Veldon Posted June 29, 2023 Posted June 29, 2023 (edited) On 6/28/2023 at 6:16 AM, Gristle said: Those are lines from a vanilla dialogue scene. This mod doesn't edit (or create) any scenes, so no idea why the scene would be more frequent. The first line is said by a male Nord and is directed at two females, one of which has a Female Sultry voice, and one of which has a Female Commoner, Female Even-Toned or Female Nord voice. Maybe you've been hanging around with such ladies? Since the lines are said in my native language, I am aware of the origin. Nevertheless they were previously so rare that I did not know that they existed. I had to look them up and search the internet for the proper translation to english. So if your mod did not change the chance for these lines, that is quite strange … Now I am hearing them over and over. Edited June 29, 2023 by Veldon
Seeker999 Posted June 30, 2023 Posted June 30, 2023 I've enjoyed your mod through several iterations. So, first, thank you for all your work. I am currently on v3.41 and have noticed a couple of things - not game breaking! Full disclosure: My followers are not vanilla, they are Kaidan and Thorald Gray-Mane. Kaidan has his own aI while Thorald has his own dialog but otherwise uses the vanilla follower ai/package as far as I can tell. When I have follower adventurous comments turned on, the guys don't seem to notice when I am in a conversation. I've been 3,4,5 lines deep into a conversation with an npc and they ask me for sex. Sometimes it interferes with the conversation and I miss something important. The last time was with Phinis Gestor. Now, PG had extra dialog from 'Dealing with Daedra' so I'll try to keep track of the npc's and whether they're vanilla, added, or modded in case there's a pattern. They are claiming ownership of homes I haven't earned. At least with the Arch-Mage quarters. I started the questline but am nowhere close to being the Arch-Mage but they are already saying 'Now that we're home..." I don't know if they'll do it at Jorvasskr, I haven't started that yet. It would be really nice if I could identify an outfit one time in the MCM as 'skimpy' or 'topless' and not have to go into the MCM every time I change. In my current pt I am regularly changing between regular armor and city 'working' clothes. That's a lot of MCM time. Sexlab Aroused, iirc, lets you identify a piece of armor as 'naked' that stays that way until you unmark it. SubLola lets you maintain a list of potential buyers and hairstyles in .json files. I don't know which approach is better for this purpose. If you want to use keywords, I'd ignore whatever keywords are already associated with an article of clothing. You only need 2: 'FameSkimpy' and 'FameTopless'. If the user wants to unlock those comments when wearing a particular outfit, they need to register it as such in the MCM. They won't need to go into the MCM again until they want to un-register the item or add another.
Gristle Posted June 30, 2023 Author Posted June 30, 2023 (edited) 4 hours ago, Seeker999 said: I've enjoyed your mod through several iterations. So, first, thank you for all your work. You're welcome. Glad you're enjoying the mod. 4 hours ago, Seeker999 said: When I have follower adventurous comments turned on, the guys don't seem to notice when I am in a conversation. I've been 3,4,5 lines deep into a conversation with an npc and they ask me for sex. Sometimes it interferes with the conversation and I miss something important. The last time was with Phinis Gestor. Now, PG had extra dialog from 'Dealing with Daedra' so I'll try to keep track of the npc's and whether they're vanilla, added, or modded in case there's a pattern. This is a tough one. The adventurous follower event comments are all standard "Idle" comments (with script fragments attached to trigger the event). I don't know why the game engine would let an NPC deliver an "Idle" comment when the PC is in dialogue with another NPC, but apparently it does. The next problem is there is no dialogue condition available within the game's dialogue system to check whether the PC is already in dialogue. There is a condition to check whether a particular NPC is in dialogue, but that's really not helpful (i.e.,, it's not practical to add a condition for every named NPC in the game to each line of dialogue). What I have done within the mod is, in the script fragment that runs at the beginning of each such event comment, set a "Wait" variable that is cleared in the script fragment that runs at the end of the comment. Then, I have conditioned every line of dialogue in the mod (other than 'bump' comments and 'observing PC sex' comments) to check to make sure the Wait variable is not set. But this only prevents the mod from stepping on its own toes to an extent. It doesn't help with conflicts with vanilla or other mod dialogue. So, next I thought, if I can't stop the event comment, at least I can stop the popup "Y/N" 'agree to sex' box, which is where the greatest interruption comes from. Since that is generated by the script fragment attached to the dialogue, I have the ability to add condition checks via the script. For example, using script conditions, I can check whether movement controls are enabled, fighting controls are enabled, menu controls are enabled, and/or activation controls are enabled. This should be helpful, because all of these are disabled by the game engine during dialogue (e.g., you can't move without first exiting dialogue). However, I read online that these script condition checks can be unreliable. So, I added all of them as conditions, so that each of these controls must be disabled to trigger the popup box, to maximize the reliability of use of these conditions. Anyway, as you can see, none of these schemes is foolproof, and at this point I'm out of ideas as to how to minimize conflicts. If anyone more familiar with the game engine has any suggestions, please let me know. Also, when you get such a conflict, what happens if you just select "N" in the popup box? Don't you return to the dialogue tree with the NPC? I'm pretty sure that's what happens with my game. 4 hours ago, Seeker999 said: They are claiming ownership of homes I haven't earned. At least with the Arch-Mage quarters. I started the questline but am nowhere close to being the Arch-Mage but they are already saying 'Now that we're home..." I don't know if they'll do it at Jorvasskr, I haven't started that yet. All of the "we're home" event comments are triggered (in part) by a condition that the location has the keyword "LocTypePlayerHouse." It seems that the Arch-Mage's quarters is being given this keyword from the start, which is unfortunate. I can fix by adding two more conditions to each of these comments: (1) Current Location is NOT Arch-Mage quarters, OR (2) Quest MG08 (Eye of Magnus) is completed. Please let me know if you see any issues with Jorvasskr. I have not. I do play that questline a lot, but have never used it as a player home. 4 hours ago, Seeker999 said: It would be really nice if I could identify an outfit one time in the MCM as 'skimpy' or 'topless' and not have to go into the MCM every time I change. In my current pt I am regularly changing between regular armor and city 'working' clothes. That's a lot of MCM time. Sexlab Aroused, iirc, lets you identify a piece of armor as 'naked' that stays that way until you unmark it. SubLola lets you maintain a list of potential buyers and hairstyles in .json files. I don't know which approach is better for this purpose. If you want to use keywords, I'd ignore whatever keywords are already associated with an article of clothing. You only need 2: 'FameSkimpy' and 'FameTopless'. If the user wants to unlock those comments when wearing a particular outfit, they need to register it as such in the MCM. They won't need to go into the MCM again until they want to un-register the item or add another. I agree. I didn't try to implement such a feature because of my low level of programming knowledge (I am not a programmer). However, I've learned a bit more recently, so perhaps if I take a look at the Sexlab Aroused MCM code I can figure out how to do it. I'm thinking something simple like the MCM displays your currently worn outfit (i.e., whatever is in the Clothing Body or Armor Cuirass slot) and gives you the option to tag it (and potentially untag it) as 'skimpy' or 'topless' (i.e., add the relevant keyword to the item). Edited June 30, 2023 by Gristle 1
Ikwydls Posted July 1, 2023 Posted July 1, 2023 (edited) Hi, luckily this new mod has an example of how to detect if the player is in dialog. The script source is in the file and is somewhat simple. It registers an "event handler" implemented by skse that listens for when the player opens and closes a dialog menu. Listening for the events is an engine level task and doesn't impact papyrus performance noticeably afaik. When the menu is opened a quest property "PlayerInDialogue" (or maybe it could be a global value) is flipped to 1 and when the dialog menu closes it flips to 0. Then you can add that value equaling 0 as a condition to the quests or dialog topics that start an event. He warns to only add it to quests that only contain idle dialogs. I think this means no dialog options/trees or progressing dialog because the condition will prevent new dialog from the quest being visible when you are already in the dialog menu. Adding it to any individual dialog topics that actually begin an event is probably fine. Mod: https://www.nexusmods.com/skyrimspecialedition/mods/93694 Some details from the dev: https://www.nexusmods.com/skyrimspecialedition/articles/5438 U could credit him for the solution but the functions are really provided by SKSE so I think it's fair to copy similar functionality to this mod too. Edited July 1, 2023 by Ikwydls
Gristle Posted July 1, 2023 Author Posted July 1, 2023 2 hours ago, Ikwydls said: Hi, luckily this new mod has an example of how to detect if the player is in dialog. The script source is in the file and is somewhat simple. It registers an "event handler" implemented by skse that listens for when the player opens and closes a dialog menu. Listening for the events is an engine level task and doesn't impact papyrus performance noticeably afaik. When the menu is opened a quest property "PlayerInDialogue" (or maybe it could be a global value) is flipped to 1 and when the dialog menu closes it flips to 0. Then you can add that value equaling 0 as a condition to the quests or dialog topics that start an event. He warns to only add it to quests that only contain idle dialogs. I think this means no dialog options/trees or progressing dialog because the condition will prevent new dialog from the quest being visible when you are already in the dialog menu. Adding it to any individual dialog topics that actually begin an event is probably fine. Mod: https://www.nexusmods.com/skyrimspecialedition/mods/93694 Some details from the dev: https://www.nexusmods.com/skyrimspecialedition/articles/5438 U could credit him for the solution but the functions are really provided by SKSE so I think it's fair to copy similar functionality to this mod too. Thanks! This looks like a great solution, light overhead, and the script is simple enough that even I can understand it. I'll add this to the next version. You mention only adding the condition check to idle comments that trigger events, but it seems like it would be best if I add it to all idle comments in the mod, just to minimize the interruptions, even if they ultimately have no effect on gameplay. That means adding the condition to a couple of thousand lines but sadly I'm used to such exercises with this mod. ? There is also the issue of Hello comments, but I think the game engine is already blocking these during dialogue, so I will leave those comments alone.
Ikwydls Posted July 2, 2023 Posted July 2, 2023 (edited) If u add it to "Quest Dialogue Conditions" that will apply it to all dialog that is under that quest, that might save some time if most quests only contain idle topics. Try not to crunch too much! I threw together 2 SSEEdit scripts that might help with processing a lot of dialog topics at once if u want to use them. They're adaptable for other purposes. _myAddConditionScript.pas_myDeleteLastDialogTopicConditionScript.pas Put them in *SSEDIT folder*\Edit Scripts\ -> select all records u want to process in SSEDIT -> right click -> Apply Script. There's some comments in the scripts. U will need to change two placeholder strings in the script to make it work: "SLSF_Comments [QUST:xxxxxxxx]" (the quest's FormID with the PlayerInDialog or similar variable, you can find it in the FormID field of the quest's Record Header in SSEdit.) "::PlayerInDialogue_var" (The variable name you want to use. "PlayerInDialogue" is the actual variable name here. Surround it with "::" and "_var". I don't know why the variable name is written like this but I assume it works bc i copied the "I'm talking here" mods records.) Notes: https://ck.uesp.net/wiki/GetVMQuestVariable https://tes5edit.github.io/docs/13-Scripting-Functions.html Edited July 2, 2023 by Ikwydls
Garfieldcat Posted July 2, 2023 Posted July 2, 2023 The Markarth quest line is pure gold. Loved it! Hopefully you get more ideas for various fames in holds and add them as well. Truly brilliant. Thank you.
Gristle Posted July 2, 2023 Author Posted July 2, 2023 2 hours ago, Ikwydls said: If u add it to "Quest Dialogue Conditions" that will apply it to all dialog that is under that quest, that might save some time if most quests only contain idle topics. Try not to crunch too much! I threw together 2 SSEEdit scripts that might help with processing a lot of dialog topics at once if u want to use them. They're adaptable for other purposes. _myAddConditionScript.pas 3.68 kB · 0 downloads _myDeleteLastDialogTopicConditionScript.pas 1.59 kB · 0 downloads Put them in *SSEDIT folder*\Edit Scripts\ -> select all records u want to process in SSEDIT -> right click -> Apply Script. There's some comments in the scripts. U will need to change two placeholder strings in the script to make it work: "SLSF_Comments [QUST:xxxxxxxx]" (the quest's FormID with the PlayerInDialog or similar variable, you can find it in the FormID field of the quest's Record Header in SSEdit.) "::PlayerInDialogue_var" (The variable name you want to use. "PlayerInDialogue" is the actual variable name here. Surround it with "::" and "_var". I don't know why the variable name is written like this but I assume it works bc i copied the "I'm talking here" mods records.) Notes: https://ck.uesp.net/wiki/GetVMQuestVariable https://tes5edit.github.io/docs/13-Scripting-Functions.html Thanks very much! Some of the mod's Idle comments are in separate quests, but sometimes they in the same quests with Hello, Bump, Combat and Detection comments. So, this script may be very useful. I'll take a look.
Gristle Posted July 2, 2023 Author Posted July 2, 2023 39 minutes ago, Garfieldcat said: The Markarth quest line is pure gold. Loved it! Hopefully you get more ideas for various fames in holds and add them as well. Truly brilliant. Thank you. Glad you liked it. It was fun to put together. It was my first quest, so quite a learning experience. Hopefully the next one will go smoother and faster.
Lord metal Posted July 3, 2023 Posted July 3, 2023 love the quests you have done ..need more lol..im stuck tho i cant get ulfberth to bring up the spriggan wood at all.
Gristle Posted July 4, 2023 Author Posted July 4, 2023 12 hours ago, Lord metal said: love the quests you have done ..need more lol..im stuck tho i cant get ulfberth to bring up the spriggan wood at all. Rogen and Adrianne also need to be in Warmaidens for Ulfberth to have the spriggan wood dialogue (because he has a deal that requires the presence of those two). Adrianne should be there on her normal schedule. Rogen should be following you.
Seeker999 Posted July 5, 2023 Posted July 5, 2023 On 7/4/2023 at 4:04 AM, Gristle said: Rogen and Adrianne also need to be in Warmaidens for Ulfberth to have the spriggan wood dialogue (because he has a deal that requires the presence of those two). Adrianne should be there on her normal schedule. Rogen should be following you. You mean Adrianne the blacksmith, right? I haven't done this quest yet, but what if Adrianne is dead? In my current pt vampires killed her a while back.
Gristle Posted July 5, 2023 Author Posted July 5, 2023 3 hours ago, Seeker999 said: You mean Adrianne the blacksmith, right? I haven't done this quest yet, but what if Adrianne is dead? In my current pt vampires killed her a while back. You'll need to resurrect her then. She is needed for scenes in the quest. Once the quest starts, she is made essential. 1
Seeker999 Posted July 6, 2023 Posted July 6, 2023 14 hours ago, Gristle said: You'll need to resurrect her then. She is needed for scenes in the quest. Once the quest starts, she is made essential. Got it. BTW, is there any reason not to make her essential from the get go?
Veldon Posted July 6, 2023 Posted July 6, 2023 9 hours ago, Seeker999 said: Got it. BTW, is there any reason not to make her essential from the get go? There are already several mods that do this. It would be a waste of ressources to add another mod.
Seeker999 Posted July 7, 2023 Posted July 7, 2023 11 hours ago, Veldon said: There are already several mods that do this. It would be a waste of ressources to add another mod. This mod already, according to the mod author, makes this character essential at the start of the quest. Another mod isn't needed. I was just asking if there was any reason not to make the character when the mod is installed instead of waiting for the quest to trigger. Afaik, there could be a technical reason - it's not my area of expertise. However, I do appreciate you letting me know there are mods which would do this.
rm5ll Posted July 7, 2023 Posted July 7, 2023 On 5/11/2023 at 2:57 AM, Gristle said: setstage SLSF_Comments_JarlLetterMA 30 When I try this it just shows "stage not found" or something like that. I've got the nudity letter but can't seem to get a guard to summon me. Is there anything else I can do?
Gristle Posted July 7, 2023 Author Posted July 7, 2023 46 minutes ago, rm5ll said: When I try this it just shows "stage not found" or something like that. I've got the nudity letter but can't seem to get a guard to summon me. Is there anything else I can do? You get the nudity letter when Exhibitionism fame hits 80. You get the guard summons when Exhibition fame hits 90. Have you reached that level yet?
rm5ll Posted July 7, 2023 Posted July 7, 2023 46 minutes ago, Gristle said: You get the guard summons when Exhibition fame hits 90 Yes it's been at 100 for a while. I had to use setstage to get the letter though. Should I go back to an earlier save and try again?
Gristle Posted July 8, 2023 Author Posted July 8, 2023 (edited) 7 hours ago, rm5ll said: Yes it's been at 100 for a while. I had to use setstage to get the letter though. Should I go back to an earlier save and try again? Yes. I think that's best. Regarding the letter, that is triggered first by some random "public slut!" comment, which can be delivered by any NPC when you reach 80+ fame and are naked. That in turn triggers the courier. But ... the letter is delivered via the normal courier script, and the normal courier script is triggered only when you change cells and also the courier only comes when you are outside. So, if you are just running around outside in the city, or just waiting somewhere inside, you will be waiting forever for the courier. Edited July 8, 2023 by Gristle 2
rm5ll Posted July 8, 2023 Posted July 8, 2023 Thanks for your replies, and for making an excellent mod - I love the scope of it! I'll try again tomorrow. I did notice however, typing the command to list all stages in the quest (Player.sqs SLSF_Comments_JarlLetterMA), only showed a 0, a 10 and a 20 stage and no 30 even there that I could exploit if going back to an older save doesn't work. The other complication is that I didn't install this mod by itself but rather as part of the NEFARAM modpack so perhaps something from that is interfering with continuing the quest. If going back to an older save doesn't work, I might try reinstalling the mod and see what happens. Thanks again.
foreveraloneguy Posted July 8, 2023 Posted July 8, 2023 Been thinking about some ideas for this mod that fit the overall theme. What if when your fame in certain areas reaches a high enough level for certain types, you start getting approached for different scenarios? A guy with impotence who needs someone to help him get it up. A frigid woman who's never cum. A couple where the guy has cuckold fantasies, or for female player characters, has a bi-curious wife and he wants to watch, and maybe join in later. Or a couple where the wife wants to watch her husband with another woman. A woman who fantasizes about being assaulted while walking around town at night. Someone who can't get images of big strong beasts out of their head and needs help exploring those thoughts. BDSM fantasies, either as a sub or a dom, with maybe a chance to reverse the roles. Dialogue could be cheezy and funny, or serious, or a mix. Maybe even situations where the PC has some of these fantasies and approaches NPCs for help with them, but be careful. Approach the wrong NPC and maybe they report you to the guards for deviant behavior and you get thrown in prison, sold as a slave, or have to go through some kind of behavioral "therapy" to "correct" you. Anyway, just some thoughts.
theversus001 Posted July 12, 2023 Posted July 12, 2023 Hi, I'm stuck at the quest "Investigate long-lost Temple of Dibella", what should I do once inside the temple at Solitude?
Gristle Posted July 12, 2023 Author Posted July 12, 2023 14 hours ago, theversus001 said: Hi, I'm stuck at the quest "Investigate long-lost Temple of Dibella", what should I do once inside the temple at Solitude? Go upstairs. When you see a ghost, let it approach and speak to you. Lilly should be with you.
Naps-On-Dirt Posted July 12, 2023 Posted July 12, 2023 Finished the Markarth exhibitionism questline yesterday, that was fun. Are there more quests in the other holds, or is that the only one so far?
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