmur lovingly into your quivering ears, causing your blood pressure to immediately rise to dangerous levels. Enjoy.
Hi and thanks for this mod. Installing it as soon as I finish posting to give my Boy Toy Adrian a new voice!
Your instructions on the description page for using the setessential command are OK for Oldrim, where SkyUI's expanded console interface will give you an NPC's BaseID as well as his/her RefID, but it won't work in SSE because clicking on an NPC in the console returns only their RefID and the setessential command requires the BaseID.
The easiest way to get an NPC's BaseID is to enter help [NPC Name] in the console, enclosing the name in double quotes if it contains a space character. For example, entering help lydia returns a2c8e, her BaseID.
Other methods to get an NPCs BaseID include: *For vanilla NPC's you can look up the BaseID on UESP or possibly other Skyrim reference websites *For mod-added NPC's you have to either ask the mod author or use SSEEdit or the CK to find it.
20 comments
Be sure to read the description fully before commenting here and please search this thread for answers before posting the same question. Be as through as possible when reporting an issue, using a clean save and checking if the bug is a repeatable consistent problem and turning off/on mods in your load order to see if it's a mod compatibility issue. Thanks!
If you marry a Khajiit and decide to live with them and they don't actually have a house so you're stuck in an uncompletable quest;
Open the console click on your marriage partner to get their Ref ID, then type: "player.moveto [loveintrests RefID]"
The quest is then completed.
Marriage can only work if you have already talked to the priest (Mararmal) in the temple of Mara in Riften. Even if you have a amulet of Mara and use all the proper console commands with VVE, you will not get the marriage option till you go through Maramals dialog, it's just how the game works.
I am aware that khajiit may not have sound for their marriage merchant dialogue. At this time I can't figure out why. Regardless they will still act appropriately.
TES5Edit This mod is clean. Fun Fact: I actually have to clean this mod EVERY time I make a new build in order for the new voices to work correctly. If, by chance I have missed something important however please do inform me about it.
If you want a follower or marriage candidate (waifu/husbando) mod to use one of these new voices just politely ask that mod author to make an alternate version using the preferred voice type.
A Note to Previous MFVM Users,
You may be wondering, Lucky, why is VVE just one esp when MFVM had an installer with all these options!? And why the heck did you rename the mod and make it just an esp?! Well, it’s easier to update VVE as a singular esp rather than an esmifyed esp. VVE includes DLC content so patches regarding that are no longer necessary. For the rest of the options I am currently looking into smarter ways of dealing with patching in general. This may mean that VVE will require SKSE in the future and will continue to only need one esp. (I have every intention to have console support, which may include patches in the future since SKSE is out of the question for them.)
Since VVE is softly compatible with all the popular follower mods, my current focus right now is to finish what I started by adding the rest of the follower voices, find as elegant a solution I can to follower mod support, then move on to marriage and improve that as that's where there's still a blind spot in community support.
However it seems people have made mod lists...or packs? that require this mod and google drive has implemented new security measures that made the archive link require my approval each time someone wanted to download the mod. That became far too troublesome.
Thanks.
If I recall, the way I achieved these new voices to behave like vanilla was that I pointed to the Male Drunkerd voice scripts, so potentially if some other mod tampered with those in some way that could also cause the error.
You could either go through your load order to see if anything is conflicting, or try using the console command:
SetStage RelationshipMarriageWedding 100
This should complete the wedding ceremony and triggers the next step.Because Demo followers from this mod are NOT already in the game until you put them in the game, they must be spawned by the player:
1. Pick the Demo Follower you want from the list on the Description page.
2. Open the console and enter help [Demo Follower Name]. For example, to spawn Zedrick the Rogue Bandit, enter
help zedrick. This will give you his BaseID.
3. Spawn the selected Demo Follower at your location by entering player.placeatme [BaseID]. I don't know Zedrick's BaseID, but for illustration let's say it is 123ab. In that case, you would enter:
player.placeatme 123ab
In case you're wondering, no, you can't spawn 20 iterations of Zedrick because he is a uniquely-named NPC and you can only have a single uniquely-named NPC in the game at a time. However, you CAN spawn any number of generic, un-named NPCs. For example, you could spawn 25 Imperial Female Bandit Outlaws on your position by entering player.placeatme 39cf7
25 times without closing the console. Be ready to run, though, because they will eat your lunch when you close the console, before you can even scream "Sweet Mother Dibella Save Meeeeeeeee....."
For all NPCs who are already in the game, either from the vanilla game or from mods, you don't need to spawn them, just summon them to you, or teleport yourself to them.
1. Obtain the NPC's RefID. The best way to do this is to target (click on) them in the console when they are standing next to you. I always do this and write down their RefID the minute I "hire" a follower because once they are out of sight you obviously can't click on them in the console. If you are not near the NPC you will have to look up their RefID on UESP for vanilla NPCs and on the mod-added NPC's mod page, or using SSEEdit or the CK, if they are mod-added NPCs.
2a. To move the NPC to you, first enter prid [refid]. PRID stands for Pick by RefID. The NPC's RefID should now appear in the middle of your screen, confirming that they are targeted. Then enter moveto player. When you close the console, the NPC will be at your side.
2b. To teleport yourself to the NPC, you do not need the PRID command at all- simply enter player.moveto [RefID]. The screen will black out for a moment, during which time the console closes itself, then you will be at the NPC's location, which may well be in a box at the Hall of the Dead, which explains why you couldn't find her.
For followers that I use all the time, I have made batch files with the above two commands to summon them and also to move myself to them. This memorializes their RefIDs so I don't have to remember them.
For example, my CallLydia batch file reads like this:
prid a2c94
moveto player
and my GoToLydia batch file reads like this:
player.moveto a2c94
Batch files are processed such that the game inserts the Enter command at the end of every line, which is why the commands must be on separate lines.
To make a batch file:
1. Open Notepad
2. Type in the console commands you want the batch file to issue, making sure to break to a new line whenever Enter must be pressed when it runs.
3. Save the file into your Skyrim or Skyrim Special Edition main folder- NOT the data folder. In the example of my CallLydia file, you will end up with a file named CallLydia.txt.
4. Rename the file to remove the .txt file extension so that you now have a file named just CallLydia with no file extension at all. Windows will flash a warning about the danger of persistent Erectile Dysfunction or Recalcitrant Plebney or some other dire consequence. Just tell Windows it works for you, not the other way around, and force it to accept the name change whether it likes it or not.
5. To use the new command in-game, open the console and enter:
bat calllydia
When you close the console, that mellifluous "It's an honor to serve you, my Thane" sound will murmur lovingly into your quivering ears, causing your blood pressure to immediately rise to dangerous levels. Enjoy.
Your instructions on the description page for using the setessential command are OK for Oldrim, where SkyUI's expanded console interface will give you an NPC's BaseID as well as his/her RefID, but it won't work in SSE because clicking on an NPC in the console returns only their RefID and the setessential command requires the BaseID.
The easiest way to get an NPC's BaseID is to enter help [NPC Name] in the console, enclosing the name in double quotes if it contains a space character. For example, entering help lydia returns a2c8e, her BaseID.
Other methods to get an NPCs BaseID include:
*For vanilla NPC's you can look up the BaseID on UESP or possibly other Skyrim reference websites
*For mod-added NPC's you have to either ask the mod author or use SSEEdit or the CK to find it.