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SLSF Fame Comments Reloaded


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Posted
4 hours ago, Sicumbaka said:

Hi! is it possible to make a verions witch will work with brand new Sexual Fame Reloaded?

The old Sexual Fame framework is a hard requirmen now :(


 

Possible, but there are some issues. I just posted over in the SLSF Reloaded thread about it.

Posted

Mod is not working for me, or at least SLSF isn't.  I downloaded the patch and even though it fixed the tracking it didn't generate any comments or start any events.  I read that Dyndolod can interfere so maybe that is the problem.  I have to say that between a few occasional comments vs all of Skyrim looking way better and more immersive the choice is clear.  Great idea but it's held back by that ancient bugfest that is SexLab Sexual Fame.

Posted

I was reading Gristle's post on SLSF Reloaded, and I thought I would reply here instead, since my comments are more specific to this mod's author than that one. I don't want to derail his/her thread. My comments are indented after Gristle's.

 

  • I intend to create a version of SLSF Fame Comments for this, but at this point it will likely be a one-off conversion, and likely of a subset of the mod's features.
  • I'll need to create a second development environment. Recreating the Fame Comments mod from scratch is not practically possible. So, I would have to modify the mod, for which I will need a second development environment to do without messing up the base mod.
    • Ouch! I didn't realize that conversion would be so difficult. I figured some conditions would have to be added to handle the new mod, but if it's this hard, I don't know if it's even worth it. For myself, if I have to choose between a soon-to-be outdated version of SLSF comments with SLSF Reloaded (I'm going to call it SLSFR) and regular updates with the old one, then I'll probably stick with the old SLSF framework, even if it is buggy. I like the new content here.
  • I'll need to confirm that the global variables used by SLSF Reloaded for fame are identical to those used by SLSF.
    • NymphoElf offered to change those, so I won't worry about them.
  • Since (I think) there is no comment frequency control in SLSF Reloaded that I can read with dialogue conditions, I will need to create one and put it in the MCM (not a big deal). Currently, I'm using the SLSF-provided comment frequency control
    • Again, NymphoElf offered to add that, so I'm hopeful that it will happen quickly enough (and be easy enough to use) to make your life easier.
  • The nudity detection could stay as is (Fame Comments uses Skyrim's vanilla method for nudity detection).
  • I am using SLSF-provided Magic Effects for visible cum detection/location, visible dirt detection, and visible bondage device detection. I don't believe SLSF Reloaded offers similar functionality that I can read with dialogue conditions. Sexlab itself offers Magic Effects for cum layers, but they are really cumbersome to use (there's one for every possible combination of body location/# of layers), and they don't tell you if the cum is visible or not. So, there would likely not be any cum, dirt or bondage comments in v1 of any new SLSF Reloaded-compatible version.  So, I'm going to have to go through many thousands of dialogue lines and check each of them for SLSF-specific dialogue conditions (e.g, cum/dirt/bondage conditions). I could delete such lines (would make the voice pack smaller), but if I just disable those lines it will make it 1000x easier to put them back once solutions are found for these conditions.
    • NymphoElf said that there were Global variables for that, but it sounds like they are binary. Can you read those in dialogue conditions? Are they specific enough for your needs? I don't usually use the bondage stuff, but I think it's going to play a role in the cuckold quests, and I know the cum effects do. I think if I had to lose those, I'd just stick with the old version SLSF, buggy or not.
  • SLA will still be a requirement.
  • What about ZaZ? I know a lot of people don't like it. Because it was an SLSF dependency, I have used it in the Fame Comments mod, e.g., for collars, cuffs and hoods. I could drop ZaZ as a dependency and remove the relevant events, but it would also remove two fun elements of the Markarth quest: Lilly's animation to shyly cover her naked body with her hands, and the masturbation/prayer idle marker in the Solitude Temple of Dibella. These both use ZaZ animations. Also, it would mean no ZaZ whips for future S&M-related activities
    • I'll admit that I don't care much for ZaZ. It has some cool features, but it also has a bunch of stuff I can't even figure out how to use, so it feels a bit bloated. That said, if your mod requires it, I'm going to use it. End of Story.
  • As you can imagine, the above is a lot of work. So, I can't promise a quick update.
    • Understandable. I think NymphoElf was just hoping that a lot of the mods that used the SLSF framework could convert to the new one quickly. It would make testing easier, and it would give him/her an idea of where best to take the mod in the future.

I know that there are a number of other mods that use SLSF, but SLSF Comments is the only one I use in my load order. I'll admit that I was excited about the prospects of utilizing improved nudity detection and not having to fight with SLSF over helmets and child actors and auto-equipped bondage devices, but all of those problems are easily (if annoyingly) solvable. So, at the end of the day, you let me know what I need to use to make your mod work, and I'll use it.

Posted
6 hours ago, Alenin said:

Mod is not working for me, or at least SLSF isn't.  I downloaded the patch and even though it fixed the tracking it didn't generate any comments or start any events.  I read that Dyndolod can interfere so maybe that is the problem.  I have to say that between a few occasional comments vs all of Skyrim looking way better and more immersive the choice is clear.  Great idea but it's held back by that ancient bugfest that is SexLab Sexual Fame.

There are a few things in the mod that have no dependencies on SLSF. As a test, perhaps your PC could bump into some NPCs naked and see if that generates any comments.

Posted (edited)

I think a condition might be missing on one of the bump comments. When my fully clothed male cuckold PC loaded through a door or gate and hit an NPC on the other side, it plays a slap sound and a message that says "[NPC] slaps your bare ass hard." I'm assuming that since my character is wearing vanilla mage robes, the comment is missing a condition to check for nudity.

 

It's a minor thing, but I thought you might want to know.

Edited by WizardLookingDude
Corrected Quote
Posted (edited)
On 8/18/2024 at 12:05 AM, Gristle said:

If your relationship is set to "PC is cuckold" the spouse sex request dialogue should be "All right. Let's see if you can please your wife. Shall we do it here, or find someplace more private?" Is that what you are seeing?

Hi, I'm having the same issue, sadly. I tried adjusting pc position and allow lesbian animation, but scene doesn't start after this dialogue.

Is there another way to trigger the quest manually, for example skipping stage through cheats?

In that case, which quest id should I use?

Thanks in advance.

Edited by The_Blank_Frank
Posted
8 hours ago, kariem yasein said:

 

Where can i get the correct voice back, i downloaded 2 so far and none working

Third post down page 71.

 

 

 

Posted
On 8/19/2024 at 12:25 PM, WizardLookingDude said:

I think a condition might be missing on one of the bump comments. When my fully clothed male cuckold PC loaded through a door or gate and hit an NPC on the other side, it plays a slap sound and a message that says "[NPC] slaps your bare ass hard." I'm assuming that since my character is wearing vanilla mage robes, the comment is missing a condition to check for nudity.

 

It's a minor thing, but I thought you might want to know.

Thanks. I found the comment and corrected it. The comment was "Watch where you're going, milk drinker!". In the notification, I changed "bare ass" to "ass" and added a "no armor" condition, so that this triggers when naked or clothed, but not when armored. 

Posted
On 8/19/2024 at 2:08 PM, The_Blank_Frank said:

Hi, I'm having the same issue, sadly. I tried adjusting pc position and allow lesbian animation, but scene doesn't start after this dialogue.

Is there another way to trigger the quest manually, for example skipping stage through cheats?

In that case, which quest id should I use?

Thanks in advance.

The very first sex request should be "All right. Let's see if you can please your wife. Shall we do it here, or find someplace more private?" That eventually leads you to a choice of sex types. Which one are you choosing?

 

Or do you mean the sex request after this, where the response is, in part: "Why don't you get down on your knees and use your mouth?"

 

In any case, the cuckold quest name is "SLSF_Comments_CuckoldPC". The relevant cuckold sex request stages are 10, 20, 40 and 50 (30 was removed).

Posted (edited)
5 hours ago, Gristle said:

The very first sex request should be "All right. Let's see if you can please your wife. Shall we do it here, or find someplace more private?" That eventually leads you to a choice of sex types. Which one are you choosing?

 

Or do you mean the sex request after this, where the response is, in part: "Why don't you get down on your knees and use your mouth?"

 

In any case, the cuckold quest name is "SLSF_Comments_CuckoldPC". The relevant cuckold sex request stages are 10, 20, 40 and 50 (30 was removed).

The issue is limited only to normal sex (not licking, which is working instead); when I choose the first option (vaginal sex), the sex animation doesn't start.
Many thanks for the quest name!

I tried moving from stage 0 to stage 10 through cheats, but the line "Let's make love" simply disappeared. Is it normal?

Edited by The_Blank_Frank
Posted
On 8/18/2024 at 12:05 AM, Gristle said:

If your relationship is set to "PC is cuckold" the spouse sex request dialogue should be "All right. Let's see if you can please your wife. Shall we do it here, or find someplace more private?" Is that what you are seeing?

I get the "is your little cock getting hard? Too Bad"

 

Posted (edited)

QQ: 

 

SLSF_Comments_JarlLetterWRBStart 

 

Got a letter, the current Stage is 25

 

SLSF_Comments_JarlLetterWRB

 

No stages started 

 

Been a while and just wondering does SLSF_Comments_JarlLetterWRB get invoked?  What conditions? The current fame for that in SLSF is 47 and SLSFC is 1

 

Edited by eflat01
Posted

@Gristle, @NymphoElf

 

I have a compatibility layer for Sexlab Sexual Fame RELOADED to provide the same magic effects as Versh's old  Sex Lab - Sexual Fame 'Framework' 0.99 (Pre-Final) version.  I have all the cum effects setup and all the dirt effects.   It should mean that SLSF-Comments won't need any work.   My work is very alpha - I haven't tried it in-game since adding the dirt tracking.   I'll probably post an alpha copy for you two tomorrow.

 

FWIW, the magic effects for cum tracking required no papyrus scripting - just conditionals on the effects that reference SexLab and SLSF-Reloaded.   The dirt tracking required some scripting, but the code turned out cleaner and more efficient than I expected it would thanks to new SKSE functions in PapyrusExtension.

 

NymphoElf will probably want to refactor my dirt level tracking code into SLSF-Reloaded or replace my code.   The magic effect definitions will need to remain in an esp named "SexLab - Sexual Fame [SLSF].esm" to avoid having to edit old pre-existing mods.

Posted
13 hours ago, Arcane Wanderer said:

@Gristle, @NymphoElf

 

I have a compatibility layer for Sexlab Sexual Fame RELOADED to provide the same magic effects as Versh's old  Sex Lab - Sexual Fame 'Framework' 0.99 (Pre-Final) version.  I have all the cum effects setup and all the dirt effects.   It should mean that SLSF-Comments won't need any work.   My work is very alpha - I haven't tried it in-game since adding the dirt tracking.   I'll probably post an alpha copy for you two tomorrow.

 

FWIW, the magic effects for cum tracking required no papyrus scripting - just conditionals on the effects that reference SexLab and SLSF-Reloaded.   The dirt tracking required some scripting, but the code turned out cleaner and more efficient than I expected it would thanks to new SKSE functions in PapyrusExtension.

 

NymphoElf will probably want to refactor my dirt level tracking code into SLSF-Reloaded or replace my code.   The magic effect definitions will need to remain in an esp named "SexLab - Sexual Fame [SLSF].esm" to avoid having to edit old pre-existing mods.

Thanks. I appreciate the help. However, I've run into a problem.  As a test, I took a simple version of my mod (version 2.1), renamed it, and opened it up in the CK, adding SLSFR as a master. Looking at the global variables available to the mod, the CK added "DUPLICATE001" to the end of the name of every global in the SLSFR mod that has the same name as a global in SLSF. So, I had two global variables for each fame type, for example. 

 

Then, using the CK, I removed SLSF as a master, and it cleared the name of every such global variable reference in the mod, despite the fact that SLSFR offers the same global variables. 

 

So... using global variables with the same names means I just get a blank for the global variable name when I remove SLSF as a master. This makes it difficult for me to replace the global variable. Although some fame types are obvious based on the comment, many use multiple fame triggers, and it's very difficult to figure out what I was originally assigning to varying fame thresholds.

 

So, my suggestion to name the global variables the same does not appear to be a good one. I assume this will be the same with Magic Effects.  I think this means different names must be used, and means writing an SSEdit script to change the global variables, and then removing SLSF as a master.  

 

Please let me know if you have any ideas.

Posted (edited)
1 hour ago, Gristle said:

Thanks. I appreciate the help. However, I've run into a problem.  As a test, I took a simple version of my mod (version 2.1), renamed it, and opened it up in the CK, adding SLSFR as a master. Looking at the global variables available to the mod, the CK added "DUPLICATE001" to the end of the name of every global in the SLSFR mod that has the same name as a global in SLSF. So, I had two global variables for each fame type, for example. 

 

Then, using the CK, I removed SLSF as a master, and it cleared the name of every such global variable reference in the mod, despite the fact that SLSFR offers the same global variables. 

 

So... using global variables with the same names means I just get a blank for the global variable name when I remove SLSF as a master. This makes it difficult for me to replace the global variable. Although some fame types are obvious based on the comment, many use multiple fame triggers, and it's very difficult to figure out what I was originally assigning to varying fame thresholds.

 

So, my suggestion to name the global variables the same does not appear to be a good one. I assume this will be the same with Magic Effects.  I think this means different names must be used, and means writing an SSEdit script to change the global variables, and then removing SLSF as a master.  

 

Please let me know if you have any ideas.

 

 

I'd not written much in Skyrim's CK in years (typically edited scripts), I do remember having to remove originals which were duplicated by another mod one at a time or another while renaming the dup - you slowly remove the original and rename the dup to the original name. (works as long as I remembered it's the ID's name is seeing as the actual dup). 

 

Here's also an idea, rename the new .esm to the same name for the original master: SexLab - Sexual Fame [SLSF].esm, Load that then... name it back what would happen if you attempted to use SeEdit to replace the master name again then load into CK? 

 

The most important thing I think is to see that the correct form id's match to the name - that's the address.

 

 

 

Edited by eflat01
Posted (edited)
2 hours ago, eflat01 said:

 

 

I'd not written much in Skyrim's CK in years (typically edited scripts), I do remember having to remove originals which were duplicated by another mod one at a time or another while renaming the dup - you slowly remove the original and rename the dup to the original name. (works as long as I remembered it's the ID's name is seeing as the actual dup). 

 

Here's also an idea, rename the new .esm to the same name for the original master: SexLab - Sexual Fame [SLSF].esm, Load that then... name it back what would happen if you attempted to use SeEdit to replace the master name again then load into CK? 

 

The most important thing I think is to see that the correct form id's match to the name - that's the address.

 

 

 

 

I know scripting and xEdit, but barely make use of the CK.

 

However, I think that the file format of the *.esp plugins is such that the records care about the name of the plugins, not just the editor-ids.  I'm not sure what happens if you try to reuse editor-ids in a new plugin.   If I use an empty "SexLab - Sexual Fame [SLSF].esm" with no records and load everything into xEdit, the comments mod will just see errors instead of pulling the records from SLSF-RELOADED.  See EDIT at the bottom.

 

 

I think there are multiple solutions.  It depends on what's needed to support old mods and what @NymphoElf wants to do.

 

If old mods have scripts that use Game.GetFormFromFile() we'll either have to (1) edit and recompile all those scripts, or (2) provide a replacement trimmed-down plugin that matches parts the original esm.  There might be a third solution, (3) somehow leverage Base Object Swapper or Merge Mapper, but I don't think so.

 

I'm thinking a replacement esm that has all the quests and other stuff removed, leaving only globals and magic effects and maybe factions.   Maybe it could be used only for older mods that haven't been ported to SLSF-RELOADED.

 

I'd prefer to suggest that we just port everything to the new SLSF-RELOADED, but it appears that Fame would require umpteen hours of tedious work.  Unless someone can provide an xEdit script that can examine dialog and edit conditions to use different names.

 

 

 

EDIT:  Forget trying to use the CK to switch over.  I just double checked the Skyrim: Mod File Format - the editor-ids from SLSF are not stored in your Comments esp.  Just the formids which are simply numbers.   I don't think there is any way to make a mass change to use records from a different plugin - it's either edit each record one-by-one, use an xEdit script, or keep the old plugin name and form-ids.

Edited by Arcane Wanderer
Posted (edited)

My Google skills are failing me and I've read enough off-topic comments for my own sanity. I know getting comments to work for Pregnancy is sort of impossible without SGO3 or Estrus, but obviously I want that to change. Does anyone have ways to increase pregnancy fame outside of these mods? Is there even a console command I could input to boost it? I've tried the 'custom tattoo = pregnancy fame' fix, it didn't do anything for me. Any help is appreciated.

Edited by TheBikkest
Posted
6 hours ago, eflat01 said:

Here's also an idea, rename the new .esm to the same name for the original master: SexLab - Sexual Fame [SLSF].esm, Load that then... name it back what would happen if you attempted to use SeEdit to replace the master name again then load into CK? 

I could give that a try.

Posted
4 hours ago, Arcane Wanderer said:

I'd prefer to suggest that we just port everything to the new SLSF-RELOADED, but it appears that Fame would require umpteen hours of tedious work.  Unless someone can provide an xEdit script that can examine dialog and edit conditions to use different names.

One nice thing about SLSF is that mods can pull all needed data from it using only dialogue conditions that read global variables and magic effects. No scripts required. You do need scripts to push data the other way, but I've only used this a bit in this mod (to increment SLSF whore and masochist fame in a few cases). So, 99% of this mod's functionality uses no script interaction with SLSF at all. My main issue is the CK won't let two mods define the same global variable. So, it looks like some kind of SSEdit script will be need to change all the SLSF global variables to new SLSFR global variables. (And ideally same with magic effects.) Then I just need to (for now) disable the scripts that increment SLSF fame, and at that point SLSF can be removed as a master. At least I think that will work. 

Posted
3 minutes ago, TheBikkest said:

My Google skills are failing me and I've read enough off-topic comments for my own sanity. I know getting comments to work for Pregnancy is sort of impossible without SGO3 or Estrus, but obviously I want that to change. Does anyone have ways to increase pregnancy fame outside of these mods? Is there even a console command I could input to boost it? I've tried the 'custom tattoo = pregnancy fame' fix, it didn't do anything for me. Any help is appreciated.

If you call up the in-game SLSF radial menu (up arrow, by default) you will get an option to give yourself a set of "Debug Spells". One of these spells will allow you to change SLSF fame values. But... there are no pregnancy-related comments in this mod.

Posted
51 minutes ago, Gristle said:

Then I just need to (for now) disable the scripts that increment SLSF fame

 

Just want to make you aware: SLSF Reloaded listens for a variety of Mod Events that can increment fame in a few ways. The "ModEventListener" script is the one you're looking for if you want to check it out. I know there are bigger fish on your plate at the moment, but I figured I'd put it out there.

 

If you need Mod Events with more fine-tuned control, I can implement those fairly quickly.

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