Gristle Posted March 22 Author Posted March 22 I can create new quests and the CK does allow me to move comments from one quest to another. I don't know if this messes up dialogue links, but right now it wouldn't matter. This is already done for Khajiit, Forsworn, Bandits, and Children. It might make sense for the four elderly voice types. These groups already have voice type-specific dialogue. I'm not sure if it makes sense for anyone else. Guards, I guess? Also, I could condition out unique voices easily at the quest level if that makes sense. I assume you're effectively doing that already in deciding what voice types to process.
kamithemoon Posted March 22 Posted March 22 (edited) 16 minutes ago, Gristle said: 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? I'm using the same xEdit script that Killer905 and everyone else is using that was designed for xVASynth. It has 2 big limitations that I'm aware of: It doesn't scan for available voice types for a faction. So dialogue conditioned for the guard faction will generate for all available voice types since anyone could be in the guard faction, though in vanilla only FemaleNord, MaleGuard, and MaleNordCommander are actually found in this faction. It doesn't understand aliases. A scene with a dialogue that is filled by a quest alias only will generate for all voice types. This could be mitigated by adding an additional condition on top of the dialogue for available voice types but authors do not generally have a reason to do this so scene dialogue has been historically difficult to work with. TAP is very guilty of limitation #2 as it contains several lengthy scenes which then translate to several thousand lines of dialogue across the many voicetypes but in practice, only a fwe specific NPCs can actually be in the scene. As for handling comments at quest level, I'm not sure what that means. If you mean conditions placed on the quest itself, then yes, that works. You can make a quest for new dialogue for a specific voice type and the script will limit all dialogue to that voice type only so you do not have to add the condition to each line of dialogue individually. Edited March 22 by kamithemoon
kamithemoon Posted March 22 Posted March 22 3 minutes ago, Gristle said: I can create new quests and the CK does allow me to move comments from one quest to another. I don't know if this messes up dialogue links, but right now it wouldn't matter. This is already done for Khajiit, Forsworn, Bandits, and Children. It might make sense for the four elderly voice types. These groups already have voice type-specific dialogue. I'm not sure if it makes sense for anyone else. Guards, I guess? Also, I could condition out unique voices easily at the quest level if that makes sense. I assume you're effectively doing that already in deciding what voice types to process. If you end up changing quest names that will mess up the audio. But if you let me know what changed to what, I should be able to mass rename the prefixes so they match. But don't do so if you can help it on already generated audio.
Gristle Posted March 22 Author Posted March 22 17 minutes ago, kamithemoon said: I'm using the same xEdit script that Killer905 and everyone else is using that was designed for xVASynth. It has 2 big limitations that I'm aware of: It doesn't scan for available voice types for a faction. So dialogue conditioned for the guard faction will generate for all available voice types since anyone could be in the guard faction, though in vanilla only FemaleNord, MaleGuard, and MaleNordCommander are actually found in this faction. It doesn't understand aliases. A scene with a dialogue that is filled by a quest alias only will generate for all voice types. This could be mitigated by adding an additional condition on top of the dialogue for available voice types but authors do not generally have a reason to do this so scene dialogue has been historically difficult to work with. Thanks. So, it might make sense to move guard dialogue to a separate quest, conditioned with the three guard voice types. As for scenes, all scene dialogue uses aliases. It's unavoidable. But, you're right, a GetIsID condition could be added to the dialogue where the alias is a known actor, which is most of the time, at least in quest mods. It's easy to get misled by looking at the CK, as it handles all of the above correctly, i.e., limits voice types for factions and aliases. 17 minutes ago, kamithemoon said: As for handling comments at quest level, I'm not sure what that means. If you mean conditions placed on the quest itself, then yes, that works. You can make a quest for new dialogue for a specific voice type and the script will limit all dialogue to that voice type only so you do not have to add the condition to each line of dialogue individually. Yes, that's what I meant. Saves a lot of work, but requires different organization, and won't work except where a limited pool of voice types are intended to have access to the dialogue in question. 1
Gristle Posted March 22 Author Posted March 22 21 minutes ago, kamithemoon said: If you end up changing quest names that will mess up the audio. But if you let me know what changed to what, I should be able to mass rename the prefixes so they match. But don't do so if you can help it on already generated audio. It sounds like any changes I might make will mess you up at this point. So, maybe save the reorganization for the next update?
kamithemoon Posted March 22 Posted March 22 18 minutes ago, Gristle said: As for scenes, all scene dialogue uses aliases. It's unavoidable. But, you're right, a GetIsID condition could be added to the dialogue where the alias is a known actor, which is most of the time, at least in quest mods. Scenes are very difficult to understand in xEdit in general. I know it works much better in the CK though. But in xEdit, I can't tell who's talking at all. I have to infer what's happening based on the dialogue before I can add conditions and I can only do this successfully when there is a small number of participants and dialogue in the scene. Large scenes or multiple people are impossible. I don't blame authors though as voice generation is a relatively new thing, but it does make things frustrating, to say the least. But as it stands, it looks like I can only safely remove the lines in the "ToBeRemoved" file and curate them for forsworn, guards, and khajiit. But that's still almost a 1000 less lines of dialogue per voice type so that helps a lot.
Karna5 Posted March 22 Posted March 22 2 hours ago, Gristle said: 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? Yes, it does seem to be a timing issue as you describe. This said, please allow me to emphasize, your mod is fantastic. Thanks for it
Noekad Posted March 24 Posted March 24 On 3/22/2026 at 2:47 PM, Gristle said: 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? I bought breezehome AFTER finishing all the steps from the cuck quest up to the ending in the tavern do you think that's why I'm not getting it? I also tried disabling Hs player homes but still nothing , I've never had this issue before tbh.
NymphoElf Posted March 24 Posted March 24 On 9/2/2020 at 2:40 AM, Gristle said: Locations Where Sexual Fame is Independently Tracked by SLSF Reloaded: Cities, Towns and Villages: Dawnstar, Falkreath, Markarth, Morthal, Riften, Solitude, Whiterun, Windhelm, Winterhold, Dragon Bridge, Ivarstead, Karthwasten, Riverwood, Rorikstead, Shors Stone, Raven Rock, and Skaal Village Orc Strongholds: Dushnikh Yal, Largashbur, Mor Khazgur, and Narzulbur Other: Winterhold College, Castle Volkihar, and Fort Dawnguard The "Other" Locations are not tracked by default in SLSF Reloaded The College of Winerhold SHOULD actually default to Winterhold HOLD instead. Castle Volkihar and Fort Dawnguard should either default to their respective holds or otherwise not be tracked by default.
lll630 Posted March 24 Posted March 24 Hello, I installed your SLSF Fame Comments Reloaded 1.1se, but my mo2 is telling me that I'm lacking the version of Sex Lab - Sexual Fame Framework SE V0.99. However, I have deleted 0.99 and correctly installed Sexlab Sexual Fame RELOADED 3.4.0.
eflat01 Posted March 25 Posted March 25 (edited) On 3/24/2026 at 8:52 AM, NymphoElf said: The "Other" Locations are not tracked by default in SLSF Reloaded The College of Winerhold SHOULD actually default to Winterhold HOLD instead. Castle Volkihar and Fort Dawnguard should either default to their respective holds or otherwise not be tracked by default. In the old SLSF although College of Winterhold was it's own location all it's fame adjustments got applied to Winterhold and not the college - a bug. I can't remember if the Dawnguard locations mentioned had their own default or if I had to set them up in McM via "Track This Location"? I know Raven rock was a default I may had added Skaal Village I think? I also remember I was running out of space for locations to add. Edited March 25 by eflat01
Gristle Posted April 2 Author Posted April 2 On 3/24/2026 at 1:12 AM, Noekad said: I bought breezehome AFTER finishing all the steps from the cuck quest up to the ending in the tavern do you think that's why I'm not getting it? I also tried disabling Hs player homes but still nothing , I've never had this issue before tbh. The mod checks for home ownership right after the sex event mentioned above (where the PC jerks off watching the spouse and is then asked to clean her (him). If you did not own Breezehome at that time, then the quest goes on a slightly different path and you are sent to the Steward to buy it.
Gristle Posted April 2 Author Posted April 2 On 3/24/2026 at 5:52 AM, NymphoElf said: The "Other" Locations are not tracked by default in SLSF Reloaded The College of Winerhold SHOULD actually default to Winterhold HOLD instead. Castle Volkihar and Fort Dawnguard should either default to their respective holds or otherwise not be tracked by default. Thanks. I'll update the description.
Gristle Posted April 2 Author Posted April 2 On 3/24/2026 at 7:00 AM, lll630 said: Hello, I installed your SLSF Fame Comments Reloaded 1.1se, but my mo2 is telling me that I'm lacking the version of Sex Lab - Sexual Fame Framework SE V0.99. However, I have deleted 0.99 and correctly installed Sexlab Sexual Fame RELOADED 3.4.0. Sex Lab - Sexual Fame Framework SE V0.99 is definitely not a requirement for SLSF Fame Comments Reloaded 1.1se. I would try reinstalling.
Ktor24 Posted April 5 Posted April 5 Can anyone tell me what this armor(clothing) is called and where I can get it?
doxyminx Posted April 8 Posted April 8 On 4/5/2026 at 11:40 PM, Ktor24 said: Can anyone tell me what this armor(clothing) is called and where I can get it? Hi, this is The Sisterhood of Dibella mod one of my favs 1
Sithrix Posted April 11 Posted April 11 Hi @Gristle. Great mod btw. I just wanted to know if there's a chance you could make a patch to change the location of the Dibella Temple gate in Solitude so it doesn't conflict with the entrance to "The Wayward Rest" inn in the Legacy of the Dragonborn mod?
SilenceChan Posted April 12 Posted April 12 "Some bugs are still bothering me. In the 'bull' quest, Nazeem talks to my wife and wants to have anal sex with her ass, but after the dialogue ends, the animation still doesn't trigger, and the quest cannot continue. It's been days, and it's still the same. In the cuckold quest, my wife is in the tavern, but the dialogue for public sex and the quest itself won't trigger. My English is not good."
eflat01 Posted April 14 Posted April 14 On 4/5/2026 at 9:40 AM, Ktor24 said: Can anyone tell me what this armor(clothing) is called and where I can get it? Its the corrupted armor version from the Sisterhood Of Dibella mod which is a SexLab rework of the Dibellan quests. If you use it you'd want to replace Fjotra, likely with AW Fjotra Remastered if you could find it. I'd often forget it's there because I overhaul with this https://www.nexusmods.com/skyrimspecialedition/mods/122473 which is a mix some of CoCo's armor based. Anyway is still available for me and can console it in.
Azatthot Posted April 17 Posted April 17 hey I just want to make sure does anyone have 3.72 voice packs with marriage cuck and ntr content? If not I am making one 2
Azatthot Posted April 17 Posted April 17 Just made slsf fame comments missing voice packs 3.72 https://gofile.io/d/K7NQGA 3
Seeker999 Posted April 18 Posted April 18 On 3/22/2026 at 5:24 PM, Gristle said: 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? I hate to bring this up, and I can't believe I didn't think of it sooner, but wouldn't assigning voice types as a condition eliminate all custom-voiced followers from this mod? Whenever this has come up I have thought about it only in terms of reducing the size of the voice packs. It makes sense from a purely voice pack size perspective. However, I currently have 5 custom followers in my game: Kaidan, Lucien, Inigo, Thorald, and Bjorn. If all dialog is conditioned by voice type, and excludes them, would it make sense for me to use your mod? I am now concerned.
eflat01 Posted April 19 Posted April 19 On 4/18/2026 at 5:29 AM, Seeker999 said: I hate to bring this up, and I can't believe I didn't think of it sooner, but wouldn't assigning voice types as a condition eliminate all custom-voiced followers from this mod? Whenever this has come up I have thought about it only in terms of reducing the size of the voice packs. It makes sense from a purely voice pack size perspective. However, I currently have 5 custom followers in my game: Kaidan, Lucien, Inigo, Thorald, and Bjorn. If all dialog is conditioned by voice type, and excludes them, would it make sense for me to use your mod? I am now concerned. @Gristle does not use voicetype for dialog conditioning except to target specific or eliminate particular voices I'd seen? Most custom-voice may default to fuz-roh_dah instead of sound and you must remember Voicetype is a form itself, Some dialog is always specific to voice-type where it makes sense, i.e. children and grumpy elderly. That's always been an issue with custom voices, It eliminates audio voice on most other mods because the mods would have to create audio files and a patch - you'd really would not want to create a dependency on a custom-voiced follower in a quest mod. Here's another thing and likely more important... "Race". Some dialog is specific to Race. The marriage quest in this mod relies upon the "playable race" flag being on... you have to edit a race which is not playable to marry one in SLSFC. There are probably a few other things like dialog which rely upon race too. When I add in follower mods I go through their records scrutinizing... It would have to be a really cool follower for me to add one with a custom-race let alone a custom-voice. Many mods may rely on race for animations, relationshiprank options (such as marriage), some rely on faction relationships - if a race is in specific faction or what not, dialog along with many stat adjustments (npc's inherit a lot from their race). If I add in a follower with a custom-race and/or voicetype I know I have to patch them a lot, or even alter their esp.
Seeker999 Posted April 19 Posted April 19 @eflat01, I appreciate your response, but I was referring to previous discussions about reducing the size of voice packs by adding voice type conditions to dialog lines. Adding those conditions to guard dialogs, or lines most likely to be uttered by elderly people makes sense. I can't think of any followers that would need those dialogs anyway. My custom followers already see subtitles, and I don't mind that. But if all the dialog has voice type conditions to it then I'm concerned that I wouldn't even see subtitles for them and that they would be prevented from participating in any events or quests.
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