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SLSF Fame Comments Reloaded


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Posted

But in Markarth, you will apparently have to turn off the Jarl's quests, I'm afraid that the mod for the Sisterhood of Dibella will break, and I want to go through it along the second path with temple corruption.

Posted
4 hours ago, danna233 said:

But in Markarth, you will apparently have to turn off the Jarl's quests, I'm afraid that the mod for the Sisterhood of Dibella will break, and I want to go through it along the second path with temple corruption.

I'm not aware of any conflict between the Markarth Jarl quest in this mod and Sisterhood of Dibella. But in any event you can choose to do the Jarl quest whenever you want. You might be summoned to the Jarl, but you can go whenever you want.

Posted

Can I request the schedule for Lillian post quest Solitude sandboxing? I've waited several in game days and she stays in the temple. I want to make sure it isn't specific days she goes out before I call this a bug.

Posted
17 hours ago, danna233 said:

But in Markarth, you will apparently have to turn off the Jarl's quests, I'm afraid that the mod for the Sisterhood of Dibella will break, and I want to go through it along the second path with temple corruption.

I use both and didn't run into any conflicts.  I just didn't use the dialogue option provided by this mod to get the Sisters to strip.

Posted
9 hours ago, metanight78 said:

Can I request the schedule for Lillian post quest Solitude sandboxing? I've waited several in game days and she stays in the temple. I want to make sure it isn't specific days she goes out before I call this a bug.

She goes to the marketplace every day from 2:00 p.m. to 3:00 p.m. She also has a few lines of new post-quest dialogue when she is outside.

Posted

So i was curious if anyone else is having a problem with the infamous bug wait... I know you. This happens in every hold after i get the  letter to stop being a slut and get a small bounty. Is there a fix for this?

Posted
4 hours ago, Sweettits said:

So i was curious if anyone else is having a problem with the infamous bug wait... I know you. This happens in every hold after i get the  letter to stop being a slut and get a small bounty. Is there a fix for this?

I've never run into this, but I see on the UESP site that it's listed as a bug -- sometimes with a bounty between 101 and 1000, guards will say "Wait ... I know you" but won't give you an option to pay the bounty. It looks like there are a few ways to address:

 

1. Steal something in front of a guard

2. Use console, click on guard, type "paycrimegold"

3. Maybe this mod?: https://www.nexusmods.com/skyrimspecialedition/mods/74287/?tab=description

 

 

Posted (edited)
1 hour ago, Sweettits said:

doing so would be unrelated to the holds letter you get for the quest right? If so, the what's the point in having the quest in the first place? 

The hold letter isn't related and doesn't give a bounty. But if you keep raising the fame that got you the letter you will eventually get a bounty. It's just a vanilla bounty of 500 gold. What happens after you get the bounty is up to the vanilla game and/or your other mods. I imagined that players might use mods like POP with a bounty level set at 500, so that high levels of SLSF fame would eventually get your PC punished. The Jarl warning letter and bounty quests are also placeholders for eventual expansion quests, where the Jarl decides to make some use of the PC's fame. Currently, such an expansion quest only exists for Exhibitionism fame in Markarth. 

 

Of course, if you find the bounties annoying, you can just turn off the Jarl quests in the MCM. But I do recommend trying the Markarth Jarl quest. I think it turned out pretty good. 

 

EDIT: To be clear, the bug mentioned above has nothing to do with this mod. Normally, the "Wait... I know you." happens whenever you get a bounty. Also, normally, the guard will have dialogue to clear the bounty. This is all standard vanilla stuff. The bug mentioned on UESP (which I have never seen) is that the dialogue to clear the bounty is missing. That bug is what the above solutions were meant to address.

Edited by Gristle
Posted
3 hours ago, Gristle said:

The hold letter isn't related and doesn't give a bounty. But if you keep raising the fame that got you the letter you will eventually get a bounty. It's just a vanilla bounty of 500 gold. What happens after you get the bounty is up to the vanilla game and/or your other mods. I imagined that players might use mods like POP with a bounty level set at 500, so that high levels of SLSF fame would eventually get your PC punished. The Jarl warning letter and bounty quests are also placeholders for eventual expansion quests, where the Jarl decides to make some use of the PC's fame. Currently, such an expansion quest only exists for Exhibitionism fame in Markarth. 

 

Of course, if you find the bounties annoying, you can just turn off the Jarl quests in the MCM. But I do recommend trying the Markarth Jarl quest. I think it turned out pretty good. 

 

EDIT: To be clear, the bug mentioned above has nothing to do with this mod. Normally, the "Wait... I know you." happens whenever you get a bounty. Also, normally, the guard will have dialogue to clear the bounty. This is all standard vanilla stuff. The bug mentioned on UESP (which I have never seen) is that the dialogue to clear the bounty is missing. That bug is what the above solutions were meant to address.

Yes, you are correct, i have done the markarth letter quest with no issues. it is the other holds that give me the bug after i get the hoe letter but i was unaware the Jarl letter quest was limited to markarth. 

And thanks for your reply.

Posted

Wait, I know you - this is a vanilla reaction of the guards for any crime, even if you stole a bun in a tavern for 5 gold and ran away, the guards will pester you. If you talk to them, they will give out "There can be no mistake, you are the one they are looking for!") Well, then either pay off, or say leave the thane behind, or pay, or go to prison or kill the guard if it is somewhere outside the city.

Posted
22 minutes ago, danna233 said:

Wait, I know you - this is a vanilla reaction of the guards for any crime,

Yes, that is correct. However, in this case, the dialog branch got stuck at "Wait, I know you" and it was impossible to talk to the guard and tell them "you're making a mistake," etc. Can't pay the fine if you can't talk to the guard!

This happened to me a few years ago, before I started using this mod, and the way I got the guards out of their rut was to steal an apple from a barrel in full view. This added to the existing bounty and allowed the guards to 'start over' and everything then progressed normally.

Posted

Well, I didn’t come across this, because I usually pretend that I don’t hear anything. Usually I have a backpack full of stolen goods and have no desire to communicate with security.

Posted

Hello, I have a proposal. After testing the mod a little, I came to the conclusion that it works very poorly with PWComments. PWComments are simply suppressing it. I think this is due to the fact that there are a lot of scripts and they take much longer to process. This mod is my priority because of the comments of followers, this is the best mod for followers) But the spam of insults from PWComments simply does not allow them to insert a word, the scripts in my opinion die out somewhere, never working. Therefore, I have a proposal to make separate comments only for followers, there will be much fewer scripts and it will be just wonderful) I would really like such a mod.

Posted (edited)

Found what appears to be an incompatibility with Skyrim Sewers and Skooma Whore in DragonsReach Dungeon. There are locked doors, apparently added by SLSFF which are overlapping with area exit of Skyrim Sewers. Far as I remember the area behind them leads to a secret wall entrance leading to a Skooma Den added by Skooma Whore (the wall in the far back can be opened).

 

This is an area under the dungeon itself, through which you can escape if you get arrested.

20230905145108_1.jpg.198ac839222668153924f21b10f844e3.jpg

 

 

Here is what console examination says:

 

Skyrim Sewers door:

20230905142756_1.jpg.9c2d584c4e9855b62a8a723c00fbbd4a.jpg

 

SLSFF door:

 

 

20230905142731_1.jpg.fbc71266a8ffad27ad7a6e5a429333d9.jpg

 

 

SLSFF are locked doors, while Skyrim Sewers are area exit doors. I can't recall this being there is the previous SLSFF version I used, from last year (don't recall the version number, 3.31 perhaps? It was the first version where Belethor's sister appeared I think). Far as I remember there used to be just Sewers door and nothing else behind them.

 

As a side note: this area looks to be fairly popular with mod authors, since if I were to turn left 90 degrees, there is a destructible iron grate added by Skyrim Underground, leading to a high-level dungeon system.

Edited by belegost
Posted
On 8/24/2023 at 7:44 AM, Gristle said:

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.

But, to be honest, translating thousands of .pex files is really frustrating, I can't even imagine how you wrote this much...

Posted
On 9/2/2023 at 1:06 AM, danna233 said:

Hello, I have a proposal. After testing the mod a little, I came to the conclusion that it works very poorly with PWComments. PWComments are simply suppressing it. I think this is due to the fact that there are a lot of scripts and they take much longer to process. This mod is my priority because of the comments of followers, this is the best mod for followers) But the spam of insults from PWComments simply does not allow them to insert a word, the scripts in my opinion die out somewhere, never working. Therefore, I have a proposal to make separate comments only for followers, there will be much fewer scripts and it will be just wonderful) I would really like such a mod.

The PW Comments mod does add to the same set of comments from which the game engine will draw a random "Hello" or "Idle" comment. In that sense, PW Comments, like any mod that adds to the stack of random comments, will reduce (to some degree) the chance of comments from another mod (or the chance of vanilla random comments). But that's the only way that PW Comments has an impact on comments from this mod. For example, if you add the random dialogue mod Sexist Guards to your load order, you'll see a lot fewer comments from this mod, simply because Sexist Guards adds so many additional comments to the set of comments from which random comments are drawn by the game engine.

 

Also, the scripts in this mod are triggered by the comments, and the comments in this mod are triggered by the vanilla game engine, as they are simply "Hello" or "Idle" comments like the "arrow in the knee" comments. So, the scripts in this mod don't trigger comments and will not affect the chance of comments. The scripts, which are attached to dialogue, don't run unless the dialogue is triggered first, and that's done by the vanilla game engine.

 

I actually find the comments in this mod to dominate when I run both PW Comments and this mod, at least for general NPC comments, simply because this mod adds so many more random comments to the set, especially when your SLSF fame levels get high.  In fact, when I'm playtesting the PW Comments mod, I turn the frequency control in the SLSF MCM down a lot because otherwise I see mostly comments from this mod.

 

The good news is that both mods have a comment frequency control, so you should be able to fine tune the balance between them to your liking. The frequency control for this mod is in the SLSF MCM, and the frequency control for PW Comments, which doesn't have an MCM, is done through dialogue -- talk to the Jarl about how people speak about the PW. The default comments frequency for both mods is 70%, but you can reduce the PW Comments frequency down to 10% by talking to the Jarl. 

Posted
23 hours ago, Animosities. said:

But, to be honest, translating thousands of .pex files is really frustrating, I can't even imagine how you wrote this much...

Do you mean translating to other languages? In that case, I do sympathize. All of the normal mod dialogue is in the .esp and can be accessed easily with Xedit, but the mod does include "notifications" which are generated by the script fragments. I've included the source files for these, but I don't know of any easy way to edit them other than opening them up one at a time. Then again, these "notifications" are not essential to the mod's function. They are intended to add a bit of color to the sex scenes, but they go by fast, so I don't really know if people are even seeing them or if they are worth the effort to translate. 

Posted
On 9/5/2023 at 5:40 AM, belegost said:

Found what appears to be an incompatibility with Skyrim Sewers and Skooma Whore in DragonsReach Dungeon. There are locked doors, apparently added by SLSFF which are overlapping with area exit of Skyrim Sewers. Far as I remember the area behind them leads to a secret wall entrance leading to a Skooma Den added by Skooma Whore (the wall in the far back can be opened).

I can't recall what version of the mod this was added in, but yes, I added an extension of the Dragonsreach dungeon basement level to support an upcoming Whiterun Jarl quest that I've been working on. I haven't changed any of the Dragonsreach dungeon basement, but I did extend it. The grate was already there, I just made it a locked door instead of an impassible grate and extended one of the (formerly very short) tunnels behind the (formerly impassible) grate.

 

I'm not sure what to do about the incompatibility. Since the associated SLSFC quest doesn't exist yet, can you just load Skyrim Sewers last to retain the grate's function as a load door for Skyrim Sewers?  

Posted (edited)
32 minutes ago, Gristle said:

Do you mean translating to other languages? In that case, I do sympathize.

This has its advantages. When you take a mod not out of the box, but work on its localization, you can adapt it to your tastes. That's what I did with PW. My main character constantly swears and is rude, for example, the phrase “Yes, madam” or gentlemen, I translated as “As you say, creature,” and everything in the same spirit, the end result was very funny) In addition, such offensive dialogue and the heroine's nasty behavior fit well with mods in my game, such as Apropos2 and Interesting NPCs

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

I'm not sure what to do about the incompatibility. Since the associated SLSFC quest doesn't exist yet, can you just load Skyrim Sewers last to retain the grate's function as a load door for Skyrim Sewers?  

 

Both work at the moment. Seems like they don't occupy EXACTLY the same space.  If I move around, the crosshair prompt switches between the two. Can't check it now, but I think the wall behind me is free. It doesn't look like that on the map,  but that's because of the prison level on the floor above. Maybe, and it's just a suggestion, you could move the door to the opposite wall?

 

The space ahead leads to SLSF skooma den under Whiterun. Actually this is a back entrance with direct access to the skooma dealer counter. In case you need a hit and are very, very desperate. So if you plan on adding something there, this is another incompatibility that needs to be accounted for.

Edited by belegost
Posted
20 hours ago, belegost said:

The space ahead leads to SLSF skooma den under Whiterun. Actually this is a back entrance with direct access to the skooma dealer counter. In case you need a hit and are very, very desperate. So if you plan on adding something there, this is another incompatibility that needs to be accounted for.

It's going to be a pain to move (my world building skills are very limited), so if the two gates can coexist, that would be good. If you want to check for incompatibility with Skooma Whore, you can give yourself the key to the locked gate and check out the dungeon extension behind the gate.  Type 'help WhiterunStoreroomKey' in the console to get the ID number and 'player.additem' yourself the key. But watch out. It's not entirely empty.

Posted (edited)
18 hours ago, Gristle said:

It's going to be a pain to move (my world building skills are very limited), so if the two gates can coexist, that would be good. If you want to check for incompatibility with Skooma Whore, you can give yourself the key to the locked gate and check out the dungeon extension behind the gate.  Type 'help WhiterunStoreroomKey' in the console to get the ID number and 'player.additem' yourself the key. But watch out. It's not entirely empty.

It's probably going to be taken the wrong way, but I'll say it anyway: ever thought of splitting that into a separate mod?

All I am (and probably some other people too) interested in, are just the comments. Seems like you're trying to expand this mod far beyond what originally made me want to use it and frankly, as a user, I don't really want it.

 

The core of this mod, at least from my point of view, are the comments. Inn events associated with them are a nice bonus, but they are just that. I don't really want extra quests and dungeons, as I'm never in a position to have the bounty issued on my head, I actually turn that option off every time.

 

I realise what I just said sounds like yet another entitled user trying to lecture mod author,  but that is not my intention and I apologise if it comes off like that. However too many times I have seen mods devolve into feature creep, that at some point inevitably led to issues. If you do plan to go ahead with extra content, please at least consider making a "light" version that has just what the original scope of the mod was and nothing else.

 

Thank you for bearing with me.

Edited by belegost
Posted
On 9/7/2023 at 12:16 PM, Gristle said:

I don't really know if people are even seeing them or if they are worth the effort to translate. 

It really matters, especially when the line is English while the name of the character is another language, people do notice the notifications appear in the corner. Besides, translating every line that can be translated is the principle of translating. I know nothing about programming so I don't know if there's a way to assemble all of these lines in one single file so that I don't need to open thousands of .pex files to  translated only two lines per file, I do hope so.   xTranslator will crash if you open too much files at one time, not to mention it will really drive one mad to recognize which file you just finished the last time.

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