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LarannKiar

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LarannKiar

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87 comments

  1. ozoak
    ozoak
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    ed: nevermind (where's the post delete button when you shame yourself?)
    I thought I had a question about the mod compatibility with the 1.14.74 build, but turns out I had a MO2 brain fart and updated from the wrong file. Can confirm it's working with 1.14.74

    Anyway, just 1 part of my original post has any worth: the main info page for the mod is showing it last updated 2nd October 24. I was refreshing the page daily since the game update to see if you'd updated it, and missed it happening 2 weeks ago, I only found out the update was made because of a random thought of "lets check the files".
  2. dzee349
    dzee349
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    I absolutely adore this mod! The neat thing is that you can also use it on other unnamed NPCs! For example at the beginning of the game, you can ask nameless miners from the Argos Mining Outpost to tell you their names, and this mod will generate a unique name for them.  This mod is like the love child of 'People Are Strangers' + 'Real Names' for my Skyrim modding peeps out there <3
  3. BricksterMan
    BricksterMan
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    quick note....game update to xx.xx.74 - and it looks like you're the last one to update your mod :-) PS it's a great mod...
  4. DaddyNoah
    DaddyNoah
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    just letting people know if you upload to creations and make available for Xbox but you have set it as work in progress Xbox don't see it in the mod downloader 
    1. LarannKiar
      LarannKiar
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      It requires SFSE which only works with the Steam version, it technically can’t be ported to Xbox.
    2. DaddyNoah
      DaddyNoah
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      o ok sorry i didnt know but thanks tho :) 
  5. DaddyNoah
    DaddyNoah
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    Do you plan to bring this to xbox ??
    please say you do because id love to have this mod
  6. LisbethSAO
    LisbethSAO
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    THANK YOU for the (1.14.70) update, LarannKiar!!  o7 
  7. ProfesorConstellation
    ProfesorConstellation
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    • 1 kudos
    Update plis
  8. takatoriyama
    takatoriyama
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    This has been working great but today it stopped working and I see this in the log:
    [2024-09-30 00:00:38.00859] [SFSE] [info] [Main.cpp:230] [SetRandomNameCommand] command received
    [2024-09-30 00:00:38.00860] [SFSE] [error] [Main.cpp:281] [SetRandomNameCommand] command parameter is not supported: 84486

    I haven't updated this mod in three weeks, no game update either. 

    Any ideas?
    1. LarannKiar
      LarannKiar
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      The command parameter is either "female" or "male" depending on the target NPC. The parameter is hardcoded in the handler script TellMeYourName.pex (packed in TellMeYourName - Main.ba2) though. This is actually the only parameter of the custom native command SetRandomName the SFSE plugin registers. If the plugin can't recognize the command parameter sent by the script, it is possible that either TellMeYourName - Main.ba2 is missing or another native plugin changes something on the console's vanilla command parameter parser, I'm not sure.
  9. takatoriyama
    takatoriyama
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    Any chance of updating this to use the same FirstNames/LastNames system from Souls of Cities?

    Would be a great way to get more variety!
    1. YetAnotherCat
      YetAnotherCat
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      The names themselves are chosen from bat files (e.g. MaleNames.txt and FemaleNames.txt), so changing or adding names should be as simple as looking into the documents and adding them yourself. Of course, I understand it might be very tedious to add a bunch of surname possibilities to each first name one at a time.
  10. temporalpoporal
    temporalpoporal
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    Is it possible to implement the game using address library? I mean if its possible then you should not need to update the plugin for every update?
    1. gluonman
      gluonman
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      The Address Library just solves version independence for SFSE mods, it doesn't magically save a mod from being broken if Bethesda pushes an update that conflicts with the mod.  So if a mod touches something Bethesda tends to change often, then the consequence of implementing with Address Library is that the entire game will be unplayable with the mod installed whenever it is broken.  But if such mods don't implement through Address Library, then instead of the entire game being broken when the mod is broken, only the mod fails and you can still play the game (this is a better outcome).  As such, authors who can safely use Address Library for their SFSE mods generally do, and authors whose mods break more often when Beth updates tend to avoid it.  It seems in most cases, if an SFSE author doesn't implement Address Library, it's because they won't and probably shouldn't.  Also, some mods are address independent, and as such would have no need for the Address Library anyway.