Gristle Posted August 13, 2022 Author Posted August 13, 2022 13 hours ago, xLLUser said: Edit to clarify: I would be running Inigo and Serana at the same time and wanting comments from only Serana, so I couldn't just turn off follower comments entirely since Serana accesses the adventerous follower comment pool too, right? You can turn off the universal follower comments and turn on the Serana comments, and she will still have all her comments. Although they both share many of the same comments, Serana's access to them is separately enabled. Actually, you can enable universal follower comments for other followers, and Inigo still won't use those comments as a follower, not because he has his own follower system but because he is a Khajiit. I created a set of (non-follower) NPC comments in the Khajiit speaking and cultural style, but I haven't yet created a similar set of follower comments for Khajiit. So, currently, Khajiit are blocked from all follower comments. As you say, the current follower comments wouldn't suit a Khajiit. So, Inigo will only have comments under this mod if he is standing around as a non-follower NPC, but then they will be in the Khajiit style at least. 1
Gristle Posted August 13, 2022 Author Posted August 13, 2022 2 hours ago, Martok73 said: I have several spanking animations but I don't have Devious Followers so I don't have those specific animations. Will spanking events still trigger or work if I'm not using those specific animations? I honestly have several that atm never get used as far as I can tell. I've manually used them before and they are pretty good I've just never had a mod autoselect any of them. Sorry, I should have explained that better. You just need one or more animations with the "Spanking" tag. They can be from any set. The "DF Spank SLAL mini-pack" just happens to be the only simple add-on set of spanking animations that I am aware of. Also, although this mini-pack is found in the Devious Followers download area, it's just an animation pack and can be downloaded and used independently of Devious Followers.
Martok73 Posted August 13, 2022 Posted August 13, 2022 7 hours ago, Gristle said: Sorry, I should have explained that better. You just need one or more animations with the "Spanking" tag. They can be from any set. The "DF Spank SLAL mini-pack" just happens to be the only simple add-on set of spanking animations that I am aware of. Also, although this mini-pack is found in the Devious Followers download area, it's just an animation pack and can be downloaded and used independently of Devious Followers. Ah ok, cool, awesome, I'll have to check out that pack, thank you for ELI5 I'm old and my brain doesn't work like it used to anymore after having 2 strokes.
xXDeliteXx Posted August 16, 2022 Posted August 16, 2022 On 8/11/2022 at 8:04 PM, Gristle said: Glad you are having fun with the mod. You can turn off the "exhibitionism" fame comments and events in the MCM, if that is helpful. You can also turn off the "harsh" comments now in the MCM, which will filter out all of the harsh comments about nudity. However, if you also want to block all of the neutral and friendly comments about the PC being presently naked, there's currently no way to do it. I have to say I'm not that eager to block naked comments, as being shocked by nakedness is one of the themes the mod is built around, and is also baked into the vanilla game, of course. For example, I'm working on a quest right now triggered by high Exhibitionism fame (spoiler: PC may end up naked). While it will have its own quest-specific dialogue, it will also make use of the general nudity comments built into the mod. As a workaround, if you want your PC to appear naked without naked comments (mod or vanilla), you could make invisible clothes. I've only done it to make invisible helmets, but it should work for clothes and armor too. Just use xEdit, load up Skyrim, find and duplicate an article of clothing or armor (that covers the body), delete the model from it, rename the article, save your "mod," enable the 'plug in' (mod) you just saved, use 'help [new name of article]' in console to find it's ID, and then use 'player.additem [ID] 1" in console to give it to your PC. That most definitely helps, thanks!
Onomatophobia Posted August 20, 2022 Posted August 20, 2022 Got a new idea for the mod: it works fine and dandy with the greetings, but what about farewells? I think having them affected by fame too would make sense.
jc22 Posted August 20, 2022 Posted August 20, 2022 Just a quick thank you for bringing this to my Skyrim. Been using for quite a while now and it just works, thanks again 2
deepcool Posted August 28, 2022 Posted August 28, 2022 On 2/23/2022 at 6:55 PM, Gristle said: Two questions for anyone interested: 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.) Your message is from awhile ago, but I just wanted to chime in as I was just looking for something like this! I would love love if something like this was implemented. It would be really nice to have an in-between of naked and clothed.
Gristle Posted August 30, 2022 Author Posted August 30, 2022 On 8/20/2022 at 12:44 PM, Onomatophobia said: Got a new idea for the mod: it works fine and dandy with the greetings, but what about farewells? I think having them affected by fame too would make sense. Hmm. Interesting idea. So, something fame-related said when you exit conversion with an NPC. I assume these "Goodbyes" get pulled from a random stack just like the Hello dialogue. I'm a bit concerned the "goodbye" comment might clash with what the NPC just said to your PC in conversation though. I'll have to give it a try on my test setup to see how it feels. 3
Gristle Posted August 30, 2022 Author Posted August 30, 2022 On 8/27/2022 at 9:21 PM, deepcool said: Your message is from awhile ago, but I just wanted to chime in as I was just looking for something like this! I would love love if something like this was implemented. It would be really nice to have an in-between of naked and clothed. Thanks for the note. It would be crude in that it would tag the PC and not the outfit, and thus would likely be un-immersive and unworkable for anyone who changes their PC's outfit frequently. But, the toggles would default off, so I suppose it could just be ignored by those who found it too crude. Real world demands have slowed my work on this mod a bit, but I am still working on it, and will try to work this into an upcoming version. In the meantime, try running around with Forsworn armor (or better yet, the topless version of Forsworn armor). Under the current version of the mod, Forsworn armor will attract special comments reflecting its skimpy nature (and its association with wild women). 2
Seeker999 Posted August 30, 2022 Posted August 30, 2022 10 hours ago, Gristle said: Hmm. Interesting idea. So, something fame-related said when you exit conversion with an NPC. I assume these "Goodbyes" get pulled from a random stack just like the Hello dialogue. I'm a bit concerned the "goodbye" comment might clash with what the NPC just said to your PC in conversation though. I'll have to give it a try on my test setup to see how it feels. What about limiting the farewell comments to guards when you exit the city/guards palace? There's always a guard outside the jarl's place and outside the walled gates. Of course, I don't know how easy it would be to detect when somebody moved from one cell to another - Dragonsreach to Whiterun or Whiterun to Whiterun exterior, for example.
Gristle Posted September 3, 2022 Author Posted September 3, 2022 On 8/30/2022 at 8:41 AM, Seeker999 said: What about limiting the farewell comments to guards when you exit the city/guards palace? There's always a guard outside the jarl's place and outside the walled gates. Of course, I don't know how easy it would be to detect when somebody moved from one cell to another - Dragonsreach to Whiterun or Whiterun to Whiterun exterior, for example. Those aren't "Farewell" comments in CK terms. Farewell (aka Goodbye) comments are the comments that NPCs say when you exit branching dialogue with them, like "Until next time." or "All right, then." If a guard is going to say something unprompted when you are nearby, that would be a "Hello" comment (triggered when the NPC comes in range of the PC) or an "Idle" comment (triggered if the NPC is in an idle state near the PC). Although you can create conditions based on distance between the PC and NPC, there's really no way to tell if a PC is coming or going with respect to an NPC with the CK dialogue conditions. Also, no way to detect cell changes with dialogue conditions. You can do that with scripts, but none of the dialogue in this mod is generated by scripts. It all uses built-in CK dialogue conditions, which are much more efficient than scripted conditions. So, hard to know when to deliver an actual farewell/see you later type comment. What kinds of comments did you have in mind? For example, with the CK dialogue conditions you can detect whether the player is running or not. So, with a Hello comment conditioned on the PC in a running state, you can pretty much be sure that the PC has just run past the NPC when the NPC delivers the comment. For example, NPCs can currently deliver dialogue regarding bouncing breasts when a female PC runs by without armor.
Seeker999 Posted September 6, 2022 Posted September 6, 2022 On 9/2/2022 at 10:58 PM, Gristle said: Those aren't "Farewell" comments in CK terms. Farewell (aka Goodbye) comments are the comments that NPCs say when you exit branching dialogue with them, like "Until next time." or "All right, then." ****snip**** Ah, I didn't realize Goodbye comments were a different type. I didn't have anything specific in mind, more generic "We don't need trash like you here", "beast lovers like you should stay out of the city". I was trying to think of a way to implement farewell comments that might be easier on you - just shows what I know! ?
rmaku Posted September 13, 2022 Posted September 13, 2022 Hey T.G., any release date in mind for an update for SLFS Fame Comments SSE? I can't wait!
Gristle Posted September 18, 2022 Author Posted September 18, 2022 On 9/13/2022 at 11:34 AM, rmaku said: Hey T.G., any release date in mind for an update for SLFS Fame Comments SSE? I can't wait! Apologies for the delay. Real world issues have slowed me down a bit, but I'm very anxious to get back to the next update. No real ETA at present, but I'll have a lot more time starting in November. 5
Dez65 Posted September 28, 2022 Posted September 28, 2022 (edited) Hi - I'm trying to figure out what mod placed this coin between the feet of my player character. I'm thinking it might be associated with this mod as she has been very bad. The coin moves with the PC exactly where it is shown. Spoiler Edited September 28, 2022 by Dez65
Gristle Posted September 29, 2022 Author Posted September 29, 2022 6 hours ago, Dez65 said: Hi - I'm trying to figure out what mod placed this coin between the feet of my player character. I'm thinking it might be associated with this mod as she has been very bad. The coin moves with the PC exactly where it is shown. Hide contents No coins added by this mod.
monty359 Posted September 29, 2022 Posted September 29, 2022 Hi Gristle, great mod, great work! A small issue here: i have at the moment two followers, Lydia and Serana and the fire up their comment like every 5 to 10 seconds and mostly at the same time. Additionally they comment on things even when the PC is in a dialogue. The events do also not respect, the player being in a dialogue and interrupt the running dialogue scene. Would it be possible to include some sort of condition to prevent commenting of several followers at the same time and while the PC is in a dialogue scene. Is it possible to to increase the time between comments, 5 to 10 sec between comments is very short and the comments are repeated very often. thanks!
Gristle Posted October 2, 2022 Author Posted October 2, 2022 (edited) On 9/29/2022 at 1:23 AM, monty359 said: Hi Gristle, great mod, great work! A small issue here: i have at the moment two followers, Lydia and Serana and the fire up their comment like every 5 to 10 seconds and mostly at the same time. Additionally they comment on things even when the PC is in a dialogue. The events do also not respect, the player being in a dialogue and interrupt the running dialogue scene. Would it be possible to include some sort of condition to prevent commenting of several followers at the same time and while the PC is in a dialogue scene. Is it possible to to increase the time between comments, 5 to 10 sec between comments is very short and the comments are repeated very often. thanks! Thanks. The comment frequency setting in the SexLab Sexual Fame MCM can be used to increase the time between comments. I believe the default frequency is 70%. You can lower this setting as much as you like. This will affect the frequency of all comments in the mod, except for "bump" comments. As for interruptions, all the comments check to make sure neither the PC nor the speaker is in a "Scene," but they do not generally check if the PC is in dialogue. I can't recall having an issue with any Hello or Idle comments (vanilla or from this mod) interrupting normal branching dialogue with an NPC. Is that what you are seeing, that they are somehow knocking you out of branching dialogue with an NPC? Or just showing up on the bottom of the screen below the branching dialogue? There are CK dialogue conditions that allow one to condition a comment on whether a particular identified NPC is talking to the PC (or not), but there's no dialogue condition that allows me to check if any NPC is talking to the PC. So, I don't know how (without scripts) to stop NPCs from talking over each other using CK dialogue conditions. There are Papyrus (script) conditions that one can use to detect if the player movement and/or fighting controls are enabled (and they are not during branching dialogue), but these are only accessible via scripts, and currently no dialogue is triggered via scripts. Rather it's all triggered by vanilla "Hello" and "Idle" and "ActorCollideWithActor" dialogue systems. Now, some of the mod dialogue can and does trigger short scripts, so-called script fragments, e.g., to call SexLab functions. I do use these player control checks before calling a SexLab event, so you should never get pulled into a SexLab event when you are in normal (branching) dialogue. You can also set global variables (flags) with scripts. So, I set a "Wait" flag (with script fragments) at the beginning of any dialogue that calls a SexLab event, and then clear this Wait flag at the end of such dialogue. All mod dialogue then checks this Wait flag to make sure it doesn't "talk over" the dialogue that is calling the SexLab event. This is to avoid issues where one NPC's dialogue (relevant to the SexLab event) is too quickly wiped off the screen by a second NPC's dialogue, such that the player doesn't understand why they are being pulled into (or offered) a SL event. I could theoretically have all mod dialogue set this Wait flag, but that would require adding a script fragment to every line of dialogue, which would be a crazy amount of scripts. Also, I didn't think it was that big a deal if one NPC talked over another, except in this one case where it prevented the player from seeing the dialogue triggering a SL event. In any case, I assume lowering the comment frequency will lower the occurrence of NPCs talking over each other, so I would certainly give that a try. Edited October 2, 2022 by Gristle 1
monty359 Posted October 2, 2022 Posted October 2, 2022 2 hours ago, Gristle said: Thanks. The comment frequency setting in the SexLab Sexual Fame MCM can be used to increase the time between comments. I believe the default frequency is 70%. You can lower this setting as much as you like. This will affect the frequency of all comments in the mod, except for "bump" comments. As for interruptions, all the comments check to make sure neither the PC nor the speaker is in a "Scene," but they do not generally check if the PC is in dialogue. I can't recall having an issue with any Hello or Idle comments (vanilla or from this mod) interrupting normal branching dialogue with an NPC. Is that what you are seeing, that they are somehow knocking you out of branching dialogue with an NPC? Or just showing up on the bottom of the screen below the branching dialogue? There are CK dialogue conditions that allow one to condition a comment on whether a particular identified NPC is talking to the PC (or not), but there's no dialogue condition that allows me to check if any NPC is talking to the PC. So, I don't know how (without scripts) to stop NPCs from talking over each other using CK dialogue conditions. There are Papyrus (script) conditions that one can use to detect if the player movement and/or fighting controls are enabled (and they are not during branching dialogue), but these are only accessible via scripts, and currently no dialogue is triggered via scripts. Rather it's all triggered by vanilla "Hello" and "Idle" and "ActorCollideWithActor" dialogue systems. Now, some of the mod dialogue can and does trigger short scripts, so-called script fragments, e.g., to call SexLab functions. I do use these player control checks before calling a SexLab event, so you should never get pulled into a SexLab event when you are in normal (branching) dialogue. You can also set global variables (flags) with scripts. So, I set a "Wait" flag (with script fragments) at the beginning of any dialogue that calls a SexLab event, and then clear this Wait flag at the end of such dialogue. All mod dialogue then checks this Wait flag to make sure it doesn't "talk over" the dialogue that is calling the SexLab event. This is to avoid issues where one NPC's dialogue (relevant to the SexLab event) is too quickly wiped off the screen by a second NPC's dialogue, such that the player doesn't understand why they are being pulled into (or offered) a SL event. I could theoretically have all mod dialogue set this Wait flag, but that would require adding a script fragment to every line of dialogue, which would be a crazy amount of scripts. Also, I didn't think it was that big a deal if one NPC talked over another, except in this one case where it prevented the player from seeing the dialogue triggering a SL event. In any case, I assume lowering the comment frequency will lower the occurrence of NPCs talking over each other, so I would certainly give that a try. Thanks, i completely "forgot", the mod is consistiong of two mods^^. On Dialogue/scene interruption: Most often it happens with events. You are in a dialoque, the follower asks, if you want or allow (with a pop up messsage). After answering, you are in a dialogue again. I usually say no i this kind of situation and land in the dialogue, where i was before. No idea, what happens, if i would say "yes".
Gristle Posted October 2, 2022 Author Posted October 2, 2022 11 hours ago, monty359 said: On Dialogue/scene interruption: Most often it happens with events. You are in a dialoque, the follower asks, if you want or allow (with a pop up messsage). After answering, you are in a dialogue again. I usually say no i this kind of situation and land in the dialogue, where i was before. No idea, what happens, if i would say "yes". Got it. On the script that is giving you the pop up "Yes/No" choice, before the pop up message is displayed, the script checks a number of conditions and is only allowed to continue if all of the following are enabled: player controls, fighting controls, movement controls, menu controls, and activate controls. All of these should be disabled when you are in normal branching dialogue, so presumably I've got 5x redundancy built in this check, and yet still it will fail. I've read online that these script conditions just don't work reliably. which is why I'm checking five of them instead of just one, but even that is not foolproof. So, I've tried my best to minimize this scenario, but I haven't figured out a way to eliminate it. I just answer "No" when it happens, but I agree it is annoying to miss the NPC dialogue that triggered the popup Y/N choice (I believe because it triggered just prior to your PC entering branching dialogue with another NPC).
Dez65 Posted October 2, 2022 Posted October 2, 2022 On 9/28/2022 at 10:40 PM, Gristle said: No coins added by this mod. Thanks. Love your mod!
monty359 Posted October 3, 2022 Posted October 3, 2022 12 hours ago, Gristle said: Got it. On the script that is giving you the pop up "Yes/No" choice, before the pop up message is displayed, the script checks a number of conditions and is only allowed to continue if all of the following are enabled: player controls, fighting controls, movement controls, menu controls, and activate controls. All of these should be disabled when you are in normal branching dialogue, so presumably I've got 5x redundancy built in this check, and yet still it will fail. I've read online that these script conditions just don't work reliably. which is why I'm checking five of them instead of just one, but even that is not foolproof. So, I've tried my best to minimize this scenario, but I haven't figured out a way to eliminate it. I just answer "No" when it happens, but I agree it is annoying to miss the NPC dialogue that triggered the popup Y/N choice (I believe because it triggered just prior to your PC entering branching dialogue with another NPC). Thanks for the explanations! Thanks for your great work! What are your future plans for the mod? There are lots of comments, that are negative in the nature. Do you plan to make more positive comments? ("Last time with you was, great, can we repeat that soon, Thane!" or The guard is very fond of you, Thane! They like your pussy/ass the most!") The point of view is, the PC is Thane and is whoring on behalf of the city. The citizens are grateful for that. thanks again!
Gristle Posted October 5, 2022 Author Posted October 5, 2022 On 10/3/2022 at 12:56 AM, monty359 said: What are your future plans for the mod? I've been delayed by real world problems, but I've been working on Jarl quests for each town, so that when your SLSF fame (of varying types) gets high in a town, instead of just getting a generic bounty (as currently happens), you instead get summoned to the Jarl and given a choice to undertake a series of quests for the Jarl, relevant to your fame type. For example, the one I'm currently working on is triggered when your Exhibitionism fame in Markarth gets high. As you might guess, it involves both the Jarl and the Temple of Dibella. On 10/3/2022 at 12:56 AM, monty359 said: There are lots of comments, that are negative in the nature. Do you plan to make more positive comments? ("Last time with you was, great, can we repeat that soon, Thane!" or The guard is very fond of you, Thane! They like your pussy/ass the most!") The point of view is, the PC is Thane and is whoring on behalf of the city. The citizens are grateful for that. That's a fair point. There are more negative comments in the set than positive. But, there are a good number of positive comments, but many can only be spoken by friends (i.e., by NPCs with a relationship rank above 0. There are two things you can do to get more positive comments: 1) you can turn off the "Enable harsh fame comments" toggle in the SLSFC MCM, which I believe is on by default. This will turn off all of the harshest comments (except for follower comments, which tend not to be too harsh, quest comments, and beastiality comments) and will make Skyrim a lot more understanding of your PC's sexual adventures. 2) You can make more friends in town. This is the approach I use to get a good mix of comments. I use SLEN to seduce my favorite NPCs, which raises their relationship rank, and after that I will generally only get friendly comments from those NPCs (or perhaps neutral or "chiding" comments, but nothing really harsh). You'll also get more friendly SexLab event offers from such friendly NPCs. 8
Zor2k13 Posted November 11, 2022 Posted November 11, 2022 The mod page says regular edition compatible but how can the same esp file be compatible with both LE and SE?
Dez65 Posted November 21, 2022 Posted November 21, 2022 On 1/18/2022 at 11:39 PM, Gristle said: You're welcome! I've never used that mod, but all this mod really does is add to the pool of random "Hello" and "Idle" NPC dialogue, so it should be compatible with any dialogue mods. Some mods might give their random dialogue higher priority, which will increase the change of it being selected, and any mod that adds to the pool of random dialogue will have the general effect of reducing the frequency of dialogue from this mod, but there should be no compatibility issues. For example, I've run this mod along with Sexist Guards (which adds a ton of NPC dialogue) and they both run fine -- you just get fewer comments from this mod when running both together. I've been running Fame Comments, SLSF and Babo Dialogue for almost an entire playthrough and they work great together. I just added Sexist Guards (how did I miss that one?) and it also seems to play well with the others. I did notice few fame comments and also haven't seen a Skooma roofie scene yet but the other Fame Events have triggered fine. Thanks for your work on a great mod! 2
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