This mod requires BEES on versions 1.5.97, 1.6.659, and anything in between. To make it work without BEES on those you need: 1)Open the plugin in xEdit and under "HEDR - Header" change the version number from 1.71 to 1.7" 2)Open the plugin in old CK and compact (File->Compact Active File Form IDs) to change formids back to the old format 3)Save the esp in CK 4)Enjoy
even after disabling breathing in game MCM, the breathing of the player still persists.. quite annoying. I wish you could just disable in an FoMod. I ended up just permanently deleting these files.
With the latest version (2.1.2), when you are in dialogue with an NPC, they make eye contact very briefly and look down almost constantly, as if everyone has autism. It's very awkward and frustrating to have a conversation with them. There were no issues like this with the older versions.
Love the development of this mod! The new Mfg Fix NG and the latest version of this mod offers awesome realism in expressions. The way the player and the NPCs look down now and again is very in-line with how people normally behave, so I love it. Perhaps decreasing the odds for it happening by a few percentages? No issue for me, but reading the comments here, that could be a good idea.
This issue mentioned on the Description page, however:
4) Random dialogue chatter like comment can kick in and leave mouth open for the NPCs. Talk again to remove it.
...it has become much more prevalent with this update, whereas it was a very rare occasion in the previous version. If something could be done to mitigate this, it would be awesome? Thanks in advance either way. Oh, and us DBVO users really need this fix for the player too, since it has become often that the player is left gaping at the NPC they are talking to when using Alternate Conversation Camera.
Thanks again for the great development and keep up the great work!
Thanks. Look down is a bit toned down in 2.1.1, but I like how it works in general. 2.1.1 is using a new dialogue detection method and along with Mfgfix NG improvements in 1.0.4 is producing a nice result.
right now in my game npc squint ot much and look down near all the time. think this change might be save dependent as ive tried restarting mod and such ingame and people still look down more than they look up. for now ima play a bit more to see if it self corrects if not il have to just downgrade to pre 2.1
I really like your improvements to the mod. Is this compatible with Conditional Expressions for NPCs or are you willing to add a spid file to this so NPCs use your expressions?
I don't quite understand what I need to do if I install this mod on an existing save with the Conditional Expressions mod installed. Do I need to disable all emotions in the MCM menu before installing, or will I need to disable the entire mod?
I think I figured it out. But some facial expressions look strange. My character often opens his mouth as if he wants to yawn, but it still doesn't look very natural.
yeah I had to remove it because of that, the original seems to do well enough. my character also keeps opening their mouths quite frequently. plus, couldn't figure out how to properly change the confusing "arousal" stuff which supposedly configures the animations' exaggeration(?)
Is there a way to make this mod work for NPC/follower only and ignore the PC? I'm using VR, and it seem to work good with my follower, but it would be nice if it could free some script/memory by turning it off for the PC, which is useless as i'm not seeing my face anyway. Super mod by the way, having the NPC around having expression really help making skyrim feel more alive. I'm on VR with BEES/ESL support, lastest version of CEE
So the interval is only for the PC, it doesn't affect the NPC? Awesome, i'm gonna try that. Tks for answering ;)
Also, i'm using the BWA 1.0.3 that you posted on Loverlabs, working way better than the original mod, my save haven't bloated with it even with the blush on, great job.
Wow, this mod is essential, great work. I have a very curious bug, let me explain. If I'm in stealth and crouching and the character yawns, and during the yawn I do a killcam, for example with a dagger, the character stays with their mouth open ":O", the eyes continue to move normally and it seems that everything else works fine but the mouth stays open, it's funny really. The only solution I found was to deactivate and reactivate the mod, but to be honest, playing in stealth with this mod is leaving me with more laughter than I expected, it happens often.
Hi I'm having a bunch of these error messages, it's a new game started:
[07/01/2025 - 11:48:27PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40 [07/01/2025 - 11:48:37PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnEffectStart() - "CondiExp_RandomScript.psc" Line 26 [07/01/2025 - 11:49:05PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40 [07/01/2025 - 11:49:08PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40 [07/01/2025 - 11:49:10PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40 [07/01/2025 - 11:49:16PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ? [None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40
I started another new playthrough with the same mods and in the log ther's just one of those in something like 20 minutes of playing. While in the other, new game nonetheless, it was repeating every 3 minutes.
562 comments
To make it work without BEES on those you need:
1)Open the plugin in xEdit and under "HEDR - Header" change the version number from 1.71 to 1.7"
2)Open the plugin in old CK and compact (File->Compact Active File Form IDs) to change formids back to the old format
3)Save the esp in CK
4)Enjoy
This issue mentioned on the Description page, however:
...it has become much more prevalent with this update, whereas it was a very rare occasion in the previous version. If something could be done to mitigate this, it would be awesome? Thanks in advance either way. Oh, and us DBVO users really need this fix for the player too, since it has become often that the player is left gaping at the NPC they are talking to when using Alternate Conversation Camera.
Thanks again for the great development and keep up the great work!
2.1.1 is using a new dialogue detection method and along with Mfgfix NG improvements in 1.0.4 is producing a nice result.
plus, couldn't figure out how to properly change the confusing "arousal" stuff which supposedly configures the animations' exaggeration(?)
Super mod by the way, having the NPC around having expression really help making skyrim feel more alive.
I'm on VR with BEES/ESL support, lastest version of CEE
Tks for answering ;)
Also, i'm using the BWA 1.0.3 that you posted on Loverlabs, working way better than the original mod, my save haven't bloated with it even with the blush on, great job.
I'm having a bunch of these error messages, it's a new game started:
[07/01/2025 - 11:48:27PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40
[07/01/2025 - 11:48:37PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].CondiExp_RandomScript.OnEffectStart() - "CondiExp_RandomScript.psc" Line 26
[07/01/2025 - 11:49:05PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40
[07/01/2025 - 11:49:08PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40
[07/01/2025 - 11:49:10PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40
[07/01/2025 - 11:49:16PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None].CondiExp_RandomScript.RegisterForSingleUpdate() - "<native>" Line ?
[None].CondiExp_RandomScript.OnUpdate() - "CondiExp_RandomScript.psc" Line 40
While in the other, new game nonetheless, it was repeating every 3 minutes.
It's weird, but it should be fine now.