Gristle Posted December 28, 2025 Author Posted December 28, 2025 @DarkVampress @gogam @453634573745 @Myhafaa I wish I could contribute a solution here, but I've never used NFF and it's also hard for me to imagine what would interfere with this mod that wouldn't interfere with NPC followers being put into force greet packages or scenes by the vanilla game. 1
Gristle Posted December 28, 2025 Author Posted December 28, 2025 On 12/14/2025 at 2:00 AM, ToeCutter23 said: (Small) Bug Filing. Serana comments for being Nude and/or the (Female) PC being nude that's context-specific for Fort Dawnguard "A castle full of vampire killers" triggering in wilderness and dungeons. Thanks! I will fix.
Seeker999 Posted December 29, 2025 Posted December 29, 2025 On 12/28/2025 at 4:14 PM, Gristle said: So, advantages: much smaller voice files, comments more reflective of NPC personalities. Disadvantages: smaller selection of comments from any particular NPC. Any thoughts on this? I think that makes sense. Especially for non-follower npc's. Followers are going to be varied and have a specific relationship to you so it doesn't make sense to limit those comments to just one voice type (except for Serana, Mjoll, or other follower-specific comments). Since you don't know what voice types modded followers have, might as well save yourself a little effort and not set any more conditions on those lines. Limiting the other lines to 1-4 voice types would work. Grumpy old men and women could easily say the same line whereas young female eager would not. About smaller selection of comments from one npc - how much time are you spending with somebody who isn't a follower? This mod has a lot of dialog; I doubt anybody would really notice that Belethor's pool of dialog is 200 lines instead of 2000. If at the same time you set voice type conditions you set a 24 hour cool-down then there would be even less chance of repetitiveness. I doubt you need to do that, just saying if you're in there already that would be the time to do it. So, yes, I'm in favor of smaller voice files and using the voice types for personality grouping makes sense. On the issue of SLSF v. SLSF-R. Once you've reached the point of having or being close to a SLSF-R dependency, you can stop development on the original mod - unless there's a quest you feel you should finish first. Leave that version up for those who can't or aren't ready to change but be clear that you are not developing that one further. Save further development for the version using more up-to-date dependencies. That's my 2 cents, fwiw. I appreciate all the work you're dong.
Myhafaa Posted December 30, 2025 Posted December 30, 2025 On 12/29/2025 at 12:25 AM, Gristle said: @DarkVampress @gogam @453634573745 @Myhafaa I wish I could contribute a solution here, but I've never used NFF and it's also hard for me to imagine what would interfere with this mod that wouldn't interfere with NPC followers being put into force greet packages or scenes by the vanilla game. IMHO just add compatible note in description, main mod functionality works fine, only quest may broke with NFF (since NFF is not a very stable itself)
blahity Posted December 30, 2025 Posted December 30, 2025 (edited) I'm of the mind to go down the SLSF Reloaded route as its more up-to-date and also doesn't have as many extraneous features (like randomly equipping DD items of NPCs). As for voice generation, I haven't been too impressed with it outside of the FDE mod series and am perfectly happy with voiceless dialogue. Edited January 2 by blahity
taliesin123 Posted December 31, 2025 Posted December 31, 2025 Hi folks, I just downloaded this mod, I like it a lot. Is there any way to add voices to the dialogue yet? Thanks.
Seeker999 Posted December 31, 2025 Posted December 31, 2025 12 hours ago, taliesin123 said: Hi folks, I just downloaded this mod, I like it a lot. Is there any way to add voices to the dialogue yet? Thanks. Voice Packs Currently Available (SE & LE) - over 150 listed for your convenience 1
SkyAddiction Posted January 1 Posted January 1 On 12/30/2025 at 9:43 AM, Myhafaa said: IMHO just add compatible note in description, main mod functionality works fine, only quest may broke with NFF (since NFF is not a very stable itself) NFF is rock-solid stable. It's one thing to report an issue you're having between two mods; it's another entirely to spread disprovable fables. 1
eflat01 Posted January 1 Posted January 1 (edited) 17 hours ago, SkyAddiction said: NFF is rock-solid stable. It's one thing to report an issue you're having between two mods; it's another entirely to spread disprovable fables. Obviously NFF is it's own follower framework and I'm sure very stable, I would not say it conflicts because likely a follower imported into NFF may not longer appear as a follower in any other follower framework and not even appear as a follower in the vanilla sense. So no it's not going to get along with all other mods which touch followers. I do not use NFF, I'm still using AFT. I do keep certain NPCS out of AFT (you have to put them into it via dialog - can pick and choose) I don't place Serana and Tirwin - from AR into it. I would not add any custom complex follower mod in it, I do know for the most part AFT behaves with SLSFC because followers I'd put into it spout out SLSFC dialog and fall into the SLSFC quests - they're recognized base and current follower factions at appropriate ranks. You can open a console and examine a follower for their current factions. Literally look to see what these ranks are, or even if they've been removed (a value of -1) : PotentialFollowerFaction [FACT:0005C84D] CurrentFollowerFaction [FACT:0005C84E] - if they're following it's 1 and PlayerFaction [FACT:00000DB1] - followers normally are in this for ally reasons. When it comes to marriage you can see that faction too. Thing is many mods and their quests rely upon faction when targeting generics, is especially true when it comes to dialog. If you want dialog specific to Lydia target her form id - from an alias - if you want dialog specific to all followers target PotentialFollowerFaction for current followers use CurrentFollowerFaction to check if the dialog may be said. That goes for quests, force greets, dialog, etc... Factions along with other attributes are important when it comes to quests and dialog. CurrentFollowerFaction [FACT:0005C84E] = 1 - I'm sure is how SLSFC ID's a current follower, short and simple... if NFF does not set that to 1 SLSFC will just skip over that npc in it's quests and dialog. A for instance... i.e. Marriage in SLSFC : The spouse requires a playable race (he's eliminating creatures and ghosts etc... apparently does not want them marrying a talking skeever? ). So then any custom race follower can not work here - unless the race is playable, you may take the custom race of the follower and mark it playable in it's mod. In many quests and each line of dialog you'll find the same type of filtering conditions.... on CurrentFollowerFaction, etc... It has to id the npc and it's role in some maner. We certainly can't expect @Gristle to go through every quest along with over ten thousand lines of dialog placing filtering conditions some Follower framework specifically uses to identify followers. Edited January 1 by eflat01
SkyAddiction Posted January 1 Posted January 1 2 hours ago, eflat01 said: Obviously NFF is it's own follower framework [...] We certainly can't expect @Gristle to go through every quest along with over ten thousand lines of dialog placing filtering conditions some Follower framework specifically uses to identify followers. Uh... all I was trying to do was prevent the spread of misinformation. Generally, people should be careful about declaring mods broken or unstable based on one or two personal issues as the designation tends to stick, which is, obviously, bad for modding. 1
NymphoElf Posted January 2 Posted January 2 (edited) On 12/28/2025 at 4:14 PM, Gristle said: I'm also working (with NymphoElf's help) on converting the mod to a version that's compatible with SLSF Reloaded. That's all fine. But the way the comments are currently set up, I can't make one version compatible with both SLSF and SLSF Reloaded. So, the issue I'm struggling with is, once I have two versions, It's going to be too much work to update both of them. So, what do I do then? Whichever path I go down will leave some players unhappy. Before I say anything, I'm well aware that people could argue that I'm heavily biased towards my own mod. That being said, from a purely objective standpoint, I find it hard to believe many players would blame you for abandoning a framework that was itself abandoned over 8 years ago in favor of a new framework with an active developer. It would be like someone getting mad that you're not still driving a Ford Model T. It just doesn't make sense to keep using something objectively inferior to available alternatives. Additionally, the majority of people using the old SLSF are because THIS MOD (Fame Comments) still requires it. THIS MOD is the driving factor, not Versh's SLSF. I'm very confident that you'll disappoint MORE people by NOT converting than the other way around. If anyone disagrees with me, please say so and why. Additionally, if there's something SLSFR still needs in order to prove itself as a worthy replacement to the old SLSF I'm all ears. Edited January 2 by NymphoElf 12
eflat01 Posted January 2 Posted January 2 (edited) 1 hour ago, NymphoElf said: Before I say anything, I'm well aware that people could argue that I'm heavily biased towards my own mod. That being said, from a purely objective standpoint, I find it hard to believe many players would blame you for abandoning a framework that was itself abandoned over 8 years ago in favor of a new framework with an active developer. It would be like someone getting mad that you're not still driving a Ford Model T. It just doesn't make sense to keep using something objectively inferior to available alternatives. Additionally, the majority of people using the old SLSF are because THIS MOD (Fame Comments) still requires it. THIS MOD is the driving factor, not Versh's SLSF. I'm very confident that you'll disappoint MORE people by NOT converting than the other way around. If anyone disagrees with me, please say so and why. Additionally, if there's something SLSFR still needs in order to prove itself as a worthy replacement to the old SLSF I'm all ears. Yes, I know @Gristle knows this, the mod itself is huge though and so tightly coupled with SLSF. I know you once suggested a xedit script to help convert it, the biggest issue I'd seen is all the dialog rely on those SLSF global variables i.e. SLSF_AllowComment [GLOB:15007F26], etc... There are a few scripts which interface adjusting fame and would be trivial by comparison. SLSFC does hit the fame adjustment directly i.e. when prostitution occur, etc... also are McM values SLSFC uses from SLSF... i.e. the frequency of comments occurring are set in SLSF's menu not in SLSFC. Edited January 2 by eflat01
NymphoElf Posted January 2 Posted January 2 (edited) 2 hours ago, eflat01 said: I know you once suggested a xedit script to help convert it, the biggest issue I'd seen is all the dialog rely on those SLSF global variables i.e. SLSF_AllowComment [GLOB:15007F26], etc... There are a few scripts which interface adjusting fame and would be trivial by comparison. I've already accomplished an automated conversion of the Global Variables and provided the converted plugin to Gristle. However, I'm aware that there is more to it than just that, but the majority of the tediousness should have been eliminated. Edited January 2 by NymphoElf 1
SkyAddiction Posted January 3 Posted January 3 11 hours ago, NymphoElf said: Additionally, the majority of people using the old SLSF are because THIS MOD (Fame Comments) still requires it. THIS MOD is the driving factor, not Versh's SLSF. I'm very confident that you'll disappoint MORE people by NOT converting than the other way around. 100% this. I can't think of a mod I've used in the past five years that requires SLSF other than this one. Making SLSFR the only dependency would just result in me immediately swapping SLSF for SLSFR. SLSF was one of those fantastic framework mods nobody ever really adopted. It's fine to move to a more up-to-date successor. 5
blahity Posted January 3 Posted January 3 6 hours ago, SkyAddiction said: 100% this. I can't think of a mod I've used in the past five years that requires SLSF other than this one. Making SLSFR the only dependency would just result in me immediately swapping SLSF for SLSFR. SLSF was one of those fantastic framework mods nobody ever really adopted. It's fine to move to a more up-to-date successor. To add on to this I recently uninstalled this mod for latest playthrough because I didn't want SLSF. Was trimming down my mod list and don't use SLSF for anything else. Would hop back on if I didn't need to install an older mod that does what a newer mod does just for this mod. 4
HintHelmetxX Posted January 9 Posted January 9 On 1/2/2026 at 9:49 AM, NymphoElf said: Before I say anything, I'm well aware that people could argue that I'm heavily biased towards my own mod. That being said, from a purely objective standpoint, I find it hard to believe many players would blame you for abandoning a framework that was itself abandoned over 8 years ago in favor of a new framework with an active developer. It would be like someone getting mad that you're not still driving a Ford Model T. It just doesn't make sense to keep using something objectively inferior to available alternatives. Additionally, the majority of people using the old SLSF are because THIS MOD (Fame Comments) still requires it. THIS MOD is the driving factor, not Versh's SLSF. I'm very confident that you'll disappoint MORE people by NOT converting than the other way around. If anyone disagrees with me, please say so and why. Additionally, if there's something SLSFR still needs in order to prove itself as a worthy replacement to the old SLSF I'm all ears. Let me add my voice to the mix here. I very much want to use SLSF Comments but cannot get it to work well with the new SLSFR framework. I understand there might be some great technical difficulties so I can only remain hopeful.
NymphoElf Posted January 9 Posted January 9 (edited) 12 hours ago, HintHelmetxX said: Let me add my voice to the mix here. I very much want to use SLSF Comments but cannot get it to work well with the new SLSFR framework. I understand there might be some great technical difficulties so I can only remain hopeful. Please read the SLSFR FAQ. It explains what must be done as of right now. Edited January 9 by NymphoElf
flatearthertom3 Posted January 10 Posted January 10 holy shit this mod might get an update hell yes! Also +1 for just switching to the framework that has active updates! The only reason i have SLSF is this mod. 4
eflat01 Posted January 21 Posted January 21 (edited) @Gristle v3.72 I use, I assume is the latest? Just a suggestion... I know at least 14 of these errors are dead topics from quests which were removed and will not affect anything. When you're in the mod though maybe you can clean them up? I fixed the first error which referenced a null alias to ignore the spouse. Some seem related to the Markart quest There also seems also to be a null response for the Player Character somewhere when approached, shows up in game as "..." I'd yet to trace it down but I'm pretty sure it's SLSFC. Edited January 21 by eflat01
Dez65 Posted January 28 Posted January 28 Hi - hope there's someone here that might give me some troubleshooting ideas. I'm on AE and using the SLSF version from here: SE Compatibility Tracking (Jul 30) - Page 173 - Skyrim: Special Edition - LoversLab On a new game I applied Slavetats to the face, body, feet and hands. Checked ST Specific Gains in the SLSF MCM and then designated the fame gain using the down button circle menu. The magic tab is reporting tattoos in sight for the body, feet and hands and will detect cum on the face. However, their is no notification for tatoos on the face, neither "in sight" nor "hidden." I've been using SLSF for years and everything worked on my most recent AE playthrough. Anyone have any ideas how to fix this? I restarted a new game and the problem is still there. Thanks for any help!
noctred Posted February 1 Posted February 1 On 1/2/2026 at 10:49 AM, NymphoElf said: Additionally, the majority of people using the old SLSF are because THIS MOD (Fame Comments) still requires it. THIS MOD is the driving factor, not Versh's SLSF. I'm very confident that you'll disappoint MORE people by NOT converting than the other way around. Can confirm - this mod is the only reason I still have the old SLSF installed. 1
Guest Posted February 2 Posted February 2 Hi do you plan to covert you mod to a new version fow SexLab Fame framework? Sexlab Sexual Fame RELOADED
Spiff313 Posted February 5 Posted February 5 (edited) Great mod , I'm having an issue where I can't get the marriage option with the rings with a custom follower , but it seems to work fine with Lydia. Any help would be appreciated, thanks , Edited February 5 by Spiff313
eflat01 Posted February 5 Posted February 5 (edited) 14 hours ago, Spiff313 said: Great mod , I'm having an issue where I can't get the marriage option with the rings with a custom follower , but it seems to work fine with Lydia. Any help would be appreciated, thanks , I do not remember exactly but I think I recall it requires a playable race when I looked at another custom follower for someone. Had then test setting that follower's playable flag in SSeEdit and it worked. So if the follower's race is not playable I think you can set it to be so, and they'll be marriable. Edited February 5 by eflat01
Spiff313 Posted February 6 Posted February 6 9 hours ago, eflat01 said: I do not remember exactly but I think I recall it requires a playable race when I looked at another custom follower for someone. Had then test setting that follower's playable flag in SSeEdit and it worked. So if the follower's race is not playable I think you can set it to be so, and they'll be marriable. Thanks very much , it worked! 1
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