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Posted

Can we also have a spouse asking for sex version similar to the NPC's that approach you for sex? It'd be nice as well if it would work regardless of whether you or your spouse are Normal, a Cuck, or Likes to Share. 

Posted
On 6/22/2024 at 1:27 PM, DatBaraGuy said:

Can we also have a spouse asking for sex version similar to the NPC's that approach you for sex? It'd be nice as well if it would work regardless of whether you or your spouse are Normal, a Cuck, or Likes to Share. 

I'm working on this (and NPC threesome requests), but in the meantime you can use the "Adventurous Follower" dialogue features to have a follower spouse request sex.

 

I'm thinking that "normal" and "cuckold" spouses would only request sex in player homes and inns, but other spouses could ask anywhere (well, anywhere but dungeons probably). But... if the PC is a cuckold, then I don't think the spouse should ask for sex from the PC. I think a cuckold PC should have to be the one asking (begging?) for sex. That gives the spouse an opportunity to make the cuckold PC do embarrassing things in return for sex. Thoughts?

Posted
4 hours ago, Gristle said:

I'm working on this (and NPC threesome requests), but in the meantime you can use the "Adventurous Follower" dialogue features to have a follower spouse request sex.

 

I'm thinking that "normal" and "cuckold" spouses would only request sex in player homes and inns, but other spouses could ask anywhere (well, anywhere but dungeons probably). But... if the PC is a cuckold, then I don't think the spouse should ask for sex from the PC. I think a cuckold PC should have to be the one asking (begging?) for sex. That gives the spouse an opportunity to make the cuckold PC do embarrassing things in return for sex. Thoughts?

I'm actually fine with whatever lol, I'm kinda already satisfied with your mod as is. I find yours to be much more seamless and bug free than any mods I had that have NPCs approach you. Though I didn't know of the Adventurous Follower feature. I mean I'm pretty sure I have it ticked on since day 1 of when I got this mod. But I've never really had my spouse approach me for sex. For context though my Spouse is a dude and uh... my character is a dude. Does that not affect the conditions needed for the spouse to approach? So far only my other followers and random npcs approach me.

Posted

First of all - I LOVE your mod.  It is indispensable to my load order.

 

I'm posting a question here concerning Sex Lab - Sexual Fame Framework SE V0.99.7z because I downloaded that from the link in your description page, which leads to a comment, not a mod page, so I don't know if there is a support page for the Framework itself.

 

My female PC wears, essentially, straps and jewelry, which covers none of her essential bits.  She has lots of Slavetats but, even though everything is on display, the tats are showing as hidden.  This prevents her from gathering fame from the Slavetats on her body.

 

Is there some keyword that an article of clothing, armor or jewelry must have for the game to read it as absolutely naked?  The straps and jewelry don't show up in SLA so I can't set them as naked there.

 

Appreciate any suggestions.

Posted
2 hours ago, Dez65 said:

Is there some keyword that an article of clothing, armor or jewelry must have for the game to read it as absolutely naked?  The straps and jewelry don't show up in SLA so I can't set them as naked there.

Found the LE page for SLSF.  Looks like there is a way in that mod to exclude certain clothing.  I'll check that out.  Sorry for wasting anyone's time.

Posted
20 hours ago, Dez65 said:

Found the LE page for SLSF.  Looks like there is a way in that mod to exclude certain clothing.  I'll check that out.  Sorry for wasting anyone's time.

I don't use that function too much because it kinda bugs out when you try to remove items from the exception list. You'll remove an item from the list but it still shows on the list, however the slot is free for something else (i think). I basically just use it for jewelry, piercings etc.

Posted
2 hours ago, 51offthescale said:

I don't use that function too much because it kinda bugs out when you try to remove items from the exception list. You'll remove an item from the list but it still shows on the list, however the slot is free for something else (i think). I basically just use it for jewelry, piercings etc.

Thanks for the advice.  I used it for two outfits but got a add items is full (or something to that effect) with one of the piercings, which I thought was odd because I then was able to add a few more pieces.  Haven't tried to remove anything yet.

Posted

Are there any plans to expand the adventurous follower dialogues in the future? Maybe with more creature events, because they make comments on horses a lot but they dont have any events for themselves. More gangbangs and character specific events like whats there currently would be nice too.

 

Also would it be possible to somehow tie the adventurous follower events/dialogue with the marriage system where they might use a different tone of speaking to you if PC is cuckold/normal or whatever.

 

One last thing what determines if a follower is going to be adventurous or not? Is there a keyword or faction I can add or remove from them in game. Because I run with a lot of followers in my and sometimes i get bombarded with popups in certain locations and it can be annoying lol

 

Posted
On 5/20/2024 at 11:53 AM, Gristle said:

Try this is console: 'set SLSFC_Wait to 0'

Hi, it's been a while haha. Anyway, this did not work. I'm 99% sure I found the issue; The comments no longer fire after I switch SLSFC spouses (told one we aren't together anymore, then set a new one). This is the second playthrough it has happened. Is this a known issue, or is it something on my end?

Posted
On 6/28/2024 at 7:19 AM, Tentacle_Erotica said:

Are there any plans to expand the adventurous follower dialogues in the future? Maybe with more creature events, because they make comments on horses a lot but they dont have any events for themselves. More gangbangs and character specific events like whats there currently would be nice too.

Yes. I'd like to, including for creatures. But I've been side-tracked a lot by the spouse features, which are covering a lot of the same ground. I'm adding threesome requests and creature support to the spouse events now.  The spouse features are more sophisticated in a lot of ways, including that they'll work with any NPCs, as opposed to the specific NPCs that can trigger requests with the adventurous followers. Also, the dialogue is more complex than a simple pop-up box.  Also, they support any combinations of genders of PC, spouse and NPC, with (hopefully) appropriate Sexlab animations. The downside is that the spouse features only support one spouse (at a time). Supporting multiple spouses is just too hard with all the other complexity in these features. I guess that's a long-winded way of saying I think the spouse features are where I plan to spend my time before turning back to the adventurous follower events.

On 6/28/2024 at 7:19 AM, Tentacle_Erotica said:

Also would it be possible to somehow tie the adventurous follower events/dialogue with the marriage system where they might use a different tone of speaking to you if PC is cuckold/normal or whatever.

The adventurous follower comments really only align with the "hotwife" spouse relationship type, i.e., where the spouse likes to share the PC. For that reason, I shut them down for spouse followers unless the relationship type is "spouse likes to share PC".  But, you're right, that doesn't fix the problem for non-spouse followers.  For now, all you can do is turn them off for normal PCs, and especially for "cuckold" PCs. So, yes, I'll go through them and add a relationship condition (if married) to disable the inappropriate ones, and create some alternative dialogue for normal and cuckold PCs. 

On 6/28/2024 at 7:19 AM, Tentacle_Erotica said:

One last thing what determines if a follower is going to be adventurous or not? Is there a keyword or faction I can add or remove from them in game. Because I run with a lot of followers in my and sometimes i get bombarded with popups in certain locations and it can be annoying lol

Currently, it's all or none. The MCM toggle to turn them on or off is the only switch. I admit I didn't really consider multiple followers in my playtesting, as I usually have only one. I could add a sort of cheat here. Example: adventurous follower comments are disabled for a follower with a Leek in their inventory. Would that work? That's just one added condition. 

Posted
On 6/29/2024 at 10:51 AM, Afrodeeziac said:

Hi, it's been a while haha. Anyway, this did not work. I'm 99% sure I found the issue; The comments no longer fire after I switch SLSFC spouses (told one we aren't together anymore, then set a new one). This is the second playthrough it has happened. Is this a known issue, or is it something on my end?

Thanks for the note. I can't find anything wrong with the relevant code, but I'll playtest this. What comments are not firing? All or them, or just the spouse ones? Or all but the spouse ones?

Posted (edited)
On 6/30/2024 at 6:07 PM, Gristle said:

Yes. I'd like to, including for creatures. But I've been side-tracked a lot by the spouse features, which are covering a lot of the same ground. I'm adding threesome requests and creature support to the spouse events now.  The spouse features are more sophisticated in a lot of ways, including that they'll work with any NPCs, as opposed to the specific NPCs that can trigger requests with the adventurous followers. Also, the dialogue is more complex than a simple pop-up box.  Also, they support any combinations of genders of PC, spouse and NPC, with (hopefully) appropriate Sexlab animations. The downside is that the spouse features only support one spouse (at a time). Supporting multiple spouses is just too hard with all the other complexity in these features. I guess that's a long-winded way of saying I think the spouse features are where I plan to spend my time before turning back to the adventurous follower events.

Ok sweet! As long as its still being worked on. Dont get me wrong I love the new spouse system, there is not many mods with ntr in them so im glad you kind of picked up the mantle lmao, but I would love to see more spicy events for followers. Orc strongholds perhaps? Looking forward to the spouse threesomes too. Also, remember you mentioning that you wanted to limit the spouse approaches to only towns and cities, I was wondering if that could optional, I currently like the way they are now.

On 6/30/2024 at 6:07 PM, Gristle said:

 

The adventurous follower comments really only align with the "hotwife" spouse relationship type, i.e., where the spouse likes to share the PC. For that reason, I shut them down for spouse followers unless the relationship type is "spouse likes to share PC".  But, you're right, that doesn't fix the problem for non-spouse followers.  For now, all you can do is turn them off for normal PCs, and especially for "cuckold" PCs. So, yes, I'll go through them and add a relationship condition (if married) to disable the inappropriate ones, and create some alternative dialogue for normal and cuckold PCs. 

 

That makes sense. Any examples of what that alternative dialogue might be like? If I understand you correctly, Im thinking for normal PC the dialogue could more like the follower is cheating on you. Where they make an excuse to go off with the Jarl somewhere when in reality they be getting piped down lol. Or for cuckold PCs the dialogue is more humiliating and direct like one of seranas iirc

On 6/30/2024 at 6:07 PM, Gristle said:

Currently, it's all or none. The MCM toggle to turn them on or off is the only switch. I admit I didn't really consider multiple followers in my playtesting, as I usually have only one. I could add a sort of cheat here. Example: adventurous follower comments are disabled for a follower with a Leek in their inventory. Would that work? That's just one added condition. 

That would be fine. Maybe make the item craftable if youre going that route imo

 

Sorry if Im bombarding you with suggestions without really knowing how difficult they are to implement. Just wanted to give some feedback. Looking forward to whatever it is youre cooking!

Edited by Tentacle_Erotica
typo
Posted
On 6/30/2024 at 6:07 PM, Gristle said:

Yes. I'd like to, including for creatures. But I've been side-tracked a lot by the spouse features, which are covering a lot of the same ground. I'm adding threesome requests and creature support to the spouse events now. 

 

Do you have any plans for creature events to be suggested to cuckold PCs without requiring them to have any level of beast fame beforehand? For example, the spouse might tell them to fuck an animal if they want sex so badly and in turn it raises the PC's beast fame even if they had none beforehand. Either way this mod is one of my favorites and I use it on every playthrough 😇

Posted

Hi @Gristle,

 

great mod! Thank you for your hard work!

 

i have a question, when an event happens and NPC propose sex, i can accept or decline. When declining, i get the message, that the NPC is disappointed. Does this have any consequences? is there some-sort of attitude calculation, that is affected by my decision?

 

thanks!

Posted
21 hours ago, MyNameIsnt said:

Do you have any plans for creature events to be suggested to cuckold PCs without requiring them to have any level of beast fame beforehand? For example, the spouse might tell them to fuck an animal if they want sex so badly and in turn it raises the PC's beast fame even if they had none beforehand. Either way this mod is one of my favorites and I use it on every playthrough 😇

Currently, there are two easy ways I can tell if someone has beast mods and animations: 1) the PC has SLSF Beastiality fame in the location, or 2) the player has Beast fame events enabled in the MCM. I guess I could combine them and trigger beast-related events if Beast fame is greater than 0 or if Beast fame events are enabled in the MCM.  But I need some way to tell if the player is set up for creature animations.

Posted
16 hours ago, monty359 said:

great mod! Thank you for your hard work!

 

i have a question, when an event happens and NPC propose sex, i can accept or decline. When declining, i get the message, that the NPC is disappointed. Does this have any consequences? is there some-sort of attitude calculation, that is affected by my decision?

You're welcome. No attitude effect on refusal. I could drop their relationship rank, but that could have harsh results. For example, making someone you did a favor for no longer eligible as a follower or a marriage candidate.

Posted (edited)

Wearing a hood/helmet makes you naked in the magic menu please fix.

I can't use the mod since I love being covered head to toe in ebony armor... Quite literally the opposite of naked lol.

Edited by StrayHALO_MAN
Posted (edited)
32 minutes ago, StrayHALO_MAN said:

Wearing a hood/helmet makes you naked in the magic menu please fix.

I can't use the mod since I love being covered head to toe in ebony armor... Quite literally the opposite of naked lol.

That is not a bug in this mod but a bug in the underlying SLSF mod. If you wear a helmet, SLSF thinks you are naked for Exhibition fame gain purposes. (But this mod recognizes you correctly for comment purposes.) There are two fixes for the helmet issue: 1) install Devious Devices - that alone fixes it, or 2) add the helmet to the SLSF Excluded List, which you can do by putting on the helmet, using the 'down arrow' hotkey (in game) to bring up the radial menu, and then selecting "Add Excluded." Side effect of fix #2: You won't be anonymous with the helmet anymore, if you have that SLSF option checked.

 

Edit: Also, if you want to get rid of the unwanted Exhibitionism fame, you can use the same SLSF radial menu to give yourself a set of "Debug" spells. These will allow you to reset fame levels.  Also, you can just disable Exhibitionism fame comments and events in this mod's MCM and ignore the helmet bug entirely. Everything else will work right.

Edited by Gristle
Posted
8 hours ago, Gristle said:

That is not a bug in this mod but a bug in the underlying SLSF mod. If you wear a helmet, SLSF thinks you are naked for Exhibition fame gain purposes. (But this mod recognizes you correctly for comment purposes.) There are two fixes for the helmet issue: 1) install Devious Devices - that alone fixes it, or 2) add the helmet to the SLSF Excluded List, which you can do by putting on the helmet, using the 'down arrow' hotkey (in game) to bring up the radial menu, and then selecting "Add Excluded." Side effect of fix #2: You won't be anonymous with the helmet anymore, if you have that SLSF option checked.

 

Edit: Also, if you want to get rid of the unwanted Exhibitionism fame, you can use the same SLSF radial menu to give yourself a set of "Debug" spells. These will allow you to reset fame levels.  Also, you can just disable Exhibitionism fame comments and events in this mod's MCM and ignore the helmet bug entirely. Everything else will work right.

I hate having devious devices installed, but also don't care about anonymity so I'll just whitelist helmets... How hard would a proper fix like the one from DD be?

Posted
24 minutes ago, StrayHALO_MAN said:

I hate having devious devices installed, but also don't care about anonymity so I'll just whitelist helmets... How hard would a proper fix like the one from DD be?

Good question. I don't think DD is really a "fix" in the sense that it has a patch to an SLSF bug. I think it's more likely that SLSF's integration with DD causes some different SLSF code to run for detection when DD is installed that conveniently avoids the bug.  I've looked at the scripts in SLSF in the past, but modifying them without breaking them has been a bit beyond my programming abilities.  

Posted
7 hours ago, Gristle said:

Good question. I don't think DD is really a "fix" in the sense that it has a patch to an SLSF bug. I think it's more likely that SLSF's integration with DD causes some different SLSF code to run for detection when DD is installed that conveniently avoids the bug.  I've looked at the scripts in SLSF in the past, but modifying them without breaking them has been a bit beyond my programming abilities.  

Yeah it looks like the author added the feature backwards... Should have made it manual to register a helmet as concealing instead of the other way around.

Posted (edited)

OMG iz been too long away from thiz mod. Now that I'm back into Skyrim AE I really can't wait to actually try everything in this mod like I never got too! I just started using it in a new test save while I build my load order. I noticed the approaches thing about the spouse approaching, I hurriedly married someone to test it, it...well it never actually ever happens. Iz strange. Idk how to even debug that or what quest controls the approaches the MCM talks about. But u know, maybe iz NFF, I used NFF to bypass the Mara quest that requires the player to have spoken to a priest of Mara before the vanilla game scripts for marriage even are allowed to activate. NFF's elope feature allows you to completely skip this. 

SO! lol Is using the elope feature in NFF even a good way to test that? I wonder if you've had experience with that feature and this mod. Or is this just a known problem?

O! And I also gotta mention, he's an orc follower. He's non-vanilla. NFF doesn't even have the capability of forcing him to be a follower. Proteus, however, doesn't gaf what is possible. So maybe one of those things iz the prob.

Edited by LynErso666
Posted
14 hours ago, LynErso666 said:

OMG iz been too long away from thiz mod. Now that I'm back into Skyrim AE I really can't wait to actually try everything in this mod like I never got too! I just started using it in a new test save while I build my load order. I noticed the approaches thing about the spouse approaching, I hurriedly married someone to test it, it...well it never actually ever happens. Iz strange. Idk how to even debug that or what quest controls the approaches the MCM talks about. But u know, maybe iz NFF, I used NFF to bypass the Mara quest that requires the player to have spoken to a priest of Mara before the vanilla game scripts for marriage even are allowed to activate. NFF's elope feature allows you to completely skip this. 

SO! lol Is using the elope feature in NFF even a good way to test that? I wonder if you've had experience with that feature and this mod. Or is this just a known problem?

O! And I also gotta mention, he's an orc follower. He's non-vanilla. NFF doesn't even have the capability of forcing him to be a follower. Proteus, however, doesn't gaf what is possible. So maybe one of those things iz the prob.

To make an NPC a "spouse" for purposes of this mod, you have to designate them as a spouse via this mod's dialogue. If you're not married to them using the game's vanilla marriage system, the NPC has be in the CurrentFollowerFaction (which the NPC would be if in the vanilla follower framework, but perhaps not if a custom follower). I'm going to change this in the next version so that they don't need to be a vanilla follower, rather they'll just need to have a high relationship rank (disposition) with the PC (like Ally or Lover). This should make most custom followers work, and you can always raise their relationship rank with the console if needed. The dialogue for NPCs you are not married to is: "Will you marry me?"

 

But, if you are married to the NPC using the vanilla marriage system, then they should have the following dialogue to mark them as a spouse for purposes of this mod: "I'm so glad we're married. [MARKS SPOUSE AS SLSFC SPOUSE]"

 

As for the elope feature of NFF, I don't know. The dialogue above is just checking if the NPC is in the PlayerMarriedFaction. So it should work for any NPC put into that faction, even if the Temple of Mara quest never ran.

Posted (edited)
7 hours ago, Gristle said:

To make an NPC a "spouse" for purposes of this mod, you have to designate them as a spouse via this mod's dialogue. If you're not married to them using the game's vanilla marriage system, the NPC has be in the CurrentFollowerFaction (which the NPC would be if in the vanilla follower framework, but perhaps not if a custom follower). I'm going to change this in the next version so that they don't need to be a vanilla follower, rather they'll just need to have a high relationship rank (disposition) with the PC (like Ally or Lover). This should make most custom followers work, and you can always raise their relationship rank with the console if needed. The dialogue for NPCs you are not married to is: "Will you marry me?"

 

But, if you are married to the NPC using the vanilla marriage system, then they should have the following dialogue to mark them as a spouse for purposes of this mod: "I'm so glad we're married. [MARKS SPOUSE AS SLSFC SPOUSE]"

 

As for the elope feature of NFF, I don't know. The dialogue above is just checking if the NPC is in the PlayerMarriedFaction. So it should work for any NPC put into that faction, even if the Temple of Mara quest never ran.



O yeee! Super important info. Yes the "I'm so glad we're married. [MARKS SPOUSE AS SLSFC SPOUSE]" dialogue was there and ran fine.

I also confirmed that NFF uses the vanilla marriage system. Its elope mechanic is absolutely nothing but a different slingshot to get the player into that system with the vanilla faction and everything. Nagrub is who I've been testing this with, an orc from the Rift I always find out hunting north of Valtheim up on that mountain (no idea why he's always up there when I start a new game for testing) 

So now I know the marriage system slingshot via NFF; not a problem. The follower slingshot via Proteus; not a problem. And now u know everything in ur mod with the spouse being seen, targeted, and set up for approaches, is working great

But like my only problem is approaches happening. They neva happen like ever. Not from NPCs or PC. (Set to share PC btw) I was wondering if maybe one of these methods to get Nagrub to be a spouse/follower was perhaps rendering the approaches from this mod impossible. Does RDS's WILD approaches, that cause MASSIVE fps drop just for so much as scanning, stop this mod's? I turn them off and still nothing happens, but doubtful anyway.

I notice the SLSF_Comments QUSTs I've queried via the console have questaliases and can find Nagrub (spouse) and me but nothing else. It has no ability to locate a possible NPC for an approach whether I'm in a crowd or at a dinner table. I can "setquestaliases" but...iz not like the quest even seems like it ever tries to fire or grab the aliases itself or scan for them or Idk how you do that (I can't even remember the one that I found actually sets those aliases btw). I'm just desperately trying to find out why the approaches never happen after...ooof days of testing. I don't even...actually know if I'm looking at the right quests to see if the approaches are working or what quest to debug (sqs, showquestaliases, and all that) that is specifically for grabbing the approachers. Some mods don't even have a handler quest perse that has viewable aliases that can be shown via the console, some mods friggin splinter like a wooden beam in a tornado when you so much as "setquestaliases" on a quest, and they just cease to function, so that's just some experimental ish I've done in a few saves to see what happens. But no, I can't force an approach, nor can I get one organically. I'm thinking maybe I needa try this...with someone else, like maybe Nagrub is a bad idea. Hez a vanilla character, but Idk

Edited by LynErso666
Posted
9 hours ago, LynErso666 said:

But like my only problem is approaches happening. They neva happen like ever. Not from NPCs or PC. (Set to share PC btw) I was wondering if maybe one of these methods to get Nagrub to be a spouse/follower was perhaps rendering the approaches from this mod impossible. Does RDS's WILD approaches, that cause MASSIVE fps drop just for so much as scanning, stop this mod's? I turn them off and still nothing happens, but doubtful anyway.

I notice the SLSF_Comments QUSTs I've queried via the console have questaliases and can find Nagrub (spouse) and me but nothing else. It has no ability to locate a possible NPC for an approach whether I'm in a crowd or at a dinner table. I can "setquestaliases" but...iz not like the quest even seems like it ever tries to fire or grab the aliases itself or scan for them or Idk how you do that (I can't even remember the one that I found actually sets those aliases btw). I'm just desperately trying to find out why the approaches never happen after...ooof days of testing. I don't even...actually know if I'm looking at the right quests to see if the approaches are working or what quest to debug (sqs, showquestaliases, and all that) that is specifically for grabbing the approachers. Some mods don't even have a handler quest perse that has viewable aliases that can be shown via the console, some mods friggin splinter like a wooden beam in a tornado when you so much as "setquestaliases" on a quest, and they just cease to function, so that's just some experimental ish I've done in a few saves to see what happens. But no, I can't force an approach, nor can I get one organically. I'm thinking maybe I needa try this...with someone else, like maybe Nagrub is a bad idea. Hez a vanilla character, but Idk

Good questions. If you have chosen "Spouse likes to share PC" then the PC should get approaches from NPCs, based on the gender and NPC type preference settings in the MCM, and per the frequency set in the MCM. In fact, any relationship type except "PC is cuckold" should trigger approaches to the PC by NPCs.

 

These approaches are triggered by a random "Idle" comment. This comment has no normal dialogue (it's a few blank spaces: "   "). But it has a script that pops a notification that says something random like "Sinmir is looking lustfully at you". This Idle comment also puts the 'speaking' NPC into an alias ("PCApproacher") and starts a scene (SLSFC_PCApproacher1). This scene does just one thing: gives the PC Approacher alias a force greet package - to approach and speak to the PC. The idea was to avoid any kind of "scanning" system and make use of the game's vanilla Idle comment system to detect nearby NPCs and provide a base comment frequency. It seems to work fine, except for the "stuck scene" issue described below. 

 

There are many conditions to the triggering Idle dialogue. Most are to filter out the NPCs based on preference settings. One important set of conditions is that none of the PC, NPC approacher or the spouse (alias) can be in a scene. Otherwise, this approach path doesn't care about the spouse at all. The spouse doesn't have to be there (or be in any alias, or be wearing a ring) for approaches to the PC to work. 

 

There is a problem with this system currently. It's easy to miss the initial "Hulda is smiling at you" notification triggered by the Idle comment, and in this example, Hulda might have a hard time walking towards you in a crowded inn, and your PC might walk out the door before she gets there and force greets you. In this case, the scene is still running, and will block all other scenes (including scenes from other mods!). Currently, the only way to get the scene unstuck is to go back to the inn and let Hulda force greet you. But that assumes you even know where to go. I'll upload a new version soon that fixes this (and adds approaches with threesome requests). The fix will be to stop all of this mod's scenes on any PC location change.

 

I'm not sure if that's causing your problem, but it certainly could be if an approach started and did not complete. Also, all of the marriage aliases and dialogues are in the SLSF_Comments_Marriage quest. 

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