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SLSF Fame Comments Reloaded


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Posted
16 hours ago, Nevropath said:

In my case my PC was just part of a gang bang or a threesome. There were other men but the target was a girl. 

 

No forced sex with nobody...

So, 'Likes Men' fame increases during group sex with other men even though one or more women are involved.  That (combined with the possibility of forced sex with men) does mean that the SLSF 'Likes Men' fame isn't by itself a good way to determine if the PC really does like men (i.e., is gay or bi).  Combining a 'Likes Men' test with a 'Submissive' test would probably help in some cases, and comparing 'Likes Men' to 'Likes Woman' fame is probably also an improvement (i.e., if the 'Likes Woman' fame is significantly higher than the 'Likes Men', then assume male PC is straight), but testing the SexLab sexuality as you suggest is probably best. I'll look into if there's a way to do that with dialogue conditions.

Posted
3 hours ago, pinkfluf said:

Hi

 

I'm getting errors in pappy....

 

  Reveal hidden contents

[10/07/2021 - 02:55:01PM] Cannot open store for class "TIF__07039ECA", missing file?
[10/07/2021 - 02:55:01PM] Error: Unable to bind script TIF__07039ECA to topic info 38039ECA on <nullptr quest> because their base types do not match
[10/07/2021 - 02:55:01PM] Cannot open store for class "TIF__07243FD4", missing file?
[10/07/2021 - 02:55:01PM] Error: Unable to bind script TIF__07243FD4 to topic info 38243FD4 on <nullptr quest> because their base types do not match

Shouldn't the TIF__07039ECA refer to SLSFC__07039ECA in the esp? In anycase no file exists in the scripts folder.

 

And I'm getting a billion of these...

 

  Reveal hidden contents

[10/07/2021 - 03:32:27PM] Error: Cannot check worn items against a None keyword
stack:
    [ (2E06E8CB)].CC_GuardEVP.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:32:28PM] Error: Cannot check worn items against a None keyword
stack:
    [ (2E05F222)].CC_PassengerManager.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:35:13PM] Info: *Achievement 47 awarded - a winnar is you!*
[10/07/2021 - 03:35:59PM] Error: Cannot check worn items against a None keyword
stack:
    [ (35060FA3)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:00PM] Error: Cannot check worn items against a None keyword
stack:
    [ (35061005)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:10PM] Error: Cannot check worn items against a None keyword
stack:
    [ (2933BD82)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:11PM] Error: Cannot check worn items against a None keyword
stack:
    [ (35061006)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:12PM] Error: Cannot check worn items against a None keyword
stack:
    [ (2933BD7F)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:12PM] Error: Cannot check worn items against a None keyword
stack:
    [ (2933BD92)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:13PM] Error: Cannot check worn items against a None keyword
stack:
    [ (35061004)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:36:24PM] VM is freezing...
[10/07/2021 - 03:36:24PM] VM is frozen
[10/07/2021 - 03:36:24PM] Saving game...
[10/07/2021 - 03:36:25PM] VM is thawing...
[10/07/2021 - 03:36:25PM] Error: Cannot check worn items against a None keyword
stack:
    [ (2933BDAA)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:37:01PM] VM is freezing...
[10/07/2021 - 03:37:01PM] VM is frozen
[10/07/2021 - 03:37:02PM] Saving game...
[10/07/2021 - 03:37:02PM] VM is thawing...
[10/07/2021 - 03:37:27PM] Error:  (2E05F29F): cannot start scene because its parent quest was not running.
stack:
    [ (2E05F29F)].Scene.Start() - "<native>" Line ?
    [ (2E05F217)].CC_StartQuestScript.OnTriggerEnter() - "CC_StartQuestScript.psc" Line ?
[10/07/2021 - 03:37:33PM] Error: Cannot check worn items against a None keyword
stack:
    [ (0009B7B1)].Actor.WornHasKeyword() - "<native>" Line ?
    [SLSF_Misc (1401757F)].slsf_utility.InitializeSubject() - "SLSF_Utility.psc" Line ?
    [None].SLSF_NpcInitialization.OnEffectStart() - "SLSF_NpcInitialization.psc" Line ?
[10/07/2021 - 03:37:50PM] VM is freezing...
[10/07/2021 - 03:37:50PM] VM is frozen
[10/07/2021 - 03:37:50PM] Saving game...
[10/07/2021 - 03:37:51PM] VM is thawing...
[10/07/2021 - 03:37:51PM] Error: Cannot check worn items against a None keyword

 

 

The first one is my fault. I renamed all the script fragments called by the mod from 'TIF' prefixes to 'SLSFC' prefixes, so that I could more easily package up the SLSFC mod's scripts. But I had to do this line by line and script by script in the mod, and with over 4000 lines and 1800 script fragments, it looks like I missed some. I'll try to find which line or lines of dialogue in the mod are calling these two scripts. If I can find them, I'll rename them and then put them in the next mod version package. If I can't find them to rename, I'll just add the two TIF files referenced to next mod version package without renaming them. In the meantime, it shouldn't cause any issues though. It just means one or two lines of dialogue are missing an intended animation or SL-event trigger.

 

As for the second item, I don't know what's causing that. Those appear to be SLSF quests generating the errors. Do you have all of the SLSF requirements, including ZaZ? Otherwise, the only thing I can think of is to try reinstalling SLSF.

Posted
24 minutes ago, Gristle said:

The first one is my fault. I renamed all the script fragments called by the mod from 'TIF' prefixes to 'SLSFC' prefixes, so that I could more easily package up the SLSFC mod's scripts. But I had to do this line by line and script by script in the mod, and with over 4000 lines and 1800 script fragments, it looks like I missed some.

Ah no worries, glad its fixable.

 

25 minutes ago, Gristle said:

Do you have all of the SLSF requirements, including ZaZ?

Yes, I even tried the original LE version (as its a dialogue mod and sometimes things go awry in CK resaving to SE). But still errors persist even across new games, SLSF is the only reason I have zaz installed. I can't be certain but I don't recall having the error with your 2.xx versions (I could be wrong if I am please excuse me!). Was wondering if your scripts call on SLSF's scripts in anyway. Do you have errors in your pappy? If not it's defo something on my end. thanks

Posted (edited)
3 hours ago, pinkfluf said:

Do you have errors in your pappy? If not it's defo something on my end. thanks

So, I just created a papyrus log for the first time. My eyes! Wow is that ugly - there are mods throwing errors all over that log, mods that are otherwise working fine for me. Anyway, I searched the log for "SLSF" and only got one hit, which is a missing script file in my SLSFC mod (one related to one of the Jarl letters). I'll put that on my list of things to fix for the next version. So, I'm getting nothing like the SLSF errors in your log. But, I'll keep checking these logs. They definitely seem to be a better way to find missing script fragments than me looking though thousands of dialogue entries.

 

Also, my mod doesn't call any SLSF scripts. It just uses the Global Variables and Magic Effects that SLSF creates. Those are really the only points of connection between the mods.  

Edited by Gristle
Posted
4 hours ago, Wyrade said:

Hi!

 

Could you pretty please provide the script sources too?
I like to tinker with things myself.

 

Thanks in advance!

Will do, next version. Other than the MCM script, and some super simple script fragments attached to the Jarl warning quests' stages, it's pretty much 1800 script fragments attached to dialogue. If you have any suggestions for improvement, please let me know. I'm pretty much a beginner when it comes to scripting.

Posted

Just thought I'd update this thread seeing as I erroneously pointed out an error in script logs caused by this mod. Anyway it turns out the error was caused by FNIS, to fix it I had to install Osmel's FNIS patch . The only requirement of that patch is it needs DD. I could maybe strip out the dependency for DD (lovely mod but my potato pc can't handle it :( ) but I'm too lazy.

Posted
On 10/2/2021 at 2:15 AM, Gristle said:

Hmm. I've had both blacksmiths and hostlers put collars on my PC while playtesting, so I know the scripts on these comments generally work. And I just checked them (there's six such comments, some triggered by slut fame, some submissive fame, some beastiality fame) to make sure one or more of them didn't have some typo or logic error, but they all have the same code to test for collars, so I'm a little stumped as why you got the wrong collar response. You have ZaZ installed, right? Otherwise, I would say just keep playing and see if it happens again. Also, not that it should matter, but are you playing a male or female PC?

Hi, been afk a few days. Yeah, I have Zaz installed, so that's not it. Maybe there was some lag or another mod trying to do something at the same time. Thanks for checking it out, and I will just keep an eye out as you suggested.

Oh, and I am playing female.

Posted

Started a new game with version 3 in LE and all going well so far - getting lots of comments and innkeeper just stripped my girl. Haven't got to a city area yet to try out the Jarl comments but mod is great fun - thanks!

 

Posted

Hey Gristle, I tried your mod after I searched a immersive sexlab mod for SE an I like it! Thanks for your work! But could you please add a short dialoge for the events with "lets go to a private place"/"lets do it right here" option?

 

Beause the whore event feels not really immersive if the dragonborn gets fucked in the middle of the Inn.

Posted
On 10/7/2021 at 3:02 AM, Gristle said:

I don't know of any SLSF settings that would cause this. You are running a lot more mods than I am and I'm not sure which mod is causing the issue. The walking around comments are all "Hello" category random dialogue comments. Something must be suppressing these NPC "Hello" comments. Do you get the vanilla "Hello" comments, e.g., the "arrow in the knee, " "stole your sweet roll," "mages poking around Saarthal," "lightly armored means..." type comments? Do you get comments during SL animations (these are a mix of "Hello" and "Idle" comments)?  If I had to guess, I would think it might be a mod that is forcing you into dialogue with NPCs.

 

EDIT:  I don't see Fuz Ro D-oh on your mod list. That is a requirement.

 

To follow up on this, I found the problem. It was Indeed sexlab survival. In the settings under "misogyny" there is a "NPC greeting distance" that affetc the vanilla "hello" comments as well

Posted
On 10/12/2021 at 8:08 AM, juste95 said:

Hey Gristle, I tried your mod after I searched a immersive sexlab mod for SE an I like it! Thanks for your work! But could you please add a short dialoge for the events with "lets go to a private place"/"lets do it right here" option?

 

Beause the whore event feels not really immersive if the dragonborn gets fucked in the middle of the Inn.

You're welcome, and I agree, but the mod below will give you what you want. SexLab's built in functionality will detect beds and (depending upon SL MCM settings) ask if you want to use them. But the SexLab bed-detection range is pretty short, and even in some inns you may be too far away from a bed for it to detect. The SL Privacy mod extends the SL bed detection range, and also can detect other private areas (the mod has many such areas programmed in, like secluded areas behind buildings) for SL activity.

 

But in any case make sure the SL MCM settings are set to allow bed use. In fact, if your SL MCM settings don't currently allow bed use, I would first try turning that on in the SL MCM. You might find you don't even need the below mod.  

 

 

 

Posted
On 10/11/2021 at 6:45 AM, 43deadwood said:

Started a new game with version 3 in LE and all going well so far - getting lots of comments and innkeeper just stripped my girl. Haven't got to a city area yet to try out the Jarl comments but mod is great fun - thanks!

 

You're welcome, and thanks for the feedback. If you do get any Jarl warnings, please confirm if you don't mind. I haven't managed to yet confirm all of them in my playtesting.

Posted
6 hours ago, Gristle said:

You're welcome, and I agree, but the mod below will give you what you want. SexLab's built in functionality will detect beds and (depending upon SL MCM settings) ask if you want to use them. But the SexLab bed-detection range is pretty short, and even in some inns you may be too far away from a bed for it to detect. The SL Privacy mod extends the SL bed detection range, and also can detect other private areas (the mod has many such areas programmed in, like secluded areas behind buildings) for SL activity.

 

But in any case make sure the SL MCM settings are set to allow bed use. In fact, if your SL MCM settings don't currently allow bed use, I would first try turning that on in the SL MCM. You might find you don't even need the below mod.  

 

 

 

 

Thank you! Is your mod compatible with Approach Redux or are there too many overlaps or problems if I use both?

Posted
2 hours ago, juste95 said:

 

Thank you! Is your mod compatible with Approach Redux or are there too many overlaps or problems if I use both?

I'm using latest version of Approach Redux and haven't noticed any problems

 

Posted (edited)

Is the forced drugging at the College meant to make a Slut Fame check of greater than 1? I get Ancano being absolute scum and abusing his position of diplomatic immunity (though I still think that he should be on a cool-down, I got drugged talking to him, then drugged again on his goodbye/bump comment). I'd figure the rest of the campus wouldn't pounce on you the moment you arrive. At least not until you get a reputation. 

Mostly what I noticed was that the College has no functional checks for reputation besides having more than 1 Slut Fame or Beast Fame. All the other guilds have at least a 10 or 5. I think the only other one I noticed was the companions being a 1 check. Was this an oversight or is the College meant to be in an absolute state? ahaha

On a side note, what is the global cooldown? Will there be an option to adjust it in the MCM?   I was confused by something in xEdit, nevermind that. 

Edited by Papersword
Posted
12 hours ago, Papersword said:

Is the forced drugging at the College meant to make a Slut Fame check of greater than 1? I get Ancano being absolute scum and abusing his position of diplomatic immunity (though I still think that he should be on a cool-down, I got drugged talking to him, then drugged again on his goodbye/bump comment). I'd figure the rest of the campus wouldn't pounce on you the moment you arrive. At least not until you get a reputation. 

Mostly what I noticed was that the College has no functional checks for reputation besides having more than 1 Slut Fame or Beast Fame. All the other guilds have at least a 10 or 5. I think the only other one I noticed was the companions being a 1 check. Was this an oversight or is the College meant to be in an absolute state? ahaha

On a side note, what is the global cooldown? Will there be an option to adjust it in the MCM?   I was confused by something in xEdit, nevermind that. 

Great observation. I just made myself a note a minute before I logged on here to check the College assault settings because I was playtesting last night and noticed it was a little rough in there. I can't recall exactly (some of these comments were programmed months ago) but I suspect I lowered those fame thresholds for playtesting and forgot to raise them. I'll review the College and the other guild hall fame thresholds, and will certainly raise the College thresholds. 

 

As for cool down, all of the individual "event" comments have a 24-hour cool down, but there are usually several variations of each, so it is certainly possible to get some of the same types of events in a row.  The "event" comments are drawn from the same (fairly large) stack of random non-event comments, so my hope was that I wouldn't need to program any other "event" comment cooldown, as the fairly large number of available random comments would make getting two comments of the same general type in a row unlikely. I think the problem here is that with the College "event" comments (mistakenly) set at a very low threshold, and most normal comments at a higher threshold, the normal comments are not available to someone who recently entered the College and thus the "event" comments are dominating. So, raising the fame thresholds for the event comments should put things back into the proper balance.

Posted
1 hour ago, Gristle said:

Great observation. I just made myself a note a minute before I logged on here to check the College assault settings because I was playtesting last night and noticed it was a little rough in there. I can't recall exactly (some of these comments were programmed months ago) but I suspect I lowered those fame thresholds for playtesting and forgot to raise them. I'll review the College and the other guild hall fame thresholds, and will certainly raise the College thresholds. 

 

As for cool down, all of the individual "event" comments have a 24-hour cool down, but there are usually several variations of each, so it is certainly possible to get some of the same types of events in a row.  The "event" comments are drawn from the same (fairly large) stack of random non-event comments, so my hope was that I wouldn't need to program any other "event" comment cooldown, as the fairly large number of available random comments would make getting two comments of the same general type in a row unlikely. I think the problem here is that with the College "event" comments (mistakenly) set at a very low threshold, and most normal comments at a higher threshold, the normal comments are not available to someone who recently entered the College and thus the "event" comments are dominating. So, raising the fame thresholds for the event comments should put things back into the proper balance.


Okay, this is what I pieced together while looking through on xEdit. Thankfully you are fairly organized when putting all those entries in haha I've definitely gone poking through some mods that have related bits just all over the shop. Thanks for looking into it! I chopped up a personal fix in the mean time, but I like to defer towards the author's intention as a preference. 

Ahaha it's almost safer to have a wide reputation at the College right now. Then people might have something else to talk about and forget they want a piece of the action. Once again, thanks for all the work you are putting into this. 

Posted (edited)
18 hours ago, Papersword said:


Okay, this is what I pieced together while looking through on xEdit. Thankfully you are fairly organized when putting all those entries in haha I've definitely gone poking through some mods that have related bits just all over the shop. Thanks for looking into it! I chopped up a personal fix in the mean time, but I like to defer towards the author's intention as a preference. 

Ahaha it's almost safer to have a wide reputation at the College right now. Then people might have something else to talk about and forget they want a piece of the action. Once again, thanks for all the work you are putting into this. 

I just posted v3.01 to address this. I was surprised to find increasing the fame thresholds on the "event" comments in the College didn't fix the issue. The "event" comments still were very disproportionately triggered. It turns out I had the normal fame comments set to a priority of 70 and the fame "event" comments set to a priority of 80. The documentation on this is pretty poor, but it appears this "priority" is used in cases where dialogue comments from two different quests for the same NPC are competing.  Based on my observations, it looks as if the higher priority ones are tested first, and if their conditions are met, they trigger, if not, the lower priority ones are then tested. (Not 100% sure about that, but the priority levels are definitely affecting the proportions in any case.) Thus, I set the priority the same for all event and non-event comments, so that they are all drawn evenly from the same random pool. I did this by raising the non-event comments from priority 70 to 80. 

 

This had the (fortunate, in my view) side effect of making some NPCs that gave much less frequent fame comments under the old priority (likely because they had a larger pool of higher priority comments) now give levels of comments equivalent to other NPCs. For example, guards are a lot more likely to give fame comments now. So, overall it seems to be a good change, but it also has the effect of raising overall comment frequency. I normally playtest at the SLSF MCM default "Comment Probability" level of 70%, but am now trying it around 45-50% with v3.01 to achieve about the same overall frequency. 

 

Thanks again for the detailed notes. Please let me know if you run into any other issues, especially if you see any issues with the balance of comments with v3.01.

Edited by Gristle
Posted
5 hours ago, Gristle said:

I just posted v3.01 to address this. I was surprised to find increasing the fame thresholds on the "event" comments in the College didn't fix the issue. The "event" comments still were very disproportionately triggered. It turns out I had the normal fame comments set to a priority of 70 and the fame "event" comments set to a priority of 80. The documentation on this is pretty poor, but it appears this "priority" is used in cases where dialogue comments from two different quests for the same NPC are competing.  Based on my observations, it looks as if the higher priority ones are tested first, and if their conditions are met, they trigger, if not, the lower priority ones are then tested. (Not 100% sure about that, but the priority levels are definitely affecting the proportions in any case.) Thus, I set the priority the same for all event and non-event comments, so that they are all drawn evenly from the same random pool. I did this by raising the non-event comments from priority 70 to 80. 

 

This had the (fortunate, in my view) side effect of making some NPCs that gave much less frequent fame comments under the old priority (likely because they had a larger pool of higher priority comments) now give levels of comments equivalent to other NPCs. For example, guards are a lot more likely to give fame comments now. So, overall it seems to be a good change, but it also has the effect of raising overall comment frequency. I normally playtest at the SLSF MCM default "Comment Probability" level of 70%, but am now trying it around 45-50% with v3.01 to achieve about the same overall frequency. 

 

Thanks again for the detailed notes. Please let me know if you run into any other issues, especially if you see any issues with the balance of comments with v3.01.


That's actually very interesting! I never knew how the priority setting functioned. I'll have to keep that in mind when I delve into other dialogue focused mods like Babo Dialogue and SL Approach. Thanks for checking it out, Gristle. Now this character's college days will be a little less fraught haha

Posted (edited)

I have what seems to be a minor bug...the Whore fame indicator never moves off zero, even though my PC gets lots of whoring offers. I do have TDF Prostitution installed, but I disabled it and no change. This is with both male and female characters. It's not a big deal, just a minor irritant.

 

Also, is it intended that guards will attack you for a 5 gold bounty? If my PC gets caught doing the nasty in public about half the time guards will proceed immediately to beating me down. I see the dialogue flash by very quickly without my input and then the guard attacks.

 

Been playing as a submissive male and it's been interesting, to say the least. It appears that women seem threatened by a gay male and often try to prove that women are better by a bit of rape.?

 

I know this is still a work in progress, so maybe add this to your to do list...it would be nice to have an option while being arrested after the Slut Letter to become the guards plaything for a time period instead of paying a fine.

 

Really enjoying this mod, thanks for your work.

 

Edit: Installed 3.01 and started a new game...now my female PC is tagged as naked despite being dressed in a full set of iron armor.

 

 

 

 

 

 

20211017125207_1.jpg

Edited by Unfrog12
Posted (edited)
On 10/17/2021 at 11:35 AM, Unfrog12 said:

I have what seems to be a minor bug...the Whore fame indicator never moves off zero, even though my PC gets lots of whoring offers. I do have TDF Prostitution installed, but I disabled it and no change. This is with both male and female characters. It's not a big deal, just a minor irritant.

Unlike most other SLSF fame levels, which can be incremented internally by the SLSF mod, the SLSF "Whore" fame is not incremented by the SLSF mod itself, but must be incremented externally by other (prostitution) mods. The SLSF author left instructions on how other mods can increment SLSF fame levels, but to my knowledge no prostitution mod does this. One workaround is to use SlaveTats and configure SLSF to increment Whore fame with a visible "Whore" themed tattoo.  

 

The reason you are getting whoring offers with no Whore fame is that version 3.0 of SLSF Fame Comments treats Slut fame of 90+ as equivalent to Whore fame of 10+. I did this so that PCs have another option to get Whore offers. I suppose what I should do next is make the SLSF Fame Comments mod increment SLSF Whore fame with accepted Whore offers, so you can bootstrap yourself into Whore fame with high Slut fame. I tried to do this once and the script wouldn't compile (my programming skills are not great), but I'll give it another shot.

On 10/17/2021 at 11:35 AM, Unfrog12 said:

Also, is it intended that guards will attack you for a 5 gold bounty? If my PC gets caught doing the nasty in public about half the time guards will proceed immediately to beating me down. I see the dialogue flash by very quickly without my input and then the guard attacks.

This mod doesn't make any changes that would cause such attacks. It must be another mod. All this mod does is add a bounty amount, and then only after receiving a Jarl warning letter. Nothing else that would trigger an attack.

On 10/17/2021 at 11:35 AM, Unfrog12 said:

 

Been playing as a submissive male and it's been interesting, to say the least. It appears that women seem threatened by a gay male and often try to prove that women are better by a bit of rape.?

Hmm. I think it's probably the "Submissive" fame rather than the "Likes Men" fame that is triggering any female aggression. There's definitely some male NPCs events and comments oriented around a male NPC trying to turn a gay female PC "straight," but I don't recall putting in the opposite with respect to gay male PCs. If it seems non-immersive, let me know and I can have the female NPCs check "Likes Men" fame as a factor in such "Submissive" attacks (i.e., make it less likely for a female NPC to force a submissive male PC who likes men).

On 10/17/2021 at 11:35 AM, Unfrog12 said:

 

I know this is still a work in progress, so maybe add this to your to do list...it would be nice to have an option while being arrested after the Slut Letter to become the guards plaything for a time period instead of paying a fine.

I like the idea. I've implemented it to a certain extent already. Once you receive the Jarl letter in a town you can trigger a new set of guard "forced event" comments in the town that you couldn't trigger before. This should significantly increase the amount of guard forced events once you have been declared the "town slut" (or similar) in the town. So, essentially you do become the guards' plaything to a certain extent once you've been declared the "town slut" or whatever.   

 

Also, I think SexLab Solutions provides functionality more like what you are requesting, where you can use sex to pay off a bounty. 

On 10/17/2021 at 11:35 AM, Unfrog12 said:

 

Really enjoying this mod, thanks for your work.

You're welcome. It's tricky to get the balance right, and to avoid non-immersive comment situations, since the mod can trigger dialogue for just about any NPC. So, I appreciate any feedback. (Also, it's hard to playtest a mod that generates random comments.)

On 10/17/2021 at 11:35 AM, Unfrog12 said:

 

Edit: Installed 3.01 and started a new game...now my female PC is tagged as naked despite being dressed in a full set of iron armor.

This is a reported bug for SLSF LE version, which has carried over to SLSF SE version - putting on a helmet causes the PC to have a "Naked" status in SLSF.  There are two ways to address this. The first is to install Devious Devices (that definitely works). The second (which I haven't tried, since I use DD) is add the helmet to the SLSF Excluded List, which I believe you can do by putting on the helmet, using the down arrow hotkey to bring up radial menu, and then selecting "Add Excluded," and then "Clothing/Armor" and then picking the helmet off the list.

Edited by Gristle
Posted

I do have Defeat installed, maybe that's what causing the assaults...which can be fun. My new PC ended up servicing 3 guards, 2 horses and a dog after being caught dancing naked and surrendering...oof.

 

The armor bug is no big deal, although I did notice that it doesn't happen with headgear from downloaded content, RM Barbarian for instance.

 

The comments directed towards my gay PC were rude without being really offensive...my favorite comment was "I hear you're the real Throat of the World." ?

Posted (edited)

I have to say, I just tried out this mod a few days ago, and it is excellent. I created the "Spectator Crowds Ultra" mod (based on the "Spectator Crowds" LE mod created by mainfct) and always wanted to do something similar using HELO text outside of sex scenes, but never got around to it, and your solution is really good.

 

I understand you made this mod to get "realistic" comments, but personally when I play I like to treat Skyrim not in a realistic way, but as a sort of freeuse paradise, where public sex is normal and fine, and any sexual orientation is fine, and it would be nice to have a way to avoid the "negative" comments. In my Spectator Crowds mod, this was handled based on the law settings in the MCM (ex. whether public sex in cities was allowed or not, whether public sex elsewhere was legal or not), as well as the arousal level of the NPC and their sexual orientation, which might override their response based on the legality of it (ex. if they were aroused enough, they might give positive feedback to public sex acts, even if it was illegal).

 

I wouldn't necessarily ask for such a complicated system as it is difficult with the large number of comments you have added compared to the relatively small number of comments in my mod, and the variety of comments you have added is really excellent and essential for an immersive play-through. However, I am wondering if you might be able to add some kind of generic "exclude very negative comments" MCM option for those comments that seem overly harsh and would not necessarily fit in with such a scenario where any sort of public sex or cum textures on the body in public was fine and normal. I don't necessarily see any references to "slut" as necessarily negative in such an environment (and there are many comments that could be interpreted as positive or negative depending on how they are said), but there are certain comments that unquestionably have a very negative tone and make it crystal clear that the NPC disapproves, regardless of factors like tone-of-voice. I would love if there was a way of shutting those off, and even potentially adding some sex-positive comments that could be toggled on if desired (although that would be asking a lot).

 

(BTW, I loved this one comment since I play as a bisexual male dark elf, when there was a cum texture applied, an NPC said something like: "You sure aren't trying to be a dark elf with so much white stuff on you")

 

Great job with the mod, and thanks!

Edited by wpg97541

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