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SLSF Fame Comments Reloaded


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Posted
2 hours ago, danna233 said:

In my opinion, this is not compatible with Sexlab Approach Redux, I don’t know why, but the approaches from this mod are never available if comments with a script are installed, without scripts everything works fine. At the same time, approaches from Public Whore work well and even, it seems to me, stimulate harassment from Approach Redux. Something like that. So far, I have switched to the old version of comments, without scripts.

I have this and approach. I get approaches just fine

Posted
2 hours ago, ebbluminous said:

I have this and approach. I get approaches just fine

I just wanted to write that this mod is not to blame) I found the culprit breaking approaches and already deleted it. But with this mod, too, not everything is so smooth, which script will run to the character first, that one will start, but this is not critical. There is still a problem with naked comments. Although I'm currently testing something, if my hypothesis is confirmed, then I will voice the reason.

Posted
17 hours ago, Vaenja said:

I was able to fix my Mjoll problem with SSEEdit, but I just wanted to post a paper trail to save others some troubleshooting time.

Thanks. This will be fixed in the next version.

Posted (edited)

This seems strange. But ridiculous naked comments appear when you include a certain nudity setting in the PW. At first I thought it was the Dirt Blood and Cum linings that provoked them. But it's not. I checked several times, when you turn on "partially" everything is fine, but as soon as you turn on "not required" and everyone around just starts spamming - get dressed as a prostitute.

Edited by danna233
Posted (edited)
1 hour ago, danna233 said:

This seems strange. But ridiculous naked comments appear when you include a certain nudity setting in the PW. At first I thought it was the Dirt Blood and Cum linings that provoked them. But it's not. I checked several times, when you turn on "partially" everything is fine, but as soon as you turn on "not required" and everyone around just starts spamming - get dressed as a prostitute.

My mistake. It is a bug in the previous version of my Public Whore Comments mod. The 1.7 version of the Public Whore Comments mod that I uploaded yesterday will fix. In the previous versions, I used an internal PW 'naked' global variable that I thought meant the PC was naked. It actually just meant that the PC was complying with the naked rules in the PW MCM. Anyway, now the Public Whore Comments mod just uses the vanilla naked detect system, like this mod does. Here's the new file, which adds a couple of other improvements as well:

 

 

EDIT: Also, if you're interested, check out this patch I made for Public Whore v1.2.4. No changes to scripts or script fragments, but it makes the following dialogue and dialogue condition adjustments:

  • Modified condition to Thane dialogue "I want to be the public whore again" so that being 'eligible' as PW does not prevent the PC from volunteering as PW. 
  • Changed 'hero fame' PW startup dialogue so that the initial PC 'intimidate' option to decline PW service is not automatic but instead requires an intimidation check like other similar PW intimidate/decline options.
  • Revised 'hero fame' start dialogue so that a prior PW in the hold can go through a somewhat shortened PW start dialogue, adjusted to reflect prior PW experience.
  • Added condition to comment "While I'm at it, I'll take this too" so that sadistic clients can only steal PC items when stealing is enabled in the PW MCM.
  • Added conditions to Thane dialogue "Who are you?" and "What does that mean?" so that this dialogue doesn't appear when the PC has already been PW in the hold.
  • Revised Thane 'job finished' dialogue so that the Thane assumes the PC will continue as PW, though the choice to leave PW service remains available. 

 

PWPatchv1.0forPWv1.2.4.7z

Edited by Gristle
Posted
1 hour ago, maljinn said:

I also had the problem of ctd entering belethors shop, I think the conflict is with the "vanilla hair remake smp"  mod.

The conflict must be with the KSHair patch for this mod. Evelyn in Belethor's shop is just a new NPC with vanilla hair otherwise. If you have such a mod, you don't need the KSHair patch anyway. I would disable it.

Posted

During the PW, she put on the character an item that increases the glory of a prostitute (whore). Very quickly got 100 in this glory. And as a result, impudent clients from the PW completely stopped approaching the whore, the comments changed, I would even say that those around her began to treat with fear and respect. It's funny.

Posted (edited)

New version 3.5 has been posted. It should fix a lot of posted issues. The SE version has been tested on an SE setup and also a new 'AE' setup. Be sure and upgrade the KSHair patch as well, which was the source of some issues. Revisions are as follows:

 

  • Added ~200 creature-type-specific NPC and follower comments on PC sex with 12 types of creatures.
  • Added ~100 new and ~50 revised NPC comments on PC sex to reflect specific SexLab activity, including fame-related and other comments on masturbation, multiple partners, gay/lesbian sex, vaginal/oral/anal activity, and rough sex.  (Follower comments detecting SexLab activity to come in next version.)
  • Added MCM switch to disable forced events from non-follower NPCs.
  • Added MCM switch to disable adventurous follower events.
  • NPC comments triggering events or pop-up messages are now blocked when PC is in a dialogue menu.
  • Reduced chance of adventurous follower stripping PC by 50%.
  • Removed harsh comments on PC sex activity from player homes.
  • Removed most follower comments suggesting armor unless PC is naked.
  • Corrected a few dialogue conditions, including for sex requests in the Solitude Temple of Dibella.
  • Fixed Arch-Mage quarters so it is not a player home for mod purposes until Eye of Magnus is complete.
  • Cleaned mod and removed several unintentional edits to vanilla elements, including edit blocking Mjoll recruitment.
  • Removed problematic "GetAttention" animation.
  • Improved SexLab animation detection script.
  • Fixed a couple of typos.
  • Corrected KSHairs patch. Unintentional edits were blocking Lilly temple sandbox AI package in Markarth quest.
Edited by Gristle
Posted

Author, you're a maniac. 2600+ scripts... If you put this mod in the build, everything else must be removed. Papyrus simply refuses to work with so many scripts. When you reduce at least to 500-600 pcs, you can use. Until then, just a garbage mod.

Posted

I agree about the scripts, in general there are 4000 of them. It worked with a creak for me, though with all sorts of miracles. But whoever has CF will not work. For lovers of bestiality, at one fine moment the save will not start)

Posted
6 hours ago, Gilmor-nk said:

Author, you're a maniac. 2600+ scripts... If you put this mod in the build, everything else must be removed. Papyrus simply refuses to work with so many scripts. When you reduce at least to 500-600 pcs, you can use. Until then, just a garbage mod.

My papyrus runs fine. Maybe you have a garbage setup. Only two scripts actually run all the time. And one of those just sits there until a PC SexLab event.  The other is about five lines long. The other scripts (all script fragments attached to dialogue) just sit on your drive and do nothing until the relevant comment triggers them, which would be one at a time. So, I don't know what you're talking about. If your setup can't handle scripts, install the "NS" version without scripts.

Posted
5 hours ago, danna233 said:

I agree about the scripts, in general there are 4000 of them. It worked with a creak for me, though with all sorts of miracles. But whoever has CF will not work. For lovers of bestiality, at one fine moment the save will not start)

It works fine for me, and has worked fine over thousands of saves, and I have beast mods and hundreds of other mods running. And that's on a 4th gen i5. I just got a 12th gen i7 as well. The new i7 definitely loads Skyrim and loads cells faster, but I don't see any difference in the operation of this mod between the two. As mentioned above, almost all of the scripts are script fragments attached to dialogue. They don't run unless the relevant dialogue is triggered, and that's one at a time.

Posted
1 hour ago, Gristle said:

It works fine for me, and has worked fine over thousands of saves

I'm not very good at details. But usually scanning scripts load the system very much. I don't know how your scripts work, but judging by the fact that they can run a certain script at any time, they also scan something. They do not work from a trigger, that is, you performed a certain action, the script passed and fell off forever. Although I don’t understand this) What I understand is that random events can break vanilla quests, so I abandoned DD a long time ago, which starts the animation at the most inopportune moment and completely breaks the vanilla quest, seemingly innocent animation of trying to remove the device, and all the skipts broke the vanilla script.

Posted (edited)

I've been running Fame + Comments for years without issue, alongside Frostfall, RND, Hunterborn, PAF, PAHE, SOS, HDT, DD, and SLEN.  Only problem is all the added Comments NPCs have black face, so I had to make a patch that re-added all the KS Hairdos to the NPCs in the mod file.

 

 

BTW is this safe to update mid-playthrough?  Especially considering the patch notes say you fixed the heads/hairs?

Edited by Harry Smackmeat
Posted (edited)

Sexlab Approach Redux, Dibella Sisterhood, SexLab Solutions, Public Whore, PWComments, SLSF Fame Comments SE 2.1, Simple Slavery,  Succubus Heart. This is from the quest ones, but my build is mainly focused on gameplay, so there are a lot of such mods and they are all heavy. Fertility Mode++, Fill Her Up Baka Edition, Conditional Expressions Extended, Dripping when aroused, Blush When Aroused, Apropos 2, SimpleWnT ,Simple Dual Sheath, Smart NPC Potions, Skyrim On Skooma, survival mode. Plus a lot of all sorts of small details, I collect the assembly for a long game with minimal bugs. I know how each of these mods is supposed to work, because before I leave the mod in the build, I test it. The DD test did not pass, it breaks literally everything and can only be installed for fun, so all the mods that are tied to it are also bypassed. Regarding the new comments, I don’t know about this version, but the previous one did something bad with the satellite system, they turned into insidious followers, literally at the next battle in Whiterun they went over to the side of the enemies) But I won’t say 100% that this mod is to blame I haven't fully tested. We still have to look.

Edited by danna233
Posted (edited)
1 hour ago, danna233 said:

Sexlab Approach Redux, Dibella Sisterhood, SexLab Solutions, Public Whore, PWComments, SLSF Fame Comments SE 2.1, Simple Slavery,  Succubus Heart. This is from the quest ones, but my build is mainly focused on gameplay, so there are a lot of such mods and they are all heavy. Fertility Mode++, Fill Her Up Baka Edition, Conditional Expressions Extended, Dripping when aroused, Blush When Aroused, Apropos 2, SimpleWnT ,Simple Dual Sheath, Smart NPC Potions, Skyrim On Skooma, survival mode. Plus a lot of all sorts of small details, I collect the assembly for a long game with minimal bugs. I know how each of these mods is supposed to work, because before I leave the mod in the build, I test it. The DD test did not pass, it breaks literally everything and can only be installed for fun, so all the mods that are tied to it are also bypassed. Regarding the new comments, I don’t know about this version, but the previous one did something bad with the satellite system, they turned into insidious followers, literally at the next battle in Whiterun they went over to the side of the enemies) But I won’t say 100% that this mod is to blame I haven't fully tested. We still have to look.

 

Fertility mode kicked my game's ass lag-wise even without fame + comments.  It took like 5 seconds for my dick to appear after I undressed.

That and Spell Research I've given in to the idea that they'll never work with my setup.

Wanted to try the whole waifu thing.  Nope.

Wanted to enslave someone with PAHE + DOM and use the jizz fart from Fill Her Up as alchemical ingredients to roleplay developing a thesis on fuck magic or some such.  Sexlab scenes wouldn't cycle correctly.  It's a shame because I went through the trouble of learning how to patch the cum item for Spell Research.

I consider those two the straw that broke the camel's back.

 

iirc dripping when aroused made cumshot malfunction too but I only ever tried it once on LE years ago.  It's the primitive cloak spells that's a killer, I think.  I was also using like 8 different dicks for SOS at once point.  Any SPID or OAR replacements for mods I can find, I get em.  Looking forward to the OAR version of DD.  That shit's probably going to be a game changer.

Edited by Harry Smackmeat
Posted (edited)
5 hours ago, danna233 said:

I'm not very good at details. But usually scanning scripts load the system very much. I don't know how your scripts work, but judging by the fact that they can run a certain script at any time, they also scan something. They do not work from a trigger, that is, you performed a certain action, the script passed and fell off forever. Although I don’t understand this) What I understand is that random events can break vanilla quests, so I abandoned DD a long time ago, which starts the animation at the most inopportune moment and completely breaks the vanilla quest, seemingly innocent animation of trying to remove the device, and all the skipts broke the vanilla script.

This mod makes use of the same vanilla dialogue system that is used to produce NPC comments like the "arrow in the knee" comments. These comments are random and all this mod does for its core dialogue is add to the list of possible random comments that NPCs can say. There are no scanning scripts in the mod. What actually triggers the comments is the vanilla game engine. I have no idea how this works but, for example, for "Hello" type comments, it appears the game triggers the comments when an NPC approaches your PC (or vice versa) at some (?) distance, and then sets a timer so that the same NPC doesn't give two such comments in a row. Again, this is all built into the game engine, requires no scripts at all, and is very efficient. In fact, the first versions of this mod -- from v1.0 to 2.1 -- had no scripts of any kind.

 

So, no scripts are needed to produce the random dialogue which is the core of this mod. Because the vanilla dialogue system allows you to attach conditions to dialogue, all that's needed to achieve the fame-based comments is to add conditions to individual comments that check the global variables provided by SLSF. 

 

So, version 1.0 through the posted version "2.1NS" had no scripts of any kind. Then version 2.2 added script fragments attached to dialogue. These were needed so comments could trigger SexLab events. However, these scripts don't "run" until the dialogue line they are attached to is spoken. Then, they are "fire and forget" -- they call a SexLab sex start function using parameters appropriate to the dialogue and the persons involved, and then they end.  Some also call animations (e.g., rubbing crotch) and then end. The thousands of scripts packaged with this mod are such script fragments. Version 3.0 added an MCM script, but this just sits and waits for you to open the MCM.

 

In the latest version 3.5, I did add two more scripts. But neither do anything but sit and wait for a "mod event" that they have registered for, My understanding is that such scripts have no real impact on game performance. One is a "SexDetect" script that is triggered by a SexLab event involving the PC. Once triggered, it just reads a few SexLab variables and sets a few corresponding mod variables that can be used to condition dialogue and make it more responsive to the actual SexLab animation.  The other is a "PCinDialogue" script that is triggered by the PC's dialogue menu opening and closing. This just toggles a mod variable so that no comments with "events" can be spoken while the PC is in dialogue. (Unfortunately, the vanilla dialogue system doesn't have a condition for this.)

 

So, as far as mods go, and despite the very large number of scripts in this mod, I would not describe it as "script-heavy". In fact, I would say it is script light in terms of the scripts' impact on performance.

 

As far as random events interfering with other mod events, that is a good point. I've tried my best to avoid that. The mod comments that just produce dialogue are no concern. For the mod events that start SL events, I've added dialogue conditions such that neither the NPC speaker nor the PC can be in the SexLab animation faction. However, this isn't foolproof, as there appears to be a slight delay once SL starts before the actors are put into this faction. The good news is that SexLab itself can handle overlapping requests for SexLab animations just fine without breaking. Where I see problems is with mods that don't check if the PC is in the SexLab animation faction before doing something else with the PC (e.g., a Public Whore guard teleporting you to the Jarl in the middle of a non-PW SL animation). 

 

Apologies for the long response, but I wanted everyone to know how the (many) scripts in this mod work. Also, I'm not a programmer. I'm just figuring this stuff out one piece at a time, so if anyone who is a programmer wants to correct me on any of the above, please do so. 

 

 

Edited by Gristle
Posted (edited)
4 hours ago, Harry Smackmeat said:

I've been running Fame + Comments for years without issue, alongside Frostfall, RND, Hunterborn, PAF, PAHE, SOS, HDT, DD, and SLEN.  Only problem is all the added Comments NPCs have black face, so I had to make a patch that re-added all the KS Hairdos to the NPCs in the mod file.

 

 

BTW is this safe to update mid-playthrough?  Especially considering the patch notes say you fixed the heads/hairs?

I just upgraded mid-playthough on my older SE system with no issues -- to version 3.5 plus v2.0 of the KSHair patch.  However, I did it in a profile that has the Face Discoloration Fix mod, so I can't say about the blackface issue.  I also tested on my new PC with the newest 'AE' versions of everything. A mid-playthrough update to version 3.5, plus v2.0 of the KSHair patch, no Face Discoloration Fix mod, but also no prior version of the KSHair patch. No black face issues there.

 

By the way, the permissions for KSHair allow the hairs to be put into other mods. I just don't know how to do it without making KSHair a dependency. (Tried and failed.) If you know how and want to let me know, please do. Then I could get rid of the patch entirely.

Edited by Gristle
Posted (edited)
57 minutes ago, Gristle said:

I just upgraded mid-playthough on my older SE system with no issues -- to version 3.5 plus v2.0 of the KSHair patch.  However, I did it in a profile that has the Face Discoloration Fix mod, so I can't say about the blackface issue.  I also tested on my new PC with the newest 'AE' versions of everything. A mid-playthrough update to version 3.5, plus v2.0 of the KSHair patch, no Face Discoloration Fix mod, but also no prior version of the KSHair patch. No black face issues there.

 

By the way, the permissions for KSHair allow the hairs to be put into other mods. I just don't know how to do it without making KSHair a dependency. (Tried and failed.) If you know how and want to let me know, please do. Then I could get rid of the patch entirely.

 

You do it without making KSHair a dependency by simply remaking the headparts in your ESP.  Just make some head parts, assign the meshes, name them the same as in KSHair, connect them right, flag them all as non-playable (optional so people with KSHair won't have duplicates), and give the NPCs the hair.  Hair, brow, scars, and eyes need to be assigned to the NPC and named exactly as in the head mesh.  You can enable KSHair in SSEEDIT to have as a reference without making it a dependency.

 

KSHair has a crazy amount of hairs, so yeah I can't see using the whole thing.  I've even made a personal mod that gives me like 2 or 3 of them.

 

OH!  And whatever you do, don't drag stuff (names and mesh locations etc) between mods in SSEEDIT when making a duplicate of something.  It seems to almost always corrupt the file.  Two or more things in the same mod is OK.

 

Also, remember to put the hairs in your mod.  Not a serious thing, as it should read the generated head meshes instead, but IDK I don't trust it.  Besides, it still needs at least the textures or the hairs won't work anyways.

Edited by Harry Smackmeat
Posted
41 minutes ago, Harry Smackmeat said:

 

You do it without making KSHair a dependency by simply remaking the headparts in your ESP.  Just make some head parts, assign the meshes, name them the same as in KSHair, connect them right, flag them all as non-playable (optional so people with KSHair won't have duplicates), and give the NPCs the hair.  Hair, brow, scars, and eyes need to be assigned to the NPC and named exactly as in the head mesh.  You can enable KSHair in SSEEDIT to have as a reference without making it a dependency.

 

KSHair has a crazy amount of hairs, so yeah I can't see using the whole thing.  I've even made a personal mod that gives me like 2 or 3 of them.

 

OH!  And whatever you do, don't drag stuff (names and mesh locations etc) between mods in SSEEDIT when making a duplicate of something.  It seems to almost always corrupt the file.  Two or more things in the same mod is OK.

 

Also, remember to put the hairs in your mod.  Not a serious thing, as it should read the generated head meshes instead, but IDK I don't trust it.  Besides, it still needs at least the textures or the hairs won't work anyways.

Thanks. I'll give it a try.

Posted
4 hours ago, Harry Smackmeat said:

Fertility mode kicked my game's ass lag-wise even without fame + comments.  It took like 5 seconds for my dick to appear after I undressed.

That and Spell Research I've given in to the idea that they'll never work with my setup.

Wanted to try the whole waifu thing.  Nope.

Wanted to enslave someone with PAHE + DOM and use the jizz fart from Fill Her Up as alchemical ingredients to roleplay developing a thesis on fuck magic or some such.  Sexlab scenes wouldn't cycle correctly.  It's a shame because I went through the trouble of learning how to patch the cum item for Spell Research.

I consider those two the straw that broke the camel's back.

 

iirc dripping when aroused made cumshot malfunction too but I only ever tried it once on LE years ago.  It's the primitive cloak spells that's a killer, I think.  I was also using like 8 different dicks for SOS at once point.  Any SPID or OAR replacements for mods I can find, I get em.  Looking forward to the OAR version of DD.  That shit's probably going to be a game changer.

You just don't know how to cook them). In fact, you need to be able to prioritize your desires. You can't stuff everything you want into the assembly. I focused on the gameplay, everything works fine for me, including Cumshot. Even the mod settings themselves in the game affect performance, it’s always better to turn off the excess, the same alchemy from sperm who needs it, I turn it off.

Posted
11 hours ago, danna233 said:

You just don't know how to cook them). In fact, you need to be able to prioritize your desires. You can't stuff everything you want into the assembly. I focused on the gameplay, everything works fine for me, including Cumshot. Even the mod settings themselves in the game affect performance, it’s always better to turn off the excess, the same alchemy from sperm who needs it, I turn it off.

 

Oh, no that was two different mod lists. I was going to try Fertility again now that I have a lot less cloak spell-based mods, and at the time I probably had the NPC on NPC settings when in retrospect that's a horrifying idea because I have SLEN and another matchmaking mod.  I also may have had DD still in there by accident, but IDK.

I gave up though.  Pissing off a Jarl with crimes against humanity through SLSF, involving a human pokemon using the newest DOM sounds more fun right now. ?

Posted
1 hour ago, Harry Smackmeat said:

Oh, no that was two different mod lists. I was going to try Fertility again now that I have a lot less cloak spell-based mods,

Don't tweak the fertility mode, they're terribly buggy, and don't make all the female NPCs in the game pregnant in the settings, limit the pregnancy to your character only, this will reduce the load. I also decided to try this mod on the comments, deleted the PW, anyway, I can’t go through it no matter how much I try, everything always ends in a massacre, apparently this is not my content, so I deleted it and freed myself from 1800 scripts)

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