Gristle Posted May 21, 2023 Author Posted May 21, 2023 14 hours ago, Gee Doubleyou said: Hey I'm doing the Markarth quest and I seem to be stuck at "Meet Annekke in her house at 6 o'clock in the evening" step. She says her dialogue but the quest doesn't progress. As far as I can tell there aren't any other mods affecting her I'm not sure I understand the issue. You won't get a new objective until after you speak again with Annekke in her house. She will start walking towards her house (from the campfire area) at 6:00 p.m. The door to her house should also unlock at 6:00 p.m. Are you speaking to her again in her house after she enters? If you don't see her outside around that time it's most likely because she's already in her house. Rogen will also need to be in the house to complete the conversation and event with Annekke. After that event, you will get the next objective, which is to speak to Annekke one last time in the house before getting the next objective, which takes you away from the house.
lukashisuphola Posted May 22, 2023 Posted May 22, 2023 How much can you change in the settings ? Is there a lot of it that can be turned off/on sort of deal or is it mainly just comment % and the recommended stuff ?
Gristle Posted May 22, 2023 Author Posted May 22, 2023 2 minutes ago, lukashisuphola said: How much can you change in the settings ? Is there a lot of it that can be turned off/on sort of deal or is it mainly just comment % and the recommended stuff ? I would say a lot. A lot comes from the MCM of the underlying SLSF mod, which allows you to set comment frequency but also things like how fast fame increases and decreases, and how it spreads. You can also set SLSF to increase fame types based on tattoo categories. As for the MCM for this mod, it allows you to do things like turn on and off "harsh" comments, turn on or off Exhibitionism fame comments, decide whether your followers comment, decide whether they encourage your PC's sexual adventures or not, turn on and off comments with Sexlab events by fame category, and decide whether equipped weapons will stop forced events. 1
lukashisuphola Posted May 22, 2023 Posted May 22, 2023 (edited) 13 minutes ago, Gristle said: I would say a lot. A lot comes from the MCM of the underlying SLSF mod, which allows you to set comment frequency but also things like how fast fame increases and decreases, and how it spreads. You can also set SLSF to increase fame types based on tattoo categories. As for the MCM for this mod, it allows you to do things like turn on and off "harsh" comments, turn on or off Exhibitionism fame comments, decide whether your followers comment, decide whether they encourage your PC's sexual adventures or not, turn on and off comments with Sexlab events by fame category, and decide whether equipped weapons will stop forced events. Thanks for quick reply, so is it easy then too stop the whole forced bits (weapon equipped) read that also in description but was not sure how exactly it plays out or if could just turn it off that was 1 the biggest things I don't care for. \ (especially since I still remember when a played a bit of Fallout Vegas way way back sex mod that would have non stop proposition/rape from certain groups making things like walking in legion territory a annoying nightmare, even if "realistic/immersive" to me was just annoying and not really something I cared much to begin with and more so with current day skyrim already offering more then enough ways to get sex then FNV had at its time). Good also to hear you can turn off harsh comments and turn off companions encourage sex adventures as those were likely the next more important to me. Thank you for the detailed answer ? (Main thing that interested me was the Serana + Mjoll bits as I saw this mod thanks to someone pointing those out, so will give this mod a try some point in future). Edited May 22, 2023 by lukashisuphola
Gee Doubleyou Posted May 23, 2023 Posted May 23, 2023 On 5/21/2023 at 2:25 PM, Gristle said: I'm not sure I understand the issue. You won't get a new objective until after you speak again with Annekke in her house. She will start walking towards her house (from the campfire area) at 6:00 p.m. The door to her house should also unlock at 6:00 p.m. Are you speaking to her again in her house after she enters? If you don't see her outside around that time it's most likely because she's already in her house. Rogen will also need to be in the house to complete the conversation and event with Annekke. After that event, you will get the next objective, which is to speak to Annekke one last time in the house before getting the next objective, which takes you away from the house. Ok I think the problem was Rogen didn't follow me into the house for some reason, I ended up just using the console
lukashisuphola Posted May 25, 2023 Posted May 25, 2023 Hey I know you said you pretty sure it works fine with Serana Add-on, but just in case since I read Add-on no longer/is not compatitable with Serana D edit (idk if maker has just done more since I last played years ago or if he just meant as general warning). Do you know if you edited these on her as these are maker says breaks her "DLC1NPCMonitoringPlayerScript and DLC1_NPCMentalModelScript"
Gristle Posted May 25, 2023 Author Posted May 25, 2023 16 hours ago, lukashisuphola said: Hey I know you said you pretty sure it works fine with Serana Add-on, but just in case since I read Add-on no longer/is not compatitable with Serana D edit (idk if maker has just done more since I last played years ago or if he just meant as general warning). Do you know if you edited these on her as these are maker says breaks her "DLC1NPCMonitoringPlayerScript and DLC1_NPCMentalModelScript" Definitely not. None of the DLC1 scripts or AI is edited by this mod. Just added dialogue. 1
lukashisuphola Posted May 26, 2023 Posted May 26, 2023 (edited) 4 hours ago, Gristle said: Definitely not. None of the DLC1 scripts or AI is edited by this mod. Just added dialogue. Ya figured as much, was not even sure Serana Edit did either as name even implies, though suppose in its case makes more sense maybe.. Just figured would ask, thanks again as always on reply. Edited May 26, 2023 by lukashisuphola
Imperialguard0 Posted May 28, 2023 Posted May 28, 2023 Is there a way to disable the added comments to Serana in this mod? The MCM toggle does nothing, and having unvoiced comments when SDA already adds several voiced ones is annoying.
Gristle Posted May 28, 2023 Author Posted May 28, 2023 (edited) 2 hours ago, Imperialguard0 said: Is there a way to disable the added comments to Serana in this mod? The MCM toggle does nothing, and having unvoiced comments when SDA already adds several voiced ones is annoying. Not currently. The MCM toggle does what it says it does, which is to disable Serana's "events". It does not disable all of her comments. I can look into adding such a switch in an upcoming version. In the meantime, there is a voice pack for this mod, though I know it is huge. Edited May 28, 2023 by Gristle
Imperialguard0 Posted May 28, 2023 Posted May 28, 2023 31 minutes ago, Gristle said: Not currently. The MCM toggle does what it says it does, which is to disable Serana's "events". It does not disable all of her comments. I can look into adding such a switch in an upcoming version. In the meantime, there is a voice pack for this mod, though I know it is huge. Hmm ok. A toggle would be a nice, as it would definitely be easier than going through and manually deleting every Serana comment. As for the voice pack, does it use Eleven Labs to mimic the appropriate voice actors or does it use xVASynth generated voices.
remodel Posted May 28, 2023 Posted May 28, 2023 On 5/25/2023 at 1:27 AM, lukashisuphola said: Hey I know you said you pretty sure it works fine with Serana Add-on, but just in case since I read Add-on no longer/is not compatitable with Serana D edit (idk if maker has just done more since I last played years ago or if he just meant as general warning). Do you know if you edited these on her as these are maker says breaks her "DLC1NPCMonitoringPlayerScript and DLC1_NPCMentalModelScript" I use SLSF comments v3.2 and Serana Add On 2.9.2.2 right now and I haven't had any issues. There have been some additional version releases of each which might affect Serana Add On but I doubt it. I asked about possible conflicts on Martimius' Discord site and was told there should be no conflicts with SLSF comments. I was told there may be some voice tone differences between the add on and comments. However, I haven't noticed it. From my perspective I enjoy the hell out of both together. If you don't enjoy chatty followers don't install SLSF comments. As an aside, I have found that Mjoll the Lioness seems to come alive with this and SLEN. She's insatiable. Now, if I can convince Martimius to get Serana to interact with Mjoll I would be in gaming heaven. The only thing I don't like about SLSF (not comments) is the wheel menu that comes with it and tries to insert itself in "Complete Crafting Overhaul Remastered". I have to work around it; now that's annoying. These comments are too much fun and outweighs any negativity towards this. 2
Gristle Posted May 29, 2023 Author Posted May 29, 2023 9 hours ago, Imperialguard0 said: Hmm ok. A toggle would be a nice, as it would definitely be easier than going through and manually deleting every Serana comment. As for the voice pack, does it use Eleven Labs to mimic the appropriate voice actors or does it use xVASynth generated voices. The only voice pack I'm aware of is an xVASynth pack by DoubleCheeseburger.
themodleyfool Posted May 30, 2023 Posted May 30, 2023 On 5/16/2023 at 12:54 AM, Gristle said: Thanks. I figured that part out and when I applied it to the base mod, it works fine, generates facegen data, and I packed it with the mod. But when I then go to make the hair patch, and try to generate facegen data for that, nothing gets generated. Then, when I install the hair patch, blackface. Any idea what's going on with the hair patch mod? I could get rid of the hair patch, but then I'd have to make KS Hair a dependency for the base mod. Alternatively, the KS Hair author allows copying the hairs directly into another mod. However, I tried that and couldn't get it to work. My NPC creation skills are not that good. Thanks for your work on this and your continuous support on these forums. I'm doing a new build for a new game and am looking forward to trying the latest iteration of SLSF comments. I've already got KSHairs in my mod lost so is the patch required? If not - and I just use the regular KSHairs, does this mean that I don't need to worry about the face discoloration issue? Cheers.
Gristle Posted May 30, 2023 Author Posted May 30, 2023 51 minutes ago, skyrimsubby said: Thanks for your work on this and your continuous support on these forums. I'm doing a new build for a new game and am looking forward to trying the latest iteration of SLSF comments. I've already got KSHairs in my mod lost so is the patch required? If not - and I just use the regular KSHairs, does this mean that I don't need to worry about the face discoloration issue? Cheers. Thanks. You do need the patch also because the patch requires KSHairs. Some have reported no black face issues with the patch, but if you're on SE/AE, I would run the Face Discoloration Fix mod in any case, because it fixes so many such issues with different mods.
jtugdae Posted June 5, 2023 Posted June 5, 2023 I'm just wondering when 3.4b will no longer be in beta, I don't really want to install it cause of that especially while you can start the Whiterun quest but not be able to finish it, I know it may not cause issues later if I update but I've had problems in the past that I don't really want to deal with again
Gristle Posted June 6, 2023 Author Posted June 6, 2023 14 hours ago, jtugdae said: I'm just wondering when 3.4b will no longer be in beta, I don't really want to install it cause of that especially while you can start the Whiterun quest but not be able to finish it, I know it may not cause issues later if I update but I've had problems in the past that I don't really want to deal with again I'll be uploading a new version in a couple of days. Just minor bug fixes, but I'll disable the unfinished Whiterun quest as well. That was an oversight on my part. But 3.4b is really only beta with respect to the Markarth quest. 1
Omnishade Posted June 13, 2023 Posted June 13, 2023 (edited) Why is the scene aggressive when NPCs pay for sex from slut or whore fame? If you make a deal with someone it's consensual, unless the client says "For 50 gold, would you let me rape you?" There is a difference in the outcome in animations, drugging, tattoos, and potentially broken clothing. Pretty good idea otherwise. Edited June 13, 2023 by RoninDog
Gristle Posted June 14, 2023 Author Posted June 14, 2023 8 hours ago, RoninDog said: Why is the scene aggressive when NPCs pay for sex from slut or whore fame? If you make a deal with someone it's consensual, unless the client says "For 50 gold, would you let me rape you?" There is a difference in the outcome in animations, drugging, tattoos, and potentially broken clothing. Pretty good idea otherwise. That shouldn't be the case with the newest version -- 3.4b. It includes the following revisions: Removed “Rough” and “Aggressive” animations from “friendly” mod events unless triggered by SLSF Masochism fame. Removed “Victim” tags from all consensual Sexlab events triggered by the mod. 1
Ikwydls Posted June 15, 2023 Posted June 15, 2023 (edited) I'm trying this mod and it seems cuul, but but it seems to make many seemingly random worldspace edits (slight changes to the location of random vanilla bushes, edited navmesh information, adjusted locations of vanilla trigger boxes. Stump the dog is flagged as persistent. A single chicken feeding marker is flagged as persistent. Are there worldspace edits intended in this mod or are they all "wild" edits I could remove for a personal compatibility patch? Edit: I see there are a few added objects and doors. There are also edits to vanilla Packages (Default Follow Player Run, Default Sandbox and Default Hold) that add a quest condition. Can this cause problems elsewhere where those vanilla packages are used? Belethor's "Everything's for sale my friend" line seems to have an invalid condition? (Subject.GetIsID(Belethor "Belethor" [NPC_:00013BA1]) = 1.000000 AND Subject.GetIsID(Belethor "Belethor" [NPC_:00013BA1]) <> 1.000000, doesn't this evaluate to always False?) There are also some other strange or identical to vanilla dialogue records. Edited June 15, 2023 by Ikwydls
Ve5per Posted June 16, 2023 Posted June 16, 2023 Great mod, but I don't know why, after I installed the mod, I ask mojll to follow me, and she respond with no voice, then nothing happen, and she's not following... Any one help me???
Gristle Posted June 16, 2023 Author Posted June 16, 2023 (edited) 17 hours ago, Ve5per said: Great mod, but I don't know why, after I installed the mod, I ask mojll to follow me, and she respond with no voice, then nothing happen, and she's not following... Any one help me??? I haven't seen that bug reported before. This mod doesn't alter Mjoll's following behavior. It just affects her dialogue. EDIT: Actually, an unintentional edit may be affecting Mjoll's follow behavior. I will update a new version shortly. Edited June 17, 2023 by Gristle
Gristle Posted June 16, 2023 Author Posted June 16, 2023 (edited) On 6/15/2023 at 9:53 AM, Ikwydls said: I'm trying this mod and it seems cuul, but but it seems to make many seemingly random worldspace edits (slight changes to the location of random vanilla bushes, edited navmesh information, adjusted locations of vanilla trigger boxes. Stump the dog is flagged as persistent. A single chicken feeding marker is flagged as persistent. Are there worldspace edits intended in this mod or are they all "wild" edits I could remove for a personal compatibility patch? Edit: I see there are a few added objects and doors. There are also edits to vanilla Packages (Default Follow Player Run, Default Sandbox and Default Hold) that add a quest condition. Can this cause problems elsewhere where those vanilla packages are used? Belethor's "Everything's for sale my friend" line seems to have an invalid condition? (Subject.GetIsID(Belethor "Belethor" [NPC_:00013BA1]) = 1.000000 AND Subject.GetIsID(Belethor "Belethor" [NPC_:00013BA1]) <> 1.000000, doesn't this evaluate to always False?) There are also some other strange or identical to vanilla dialogue records. I think this is probably a mix of some "wild edits" and novice programming practices. This is my first mod and I've been learning the CK as I go. I certainly did not intend to alter any vanilla packages or trigger boxes, but I've probably accidently touched a few things in the world editor and I don't know how to use SSEEdit properly to detect, so would appreciate any assistance here. To run down the list, here are my initial thoughts: * slight changes to the location of random vanilla bushes - I recall moving a bush or two to make room for a trap door on the hill behind Dragonsreach (outside the city wall). If this is the spot, this was intentional and not likely to conflict with anything. Otherwise, if you can point out the records, I will take a look and do my best to correct with SSEEdit as needed. * edited navmesh information - The only (intentional) navmesh editing is in the Dragonsreach basement. The only navmesh editing I intended was to add navmesh to the new areas of the basement added by the mod. Any edits to the vanilla basement navmesh are unintended. Do you see any such edits? There is also navmesh editing in a new cell added by the mod, but that shouldn't impact any vanilla cell. EDIT: Also, I just remembered there are also some navmesh changes for a new cave exit in the mountains west of Dragon Bridge. These are halfway up a steep hill. I doubt they conflict with anything. * adjusted locations of vanilla trigger boxes - Not intentional. If you can point out the records, I will do my best to correct with SSEEdit. * Stump the dog is flagged as persistent - I think this is because in a couple of dialogue script fragments (think Beastiality fame comments), I declared Stump as an Actor property. This must be making him persistent. Since then, I've learned it's best to put actors in aliases for such references. But aliases don't seem to load on a mid-game update to a start game enabled quest such as the main dialogue quest in this mod, so I haven't bothered trying to convert all the actor references to alias references, since it's not causing any save issues. * A single chicken feeding marker is flagged as persistent. - In Dragon Bridge, I assume. I don't think I declared this marker as an Object property, but I do have a dialogue condition that measures a distance from it. This must be making it persistent. I was just trying to use existing markers rather than adding a new one. * A few added objects and doors - Likely all intentional. * There are also edits to vanilla Packages (Default Follow Player Run, Default Sandbox and Default Hold) that add a quest condition. Can this cause problems elsewhere where those vanilla packages are used? - Not intentional. I will take a look and would appreciate any advice on correcting. EDIT: I will remove all but one of these records in next version. Most don't seem to add any changes, but one adds a quest stage condition as you note. (I'll keep the Warmaiden's shop package edit, which just allows Belethor to have idle dialogue when in the package.) * Belethor's "Everything's for sale my friend" line seems to have an invalid condition? (Subject.GetIsID(Belethor "Belethor" [NPC_:00013BA1]) = 1.000000 AND Subject.GetIsID(Belethor "Belethor" [NPC_:00013BA1]) <> 1.000000, doesn't this evaluate to always False?) - Intentional. I believe this line states "If I had a sister,..." Since Belethor does have a sister with this mod, I disabled the line by adding a contradictory condition. (In the CK, there's no way to bring back a deleted line, so this seemed the easier approach to unwind if needed with the CK.) * There are also some other strange or identical to vanilla dialogue records. - I'll take a look with SSEEdit, but please let me know if you see any particular issues. EDIT: I don't see any changes to vanilla trigger boxes. If you can point me to where to find any such edits, I would appreciate it. Edited June 17, 2023 by Gristle 1
Ikwydls Posted June 18, 2023 Posted June 18, 2023 (edited) Thanks for the fixes! The follower "I'm right behind you" line has been deleted and replaced with a seemingly identical new one with a new script fragment. FormID below: [INFO:000FE6F6] (in GRUP Topic Children of DialogueFavorGenericFollowBranchTopic "Follow me. I need your help." [DIAL:000B0EE6]) The changes conflicts with mods like Extensible Follower Framework and Relationship Dialogue Overhaul. It may will also prevent taking multiple followers due to the dialog conditions (allowed by EFF for example). Does the change have a purpose? It does seem to call the vanilla SetFollower script anyways. Some of the possible worldspace wild edits still in the mod including triggerboxes: Spoiler Trigger box that may affect main quest slightly. Moved by 3~ meters in X axis. MQ104SetStage120 [REFR:000DD04E] (places defaultSetStageTRIG [ACTI:00033F50] in GRUP Cell Persistent Children of WhiterunDragonsreach "Dragonsreach" [CELL:000165A3]) Couple of trigger boxes that have been moved minutely (less than a default scale NPC's height, so probably no real problem here, just possible wild edits): MS07OpeningSceneSetStage [REFR:000C588C] (places defaultSetStageTRIG [ACTI:00033F50] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -16,25) [REFR:000C97D8] (places C00GiantAttackStartTrigger [ACTI:000C97D7] in GRUP Cell Temporary Children of WhiterunExterior17 [CELL:00009639] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-4)) DB Sanctuary Room Marker bounds adjusted: DBSanc_WestHall [REFR:000C0291] (places RoomMarker [STAT:0000001F] in GRUP Cell Persistent Children of DarkBrotherhoodSanctuary "Dark Brotherhood Sanctuary" [CELL:000AD5A1]) Volkihar Room Marker bounds adjusted: [REFR:02007320] (places RoomMarker [STAT:0000001F] in GRUP Cell Persistent Children of DLC1VampireCastleGuildhall "Volkihar Keep" [CELL:02000803]) Mist disabled at darkwater crossing: [REFR:000C22AB] (places FXMistLow01HalfVis [MSTT:00077773] in GRUP Cell Temporary Children of [CELL:00009661] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,-6)) Mist barely moved: [REFR:000C22AF] (places FXMistLow01LongHalfVis [MSTT:0007776E] in GRUP Cell Temporary Children of POIVolcanicTundra06 [CELL:00009680] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,-7)) Treestump randomly moved: [REFR:00066FD3] (places TreePineForest05 [TREE:00051126] in GRUP Cell Temporary Children of [CELL:000092C2] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,23)) Thalmor HQ mist moved: [REFR:000DBA08] (places FXGlowFillRoundBrt [STAT:0002EB11] in GRUP Cell Temporary Children of SolitudeJusticiarsHeadquarters "Thalmor Headquarters" [CELL:00071FFE]) [REFR:000E64C5] (places FXMistLow01 [MSTT:00077772] in GRUP Cell Temporary Children of SolitudeJusticiarsHeadquarters "Thalmor Headquarters" [CELL:00071FFE]) Druadach redoubt cage moved: [REFR:00083F67] (places MetalCage01 [STAT:000AA041] in GRUP Cell Temporary Children of DruadachRedoubt01 "Druadach Redoubt Cave" [CELL:0004401B]) Drunked huntsman fireplace embers moved: [REFR:000C7AF5] (places FXfireWithEmbersLogs01 [MSTT:0004318B] in GRUP Cell Temporary Children of WhiterunDrunkenHuntsman "The Drunken Huntsman" [CELL:000165B7]) There are also many "identical to master" records. This decreases compatability a tiny amount for no reason. Tesedit has a quick clean functionality to remove records like this en masse. It might also be a good idea to run "undelete and disable references" functionality (replaces deletion with initially disabled flag. Should do no harm and prevents missing reference problems for other mods. Edit: Quick Auto Clean warns of a deleted navmesh. These will cause a CTD if another mod touches that (I have no idea if any do). Navmeshes Need to be fixed manually in CK. [NAVM:000A4496] (in GRUP Cell Temporary Children of WhiterunDragonsreachBasement "Dragonsreach Dungeon" [CELL:0004A376]) Edited June 18, 2023 by Ikwydls
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