Gristle Posted March 8 Author Posted March 8 3 hours ago, Alex749 said: I would love if there was some NPC's that could be haters/fans/paparazzi/sour ex lover that could speed up or help the PC if they are treated good or bad, at least maybe it could be some quest or pay to have NPC to speed/shape up or slow down PC's rep. The fame gathering speed is controlled by the SLSF Reloaded mod. So, any such feature would likely have to be handled by that mod. I don't know if there is external access to that aspect of the SLSF Reloaded mod.
outcast Posted March 8 Posted March 8 (edited) 23 minutes ago, Gristle said: I could easily fix it in this mod. Nah, fix already exists and yes, it is a very simple and easy fix, with a little of knowledge in SSEdit anyone can easily do it themselves. But almost no one ever suspects that ZAP is the problem because what rabbits and chickens have to do with bondage devices, right? I found it myself completely by accident. And while I personally saw only a few other not very terrible bugs (though maybe some bugs were caused by ZAP, I just never suspected it like with chickens and rabbits), I am concerned what else ZAP might modify without any reason to do that, after all, when you play with several hundreds mods comparability becomes a very big issue so in the end I decided to get rid of it entirely and to be honest, the only mod I really miss is The Sisterhood of Dibella, everything else what relies on ZAP wasn't that important to me. Edited March 8 by outcast 1
unwashed biomass Posted March 8 Posted March 8 I personally would love some PC being shared content also swigers option in mcm to have best of both worlds content
assassin394 Posted March 9 Posted March 9 (edited) Is it worth to switched from old Sexlab Sexual Fame 3.72 to Sexlab Sexual Fame RELOADED? I aware that you can uninstall the old mod and do a clean save but I think its better to start a new game but I'm lazy to do that. Is it only "technical code optimization" or there is new feature? Edited March 9 by assassin394
kirksta333 Posted March 9 Posted March 9 I need SLSFFameComments v3.65 SE.7z file can anyone provide please?
danialvaro Posted March 9 Posted March 9 17 hours ago, Gristle said: The dialogue is unchanged, but I renamed the .esp file from "SLSFFameComments.esp" to "FameCommentsReloaded.esp" to make clear this is a new mod with different dependencies. However, the mod filename is used by the game as a folder name in the data\sounds\voice folder. So, you would need to go into that folder, find the "SLSFFameComments.esp" folder, and rename it to "FameCommentsReloaded.esp". Otherwise, the game won't associate the mod's voice files with the mod. Hi, both Voice packs have .BSA files and not Loose files, what I can I do here?
NymphoElf Posted March 9 Posted March 9 5 hours ago, assassin394 said: Is it worth to switched from old Sexlab Sexual Fame 3.72 to Sexlab Sexual Fame RELOADED? I aware that you can uninstall the old mod and do a clean save but I think its better to start a new game but I'm lazy to do that. Is it only "technical code optimization" or there is new feature? There are new features as well. Laziness will only make your modding experience worse. I understand that starting a new game is sometimes troublesome or inconvenient, but sometimes it's necessary to get the best experience.
ebbluminous Posted March 9 Posted March 9 4 hours ago, kirksta333 said: I need SLSFFameComments v3.65 SE.7z file can anyone provide please? Ask whoever made the Wabbajack list you are using to update that.
blackoperations Posted March 9 Posted March 9 (edited) 3 hours ago, danialvaro said: Hi, both Voice packs have .BSA files and not Loose files, what I can I do here? Reinstall as loose files. Although I suspect what he meant is that you go into the mod folder, not the voice lines folder, and change the name of the esp back to the original name. Don't change the names of the voice line files at all. Edited March 9 by blackoperations
eflat01 Posted March 9 Posted March 9 (edited) 1 hour ago, blackoperations said: Reinstall as loose files. Although I suspect what he meant is that you go into the mod folder, not the voice lines folder, and change the name of the esp back to the original name. Don't change the names of the voice line files at all. I would not do the second. The Main mod also has mesh and texture directories along with a .Seq file so all those directories would have to be renamed too. So, It would be a lot easier to just unpack the BSA's and rename the voice file directory. You could even repack them if you want afterwards. sound/voice/<mod.esp>/<voicetype> so you're looking to change the mod directory name portion of that path. If you want a extractor/packer there is one here... https://www.nexusmods.com/skyrimspecialedition/mods/974 The only purpose of the .esp files in the voice mod is to force the BSA files to load. If you leave the voice files loose you do not need the esp's. Advantage of the BSA is on initial game loading (is generally quicker to load an packed archive and unpack it than thousands of files). Edited March 9 by eflat01
assassin394 Posted March 9 Posted March 9 4 hours ago, NymphoElf said: There are new features as well. Laziness will only make your modding experience worse. I understand that starting a new game is sometimes troublesome or inconvenient, but sometimes it's necessary to get the best experience. What new features?
NymphoElf Posted March 9 Posted March 9 1 hour ago, assassin394 said: What new features? .... read my mod and the guide ...
danialvaro Posted March 9 Posted March 9 4 hours ago, eflat01 said: I would not do the second. The Main mod also has mesh and texture directories along with a .Seq file so all those directories would have to be renamed too. So, It would be a lot easier to just unpack the BSA's and rename the voice file directory. You could even repack them if you want afterwards. sound/voice/<mod.esp>/<voicetype> so you're looking to change the mod directory name portion of that path. If you want a extractor/packer there is one here... https://www.nexusmods.com/skyrimspecialedition/mods/974 The only purpose of the .esp files in the voice mod is to force the BSA files to load. If you leave the voice files loose you do not need the esp's. Advantage of the BSA is on initial game loading (is generally quicker to load an packed archive and unpack it than thousands of files). TY, I will do that, didnt know it was possible.
kamithemoon Posted March 9 Posted March 9 Do unique NPCs have access to the same pool of comments as generic NPCs? Or do unique NPCs only have their own comments only. I ask because the voice extract script, by default, will ignore unique voice types unless a dialogue specifically references them.
Gristle Posted March 9 Author Posted March 9 15 hours ago, assassin394 said: Is it worth to switched from old Sexlab Sexual Fame 3.72 to Sexlab Sexual Fame RELOADED? I aware that you can uninstall the old mod and do a clean save but I think its better to start a new game but I'm lazy to do that. Is it only "technical code optimization" or there is new feature? I would switch. I updated mid-game with no issues, other than the fact that your fame will reset to 0. The initial advantages are the removal of some legacy SLSF bugs (like the helmet bug) and some strange default SLSF settings (like removing children, and putting collars on NPCs). Plus, the SLSF Reloaded MCM gives you better control over fame gain and spread. But just as important is that it has additional fame types and detection systems that, while unused in Fame Comments at the moment, will be used in the future. 3
Gristle Posted March 9 Author Posted March 9 7 minutes ago, kamithemoon said: Do unique NPCs have access to the same pool of comments as generic NPCs? Or do unique NPCs only have their own comments only. I ask because the voice extract script, by default, will ignore unique voice types unless a dialogue specifically references them. Yes, they do. This is a judgment call, but weighing file size against benefit of voiced lines in this mod, I would include only the following unique voices: Ancano Brynjolf Delphine Frea Isran Maven Black-Briar Serana Vex
kamithemoon Posted March 9 Posted March 9 5 minutes ago, Gristle said: Yes, they do. This is a judgment call, but weighing file size against benefit of voiced lines in this mod, I would include only the following unique voices: Ancano Brynjolf Delphine Frea Isran Maven Black-Briar Serana Vex Thanks. I was curious. For just the generic voice types, we're looking at 300k voice files. With applicable unique voice types, the total would be about 350k. That's a hefty number. I'm guessing the file size would be about 25gb too. Not a project to be taken lightly. It would take weeks to generate and I wouldn't even know where to upload it as Mega only offers 20gb. How did you not get carpal tunnel writing all these dialogues!?
Gristle Posted March 10 Author Posted March 10 3 hours ago, kamithemoon said: Thanks. I was curious. For just the generic voice types, we're looking at 300k voice files. With applicable unique voice types, the total would be about 350k. That's a hefty number. I'm guessing the file size would be about 25gb too. Not a project to be taken lightly. It would take weeks to generate and I wouldn't even know where to upload it as Mega only offers 20gb. How did you not get carpal tunnel writing all these dialogues!? I think the only solution is going to be me adding voice types to some (many) of the dialogues. It would be a big task, but it's the only way to get the file sizes down. It would of course reduce the number of lines each person could say, but the overall mix would be the same, assuming the PC hung around a variety of NPCs. Many of the dialogues already are conditioned on things like old/not old, but that's probably not limiting the voice types a lot. Pulling the Dibellan Whore quest out of the mod would also help, but probably not a lot. The random dialogue is probably 90%+ of the file size. There's also some dialogue that's not currently supported by SLSF Reloaded - comments on dirty PCs. I could pull those out too. But that's only about a dozen lines.
kamithemoon Posted March 10 Posted March 10 1 hour ago, Gristle said: I think the only solution is going to be me adding voice types to some (many) of the dialogues. It would be a big task, but it's the only way to get the file sizes down. It would of course reduce the number of lines each person could say, but the overall mix would be the same, assuming the PC hung around a variety of NPCs. Many of the dialogues already are conditioned on things like old/not old, but that's probably not limiting the voice types a lot. Pulling the Dibellan Whore quest out of the mod would also help, but probably not a lot. The random dialogue is probably 90%+ of the file size. There's also some dialogue that's not currently supported by SLSF Reloaded - comments on dirty PCs. I could pull those out too. But that's only about a dozen lines. Don't do so on my account. You put a lot of work into this and I'm not trying to give you more work on top of it. I'm also not the only AI voice guy on this site and I'm not even the best. So someone else might be able to come in and make a pack that's better, faster, and smaller. There's xVASynth too. It'd only take 2 days or so to make everything in xVASynth.
eflat01 Posted March 10 Posted March 10 10 hours ago, Gristle said: I think the only solution is going to be me adding voice types to some (many) of the dialogues. It would be a big task, but it's the only way to get the file sizes down. It would of course reduce the number of lines each person could say, but the overall mix would be the same, assuming the PC hung around a variety of NPCs. Many of the dialogues already are conditioned on things like old/not old, but that's probably not limiting the voice types a lot. Pulling the Dibellan Whore quest out of the mod would also help, but probably not a lot. The random dialogue is probably 90%+ of the file size. There's also some dialogue that's not currently supported by SLSF Reloaded - comments on dirty PCs. I could pull those out too. But that's only about a dozen lines. Rather difficult on the comments quest misc topics, although many of those isolate themselves (conditioned) to unique npcs or factions a ton of them are generic.
eflat01 Posted March 10 Posted March 10 (edited) 15 hours ago, Gristle said: I would switch. I updated mid-game with no issues, other than the fact that your fame will reset to 0. The initial advantages are the removal of some legacy SLSF bugs (like the helmet bug) and some strange default SLSF settings (like removing children, and putting collars on NPCs). Plus, the SLSF Reloaded MCM gives you better control over fame gain and spread. But just as important is that it has additional fame types and detection systems that, while unused in Fame Comments at the moment, will be used in the future. To clarify, Was that with quests like SLSF_Comments_JarlLetterMAStart and SLSFCC_PublicWhore completed? I'm just wondering as I'd never changed the name of an esp/esm with an open or completed quest, I figured it should work as the Quest ID would remain the same so I would imagine the stages and global vars would retain their states? Global vars drive a lot of the basic comments... i.e. beast fame for instance: SLSF_CurrentFamePCLocation_Beast - the old SLSF SLSF_Reloaded_CurrentBestialityFame - Reloaded equivalent to SLSF SLSFC_FE_Beastiality - Comment on/off I assume because is only ever 0 or 1 People who wish to test things can actually manipulate the fame temporarily via console in a particular location, they will reset once the PC leaves the location. Edited March 10 by eflat01
NymphoElf Posted March 10 Posted March 10 2 minutes ago, eflat01 said: I'm just wondering as I'd never changed the name of an esp/esm with an open or completed quest, I figured it should work as the Quest ID would remain the same so I would imagine the stages and global vars would retain their states? I believe Form IDs are also bound by the Plugin Name. So even if the Form ID for the quest is the same, the Plugin Name is different, so the game probably will not recognize it as the same quest. Also, the globals are NOT the same at all, so those are guaranteed to not work. You cannot rename the old esp and get away with it.
jlttsmiley30 Posted March 10 Posted March 10 How To pack into SE bsa https://forums.nexusmods.com/topic/4991860-how-to-pack-skyrim-se-mods/
kamithemoon Posted March 10 Posted March 10 1 hour ago, jlttsmiley30 said: How To pack into SE bsa https://forums.nexusmods.com/topic/4991860-how-to-pack-skyrim-se-mods/ I use Cathedral Asset Optimizer to pack into BSAs, should I want them. It's simple and easy. I stopped doing so though as loose files do not seem to impact load times very much at all and are much better for identifying and resolving conflicts. At best, I'd only pack voice files into a BSA as they would have no conflicts.
Gristle Posted March 10 Author Posted March 10 2 hours ago, eflat01 said: To clarify, Was that with quests like SLSF_Comments_JarlLetterMAStart and SLSFCC_PublicWhore completed? Yes, on one profile, but on another I have not yet started any the Dibellan Whore quest or any marriage quests. So far, no issues switching mid-game on either profile.
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