Isildur1235 Posted July 29, 2025 Posted July 29, 2025 (edited) Is this mod still being worked on? I really like content of the quests so far and looking foward to see more. Edited July 29, 2025 by Isildur1235
Gristle Posted July 30, 2025 Author Posted July 30, 2025 14 hours ago, Isildur1235 said: Is this mod still being worked on? I really like content of the quests so far and looking foward to see more. Yes. Still working on it. But also working on Animal Research and Adventures with Balazar, so I'm rotating between them. Working on Balazar now, and then SLSF Fame Comments next. 5
Kijo28 Posted July 31, 2025 Posted July 31, 2025 On 7/27/2025 at 10:00 PM, Gristle said: Are you on the stage with the objective "Let your spouse spend time in a busy city tavern to find another lover"? If so, if you are in one of the five main city taverns, NPCs will have random dialogue that will cause them to approach Faendal for sex. It helps if you go in the evening when there are many people there. I don't use NFF, so I don't know if that could be conflicting or not. okay thanks I'll give it a try.
Cerral Posted July 31, 2025 Posted July 31, 2025 Is there a way to completely reset the mod? It is no longer functioning at all. NPCs are no longer commenting on my character, and no events are triggering.
Gristle Posted July 31, 2025 Author Posted July 31, 2025 16 hours ago, Cerral said: Is there a way to completely reset the mod? It is no longer functioning at all. NPCs are no longer commenting on my character, and no events are triggering. You can try "set SLSFC_Wait to 0" in the console. That is a variable meant to minimize overlapping comments. Otherwise, the mod just uses the vanilla game "Idle" dialogue system. Are you getting the usual "arrow in the knee" type comments?
爆爆牛 Posted August 1, 2025 Posted August 1, 2025 Brother Bone, I have been waiting for new content, no new version I do not want to open the game hahaha
AnomiMIce Posted August 1, 2025 Posted August 1, 2025 Noob modding question. If I am creating a custom voiced follower (with custom voice files) and want the follower to comment using this mod is it as simple as including the voice lines (.fuz) in a mod with a folder path /sounds/voice/SLSFFameComments.esp. I should add that I know that the voice lines need to use the CK topic file name - a lot of those are in some of the voice packs for this mod in loose files. So if I create the custom voice lines and save in that folder structure with the CK file names (eg SLSF_Comme_SLSF_Comments_E_000B040E_1) will the lines fire for the custom voice without having to make changes in CK? Or does the custom voice have to be added to the lines in Creation Kit? If it needs CK, do you know of any guides anywhere on how to add custom voice to existing voice lines in a mod... googling is not helping much!
Cerral Posted August 2, 2025 Posted August 2, 2025 On 7/31/2025 at 9:29 PM, Gristle said: You can try "set SLSFC_Wait to 0" in the console. That is a variable meant to minimize overlapping comments. Otherwise, the mod just uses the vanilla game "Idle" dialogue system. Are you getting the usual "arrow in the knee" type comments? I will try the command. As for the comment "arrow in the knee", I never hear it. In fact, I receive very few comments from the guards.
eflat01 Posted August 2, 2025 Posted August 2, 2025 (edited) 16 hours ago, AnomiMIce said: Noob modding question. If I am creating a custom voiced follower (with custom voice files) and want the follower to comment using this mod is it as simple as including the voice lines (.fuz) in a mod with a folder path /sounds/voice/SLSFFameComments.esp. I should add that I know that the voice lines need to use the CK topic file name - a lot of those are in some of the voice packs for this mod in loose files. So if I create the custom voice lines and save in that folder structure with the CK file names (eg SLSF_Comme_SLSF_Comments_E_000B040E_1) will the lines fire for the custom voice without having to make changes in CK? Or does the custom voice have to be added to the lines in Creation Kit? If it needs CK, do you know of any guides anywhere on how to add custom voice to existing voice lines in a mod... googling is not helping much! You have to create an esp. In most the general misc comments the conditions do not rely on voicetype, it does single out comments on children and old people. You'd have to create an .esp with those comments defining your voicetype. iow look at mods which add voice lines for comments to see examples. Voicetype is how the voice esp knows what voice file to play. Mods which add voice put them in specific directories - i.e. like femaleeventone. The esp which come with those voice packs are using the voicetype to point to them. There are also certain unique voicetype the mod has special comments for such as Serana and Mjoll. They have special lines and phrases. As I look, If you were really ambitious you could take one of their quests copy it to a mod with SLSFC as a dependency and use it just as a base - change the dialog - to build your own quest for your custom voiced npc... giving them special lines. Edited August 2, 2025 by eflat01
eflat01 Posted August 3, 2025 Posted August 3, 2025 @Gristle QQ: Do you know how does SLSF know the location. I ask because "College of Winterhold Loc 15" is listed - is not something I added, but when my PC is there either in the courtyard or in any building of the place and click show the current location in SLSF - Fame ... Fame View it selects "Winterhold Loc 8" not "College of Winterhold Loc 15". My PC does have fame there but something tells me it's from the morbisty required is low and likely updated from other locations over time. I do know doing anything there seems to garner fame at Winterhold and not College of Winterhold.
Gristle Posted August 3, 2025 Author Posted August 3, 2025 7 hours ago, eflat01 said: @Gristle QQ: Do you know how does SLSF know the location. I ask because "College of Winterhold Loc 15" is listed - is not something I added, but when my PC is there either in the courtyard or in any building of the place and click show the current location in SLSF - Fame ... Fame View it selects "Winterhold Loc 8" not "College of Winterhold Loc 15". My PC does have fame there but something tells me it's from the morbisty required is low and likely updated from other locations over time. I do know doing anything there seems to garner fame at Winterhold and not College of Winterhold. This seems to be a bug in SLSF. I've noticed the same. Activities in the College seem to accrue fame in Winterhold. 1
eflat01 Posted August 3, 2025 Posted August 3, 2025 43 minutes ago, Gristle said: This seems to be a bug in SLSF. I've noticed the same. Activities in the College seem to accrue fame in Winterhold. Thanks for the reply, figured if you experienced the same would affirm it .
Puckman340 Posted August 7, 2025 Posted August 7, 2025 I seem to be having trouble getting events to trigger. Through another mod, I learned a the following scene is occurring: SLSFC_SLSFCM_PCApproacher1_0778AA40 Any help will be appreciated.
debased Posted August 7, 2025 Posted August 7, 2025 Stupid question I have an older version of this mod, do i need to disable that one first and then install new version or just install new one and do need to start new game
Gristle Posted August 7, 2025 Author Posted August 7, 2025 21 hours ago, Puckman340 said: I seem to be having trouble getting events to trigger. Through another mod, I learned a the following scene is occurring: SLSFC_SLSFCM_PCApproacher1_0778AA40 Any help will be appreciated. This is a "marriage"-related scene with one stage. It gives a random nearby NPC a force greet package to force greet the PC. What might happen is this package starts but in the time it takes for the NPC to approach the PC, the PC exits the cell (tavern, or whatever). That leaves the scene running until the PC happens to go back into the same cell. To clean this up, the mod clears all of its scenes when you change "location". Here "location" means a cell with a different location code. For example, all the buildings in Whiterun will have a "WhiterunLocation" code. So, trying leaving town. The scene should be cleared. 2
Gristle Posted August 7, 2025 Author Posted August 7, 2025 12 hours ago, debased said: Stupid question I have an older version of this mod, do i need to disable that one first and then install new version or just install new one and do need to start new game You need to disable the old version and install the new version. You don't need to start a new game.
Puckman340 Posted August 8, 2025 Posted August 8, 2025 (edited) 2 hours ago, Gristle said: This is a "marriage"-related scene with one stage. It gives a random nearby NPC a force greet package to force greet the PC. What might happen is this package starts but in the time it takes for the NPC to approach the PC, the PC exits the cell (tavern, or whatever). That leaves the scene running until the PC happens to go back into the same cell. To clean this up, the mod clears all of its scenes when you change "location". Here "location" means a cell with a different location code. For example, all the buildings in Whiterun will have a "WhiterunLocation" code. So, trying leaving town. The scene should be cleared. I traveled to Falkreach from Whiterun, and it still seems stuck. It has been a while since I last played. Maybe bc I saved while it was triggered? Update: Works after entering and exiting the inn. Edited August 8, 2025 by Puckman340 Update
debased Posted August 8, 2025 Posted August 8, 2025 11 hours ago, Gristle said: You need to disable the old version and install the new version. You don't need to start a new game. Thanks for the quick reply, but i have another question. I just checked my quest log and i have a quest to report to jarl of Markarth. I still didn't go to him but i don't know if i disable the old mod and enable new version what will happen?
Nikett7 Posted August 8, 2025 Posted August 8, 2025 Will there be a transition to Sexlab Sexual Fame RELOADED? Or is this not expected? https://www.loverslab.com/files/file/35874-sexlab-sexual-fame-reloaded/
eflat01 Posted August 8, 2025 Posted August 8, 2025 (edited) 9 hours ago, debased said: Thanks for the quick reply, but i have another question. I just checked my quest log and i have a quest to report to jarl of Markarth. I still didn't go to him but i don't know if i disable the old mod and enable new version what will happen? I think that's SLSF_Comments_JarlLetterMA, "The Dibellan Whore of Markarth" it's likely fine. console sqs SLSF_Comments_JarlLetterMA To know the stage. Edited August 8, 2025 by eflat01
Gristle Posted August 8, 2025 Author Posted August 8, 2025 10 hours ago, debased said: Thanks for the quick reply, but i have another question. I just checked my quest log and i have a quest to report to jarl of Markarth. I still didn't go to him but i don't know if i disable the old mod and enable new version what will happen? The quest names and stages haven't changed, so your prior save will still have the correct objective and stage.
Gristle Posted August 8, 2025 Author Posted August 8, 2025 8 hours ago, Nikett7 said: Will there be a transition to Sexlab Sexual Fame RELOADED? Or is this not expected? https://www.loverslab.com/files/file/35874-sexlab-sexual-fame-reloaded/ That's still the plan, but I'm still trying to figure out how to do it without supporting two versions of the mod. 1
Puckman340 Posted August 9, 2025 Posted August 9, 2025 1 hour ago, tla99 said: the mod stoped working for some reason i tried no comment no approach buy npcs, i tried ''set SLSFC_Wait to 0'' command nothing happened, any idea on how to fix it? Here's what Gristle suggested for me: This is a "marriage"-related scene with one stage. It gives a random nearby NPC a force greet package to force greet the PC. What might happen is this package starts but in the time it takes for the NPC to approach the PC, the PC exits the cell (tavern, or whatever). That leaves the scene running until the PC happens to go back into the same cell. To clean this up, the mod clears all of its scenes when you change "location". Here, "location" means a cell with a different location code. For example, all the buildings in Whiterun will have a "WhiterunLocation" code. So, trying to leave town. The scene should be cleared.
tla99 Posted August 9, 2025 Posted August 9, 2025 1 hour ago, Puckman340 said: Here's what Gristle suggested for me: This is a "marriage"-related scene with one stage. It gives a random nearby NPC a force greet package to force greet the PC. What might happen is this package starts but in the time it takes for the NPC to approach the PC, the PC exits the cell (tavern, or whatever). That leaves the scene running until the PC happens to go back into the same cell. To clean this up, the mod clears all of its scenes when you change "location". Here, "location" means a cell with a different location code. For example, all the buildings in Whiterun will have a "WhiterunLocation" code. So, trying to leave town. The scene should be cleared. thx for helping, i tried it on every hold in the game, still didnt work!
tla99 Posted August 10, 2025 Posted August 10, 2025 (edited) On 7/31/2025 at 5:58 AM, Cerral said: Is there a way to completely reset the mod? It is no longer functioning at all. NPCs are no longer commenting on my character, and no events are triggering. did you know how to fix it? Edited August 10, 2025 by tla99
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