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上古卷轴5:重置版MOD 随从评论大修SE - FCO SE

上古卷轴5:重置版MOD 随从评论大修SE - FCO SE

发布用户:bity_1700368256发布类型:转载

原创作者:PhenomFaz所在平台:互联网

发布日期:2023-06-05 11:57:10更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:随从模组运行环境:上古卷轴5:重置版

浏览次数:101

快捷访问:查找资源

MOD介绍:

重要的提醒:

我不是这个mod的作者。

这是具有适当权限的SSE的原始mod的端口。

任何和所有的功劳归于OG mod作者terzaerian这个精彩的mod以及作者在下面的描述中提到的任何人

但是因为我正在上传它,我会请求你支持我的Youtube频道,因为我还在搞清楚:

FazFocus官方Youtube

我的其他MOD转换:

Facelight Plus SE

(具有SkyUI和MCM支持的Face Light Mod)

LIAT SE&Less LIAT SE - 热闹的旅馆和小酒馆)

(减少版本)

盖木林SSE

(绝对美丽的树皮和木柴重新纹理,更具幻想感)。

FCO SE与MCM选件完全集成。 :)

天际粉丝有一个问题:他们很无聊。一旦你招募了它们,其中99%变成了静音机器人,其全部目的总结为三个指令:

杀死敌人

看起来不错

承担我的负担

随从模式,例如最高级的Inigo,是事物应有的典范 - 他们对周围环境,行为,穿着物品的反应,甚至只是在你的库存中拖拽,以及你做了什么。

这让他们在旅途中更像是与你同伴。什么

然而,这些mod并不能解决香草粉丝的问题

时尚。

这就是我打算做的事情。

随从评论大修做了两件事:第一,它通过最初添加到游戏中的随从评论,并“解锁”它用于整个voicetype。我的Anska mod已经以同样的方式运行了:它之前被Mamoll的NPC特别“锁定”了,并且使用FemaleNord语音类型对任何随从NPC进行了有效的评论。随从评论大修通过对大多数现有闲置做同样的事情来打开大门。

其次,随从评论大修为所有没有自己的香草随从的声音类型增添了新的空闲

类似于我的Nazeem mod:我为每个voicetype梳理音频并挑选和剪切好的评论,然后在他们被选为粉丝时将它们附加到游戏中的voicetype。

总共为18名香草随从的声音类型增加了1000多行对话;其中一些与游戏中的其他地方完全相同,其他的则可以在不破坏音频质量的情况下进行轻微编辑,剪切或重组。这也是这样一种方式,即某种意义上的每个声音类型都会成为一种个性:例如,女指挥官会召唤敌对的弓箭手和法师作为战斗中的目标; MaleKhajit为他的祖国Elsweyr而松树;如果您感染了疾病并且叮嘱您接受治疗,FemaleEvenToned会注意到。其他闲人有条件限制只发生在你或你的随从的发展中的某些点之后 - 他们只会在Mirmulnir让猫从包里出来之后开始谈论龙,或者会开始陶醉于他们对神秘的奥术或枪法的掌控之中威力。

这完全是通过对话主题完成的 - MCM使用的唯一脚本是初始化其MCM引擎的单个脚本;其他一切都是通过缩小线条被视为有效的上下文的条件来完成的。

问)这是否适用于[我最喜欢的随从mod?]

A)是的!使用香草语音类型的任何随从mod都将受益于此mod而不会发生冲突。所以这意味着香草粉丝以及自定义粉丝添加了

mod,只要该随从仍在使用香草语类型。它也不会与使用自定义语音类型的粉丝发生冲突。

问)这是否适用于DLC的粉丝?

A)一般来说,同样的规则适用于自定义粉丝 - 如果他们使用香草语音类型,他们将受益于FCO。也就是说,Serana,Teldryn Sero和Neloth等知名粉丝不使用香草语类型;然而,为它们添加FCO模块一直是一个经常的要求,所以它在我的雷达上。

问)这适用于Skyrim的非英文版本吗?

A)目前,一个专门的团队正致力于将FCO翻译成其他语言 - 其中许多都可以在这里找到。未在Nexus上托管的翻译也将通过此页面链接。

Q)在我对话时,粉丝正在说话,这可以被禁用吗?

A)我从几个不同的角度看待这个问题,但整体而言,我得出了同样的结论;解决方案将比问题更糟糕。这是一个有趣的NPC工作人员也在努力解决的一个问题,解决方案似乎要么a)用几十个(如果不是数百个)键入特定任务和NPC来加载每个评论任务,试图在任务期间暂停它们,这仍然无法解释由DLC和mods添加的NPC和任务,或者b)添加一个永远在线的Papyrus脚本,这更糟糕。我的最终结论是,这是一个简单的错误

必须容忍,天际引擎的另一个问题是无法修复的。

Q)随从似乎在被招募之前喋喋不休,这是故意的吗?

A)部分是一个错误。在开发的早期,我试图将随从的评论与当前的关注因素联系在一起,因为无论出于什么原因,这都会导致评论在他们跟随时转过来 - 这会破坏CK中音频文件的链接,但是PotentialFollowerFaction却没有。但是我发现了为什么会发生这个错误。当我为MCM执行主要功能更新时,我将仅为是否添加切换

当前或所有潜在粉丝应该能说出闲话。

问)这在我的加载顺序中应该放在哪里?

A)我会对你说实话,我不确定自己。事实上它与如此少的冲突并重新使用资源作为新的对话主题意味着它缺乏一个明确的角色或类别。我最好的估计是,看到它的总体设计类似于Guard Dialogue大修,它会接近那个,在我的加载顺序中,GDO很舒服。希望BOSS向导能很快帮助阐明这方面的问题。

Q)我发现[y location]的[x follower]不太可能知道[z topic]。

A)试图弄清楚随从知道或说出挑战的内容太多或太少。也就是说,我觉得我在选择被认为是天际的“夜间新闻”的主题方面做得很好。人们显然是在持有和省之间旅行! - 经常,所以我认为期待新闻旅行并不是太过分(特别是当你的角色是新闻时)。

Q)我认为[x]说[y]是不合时宜的。

A)我可以选择这一方面。特别是当谈到在特定角色(即Mjoll,Erandur等)上玩耍(或不玩耍)时,FCO最终归结为我如何通过检查他们在游戏中所说和所做的其他事情来解释角色。对我来说,改变和修复的重要性在于,当解释事实上有缺陷或荒谬时 - 即Erandur提到出生在Morrowind,当我们知道他出生在天际时,或者你的一个人的家伙总是把你称为“我的Thane” “即使你结婚了。这些是

我将努力解决的疏忽。

Q)这个声音类型说的太多了,它让我烦恼!

A)当我告诉你抱怨这个时,我绝对是认真的。构建这个mod是耗时的;如此耗时,我没有太多机会在野外进行测试,主要是功能测试,以确保条件,唇同步和MCM工作。我真的希望听到有关评论频率的反馈,以便我可以相应地调整冷却时间和调整条件,所以一定要留下它!

问)我家里有一个不安全的随从,这是一种疯狂的杂音!我该如何阻止它

A)不要烦恼,我已经覆盖你了! FCO包括一个MCM,您可以在其中调整评论的频率以及哪些类型可以进行评论! 100%是默认频率,并且对于香草游戏或小群体的随从来说是最佳平衡的,但是如果你在战斗中或家中使用大量随从,你可以将它一直滑到10%的频率。如果您只想要特定的声音类型,或者只是不能特别支持,您可以随意打开和关闭它们。

问)我已经把频率降低了,似乎没有做任何事情!

A)首先,您需要验证菜单是否正常工作。更改设置后,在控制台中输入“help fco”,然后查找标题为“FCO_Frequency”的全局。如果它与您在MCM中设置的匹配,则菜单正在运行。如果没有,那么就是错误 - 如果你的构建有很多活动的,不断运行的脚本,那么MCM可能不会立即应用设置,如果有的话。但是,无论如何,你仍然可以改变频率。使用console命令

改变全局变量以将FCO_Frequency更改为更适合您的级别。另外,请注意,如果你经常重新加载,这可能会重置各种空闲时的冷却时间 - 我不会认为对话冷却时间存储为变量存储(也不是我想要的 - 你能说“保存膨胀吗?”) 。

问)这种声音类型似乎比其他声音类型还要多得多。

A)不幸的是,并非所有的声音类型都是平等的 - 其中一些声明的声明比其他部分要多得多。我试图保持公平,并为每个voicetype设置至少50条评论,但有些只是有太多的材料要传递。也就是说,如果你在安装mod并运行它几分钟后得出这个结论,请继续 - 许多空闲被锁定在条件之后,只有在任务开始后打开,而任务正在运行,或者在任务结束之后,或者在随从超过技能阈值之后,或者当你和你的随从前往不同的地方时。

Q)特定的NPC没有发表评论,尽管其他人有共同的voicetype!

A)这是一个非常不寻常的疾病,我称之为Salah-ah Din's Disorder,或SaDD,是Nexus用户的“患者零”。我认为正在进行的是NPC的人工智能及其对话堆栈已经碰撞并且正常停止骑行。它似乎是由一个在党内的NPC触发但被困在一个已被划出的小区中,然后通过自动方式(如快速旅行)重新加入该方。修复其实很简单:让NPC进入战斗状态。将他们的AI状态从空转变为战斗“慢跑”他们的记忆,一旦战斗结束,他们将重新开始

跟踪。

Q)这是一个很酷的mod,但有一个NPC我真的希望是一个不是的随从,而且它

让我伤心。你能把它们合二为一吗?

A)请求是我的专长! Nazeem Reloaded源自我的第一个mod,Heimskr Forever的线程中的请求,而这个非常模式源于对Anska Enhanced的线程中创建的“Enhanced Lydia”的请求。只需在主线程中输入一行或请求线程!

问)我和FemaleNord / MaleDarkElf等做了一个随从。 voicetype和他/她没有任何随从对话,即使他有评论!

A)这是天际设计的一个缺点,无论出于什么原因,Bethesda在NPC参考中指出了一堆随从对话而不是条件中的声音类型。我正在考虑对FCO进行全面修复,但我认为,至少对于这个mod来说,它已超出范围并且与EFF / UFO / AFT引入了太多潜在的兼容性问题。另一方面,我的mod的设计指向了voicetypes,所以他们仍然会打趣,即使他们不能加入你的

组(至少通过对话框菜单)。也就是说,我不排除将来修改有缺陷的voicetypes的未来mod的可能性,敬请期待!与此同时,Anska和Heimskr确实修复了他们各自的Fe / MaleNord类型,所以你可以在这期间使用这些mod作为这两种声音类型的修复。

Q)标题画面中的粉丝看起来与我的不同!这个mod不会改变它们,不是吗?

A)不,这个mod不会改变NPC记录,它只是引用它们。我的标题屏幕中的审美差异正是随从在我的个人天际构建中出现的方式。

Q)我想使用这个mod,但我不喜欢SkyUI!]

A)我承认这是一种我很难理解的情绪,因为SkyUI总体上是一项极好的工作,至少值得一试。但是,如果您已经决定不使用它,那么SkyUI-Away将为您提供SkyUI(MCM)的主要优势,同时将您的UI恢复为普通常态。如果您仍然不想安装SkyUI,那么您将不得不等到FCO的MCM大修,这将使其在非SkyUI构建方面更加强大。

问)发布的版本是[x],但更新日志说最新版本是[x + y],我应该推迟安装吗?

A)如果[x]和[y]之间的差值小于1(即0.5到

0.6,等等)然后安装就可以了 - 这意味着下一次更新我会减少并且只是改变应用于空闲的冷却时间和条件,并且不需要特殊的程序。但是,如果差异是一个整数或者可以四舍五入到一个(即0.5到1.0,那么很可能是一个主要修订版本正在进行中,并且推迟到发布之前是明智的。

正如我所说,这个mod受到了Inigo mod上所做的伟大工作的启发,但也得到了Guard Dialogue Overhaul和Skyrim mod中的Michael Rosen的暗示 - 当卡住寻找条件函数时,我经常能够转向他们找到合适的人选。毫无疑问,这并不意味着我将它们全部复制粘贴到该mod中,只是通常这些mod让我意识到之前我不知道存在的条件函数。

如果你处理你的mod中的对话,我不能推荐Unfuzer足够 - 这使得从.fuz中提取和打包音频。

文件奇迹般容易。节省Nexus带宽和您自己的磁盘空间 - .fuz与Unfuzer的对话!

对于语音图表的缩略图,可以使用UESP Wiki,根据Attribution-ShareAlike 2.5许可证使用。

和我所有的mod一样,我推荐Extensible Follower Framework!

非常感谢LiveStyleGaming,Nice的演练和Brodual制作随从评论大修的视频展示!

感谢Dienes,他帮助我用一个简单,优雅的解决方案完成了MCM菜单。

最后,我要感谢deane9850,他在Anska的评论部分通过建议一个Lydia大修模式引发了一切 - 这整个mod旋转并从最初的想法中爆炸出来。

——————————————————————————————————————————————————————————

IMPORTANT NOTICE:

I am not the author of this mod. 

This is a port of the original mod for SSE with proper permissions.

Any and all credit goes to the OG mod author terzaerian for this wonderful mod and whoever the author mentions in the description below

But since I am uploading it, I would request your support for my Youtube channel as I am still figuring things out:

FazFocus Official Youtube

MY OTHER MOD CONVERSIONS:

Facelight Plus SE

(The Face Light Mod with SkyUI & MCM Support)

LIAT SE & Less LIAT SE - Lively Inns and Taverns)

(Less Version Included)

Cover Woods SSE

(Absolutely beautiful tree bark and firewood re-textures for a more fantasy feel).

FCO SE comes fully integrated with MCM options. :)

Skyrim followers have a problem: they're boring. Once you've recruited them, 99% of them turn into mute robots whose entire purpose is summed up in three directives:

Kill the enemy

Look cool

Carry my burdens

Follower mods, such as the superlative Inigo, are an exemplar for the way things should be - they react to their surroundings, to your actions, to what you're wearing or even just dragging around in your inventory, and what you do.

It makes them feel more like companions with you on a journey. What 

these mods don't do, however, is fix vanilla followers in the same 

fashion.

So that's what I set out to do.

Follower Commentary Overhaul does two things: first, it goes through follower commentary as originally added to the game and "unlocks" it for the use of the whole voicetype. My Anska mod already works the same way: it takes lines that, before, were "locked" on to Mjoll's NPC specifically, and made them valid commentary for any follower NPC using the FemaleNord voicetype. Follower Commentary Overhaul blows the doors off by doing the same for most of the existing idles.

Secondly, Follower Commentary Overhaul adds new idles to all vanilla follower voicetypes who did not have their own in a fashion 

similar to my Nazeem mod: I comb through the audio for each voicetype and pick and cut good comments, and then attach them to the voicetype in the game when they have been picked up as followers. 

In total, over 1,000 lines of dialogue for the 18 vanilla follower voicetypes were added in; some exactly as they are found elsewhere in the game, others with minor edits, cuts or recombinations where this could be done without ruining the audio quality. This is also done in such a fashion that each voicetype in a sense becomes a personality: for example, the Female Commander will call out hostile archers and mages as targets in combat; MaleKhajit pines for his homeland of Elsweyr; FemaleEvenToned will notice if you're infected with a disease and exhort you to get treatment. Other idles are conditionally bound to only occur after certain points in your's or your follower's development - they'll only start talking about dragons after Mirmulnir lets the cat out of the bag,or will begin reveling in their growing mastery of the arcane, or marksmanship prowess.

This is all accomplished completely through dialogue topics - the only script MCM employs is a single script that initializes its MCM engine; everything else is accomplished by conditions that narrow down the contexts in which a line will be considered valid. 

Q) Will this work with [my favorite follower mod?]

A) Yes! Any follower mod that uses a vanilla voicetype will benefit from this mod without suffering a conflict. So this means vanilla followers as well as custom followers added by a

mod, as long as that follower is still using a vanilla voicetype. It will also not conflict with followers who use a custom voice-type.

Q) Will this work with followers from the DLCs?

A) In general the same rules apply here as for custom followers - if they use a vanilla voicetype, they will benefit from FCO. That said, well-known followers like Serana, Teldryn Sero, and Neloth don't use a vanilla voicetype; however, adding an FCO module for them has been a frequent request, so it is on my radar.

Q) Will this work with non-English versions of Skyrim?

A) Currently a dedicated team is working on making translations of FCO into other languages - many of these can be found here. Translations not hosted on the Nexus will also be linked through this page.

Q) Followers are talking while I'm in dialogue, can this be disabled?

A) I've looked at this problem from a couple different angles but overall Iam being lead to the same conclusion; the solutions will be worse than the problem. It is an issue the Interesting NPCs crew has also grappled with, and the solution seems to be either to a) load up each commentary quest with dozens if not hundreds of conditions keyed to specific quests and NPCs in an attempt to pause them during quests, which is still going to not be able to account for NPCs and quests added by DLCs and mods, or b) add an always-on Papyrus script, which is even worse. My final verdict is that this is a bug that simply

must be tolerated, yet another problem made by Skyrim's engine that cannot be fixed.

Q) Followers seem to chatter before they get recruited, is this intentional?

A) Partly a bug. Early in development, I tried to tie follower comments to being in CurrentFollowerFaction, which would have only turned the comments on while they were following - for whatever reason, this broke links to the audio file in the CK, but PotentialFollowerFaction did not. I have however since discovered why this bug occurs. When I do the major feature update for the MCM, I will add a toggle for whether only

Current or all Potential followers should be able to say idles.

Q) Where should this go in my load order?

A) I'll be totally honest with you, I'm not sure myself. The fact that it conflicts with so little and reuses resources as new dialog topics means it lacks a defined role or category to go in. My best estimation is that, seeing as its overall design is similar to Guard Dialogue Overhaul, that it will go near that, and in my load order, GDO is comfortably in the middle. Hopefully the BOSS wizards will help elucidate matters on this front soon.

Q) I find it unlikely that [x follower] from [y location] would know about [z topic].

A) Trying to figure out what was too much or too little for a follower to know or say was a challenge. That said, I feel I did a good job of picking topics that would be considered the 'nightly news' of Skyrim. People obviously travel between holds - and provinces! - frequently, so I don't think it's too much of a stretch to expect news to travel (especially when your character is the news).

Q) I think it's out of character for [x] to say [y].

A) I can go either way on this one. Especially when it comes to idles playing (or not playing) on specific characters (i.e. Mjoll, Erandur, etc.), FCO ultimately boils down to how I've interpreted the characters by examining other things they say and do in the game. What is important for me to change and fix is when the interpretation is factually flawed or nonsensical - i.e. a character like Erandur mentioning being born in Morrowind when we know he was born in Skyrim, or one of your housecarls always addressing you as "my Thane" even if you're married. These are

oversights which I will strive to fix.

Q) This voicetype is saying this line way too much and it bugs me!

A) I am absolutely dead serious when I tell you to complain about this. Building this mod was time-consuming; so time-consuming I didn't have much of a chance to playtest it in the wild, mainly just functional tests to make sure conditions, lip-synchs and the MCM were working. I sincerely want to hear feedback on comment frequency so I can adjust cooldowns and tweak conditions accordingly, so by all means, leave it!

Q) I keep an unsafe amount of followers in my house and it's a cacophony of madness!! How do I stop it

A) Don't fret, I've got you covered! FCO includes an MCM where you can adjust the frequency at which comments are made as well as which voicetypes are able to make them! 100% is the default frequency, and is balanced best for vanilla play or small groups of followers, but if you roll with a large following in combat or at home, you can slide it on all the way down to 10% frequency. If you only want particular voicetypes chiming in, or just can't stand one in particular, you can switch them on and off at will as well.

Q) I've turned the frequency down and it doesn't seem to have done anything!

A) First you need to verify whether or not the menu is working. After changing the setting, input "help fco" into the console, and look for a global titled 'FCO_Frequency." If it matches what you've set in the MCM then the menu is functioning. If it doesn't, then something is wrong - if your build has a lot of active, constantly running scripts, then it's possible MCM is not applying settings right away, if at all. Either way, though, you STILL can change the frequency. Use the console command

to alter globals to change FCO_Frequency to a level more amenable to you. ALSO, note that if you reload frequently that this probably resets the cooldowns on the various idles - I wouldn't assume that dialog cooldowns are stored as variables when you save (nor would I want that -can you say "save bloat?").

Q) This voicetype seems to have a lot more to say than this other voicetype.

A) Unfortunately, not all voicetypes were made equal - some of them had a lot more material to work with than others. I tried to keep things fair and set a minimum of at least 50 comments for each voicetype, but some just had too much material to pass up. That said, if you come to this conclusion after just installing the mod and running it a couple minutes, please keep going - a lot of the idles are locked behind conditions that will only open up after a quest starts, while a quest is running, or after a quest ends, or after a follower crosses a skill threshold, or when you and your follower travel to different places.

Q) A particular NPC isn't making comments, although others with a shared voicetype are!]

A) This is a very unusual malady which I've dubbed Salah-ah Din's Disorder, or SaDD, after the Nexus user who was its "patient zero." What I think is going on is that the NPC's AI and their dialogue stack have gotten into a head on collision and stopped cycling normally. It seems to be triggered by an NPC which is in the party but has been stuck in a cell which has been zoned out and then rejoins the party through automatic means (such as fast travel). The fix is actually easy: get that NPC into combat. Changing their AI state from idling to combat "jogs" their memory, and once the fight is over, they'll get back on

track.

Q) This is a cool mod, but there is this one NPC I really wish was a follower that isn't, and it

makes me sad. Could you make them into one?

A) Requests are my specialty! Nazeem Reloaded grew out of a request made in the thread for my first mod, Heimskr Forever,, and this very mod grew out of a request for an "Enhanced Lydia" that was made in the thread for Anska Enhanced. Just drop me a line in the main thread here or the request thread!

Q) I made a follower with the FemaleNord/MaleDarkElf/etc. voicetype and s/he doesn't have any follower dialog, even though he has comments!

A) This is a shortcoming of Skyrim's design where, for whatever BONEHEADED reason, Bethesda pointed a bunch of follower dialog at NPC references instead of voicetypes in the conditions. I was considering rolling a full fix to this into FCO but decided that, for this mod at least, it was out of scope and introduced too many potential compatibility issues with EFF/UFO/AFT. The design of my mod, on the other hand, points at voicetypes, so they'll still make quips even though they can't join your

group (at least, via dialog menu). That said, I'm not ruling out the possibility of a future mod which fixes the defective voicetypes in the future, so stay tuned! In the meantime, Anska and Heimskr do fix their respective Fe/MaleNord voicetypes, so you can use those mods as a fix for those two voicetypes in the meantime.

Q) The followers in the title screen here look different than mine! This mod won't change them, will it?

A) No, this mod changes no NPC records, it merely references them. Aesthetic differences in my title screen are just how the followers appear in my personal Skyrim build.

Q) I want to use this mod, but I don't like SkyUI!]

A) I admit that it's a sentiment I have a hard time understanding, as SkyUI is overall a superb piece of work that at least merits a try. If you're dead set against using it, though, SkyUI-Away will give you the principle advantage of SkyUI (MCMs) while reverting your UI to vanilla normalcy. If you still don't want to install SkyUI, you're just going to have to wait until the MCM overhaul of FCO, which will make it a little more robust with regards to non-SkyUI builds.

Q) The posted version is [x] but the changelog says the latest version is [x+y], should I hold off installing?

A) If the difference between [x] and [y] is lesser than 1 (i.e. 0.5 to

0.6, etc.) then it will be fine to install - it means the next update i sincremental and just changes cooldowns and conditions applied to idles,and requires no special procedures. However, if the difference is a whole number or can get rounded up to one (i.e. 0.5 to 1.0, then most likely a major revision is in the works and it would be wise to hold off until its release.

As I said, this mod was inspired by the great work done on the Inigo mod, but also took cues from Guard Dialogue Overhaul and the Michael Rosen in Skyrimmod - when stuck looking for a Condition Function I was often able to turn to them to find just the right one. Make no mistake, this doesn't mean I copy-pasted them whole-sale out of that mod, just that often these mods made me aware of Condition Functions that prior I had no idea existed.

If you deal with dialogue in your mods I cannot recommend Unfuzer enough - this makes extracting and packing audio from and into .fuz 

files miraculously easy. Save Nexus bandwidth and your own disk - .fuz your dialogue with Unfuzer!

Credit for the thumbnails for the voice charts goes to UESP Wiki, used in accordance with the Attribution-ShareAlike 2.5 license.

As usual with all my mods, I recommend Extensible Follower Framework! 

A huge thanks to LiveStyleGaming, Nice's Walkthroughs, and Brodual for making video showcases of Follower Commentary Overhaul!

Credit also goes to Dienes, who helped me finish off the MCM menu with a simple, elegant solution.

Finally, I'd like to thank deane9850, who sparked everything off in Anska's comment section by suggesting a Lydia Overhaul mod - this entire mod spun and exploded out from that original idea.

演示截图:

随从评论大修SE - FCO SE

随从评论大修SE - FCO SE

随从评论大修SE - FCO SE

随从评论大修SE - FCO SE

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