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SLSF Fame Comments Reloaded


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Posted
30 minutes ago, NymphoElf said:

 

It depends on Devious Devices keywords. If there are no DD keywords, it will not detect bondage items.

 

Right the old 2.2 code I looked at relied on the DD .esm files to get the keywords if any of the three esm files were not present it marked false.

Posted (edited)

Hi, Gristle. This is a super cool mod. Thanks for sharing it. I have a problem, though, I was wondering if you or someone could tell me a console command to clear it.

 

The other day my character was in the middle of an Ostim Standalone command, and General Tullius (an essential main quest NPC) started a dialogue with her asking if she wanted to have sex, and I tried to get out of the dialogue (possibly tabbed out, I don't quite remember). But now General Tullius has been following my character everywhere.

 

He's a main-scripted NPC, so he's not giving me the chance to say "okay this is a good place" or the like, but he keeps following.

 

If I type "sqv slsf_comments_marriage" he's listed under "REF SexFollow"" as his REF ID (198BA). So I know it's this quest that has him following me, but whatever quest is having him follow can't progress, and I can't kill the NPC, and I can't get him to stop following.

 

Is there a console command I can type to either close off the follow quest or to complete it or to force it to continue? Anything that would get him to stop following would be wonderful. I prefer not to go back to an older save because I would lose a ridiculously large amount of play time if I did that.

 

This really is a fantastic mod. I'd just like to find a way to get General Tullius to stop following. Thanks :)

 

p.s. One of the main issues I've been seeing is this mod doesn't always (ever?) recognize if somebody is in an Ostim Standalone scene or in the middle of a conversation. So it interjects its own conversations or approaches regardless of what else is happening. When it interrupts an Ostim scene, it can create all sorts of issues often requiring a reload of last save.  This is why when General Tullius approached my character in the middle of an Ostim scene I tried to get out of that conversation as fast as possible to avoid breaking the save (making my character unable to move until somebody initiates a conversation with her which can be never depending on the situation). I managed to avoid breaking the save, but  now I can't get General Tullius to stop following. [Another thing it doesn't seem to recognize is when someone is crafting. It's almost impossible to enchant equipment while followers are around using this mod unless I disable this mod's approaches while crafting.]

 

EDIT: I think I found a solution. I typed the following in console:

 

stopquest slsf_comments_marriage

 

Then I waited for General Tullius to walk home (stop following my character). Then I typed:

 

startquest slsf_comments_marriage

 

This cleared all the aliases in the quest. It means my character lost her husband, but I can live with that so long as I don't have to revert to an older save and so long as Generall Tulius finally stopped following.

 

I don't know if there was a better console command I could have used, but so far this seems fine.

 

One more post script: With regard to this mod not recognizing when actors are busy, it also steps on itself. Often my character will be in a negotiation dialogue with an NPC, and this mod will pop up a different (or even same) actor offering sex. So there's a dialogue initiating sex, and a pop up initiating sex. If you say yes to pop up, the actor in conversation gets angry. It becomes a no-win conflict because two different quests in the mod are stepping on each other.

Edited by Karna5
Posted
On 3/13/2026 at 2:26 PM, unwashed biomass said:

I was being bound by followers with rope bondage from this mod - not using DD because i dont wanna have problems with my game

 

17 hours ago, Gristle said:

These are ZaZ items. I'm not sure if SLSFR detects them.

 

16 hours ago, eflat01 said:

t checks for DD and I don't think it checks zaz items but may be wrong.

 

Makes me think it might be possible to fake out via skypatch or Spid though via a fake esms?

 

16 hours ago, NymphoElf said:

It depends on Devious Devices keywords. If there are no DD keywords, it will not detect bondage items.

Would it be possible to have a KID file that adds the appropriate keywords even if you don't have DD? 

If you do have DD, can you add the keywords via KID to rope restraints w/o breaking anything? I usually don't leave them on long enough to matter, but it'd be good to know.

Posted
19 hours ago, Gristle said:

Thanks for the note. The directory names for the face files for mod-added NPCs were not updated. Please let me know if version 1.1 (just posted) fixes the problem.

Thank you for the quick update! :classic_laugh:

I can confirm that version 1.1 fixed the problem in both existing save and new game.

Posted
13 hours ago, Karna5 said:

Hi, Gristle. This is a super cool mod. Thanks for sharing it. I have a problem, though, I was wondering if you or someone could tell me a console command to clear it.

 

The other day my character was in the middle of an Ostim Standalone command, and General Tullius (an essential main quest NPC) started a dialogue with her asking if she wanted to have sex, and I tried to get out of the dialogue (possibly tabbed out, I don't quite remember). But now General Tullius has been following my character everywhere.

 

He's a main-scripted NPC, so he's not giving me the chance to say "okay this is a good place" or the like, but he keeps following.

 

If I type "sqv slsf_comments_marriage" he's listed under "REF SexFollow"" as his REF ID (198BA). So I know it's this quest that has him following me, but whatever quest is having him follow can't progress, and I can't kill the NPC, and I can't get him to stop following.

 

Is there a console command I can type to either close off the follow quest or to complete it or to force it to continue? Anything that would get him to stop following would be wonderful. I prefer not to go back to an older save because I would lose a ridiculously large amount of play time if I did that.

 

This really is a fantastic mod. I'd just like to find a way to get General Tullius to stop following. Thanks :)

 

p.s. One of the main issues I've been seeing is this mod doesn't always (ever?) recognize if somebody is in an Ostim Standalone scene or in the middle of a conversation. So it interjects its own conversations or approaches regardless of what else is happening. When it interrupts an Ostim scene, it can create all sorts of issues often requiring a reload of last save.  This is why when General Tullius approached my character in the middle of an Ostim scene I tried to get out of that conversation as fast as possible to avoid breaking the save (making my character unable to move until somebody initiates a conversation with her which can be never depending on the situation). I managed to avoid breaking the save, but  now I can't get General Tullius to stop following. [Another thing it doesn't seem to recognize is when someone is crafting. It's almost impossible to enchant equipment while followers are around using this mod unless I disable this mod's approaches while crafting.]

 

EDIT: I think I found a solution. I typed the following in console:

 

stopquest slsf_comments_marriage

 

Then I waited for General Tullius to walk home (stop following my character). Then I typed:

 

startquest slsf_comments_marriage

 

This cleared all the aliases in the quest. It means my character lost her husband, but I can live with that so long as I don't have to revert to an older save and so long as Generall Tulius finally stopped following.

 

I don't know if there was a better console command I could have used, but so far this seems fine.

 

One more post script: With regard to this mod not recognizing when actors are busy, it also steps on itself. Often my character will be in a negotiation dialogue with an NPC, and this mod will pop up a different (or even same) actor offering sex. So there's a dialogue initiating sex, and a pop up initiating sex. If you say yes to pop up, the actor in conversation gets angry. It becomes a no-win conflict because two different quests in the mod are stepping on each other.

 

You can divorce and remarry again.

 

Posted (edited)
5 hours ago, Seeker999 said:

 

 

 

Would it be possible to have a KID file that adds the appropriate keywords even if you don't have DD? 

If you do have DD, can you add the keywords via KID to rope restraints w/o breaking anything? I usually don't leave them on long enough to matter, but it'd be good to know.

 

You could spid those keywords to any item if you already use DD. They may take on some property of the dd item you spid to them, I'm not sure how DD uses them?

 

Like many I do not use DD mainly because I don't use any real DD based mods and DD is a big resource.

 

 

@NymphoElf  if we do not have the three DD esm I think I saw in the code where SLSF Reloaded shuts that fame down so need to be present, is that correct?

 

i,.e. it's checking for the esm's in SLSF_Reloaded_ModIntegration.pex

 

Game.GetModByName("Devious Devices - Assets.esm") 

Game.GetModByName("Devious Devices - Integration.esm")

Game.GetModByName("Devious Devices - Expansion.esm")

 

So What I was thinking of was maybe creation dummy esm files which just contained the keyword records. @NymphoElf would this work?

 

iow, You'd create dummy esm files containing these form ids and then you'd be able to Spid those keywords to Zaz items, for that matter you'd be able to Spid them to any mod like the predator harness or even the collar with the chain on it in https://www.nexusmods.com/skyrimspecialedition/mods/145126 

 

Spoiler

DD_Lockable = Game.GetFormFromFile(0x00003894, "Devious Devices - Assets.esm") as Keyword
        DD_Collar = Game.GetFormFromFile(0x00003DF7, "Devious Devices - Assets.esm") as Keyword
        DD_NipplePiercing = Game.GetFormFromFile(0x0000CA39, "Devious Devices - Assets.esm") as Keyword
        DD_VaginalPiercing = Game.GetFormFromFile(0x00023E70, "Devious Devices - Assets.esm") as Keyword
        DD_VaginalPlug = Game.GetFormFromFile(0x0001DD7C, "Devious Devices - Assets.esm") as Keyword
        DD_AnalPlug = Game.GetFormFromFile(0x0001DD7D, "Devious Devices - Assets.esm") as Keyword
        DD_Hood = Game.GetFormFromFile(0x0002AFA2, "Devious Devices - Assets.esm") as Keyword
        DD_Harness = Game.GetFormFromFile(0x00017C43, "Devious Devices - Assets.esm") as Keyword
        DD_Belt = Game.GetFormFromFile(0x00003330, "Devious Devices - Assets.esm") as Keyword
        DD_Bra = Game.GetFormFromFile(0x00003DFA, "Devious Devices - Assets.esm") as Keyword
        DD_ArmCuffs = Game.GetFormFromFile(0x00003DF9, "Devious Devices - Assets.esm") as Keyword
        DD_Armbinder = Game.GetFormFromFile(0x0000CA3A, "Devious Devices - Assets.esm") as Keyword
        DD_Blindfold = Game.GetFormFromFile(0x00011B1A, "Devious Devices - Assets.esm") as Keyword
        DD_Boots = Game.GetFormFromFile(0x00027F29, "Devious Devices - Assets.esm") as Keyword
        DD_Corset = Game.GetFormFromFile(0x00027F28, "Devious Devices - Assets.esm") as Keyword
        DD_Gag = Game.GetFormFromFile(0x00007EB8, "Devious Devices - Assets.esm") as Keyword
        DD_GagPanel = Game.GetFormFromFile(0x0001F306, "Devious Devices - Assets.esm") as Keyword
        DD_Gloves = Game.GetFormFromFile(0x0002AFA1, "Devious Devices - Assets.esm") as Keyword
        DD_LegCuffs = Game.GetFormFromFile(0x00003DF8, "Devious Devices - Assets.esm") as Keyword
        DD_Suit = Game.GetFormFromFile(0x0002AFA3, "Devious Devices - Assets.esm") as Keyword        
        DD_HeavyBondage = Game.GetFormFromFile(0x0005226C, "Devious Devices - Integration.esm") as Keyword
        DD_ArmCuffsFront = Game.GetFormFromFile(0x00063AD9, "Devious Devices - Integration.esm") as Keyword
        DD_ArmbinderElbow = Game.GetFormFromFile(0x00062539, "Devious Devices - Integration.esm") as Keyword

 

There is an else on those assignment statements which sets all those keyword properties to none if not present. 

 

In any case I'm not about to download DD, load them into SeEdit and copy those form id's into three new mods as new chase the form id's back to the good numbers, remove DD and rename the new placeholder mods, which likely would be the simplest way. 

 

I think I saw a piece of code in SLSF Comments where @Gristle soft coded on an external mod for a keyword - if the external mod was present it used that keyword but if not it used a keyword internal in SLSF Comments... a very slick solution. A script change but If something like that were utilized would eliminate need for DD entirely, and would only take spid or skypatcher edits to add a keyword to a armor piece.

 

So, in a nutshell it's likely doable, I don't mess with other author's mods though.

Edited by eflat01
Posted (edited)
1 hour ago, eflat01 said:

So What I was thinking of was maybe creation dummy esm files which just contained the keyword records. @NymphoElf would this work?

 

As long as the form IDs are exactly the same, yes. However, that could introduce many other problems with DD-related mods if you're missing everything else.

I could possibly make my own keywords as well, but I might wait to do that until I do the major performance overhaul.

 

  

5 hours ago, Seeker999 said:

Would it be possible to have a KID file that adds the appropriate keywords even if you don't have DD? 

 

No, because without those plugins the keywords don't "exist", therefore KID can't apply them.

Edited by NymphoElf
Posted (edited)
39 minutes ago, NymphoElf said:

I could possibly make my own keywords as well, but I might wait to do that until I do the major performance overhaul.

 

 yes, it would be best to accommodate it along with a major update rather than putting forth the effort for a little bit of functionality.

 

btw... I really appreciate your work and time, slsf reloaded is one of the nicest staple resource mods on the site.

Edited by eflat01
Posted
20 hours ago, Karna5 said:

I don't know if there was a better console command I could have used, but so far this seems fine.

That is the only way to clear an alias by console command that I'm aware of.

20 hours ago, Karna5 said:

One more post script: With regard to this mod not recognizing when actors are busy, it also steps on itself. Often my character will be in a negotiation dialogue with an NPC, and this mod will pop up a different (or even same) actor offering sex. So there's a dialogue initiating sex, and a pop up initiating sex. If you say yes to pop up, the actor in conversation gets angry. It becomes a no-win conflict because two different quests in the mod are stepping on each other.

I'm not sure why this is happening. The mod is registering for 'dialogue menu' open and close events and toggling a global variable. That global variable is used as a condition to all "event" comments, including those that require a pop-up response.  So, there should be no "event" comments when the dialogue menu is open.  (The PC being in a scene is also a condition that blocks all comments, including event comments.)

 

If you want to check this, you can open a dialogue menu and then open the console and type "getglobalvalue SLSFC_PCisinDialogue". It should be 1 if the menu is open.

 

If anyone is interested, this is the code used:

Spoiler

Event OnInit()
    RegisterForMenu("Dialogue Menu")
EndEvent

 

Event OnMenuOpen(String MenuName)
    If MenuName == "Dialogue Menu"
        SLSFC_PCisinDialogue.SetValue(1)
    EndIf
EndEvent

 

Event OnMenuClose(String MenuName)
    If MenuName == "Dialogue Menu"
        SLSFC_PCisinDialogue.SetValue(0)
    EndIf
EndEvent

 

Posted
On 3/14/2026 at 12:58 PM, NymphoElf said:

It depends on Devious Devices keywords. If there are no DD keywords, it will not detect bondage items.

I think the most simple solution is for me, in the Fame Comments mod, to add the DD keywords to the few ZaZ bondage items used by Fame Comments. ZaZ is already a requirement for Fame Comments, and it would just require that Fame Comments load after ZaZ.

Posted (edited)
3 hours ago, Gristle said:

That is the only way to clear an alias by console command that I'm aware of.

I'm not sure why this is happening. The mod is registering for 'dialogue menu' open and close events and toggling a global variable. That global variable is used as a condition to all "event" comments, including those that require a pop-up response.  So, there should be no "event" comments when the dialogue menu is open.  (The PC being in a scene is also a condition that blocks all comments, including event comments.)

 

If you want to check this, you can open a dialogue menu and then open the console and type "getglobalvalue SLSFC_PCisinDialogue". It should be 1 if the menu is open.

 

Thanks for the answer and suggestion, Gristle. I have a theory on how it may be happening as I've seen it happen many times. I'll paraphrase what I think may be happening.

1. The quest chain which starts the "do you agree to sex" pop-up starts presenting dialogue messages at the top of the screen. It's not interacting with my character yet.  Instead it's setting the narrative--basically having the NPCs talk to the air.

 

2. The quest chain responsible for actual conversation to offer sex begins. I'm guessing it wasn't blocked because the first quest isn't yet directly talking to my character.

 

3. The first quest chain goes into the next stage, not realizing  that the second one is in conversation. Because it already began talking to the air, it thinks it's safe to continue (but it's not safe).

 

While it's true I used to be an ANSI C/C++ developer for a couple of decades, that ended in 2015 when I became legally blind. So thanks for offering to let me read your code, but I can't see letters individually anymore and can't read code. But I think, from observation of behavior, that the above is what's happening.

 

I think the quest chain which leads to pop-up, if it has a safeguard against the player being busy, might just have the safeguard when it begins its intent. It might not have a second safeguard when it's time to create the pop-up.

 

In fact, if I remember all the times this has happened before, it's always been the pop-up which steps on Ostim, Sexlab, crafting or your mod.

 

Edited by Karna5
Posted

What are the exact conditions for the bull quest to start? I have HS Player Homes - Breezehome does it conflict with the quest?

Posted

It took over a week but I've finally completed all of the generic female voice types for SLSF Comments.  Now I have to spend the next couple of days doing post processing before I can upload it and it's 16.3gb large uncompressed.  I'll probably have to stop here and rely on someone else for the male and unique voices as my poor little computer simply cannot hand this large a generation.  In the past month, I've generated some 300k+ lines of dialogue.  And a few songs.  I like the songs.  Balazar should have a song...

Posted

hi all ! thanks for the mod - judging by the comments it seems there's no voice files yet for the reloaded version? is there any way to make any previous voicefile pack (for legacy version of SLSF Comments) work for the reloaded version as well ?

Posted
13 hours ago, eurofighter said:

hi all ! thanks for the mod - judging by the comments it seems there's no voice files yet for the reloaded version? is there any way to make any previous voicefile pack (for legacy version of SLSF Comments) work for the reloaded version as well ?

Perhaps read the previous post?

Posted

And maybe the NPS would remember that they had sex with the heroine, and they would talk about it with others. And the heroine would be reminded of it. And the mod you created is amazing. Thank you so much. You have done a great job.

Posted (edited)

Hiya, I just read the description and it says there are about 2500 comments per NPC.  Is that value updated and accurate?  The script picked up roughly 6800 per NPC, with some getting more.  Is there a large volume of comments attributed to unique NPCs that can be removed from generic voice types?  If I can remove 4300 comments per voice type that would make generation much easier.

 

Update: The script appears to have handled unique voice types correctly.  It didn't curate for racial specific voices though so I can remove Khajiit specific dialogue from the other the other voice types.  This will reduce the number of files by 224 per non Kahjiit voice types.  That's still a far cry from reaching the stated 2500 though.

Description:  This mod is a comment and SexLab event add-on for NymphoElf's SexLab Sexual Fame (SLSF) Reloaded mod. It provides over 2400 NPC comments based on PC public nakedness and/or accumulated sexual fame in each of 24 Skyrim towns and other settled areas, plus an additional 2500 custom follower comments between Serana, Mjoll and Faendal, as well as two sets of universal follower comments (500 and 1000 comments). Visible cum and visible devious devices may also trigger relevant comments, as may SexLab activity.  High levels of certain categories of SLSF fame can also trigger Jarl warnings and bounties in hold capitals.  Of the above comments, 800 are NPC and 600 are follower “fame event” comments that can trigger forced SexLab activity, offers of paid and unpaid SexLab activity, player stripping, player spanking, player bondage, and NPC masturbation. 

Edited by kamithemoon
Posted
16 hours ago, kamithemoon said:

Hiya, I just read the description and it says there are about 2500 comments per NPC.  Is that value updated and accurate?  The script picked up roughly 6800 per NPC, with some getting more.  Is there a large volume of comments attributed to unique NPCs that can be removed from generic voice types?  If I can remove 4300 comments per voice type that would make generation much easier.

 

Update: The script appears to have handled unique voice types correctly.  It didn't curate for racial specific voices though so I can remove Khajiit specific dialogue from the other the other voice types.  This will reduce the number of files by 224 per non Kahjiit voice types.  That's still a far cry from reaching the stated 2500 though.

Description:  This mod is a comment and SexLab event add-on for NymphoElf's SexLab Sexual Fame (SLSF) Reloaded mod. It provides over 2400 NPC comments based on PC public nakedness and/or accumulated sexual fame in each of 24 Skyrim towns and other settled areas, plus an additional 2500 custom follower comments between Serana, Mjoll and Faendal, as well as two sets of universal follower comments (500 and 1000 comments). Visible cum and visible devious devices may also trigger relevant comments, as may SexLab activity.  High levels of certain categories of SLSF fame can also trigger Jarl warnings and bounties in hold capitals.  Of the above comments, 800 are NPC and 600 are follower “fame event” comments that can trigger forced SexLab activity, offers of paid and unpaid SexLab activity, player stripping, player spanking, player bondage, and NPC masturbation. 

I'll have to check. I probably didn't update that for all the "marriage"-related comments, including all the random dialogue that can occur in scenes.

 

As for the ~2400 general NPC comments on fame and nakedness, but many of these are conditioned by speaker attributes that limit voice types, such as gender, race and/or age. For example, Khajiit and child voices get their own lines. Some lines can only be spoken by old men or old women. Some lines can only be spoken by young unmarried women, etc. But, my rough guess is probably about 70% of these lines could be spoken by anyone.

 

Then there's about 1500 universal follower comments, that could be spoken by anyone, but other than Frea and Cicero, I wouldn't think unique voices would need to be generated for these. But your voice process likely isn't able to detect NPCs in the potential follower faction. Many of the types of lines sit in different quests. Let me know if a quest-based breakdown would be helpful for narrowing voice generation.

 

And then there's 2500 custom follower comments between Serana, Mjoll and Faendal, but these should only generate one voice each based on speaker ID.

 

 

 

Posted
18 hours ago, ivanich said:

And maybe the NPS would remember that they had sex with the heroine, and they would talk about it with others. And the heroine would be reminded of it. And the mod you created is amazing. Thank you so much. You have done a great job.

Thanks. Glad you like it. Right now, every PC sex event is tracked (including those from other mods) and all NPCs the PC has had sex with are added to a "HasUsedPC" faction, but I haven't done much with it yet. But now that I think about it, there probably should be two factions, one for where the PC was a "victim", and one where the PC was not. That would allow for better comments I think.

Posted
On 3/15/2026 at 7:32 PM, Noekad said:

What are the exact conditions for the bull quest to start? I have HS Player Homes - Breezehome does it conflict with the quest?

If you purchased Breezehome the normal vanilla way, the mod should recognize that you own it. The mod checks the vanilla "HousePurchase" script to see what you own. As for the modded interior, if a bed has the same ID as the vanilla double bed, it will be used. Otherwise, a spot next to the where the vanilla bed is located will be used (This could be a conflict).

 

Since you own Breezehome, the bull quest starts with the first PC sex request (of the spouse) after the stage where the PC jerks off watching the spouse and is then asked to clean her (him). Your spouse will say she/he wants a drink first, and when you speak to a server/innkeeper, you'll receive a note from the Jarl that there's a problem with the deed to Breezehome. That leads you to the Steward, and then to Nazeem/Ysolda (depending on gender preferences), then to Breezehome. That's all in the cuckold quest. Technically the bull quest doesn't start until you make a deal with the new owner. How far did you get along this quest line?

 

 

Posted (edited)
34 minutes ago, Gristle said:

I'll have to check. I probably didn't update that for all the "marriage"-related comments, including all the random dialogue that can occur in scenes.

 

As for the ~2400 general NPC comments on fame and nakedness, but many of these are conditioned by speaker attributes that limit voice types, such as gender, race and/or age. For example, Khajiit and child voices get their own lines. Some lines can only be spoken by old men or old women. Some lines can only be spoken by young unmarried women, etc. But, my rough guess is probably about 70% of these lines could be spoken by anyone.

 

Then there's about 1500 universal follower comments, that could be spoken by anyone, but other than Frea and Cicero, I wouldn't think unique voices would need to be generated for these. But your voice process likely isn't able to detect NPCs in the potential follower faction. Many of the types of lines sit in different quests. Let me know if a quest-based breakdown would be helpful for narrowing voice generation.

 

And then there's 2500 custom follower comments between Serana, Mjoll and Faendal, but these should only generate one voice each based on speaker ID.

 

 

 

Here's the dialogue just for FemaleArgonian.  It's organized by file name which is organized by quest so hopefully it will be easy to see what belongs and doesn't.  I know I can remove the khajiit quest dialogue in "SLSF_Comme_SLSF_Comments_K_" but I'm wondering if there's anything else.  Perhaps I can restrict marriage dialogue to voicetypes that can be married in vanilla, unless someone already made a voice mod for all voice types.  Thankfully, most of Serana, Mjoll, and Faendal's custom dialogue didn't seem to get picked up by the script for FemaleArgonian.

 

One thing to note though is that it didn't seem to pick up the gender conditions so you'll see all the lines in there about her cock.  Since those aren't quest related, it would be very difficult to locate and remove them so I might as well leave them in for now to support the futas since they've already been generated.  I also see quest names related to Faendal and Mjoll in there I can probably remove.  It's not all of them, but those shouldn't be there for FemaleArgonian.

FemaleArgonian.txt

Edited by kamithemoon
Posted
On 3/15/2026 at 4:00 PM, Karna5 said:

I think the quest chain which leads to pop-up, if it has a safeguard against the player being busy, might just have the safeguard when it begins its intent. It might not have a second safeguard when it's time to create the pop-up.

I agree this is likely a timing problem. Are you talking about the fame event sex requests, where a "Y/N" "message box" pops up, or the NPC approaches in the marriage quest, where there is a "notification" in the upper left that someone is looking at you (or the spouse), and then the NPC comes over and force greets the PC (or the spouse), or both?

Posted

I found 846 lines for guards, forsworn, and Khajiit that could be curated to their specific voice types that can be removed.

 

There are also 1529 voice files specific to marriage quests that can maybe be curated to vanilla voice types that have marriage dialogue.  But I do see proposal dialogue in here so I'm not sure.

 

What about the elder race and old people?  Do they have a specific quest with dialogue that can be removed?

ToBeRemoved.txt Marriage.txt

Posted
8 minutes ago, kamithemoon said:

Here's the dialogue just for FemaleArgonian.  It's organized by file name which is organized by quest so hopefully it will be easy to see what belongs and doesn't.  I know I can remove the khajiit quest dialogue in "SLSF_Comme_SLSF_Comments_K_" but I'm wondering if there's anything else.  Perhaps I can restrict marriage dialogue to voicetypes that can be married in vanilla, unless someone already made a voice mod for all voice types.  Thankfully, Serana, Mjoll, and Faendal's custom dialogue didn't seem to get picked up by the script for FemaleArgonian.

FemaleArgonian.txt 574.77 kB · 0 downloads

Unfortunately, the "marriage" features in the mod allow you to marry anyone (for mod purposes). Otherwise, there is a list of "marriageable" voice types. Of course, mod-added NPCs with custom voices won't be voiced (in this mod) anyway. So, I assume that players would want to select "spouses" that have vanilla voices. The normal "marriageable" voices are as follows:

 

FemaleEvenToned: Used by Lydia, Ysolda, and Camilla Valerius.
FemaleYoungEager: Used by Brelyna Maryon, Sylgja, and Muiri.
FemaleCommander: Used by Aela the Huntress, Uthgerd the Unbroken, and Iona.
FemaleSultry: Used by Eola, Senna, and Haelga.
FemaleDarkElf: Used by Jenassa, Avrusa Sarethi, and Dravynea.
FemaleNord: Used by Mjoll the Lioness and Temba Wide-Arm.
FemaleOrc: Used by Borgakh the Steel Heart and Ghorza gra-Bagol.
FemaleArgonian: Exclusively used by Shahvee.
FemaleElfHaughty (Taarie)

FemaleShrill (Viola Giordano)

FemaleCoward (Avrusa Sarethi). 
MaleEvenToned: Used by Marcurio, Pavo Attius, and Faendal.
MaleYoungEager: Used by Onmund, Erik the Slayer, and Sven.
MaleNord: Used by Vilkas, Quintus Navale, and Belrand.
MaleBrute: Used by Farkas, Argis the Bulwark, and Benor.
MaleDarkElf: Used by Revyn Sadri and Athis.
MaleOrc: Used by Ghorbash the Iron Hand and Moth gro-Bagol.
MaleArgonian: Used by Derkeethus and Scouts-Many-Marshes.
MaleDrunk: Used by Cosnach and Degaine. 
 

Of course, because she is so popular, I would add Serana's voice to this list. Because they are likely rarely used, I would personally also remove MaleDrunk, FemaleShrill, Female Coward, Female Argonian, and Male Argonian from this list.

 

The "marriage"-related dialogue is in the following quests:

 

SLSF_Comments_Bull

SLSF_Comments_CuckoldPC

SLSF_Comments_Marriage

SLSF_Comments_Party

SLSFCC_GuardGangBang

SLSFCC_PublicWhore

SLSFCC_PWThaneQuest

 

But there's also other non-spouse NPC comments in those quests, so I don't know how to easily separate it. Some quests use limited voice types, like the guard gang bang, but others like marriage, cuckold and public whore have full sets of comments for general NPCs.

 

Let me know if you have any ideas. Otherwise, I think the only solution is for me to add conditions limiting voice types. As you may know, this can be done at the dialogue level or the quest level. Obviously, it's much easier for me to do at the quest level, as the condition is then applied to all dialogue in the quest. For example, this is how the Khajiit dialogue quest limits voice types, as well as the children dialogue quest. Perhaps the answer is for me to add voice type limitations to all of the quests that don't hold comments that are intended to be broadly applied across everyone in a city/town? I think the bottom line is, we need voices for all quest-specific content, but if some NPC doesn't have a random comment because their voice type is conditioned out, it's not a big deal and no one would even notice. 

 

Does your software pick up voice type limitations at the quest level? For example, does it handle the Khajiit comments and the children comments appropriately?

 

Posted
3 minutes ago, kamithemoon said:

I found 846 lines for guards, forsworn, and Khajiit that could be curated to their specific voice types that can be removed.

You mean the other voice types can be removed from these lines, right?

3 minutes ago, kamithemoon said:

 

There are also 1529 voice files specific to marriage quests that can maybe be curated to vanilla voice types that have marriage dialogue.  But I do see proposal dialogue in here so I'm not sure.

See response above. I think using vanilla marriage voices + Serana would be fine. Unfortunately, these quests also include general NPC dialogue.

3 minutes ago, kamithemoon said:

 

What about the elder race and old people?  Do they have a specific quest with dialogue that can be removed?

ToBeRemoved.txt 76.15 kB · 0 downloads Marriage.txt 122.17 kB · 0 downloads

No. The four elder voice types are used, but they are mixed into the other comments in the various quests. But the mod does separate young and old comments by using conditions for the four elder voice types. The creation kit limits the voice types needed when I look at the list of voices in the CK. Doesn't your software also limit the needed voices accordingly?

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