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SLSF Fame Comments Reloaded


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Posted
24 minutes ago, BAB PEEG said:

Off topic breh what is that vegetation mod?

I think all the vegetation is coming from the Perfect Whiterun overhaul mod (now replaced with "Perfecter Whiterun" evidently). I'm also running Skyrim Flora Overhaul, so it's possible that mod could be having some effect, but Perfect Whiterun is what's making Whiterun so green. Oh, and I'm also running Simply Bigger Trees, which is likely making the trees in the background tall.

Posted
11 hours ago, squiffyrogue said:

Are these comments already in mod? Or you testing new update? Either way, Love this!

These comments are in the current version of the mod, though in the current version, the first comment is actually directed towards Serana, and is only delivered (by children) when Serana is nearby and not wearing a hood.  In the new update not yet posted, which I am playtesting, a new version of this comment can also be directed at a vampire PC, and I removed the 'no hood' requirement. The second comment is in the mod now, is triggered by SLSF whore fame and a vampire PC, but can only be spoken by Serana as a follower. In the next version, I believe it is one of many hundreds of comments that will be available to all followers if you select the "adventurous" set of follower comments.

Posted
On 9/2/2020 at 8:40 AM, Gristle said:

SLSF Whore fame can currently only be generated by TDF Enhanced Prostitution, SlaveTats or this mod.

 

SL Survival will also generate this type of fame if PC begs for money using its system and agrees to have sex in exchange.

 

I would also like to thank you for including the toggle to turn off animals. That is a huge QOL improvement from my point of view. 

Posted (edited)
On 1/23/2022 at 7:09 PM, ercramer69 said:

Not to contradict you but I use ZAZ 8+ and when rabbits die in my game they ragdoll and lie on their side.  I currently have 715 active mods.

 

You have some other mod that overwrites this or you have edited the records in ZaZ. ZaZ 8+, as found on LL, edits Idle Animation records for both rabbits and chickens and removes "Ragdoll" animation event found in Skyrim.esm for those creatures. They do not ragdoll unless you restore it. 

Edited by belegost
Posted
On 1/25/2022 at 10:14 AM, Gristle said:

"Everything's for sale."  Word is Belethor's sister Evelyn will be arriving soon from High Rock.

 

enb2022_1_23_21_58_28.png.c16fd6d19c172352c397fad6e1fecff8.png

 

But... he actually doesn't have a sister. Why does everyone think he does? All he says is "if I HAD a sister", not "I have a sister".

Posted
6 hours ago, belegost said:

 

You have some other mod that overwrites this or you have edited the records in ZaZ. ZaZ 8+, as found on LL, edits both rabbits and chickens and removes "Ragdoll" record found in Skyrim.esm for those creatures. They do not ragdoll unless you restore it. 

Well I can tell you I didn't edit the records but I do have about 600 active mods after ZaZ so one of them must have corrected the issue.  But this does mean there is a fix for your issue out there somewhere.

Posted
22 minutes ago, ercramer69 said:

Well I can tell you I didn't edit the records but I do have about 600 active mods after ZaZ so one of them must have corrected the issue.  But this does mean there is a fix for your issue out there somewhere.

 

The fix is to just copy it over. It's one line.

 

 

haredeath.png

Posted
17 hours ago, belegost said:

 

But... he actually doesn't have a sister. Why does everyone think he does? All he says is "if I HAD a sister", not "I have a sister".

I know, but it sets up an interesting scenario if he does have a sister, and she arrives from High Rock, given Belethor's generally unpleasant disposition and willingness to sell anything.  I just 'head canon' it as she was estranged, or is a half-sister or the like, or just that he meant if I had a sister here, as opposed to back home in High Rock.  At the end of the day, it's just me setting up a small scenario so I can learn how to set up an NPC, sandbox them, and set up conventional dialogue with SLSF fame triggers, as opposed to the random Hello and Idle dialogues that are 99% of the mod. Consider it a test to see if SLSF fame-triggered conventional dialogue has any place in the mod.

 

Also, thanks for letting me know SL Survival can generate SLSF whore fame. I'll include that in the next description update. And you're welcome for the animal toggle. Tripping over animals can be annoying.

Posted
1 hour ago, Gristle said:

I know, but it sets up an interesting scenario if he does have a sister, and she arrives from High Rock, given Belethor's generally unpleasant disposition and willingness to sell anything.  I just 'head canon' it as she was estranged, or is a half-sister or the like, or just that he meant if I had a sister here, as opposed to back home in High Rock.  At the end of the day, it's just me setting up a small scenario so I can learn how to set up an NPC, sandbox them, and set up conventional dialogue with SLSF fame triggers, as opposed to the random Hello and Idle dialogues that are 99% of the mod. Consider it a test to see if SLSF fame-triggered conventional dialogue has any place in the mod.

 

Also, thanks for letting me know SL Survival can generate SLSF whore fame. I'll include that in the next description update. And you're welcome for the animal toggle. Tripping over animals can be annoying.

 

SL Survival whore fame gain is very specific though, you actually have to do certain actions to obtain it, but I'm not going to spoil it here.

 

On a side note, I'd like to see something done with Ysolda one of these days. After all she does deal in Sleeping Tree Sap and has extensive contacts with khajiiti smugglers. And, if one is to follow the Amorous Adventures lore, she's pretty messed up on top of that. I've yet to see a mod that taps into that unexplored territory.

Posted
1 hour ago, belegost said:

 

SL Survival whore fame gain is very specific though, you actually have to do certain actions to obtain it, but I'm not going to spoil it here.

 

On a side note, I'd like to see something done with Ysolda one of these days. After all she does deal in Sleeping Tree Sap and has extensive contacts with khajiiti smugglers. And, if one is to follow the Amorous Adventures lore, she's pretty messed up on top of that. I've yet to see a mod that taps into that unexplored territory.

I do like the Amorous Adventures quest for Ysolda. She and Haelga seem to be Skyrim's wildest women. But Ysolda is probably better for quests, since Haelga stops being essential once you go to collect the Thieves' Guild debts. (And Haelga often ends up dying in my playthroughs, even in a fist fight, for some reason.) The problem with Ysolda, at least for the lightweight style of interaction of this mod, is that she spends almost all day in the market, where there's no bed and no privacy. So, it's hard to start any kind of SexLab encounter in any immersive way there. And I believe she's only in her house one hour during the day. She spends 4 hours at night in the inn, so I suppose something could happen there. 

 

Perhaps once a PC's SLSF fame (slut? likes woman?) informs Ysolda that the PC is someone of loose morals and someone that she can seduce, she would interact with the PC and try to use offers of sex to persuade the PC to help her expand her legal and/or illegal businesses? Maybe involving trips to Khajiit camps or skooma dens, where the PC might have to further trade sex for favors or items? If I can think of a way to leverage vanilla locations and NPCs, this might be doable in a lightweight manner. The trick is finding locations and NPCs that are not going to change/die based on other game events. 

 

Posted (edited)
3 hours ago, Gristle said:

The problem with Ysolda, at least for the lightweight style of interaction of this mod, is that she spends almost all day in the market, where there's no bed and no privacy. So, it's hard to start any kind of SexLab encounter in any immersive way there. And I believe she's only in her house one hour during the day. She spends 4 hours at night in the inn, so I suppose something could happen there. 

 

Huh, interesting. I've been using USSEP and AI Overhaul for so long, at this point I have no idea what are the vanilla schedules for the NPC's. In my games she is very often found inside Belethor's for some reason...

And if I remember correctly AA makes her go to her house for the final stage of her quest, so she could "squirm like a skeever".

 

I had never had a problem with Halega though, she always lives in my games. But she's already taking part in SD+ and has a minor role there, despite being Dibellan worshiper, which is weird.

Edited by belegost
Posted (edited)

I fear that the list of updates I have to ignore because there is no updated voice pack just gains another entry. So sad! It would be so wonderful if the mod creators combined forces with the voice pack creators and only release when the voice pack is available. Just a wish. Ignore it!

Edited by Grumbrum
Posted
5 hours ago, FredOof said:

I noticed there is a new npc in markarths table called tasche, any clue on what he is possible to do?

He's actually been in the mod for a while now, at least back to version 3.0. He should be disabled unless you have SLSF Beastiality events enabled in the MCM. He acts as a sort of vendor for Beastiality fame events. His comments are a bit different than other NPCs. They are random, but they skew much more heavily towards SLSF Beastiality fame events. He and now Evelyn (in Belethor's shop) in v3.3 are the only (non-creature) NPCs added by the mod. 

Posted (edited)

Two questions for anyone interested: 

 

1) If I build normal direct dialogue into the mod, for example to support added SLSF fame-triggered quests, would you prefer if the dialogue from this mod was tagged somehow, like with [SLSFC] before the text? I believe SLEN does this, as one example. The only reason would be to help identify the mod's dialogue, especially if you have a lot of mods running that affect dialogue. For example, Devious Followers inserts a line of dialogue that is identical to vanilla dialogue, making it hard to know which response line to select sometimes (and I always pick the wrong one).

 

2) Would anyone be interested in an MCM switch to add "skimpy" and/or "topless" tags to the PC? Note that this would be a rather crude system as it would not add the tag to any particular clothing or armor piece, rather to the PC in general. So, unless the PC is naked, these tags would affect NPC and follower dialogue on state of dress, even if your PC later changed to a non-skimpy, non-topless, etc. outfit. So, easy to implement, but would require going back in and out of the MCM if you change outfits. Thus, I don't know if it's too crude to have value for most. (Alternatively, if anyone knows of a simple way for me to add such tags to a clothing or armor piece via the MCM, please let me know. It's a bit beyond my programming skills.)

Edited by Gristle
Posted
7 hours ago, Gristle said:

Two questions for anyone interested: 

 

1) If I build normal direct dialogue into the mod, for example to support added SLSF fame-triggered quests, would you prefer if the dialogue from this mod was tagged somehow, like with [SLSFC] before the text? I believe SLEN does this, as one example. The only reason would be to help identify the mod's dialogue, especially if you have a lot of mods running that affect dialogue. For example, Devious Followers inserts a line of dialogue that is identical to vanilla dialogue, making it hard to know which response line to select sometimes (and I always pick the wrong one).

 

2) Would anyone be interested in an MCM switch to add "skimpy" and/or "topless" tags to the PC? Note that this would be a rather crude system as it would not add the tag to any particular clothing or armor piece, rather to the PC in general. So, unless the PC is naked, these tags would affect NPC and follower dialogue on state of dress, even if your PC later changed to a non-skimpy, non-topless, etc. outfit. So, easy to implement, but would require going back in and out of the MCM if you change outfits. Thus, I don't know if it's too crude to have value for most. (Alternatively, if anyone knows of a simple way for me to add such tags to a clothing or armor piece via the MCM, please let me know. It's a bit beyond my programming skills.)

1. Yes definitively. I have a heavy modded game and i would like the added tags, the way SLEN utilizes.

 

2. More options is always better. In my opinion it would be best to have the proposed option in the MCM and make use of the keywords in the SLAR version of Baka. Those keywords are already utilized by a big number of mods (armor mods, quest mods). Some keywords are more used then others, but there are lots of different keywords available and it is relatively easy to adapt the armor mods for use of new keywords.

 

my 2 cents

 

cheers

 

Posted
14 hours ago, Gristle said:

Two questions for anyone interested: 

 

1) If I build normal direct dialogue into the mod, for example to support added SLSF fame-triggered quests, would you prefer if the dialogue from this mod was tagged somehow, like with [SLSFC] before the text? I believe SLEN does this, as one example. The only reason would be to help identify the mod's dialogue, especially if you have a lot of mods running that affect dialogue. For example, Devious Followers inserts a line of dialogue that is identical to vanilla dialogue, making it hard to know which response line to select sometimes (and I always pick the wrong one).

 

2) Would anyone be interested in an MCM switch to add "skimpy" and/or "topless" tags to the PC? Note that this would be a rather crude system as it would not add the tag to any particular clothing or armor piece, rather to the PC in general. So, unless the PC is naked, these tags would affect NPC and follower dialogue on state of dress, even if your PC later changed to a non-skimpy, non-topless, etc. outfit. So, easy to implement, but would require going back in and out of the MCM if you change outfits. Thus, I don't know if it's too crude to have value for most. (Alternatively, if anyone knows of a simple way for me to add such tags to a clothing or armor piece via the MCM, please let me know. It's a bit beyond my programming skills.)

  1. I don't use SLEN, and afaik none of my current or past mods specifically identify their dialog. As I recall, I do believe some of them have used the '...' to start the dialog topic. If more than one does it, then you can still have some confusion but at least you know it's modded v. vanilla dialog. My only concern is the dialog length with the added characters at the beginning and how it would display on screen. I take it you're just talking about the initial dialog branch line, not every subsequent line?
  2. Sexlab Aroused already lets you tag your current armor as naked. Are you thinking of getting rid of it as a requirement? You might want to contact CPU. I have frequently used the mod 'Scent of Sex' that lets you set an overall armor rating below which you are considered naked. It has a few options for the user, but the benefit is it doesn't have to be constantly reset.
    Spoiler

    image.png.691572669f20b47d540bc54a1d0f5f67.pngThe settings can be altered in the Nudity page.
    From the User Guide:

    "For each relevant body slot, you have three options:
     Not Naked, if any type of armor is wear in the slot, then the actor is considered not naked
     Naked, the slot is not considered
     Use Armor Rating, the actual armor rating (without enchantments) is used to calculate the final score. If the score is less than the Min armor values to be naked, then the actor is considered naked.
    It is possible also to define a "naked list", this is a set of specific armors and armor keywords that will never considered in the calculation. If the actor wears one armor that is in the naked list, or has a keyword that is in the naked list, then the final calculation will not consider this armor part to calculate the nudity.
    The list of items is the full list of items in the player inventory together with the full list of items in the NPC inventory if a NPC is under the crosshair when opening the MCM, or also all items inside a container in case a container was under the crosshair."

  3. Are you thinking of doing these quests as optional addons to SLSF-C? Say, for instance, a bounty letter related quest. The add-on could handle all the quest type stuff, triggered by whether you received a letter from the jarl. The immediate benefit, as I see it, is that you don't have to mess with SLSF-C's basic purpose or structure, at least not too much (I could be wrong). If the user doesn't install the add-on, then SLSF-C works as it does now. Might also make tracking down/fixing bugs with a quest easier. Just a thought.

Thank you for everything you've done with this. Even if you decide not to add more and just do bug fixes, I will be a happy camper. I have thoroughly enjoyed this mod.

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