Gristle Posted November 17, 2024 Author Posted November 17, 2024 On 10/21/2024 at 8:37 AM, Dingo- said: Hi. I'm having a strange bug (at least I think it's a bug) with version 3.65 of this mod. Whenever a sexlab animation ends, even if they are not related to this mod, my character's sexlab gender switches from female to male and I have to keep switching it back every time. This was not happening before I updated to the newest version and if I go back to a previous version of this mod (3.5, which is the one I was using before updating), the problem disappears. Any ideas on what could be going on? The only case where the mod plays with gender is in one part of the cuckold quest, where a male PC is "pegged" by a female PC. Sexlab and the various animation position assignments desperately want to prevent that from happening. So, I tried to set the male PC as "female" before calling an anal sex animation. However, that's the opposite of what you describe. Also, this is only in one script fragment that calls Sexlab one time attached to one dialogue. The only general Sexlab script in the mod is just used to detect PC sex and build some variables based on actors, tags, etc. I checked that script and there is nothing related there. Do you have any other gender-swapping mods that this mod could be interacting with?
Gristle Posted November 17, 2024 Author Posted November 17, 2024 On 11/6/2024 at 11:46 AM, Mikufan39 said: Thank you ❤️ It's good that the author of this great mod knows about this detail so that it can also be fixed officially. Thanks for the note. I will incorporate the patch made by @maljinn in the next version. 1
Gristle Posted November 17, 2024 Author Posted November 17, 2024 On 11/1/2024 at 4:51 AM, Kai_OS said: I feel as if Mjoll's comment chance is not tied to the SLSF comment probability, it feels incredibly low in comparison to her normal dialogue and when I set it to 100%, she still managed to say a normal line. Is there anything I can do to fix that? Mjoll uses the normal SLSF comment probability setting, but then there is another 50% condition applied, to give her about 1/2 of the comments that a random NPC would give. This is because she is a follower and is constantly in range for Idle comments, unlike other NPCs, who will just make a comment as you walk by. Without this reduction, a follower would be talking pretty constantly. Also, many of Mjoll's comments won't trigger until the PC's Likes Women fame rises to 40 in any location. And, many are conditioned on other fame levels. Also, the way the SLSF comment probability setting works is based on time. Meaning SLSF has a script that toggles a variable on and off, and the 'on' interval (allowing comments) is controlled by the setting. So, if you set the SLSF comment probability to 100%, the comments in this mod are available 100% of the time. But... they are still drawn from the same random pool of Idle and Hello comments as the vanilla Idle and Hello comments. This mod never suppresses those comments. So, there will always be vanilla comments. I'm afraid I can't answer the strap on question. There is a Sexlab MCM setting of course to have females equip strap ons when in the male position. That should work fine with a female partner. But good luck getting it to work with a male partner. I've only gotten it to work by asking Sexlab to treat the male partner as female. 1
Gristle Posted November 17, 2024 Author Posted November 17, 2024 On 11/2/2024 at 3:49 AM, nebellious said: Hey there. Great to see the progress that this mod has made. It's honestly one of my favorites in my load order. I'm finally playing through this mod's quests and I'm having this same problem- Ulfberth doesn't have the relevant topic when I talk to him. I have both Adrianne and Rogen with me. Could I get a command to get past this? Thanks. Sorry for the delayed reply. In addition to needing Adrianne and Rogen with you, you have to be in Warmaidens between 5 and 8 pm. Also, quest stage 140 has to be set. That happens at the end of Adrianne's dialogue where you give her the refined silver. Sometimes if you skip through a series of dialogue really fast, commands at the end of the final line of dialogue can be missed. This dialogue also enables a bed just to the left of the counter inside. If the bed's not there, then the stage did not advance. In any case, you can skip this stage with "setstage SLSF_Comments_JarlLetterMA 145" then talk to Adrianne. 1
Gristle Posted November 17, 2024 Author Posted November 17, 2024 On 11/7/2024 at 7:12 AM, decadancev said: Is there a way to exclude certain NPC's from being able to comment entirely? I was using AIFF and both mods have great synergy by providing AI with some background info, but it messes with AI enabled NPC's themselves by commenting out of context. Also, do comments get triggered by proximity, like radiant comments? Or does this mod uses its own method? Great mod btw, like it a lot. Thanks. This is an interesting question. I've been working on two other mods that I playtest alongside this mod and I've recognized several cases where I'd either like to shut NPCs up for a while (from comments from this mod) or filter their comments (from this mod) so they don't say inappropriate things. For example, if a female NPC is set up in another mod to like women, she shouldn't be critical of a female PC with Likes Women fame. Or, if an NPC is a whore in another mod, he or she wouldn't make comments critical of a PC with Whore fame. Same for Likes Men, Beastiality fame, etc. Keywords seem like the best method to address. I could create a set of keywords, use them to filter (condition) comments in this mod, and then other mods could give those keywords to relevant NPCs. That could be done by mod makers in the Creation Kit, and could also be done by many users fairly easily in Xedit. The nice thing about this is it shouldn't create any dependencies. Here's a list of suggested keywords: SLSFC_NoComment SLSFC_LikesWomen SLSFC_LikesMen SLSFC_Exhibitionist SLSFC_Slut SLSFC_BeastLover SLSFC_Whore SLSFC_Masochist Thoughts? As for comment triggers, the comments in this mod are "ActorCollidewithActor" (aka 'bump'), "Hello" (i.e., "arrow in the knee"), and "Idle". Bump comments trigger with collisions. Hello comments trigger on approach. Idle comments trigger when nearby NPCs are not doing anything. So, yes, all have a proximity component. This all uses the vanilla game mechanisms for these comments. I'm just adding to the vanilla stack of random comments and the game engine does the rest. So, the comments trigger with no scripts. Also, I sometimes further condition the Idle comments to be a closer range or to require line of sight. 3
Gristle Posted November 17, 2024 Author Posted November 17, 2024 (edited) On 11/14/2024 at 7:54 AM, skyrim482 said: I hope to see an update to this wonderful mod! I looked around in the ck and I saw there was quests put in place with warning fliers, I couldnt get those to work in game so I assumed its a WIP. You have done great work Gristle, I Hope your able to keep adding to this. More requests from followeres would be really cool. I notice the girls for example make static comments about horses, an update could add comments where they request to interact with them and you watch your followers be dirty too. I know there is alaready a few adventuresous requests from them but it seems to be extremely rare. Anyways your work is appreciated 😃 Thanks. Yes, as @eflat01 mentioned, the only fame quest currently in the mod is the Exhibitionist fame quest in Markarth. The other warning letters don't turn into quests. My original intention was to make them all quests one-by-one, but I've since realized that (unlike the dialogue in this mod) quests impact the game world (particularly because I like to set quests in the vanilla game world) and can create conflicts with other mods. That's fine and expected, but it's also a good reason to keep quests as separate mods, so people can pick and choose in the event of conflicts, while keeping the core dialogue functions of this mod conflict free. On the other hand, more requests from followers always a good idea. The newer spouse features add quite a bit to this, but only for one "spouse", so I understand that is limited. Actually, followers should be able to make horse requests. This dialogue is in the mod, but I'm realizing never gets triggered. (Hard to test random comments.) I'll go over this and find and fix the problem. As for the dogs scattered around, those are all active now. They are in inns and Jarl keeps (and one outside in Riverwood) and are used for Beastiality fame event comments. In the meantime, if you are looking for quests that involve creatures, check out two of my other mods I have been making with @killer905. The first is designed for a female PC. The second (voiced with xVASynth) works great with male or female PCs. Edited November 17, 2024 by Gristle
eflat01 Posted November 17, 2024 Posted November 17, 2024 (edited) 5 hours ago, Gristle said: Thanks. This is an interesting question. I've been working on two other mods that I playtest alongside this mod and I've recognized several cases where I'd either like to shut NPCs up for a while (from comments from this mod) or filter their comments (from this mod) so they don't say inappropriate things. For example, if a female NPC is set up in another mod to like women, she shouldn't be critical of a female PC with Likes Women fame. Or, if an NPC is a whore in another mod, he or she wouldn't make comments critical of a PC with Whore fame. Same for Likes Men, Beastiality fame, etc. Keywords seem like the best method to address. I could create a set of keywords, use them to filter (condition) comments in this mod, and then other mods could give those keywords to relevant NPCs. That could be done by mod makers in the Creation Kit, and could also be done by many users fairly easily in Xedit. The nice thing about this is it shouldn't create any dependencies. Here's a list of suggested keywords: SLSFC_NoComment SLSFC_LikesWomen SLSFC_LikesMen SLSFC_Exhibitionist SLSFC_Slut SLSFC_BeastLover SLSFC_Whore SLSFC_Masochist Thoughts? As for comment triggers, the comments in this mod are "ActorCollidewithActor" (aka 'bump'), "Hello" (i.e., "arrow in the knee"), and "Idle". Bump comments trigger with collisions. Hello comments trigger on approach. Idle comments trigger when nearby NPCs are not doing anything. So, yes, all have a proximity component. This all uses the vanilla game mechanisms for these comments. I'm just adding to the vanilla stack of random comments and the game engine does the rest. So, the comments trigger with no scripts. Also, I sometimes further condition the Idle comments to be a closer range or to require line of sight. So back to keywords? ... I'd suggest adding keywords via skypatcher, spid or direct (script) in a mod... i.e. I added - defaulted - all the vanilla tavern wenches except the bartenders (owners) in as prostitutes for Radiant via skypatcher. I'd likely prefer to name the keywords close to the vars like SLSFC_KW_Lesbian to match the var SLSFC_FE_Lesbian to change filter comments for specific npc's/groups. I agree they should be tailored a bit to those npc's speaking i.e. a Whore would not say "I can't believe you spread your legs for gold." but might give advice like "If the guards catch you turning tricks, they usually let you go if you offer them a BJ" or something along those lines. A priest of Mara may say something about repenting while a priestess of Dibella, well? btw... Serana says things like "I heard you like girls, I hope you like vampire girls." and "I heard you swallow, guess we're two of a kind" all the time. I assumed those comments are from SLSFC? Edited November 17, 2024 by eflat01
eflat01 Posted November 17, 2024 Posted November 17, 2024 (edited) 5 hours ago, Gristle said: Actually, followers should be able to make horse requests. This dialogue is in the mod, but I'm realizing never gets triggered. (Hard to test random comments.) I'll go over this and find and fix the problem. As for the dogs scattered around, those are all active now. They are in inns and Jarl keeps (and one outside in Riverwood) and are used for Beastiality fame event comments. Oh, I did not know followers may make horse request... of course I never looked. The dogs what do you mean they're active? They just idle there in place, I never had one of this mod's canines triggered in an event even from creatures aroused, but the horses like King well I had started to avoid getting near him early on, he's a horny sob - then again Shadowmere rides the Dragonborn more than the Dragonborn rides him... creatures aroused which btw I could never figure out reasonable McM settings for, it seem like all the time or never. The canines though just lay around... the hell hound at the college likes to lay on the trap-door to the Midden (suppose is just warmer to lay there than the stone walkway). btw... the only way I was able to generate any beast fame to start was via Evelyn and I only did so because of poking around in the script sources and looking in SeEdit. About 90% of her beast fame is Roxy. Not my thing, but I'm curious and try to complete every quest in game and mod I can... got to do it... is kind of like OCD or whatever. Edited November 17, 2024 by eflat01
Seeker999 Posted November 17, 2024 Posted November 17, 2024 1 hour ago, eflat01 said: btw... the only way I was able to generate any beast fame to start was via Evelyn I added Forgotten Vale and Darkfall Passage as locations to track fame in SLSF. I got beast fame when defeated and raped by chaurus. Now, I did toggle on use consensual animations when aroused - don't know if that matters. I can say my followers had plenty to say. 1
eflat01 Posted November 17, 2024 Posted November 17, 2024 (edited) 2 hours ago, Seeker999 said: I added Forgotten Vale and Darkfall Passage as locations to track fame in SLSF. I got beast fame when defeated and raped by chaurus. Now, I did toggle on use consensual animations when aroused - don't know if that matters. I can say my followers had plenty to say. Well like I said originally had to generate such fame via Evelyn and Roxy. My DB does not get defeated very often... are usually a follower with her. I have defeat but is rare as I said... Initially I left Aroused Creatures settings at defaults, which seemed to not trigger very much if any arousal until I started toying in the McM with it. After that even outside of a few vanilla creatures like Shadowmere a couple goats at Orc strongholds, Radiant and Animal Research are the only creatures interested... Shadowmere likely because he's always nearby when out on the road. Oh and there's some rat in Windhelm's Grey Quarter (tiny skever really added by J.K.s Skyrim like to rape the Dragonborn on occasion when she walks by.) Point I was making however is none of the creatures added by SLSFC have been triggered by arousal except for one horse - Magnus - near Whiterun stable, and that is likely because Shadowmere showed him what to do. 😉 Edited November 17, 2024 by eflat01
skyrim482 Posted November 17, 2024 Posted November 17, 2024 (edited) 8 hours ago, Gristle said: Thanks. Yes, as @eflat01 mentioned, the only fame quest currently in the mod is the Exhibitionist fame quest in Markarth. The other warning letters don't turn into quests. My original intention was to make them all quests one-by-one, but I've since realized that (unlike the dialogue in this mod) quests impact the game world (particularly because I like to set quests in the vanilla game world) and can create conflicts with other mods. That's fine and expected, but it's also a good reason to keep quests as separate mods, so people can pick and choose in the event of conflicts, while keeping the core dialogue functions of this mod conflict free. On the other hand, more requests from followers always a good idea. The newer spouse features add quite a bit to this, but only for one "spouse", so I understand that is limited. Actually, followers should be able to make horse requests. This dialogue is in the mod, but I'm realizing never gets triggered. (Hard to test random comments.) I'll go over this and find and fix the problem. As for the dogs scattered around, those are all active now. They are in inns and Jarl keeps (and one outside in Riverwood) and are used for Beastiality fame event comments. Thanks for the response friend, Firstly ill add that I have been enjoying your other mods as well and have played through them as I have had some time. I figured as much with the warn notices I only saw those quests in the CK becuase I was curious of all the dialouges available beceasue I was impressed at the sheer amount of comments available. This mod has to be my favorite right now to be honest because it just workes along side and builds on whatever activites you engage in for both male and female charaters. I mentioned the female followers with the horse because I think it would me neat to "corrupt" your followers and convence them to do things and they end up liking it, or the see female PC doing it and they get interested enough to want to try it themselves. Another question, it seems the mod only picks a dog like max in the inn, or a horse like magnus to interact with, Is it possible to add awareness if other certain uniques are around? Example - dogs like vigilance or meeko and perhaps the player or follower horse are available to "interact" with and followers may make comments about them. I believe those vanilla dog followers and the player horse have their own factions in the CK. Cheers! Edited November 17, 2024 by skyrim482
eflat01 Posted November 17, 2024 Posted November 17, 2024 10 minutes ago, skyrim482 said: Thanks for the response friend, Firstly ill add that I have been enjoying your other mods as well and have played through them as I have had some time. I figured as much with the warn notices I only saw those quests in the CK becuase I was curious of all the dialouges available beceasue I was impressed at the sheer amount of comments available. This mod has to be my favorite right now to be honest because it just workes along side and builds on whatever activites you engage in for both male and female charaters. I mentioned the female followers with the horse because I think it would me neat to "corrupt" your followers and convence them to do things and they end up liking it, or the see female PC doing it and they get interested enough to want to try it themselves. Another question, it seems the mod only picks a dog like max in the inn, or a horse like magnus to interact with, Is it possible to add awareness if other certain uniques are around? Example - dogs like vigilance or meeko and perhaps the player or follower horse are available to "interact" with and followers may make comments about them. I believe those vanilla dog followers and the player horse have their own factions in the CK. Cheers! I can't blame Gristle for trying to concentrate on the main scope of the mod. I do agree that corrupting a follower would be interesting and likely manageable because it's isolated but not sure if having the creatures added by the mod get into following relationship is a good idea? 2
skyrim482 Posted November 17, 2024 Posted November 17, 2024 (edited) 5 hours ago, eflat01 said: I can't blame Gristle for trying to concentrate on the main scope of the mod. I do agree that corrupting a follower would be interesting and likely manageable because it's isolated but not sure if having the creatures added by the mod get into following relationship is a good idea? Thats not what I was meaning, sorry. I refrenced max and magnus as examples as they were added by the mod and are currently the only creatures that get involvment in say whiterun. Im not implying adding any new followeres what so ever. I was asking if there was a way the Vanilla dog followers that are in the game, part of the base follower framework, get reconized by the mod if they are nearby (already following the player probably) to be able to be used in a comment event no matter where you are if they are near. Same with the player horse as (player horse faction), I know meeko and vigilance have their own faction as well as (dog follower faction) already in the ck and in theory those factions could be simply added to the event stage as an eligible actor. No new follwers, no new follower framework. Ex follower wants to see you with the horse like they would magnus, but its outside of town and its just the player horse instead of having to be next to the stables. Edited November 17, 2024 by skyrim482
borrims Posted November 18, 2024 Posted November 18, 2024 22 hours ago, Gristle said: Thanks. This is an interesting question. I've been working on two other mods that I playtest alongside this mod and I've recognized several cases where I'd either like to shut NPCs up for a while (from comments from this mod) or filter their comments (from this mod) so they don't say inappropriate things. For example, if a female NPC is set up in another mod to like women, she shouldn't be critical of a female PC with Likes Women fame. Or, if an NPC is a whore in another mod, he or she wouldn't make comments critical of a PC with Whore fame. Same for Likes Men, Beastiality fame, etc. Keywords seem like the best method to address. I could create a set of keywords, use them to filter (condition) comments in this mod, and then other mods could give those keywords to relevant NPCs. That could be done by mod makers in the Creation Kit, and could also be done by many users fairly easily in Xedit. The nice thing about this is it shouldn't create any dependencies. Here's a list of suggested keywords: SLSFC_NoComment SLSFC_LikesWomen SLSFC_LikesMen SLSFC_Exhibitionist SLSFC_Slut SLSFC_BeastLover SLSFC_Whore SLSFC_Masochist Thoughts? As for comment triggers, the comments in this mod are "ActorCollidewithActor" (aka 'bump'), "Hello" (i.e., "arrow in the knee"), and "Idle". Bump comments trigger with collisions. Hello comments trigger on approach. Idle comments trigger when nearby NPCs are not doing anything. So, yes, all have a proximity component. This all uses the vanilla game mechanisms for these comments. I'm just adding to the vanilla stack of random comments and the game engine does the rest. So, the comments trigger with no scripts. Also, I sometimes further condition the Idle comments to be a closer range or to require line of sight. How about using the sexlab built-in sex diary as a starting point? Since it records several sex stats such as partner type and can even be randomized for NPCs, you could make it so that anyone with >0 of a stat will stop being critical of that type.
petronius Posted November 18, 2024 Posted November 18, 2024 On 11/17/2024 at 4:06 AM, Gristle said: Apologies for the delayed reply. (Been working on other mods.) It would be easy to put in a toggle to allow a cuckold's spouse to accept PC sex requests. But this would interfere with the way the "cuckold quest" is structured, i.e., the quest advances when the PC requests sex from their spouse, and then each subsequent request will come with a new demand. I think the quest going forward (which I still need to write) will come closer to your idea. The idea I had for the rest of the cuckold quest is that each request will come with a condition, meaning the PC may get sex at some or all of these stages, but the PC will have to do embarrassing or humiliating things, or allow their spouse to do things that embarrass or humiliate them, to "earn" the sex. Edit: In other words, the cuckold quest is not supposed to stop where it does. It's incomplete. There will be about 20 more stages. Sounds like I can't wait to see your developments on that quest. Just another loose thought: have you implemented comments on other NPCs when your wife is cheating? As in, learning about her escapades by other NPCs, either listening to conversations between them, or by them telling you on her. Sometimes allowing you to reply meekly, or dismissively, or by calling them liars, defending your loving wife's honour
eflat01 Posted November 18, 2024 Posted November 18, 2024 (edited) 20 hours ago, skyrim482 said: Thats not what I was meaning, sorry. I refrenced max and magnus as examples as they were added by the mod and are currently the only creatures that get involvment in say whiterun. Im not implying adding any new followeres what so ever. I was asking if there was a way the Vanilla dog followers that are in the game, part of the base follower framework, get reconized by the mod if they are nearby (already following the player probably) to be able to be used in a comment event no matter where you are if they are near. Same with the player horse as (player horse faction), I know meeko and vigilance have their own faction as well as (dog follower faction) already in the ck and in theory those factions could be simply added to the event stage as an eligible actor. No new follwers, no new follower framework. Ex follower wants to see you with the horse like they would magnus, but its outside of town and its just the player horse instead of having to be next to the stables. Sorry for my misunderstanding and thanks for clarification, That's an interesting thought as currently SLSFC does affect followers comment wise, but followers only take action within marriage I believe? Now then, obviously creature followers would not have any real comments, but maybe a canine follower might hint, respond (idle) [Meeko sniffs your crotch], possibly just be annoying to the pc if they smelled and looked like they were Bukkake, or possibly an sl scene given levels of beast fame? The latter though aroused creatures tends to trigger due to exposure. Edited November 18, 2024 by eflat01
Seeker999 Posted November 19, 2024 Posted November 19, 2024 If you have follower adventurous comments and events toggled on, and your beast fame is high enough, your followers ask you about servicing the troll/dogs/whatever (I was in Fort Dawnguard). You can say yay or nay. I haven't been forced into creature sex - don't know if that's just not an option or if conditions haven't been met. I don't use the marriage stuff, but there are plenty of events where a follower will strip me, or ask for sex, or even rape me depending on fame and possibly other conditions. 1
Dingo- Posted November 19, 2024 Posted November 19, 2024 On 11/16/2024 at 11:36 PM, Gristle said: The only case where the mod plays with gender is in one part of the cuckold quest, where a male PC is "pegged" by a female PC. Sexlab and the various animation position assignments desperately want to prevent that from happening. So, I tried to set the male PC as "female" before calling an anal sex animation. However, that's the opposite of what you describe. Also, this is only in one script fragment that calls Sexlab one time attached to one dialogue. The only general Sexlab script in the mod is just used to detect PC sex and build some variables based on actors, tags, etc. I checked that script and there is nothing related there. Do you have any other gender-swapping mods that this mod could be interacting with? After you mentioned there was a script to detect PC sex, I decided to give it a look and found this at the end of the script: Event SexEndHandler(int tid, bool HasPlayer) SLSFC_ActorCount.SetValue(2) SLSFC_PersonCount.SetValue(2) SLSFC_CreatureCount.SetValue(0) SLSFC_PartnerGender.SetValue(-1) SLSFC_RoughSex.SetValue(0) SLSFC_AnalSex.SetValue(0) SLSFC_OralSex.SetValue(0) SLSFC_VaginalSex.SetValue(0) SLSFC_CreatureType.SetValue(0) SLSFC_PCVictim.SetValue(0) SexLab.ClearForcedGender(PlayerRef) RegisterForModEvent("PlayerAnimationStart", "PCSLDetect") EndEvent Could the line "SexLab.ClearForcedGender(PlayerRef)" be the one changing my PC's gender in sexlab? Because I do usually have it the opposite of my PC's actual gender... This is what sexlab documentation says about it "Clears any forced SexLab Gender on the actor, that was set with the function TreatAsMale(), TreatAsFemale(), TreatAsGender() The gender will now be the vanilla genders (the same as ActorBase.getSex())". So it might be the culprit. I also took a look at the script on a previous version of the mod (I believe it's 3.5) and this line did not exist back then, so that could explain why I didn't have this issue before updating. I know very little about Skyrim scripting though, so I could be understanding things wrong.
eflat01 Posted November 19, 2024 Posted November 19, 2024 (edited) 2 hours ago, Dingo- said: After you mentioned there was a script to detect PC sex, I decided to give it a look and found this at the end of the script: Event SexEndHandler(int tid, bool HasPlayer) SLSFC_ActorCount.SetValue(2) SLSFC_PersonCount.SetValue(2) SLSFC_CreatureCount.SetValue(0) SLSFC_PartnerGender.SetValue(-1) SLSFC_RoughSex.SetValue(0) SLSFC_AnalSex.SetValue(0) SLSFC_OralSex.SetValue(0) SLSFC_VaginalSex.SetValue(0) SLSFC_CreatureType.SetValue(0) SLSFC_PCVictim.SetValue(0) SexLab.ClearForcedGender(PlayerRef) RegisterForModEvent("PlayerAnimationStart", "PCSLDetect") EndEvent Could the line "SexLab.ClearForcedGender(PlayerRef)" be the one changing my PC's gender in sexlab? Because I do usually have it the opposite of my PC's actual gender... This is what sexlab documentation says about it "Clears any forced SexLab Gender on the actor, that was set with the function TreatAsMale(), TreatAsFemale(), TreatAsGender() The gender will now be the vanilla genders (the same as ActorBase.getSex())". So it might be the culprit. I also took a look at the script on a previous version of the mod (I believe it's 3.5) and this line did not exist back then, so that could explain why I didn't have this issue before updating. I know very little about Skyrim scripting though, so I could be understanding things wrong. Only Gristle really has the answer to this, but to me this looks like clearing or clean-up code... Edited November 19, 2024 by eflat01
eflat01 Posted November 19, 2024 Posted November 19, 2024 (edited) On 11/19/2024 at 4:01 AM, Seeker999 said: If you have follower adventurous comments and events toggled on, and your beast fame is high enough, your followers ask you about servicing the troll/dogs/whatever (I was in Fort Dawnguard). You can say yay or nay. I haven't been forced into creature sex - don't know if that's just not an option or if conditions haven't been met. I don't use the marriage stuff, but there are plenty of events where a follower will strip me, or ask for sex, or even rape me depending on fame and possibly other conditions. I get comments all the time but never has been asked to service anything like whatever beside the follower themselves. I've both comments and events turned on, but this may be because my follower is Serana. Oh, and the PC's beastiality fame in Whiterun is in the mid 40's. Edited November 20, 2024 by eflat01
dantebrogan101 Posted November 21, 2024 Posted November 21, 2024 Been trying to marry a custom follower and no matter what the prompt will not pop up, tried marrying using normal skyrim and still now prompt to mark as spouse. Other custom followers have the prompt just not this one. Any advice on how to fix it or a way to force it to happen.
eflat01 Posted November 21, 2024 Posted November 21, 2024 (edited) 1 hour ago, dantebrogan101 said: Been trying to marry a custom follower and no matter what the prompt will not pop up, tried marrying using normal skyrim and still now prompt to mark as spouse. Other custom followers have the prompt just not this one. Any advice on how to fix it or a way to force it to happen. Do you need to put them in the marriable faction? Open the console with ~ (taget the npc then type) addfac 19809 1 That should put them in vanilla's marriable faction I think and then see. Of course you need a amulet of Mara to see if they ask.. of course if this is a custom voiced follower which is not marriable it may or may not respond to an Amulet of Mara - if it does may be voiceless lines so not sure? Edited November 21, 2024 by eflat01
Guest Posted November 21, 2024 Posted November 21, 2024 On 11/17/2024 at 9:19 AM, eflat01 said: Well like I said originally had to generate such fame via Evelyn and Roxy. My DB does not get defeated very often... are usually a follower with her. I have defeat but is rare as I said... Initially I left Aroused Creatures settings at defaults, which seemed to not trigger very much if any arousal until I started toying in the McM with it. After that even outside of a few vanilla creatures like Shadowmere a couple goats at Orc strongholds, Radiant and Animal Research are the only creatures interested... Shadowmere likely because he's always nearby when out on the road. Oh and there's some rat in Windhelm's Grey Quarter (tiny skever really added by J.K.s Skyrim like to rape the Dragonborn on occasion when she walks by.) Point I was making however is none of the creatures added by SLSFC have been triggered by arousal except for one horse - Magnus - near Whiterun stable, and that is likely because Shadowmere showed him what to do. 😉 May be TMI but wanted to add to your comment. As you mentioned, adjusting the settings in Aroused Creatures can impact creature arousal and interaction. I used SLA Monitor Widget (set to auto calculate arousal on creatures immediately) and was shown and used setting in AR's MCM that resulted in both wild and domestic creature getting triggered by simply walking by them. Occurs seamlessly. Literally cannot walk by a bear without it being triggered. I used One with Nature and set which creatures were friendly and prevented the wild friendly creatures from attacking and eventually would get triggered as I passed. There can be a negative of too many interactions but easily addressed by equiping a weapon to stop the que. Casting calm on a hostile creature works the same and leads to a trigger. Example: Stable outside Whiterun has 4 horses and they all trigger if I walk (not run) past them. They all will interact at least once and normally repeat if I don't stop it. Wolf dens are the same way. Normally it is single creatures in the wild as you walk past the bear or stray wolf or spriggan. Giants and Mammoths as well but they are slower to adjust arousal for some reason and may not trigger and I walk out of range. (I walk most of the time in game near creatures or the majority of the time). Creatures on scripted behaviors are inconsistent with this method. (The two Spriggans at that Alchemist pond near Falkreath scripted to patrol back and forth) Takes longer before they are triggered. The dogs added by SLSF Comments always trigger and I have to be careful to avoid interrupting quests especially in Dragonsreach and the Blue Palace. I just equip a weapon to stop the assault or let the assault occur first and then enter the quest dialogue. Still have to keep an eye out on the dog as they will always come back for more. Do want to add to the mod conflict/dialogue reference. I can be in a defeated state with a defeat mod, etc. and AR will still trigger. Go down in a dungeon waiting on defeat aftermath to trigger and 1 or more draugr que up with the AR settings. I let them run through before initiating the defeat aftermath. (Use Naked Defeat). You can set hostile creatures to use the AR settings but only works for me without a follower. Draugr break out of their tombs and run to interact. It's a fight afterwards though. Just part of having it trigger so easily. I probably have missed some features of this mod and perhaps others by playing this way but it worked well for me. I used to load the More Creatures mod for AR but it was literally non-stop sex. Could not do anything in a city when the extra creatures were there.
eflat01 Posted November 21, 2024 Posted November 21, 2024 (edited) 6 hours ago, TFor2 said: May be TMI but wanted to add to your comment. As you mentioned, adjusting the settings in Aroused Creatures can impact creature arousal and interaction. I used SLA Monitor Widget (set to auto calculate arousal on creatures immediately) and was shown and used setting in AR's MCM that resulted in both wild and domestic creature getting triggered by simply walking by them. Occurs seamlessly. Literally cannot walk by a bear without it being triggered. I used One with Nature and set which creatures were friendly and prevented the wild friendly creatures from attacking and eventually would get triggered as I passed. There can be a negative of too many interactions but easily addressed by equiping a weapon to stop the que. Casting calm on a hostile creature works the same and leads to a trigger. Example: Stable outside Whiterun has 4 horses and they all trigger if I walk (not run) past them. They all will interact at least once and normally repeat if I don't stop it. Wolf dens are the same way. Normally it is single creatures in the wild as you walk past the bear or stray wolf or spriggan. Giants and Mammoths as well but they are slower to adjust arousal for some reason and may not trigger and I walk out of range. (I walk most of the time in game near creatures or the majority of the time). Creatures on scripted behaviors are inconsistent with this method. (The two Spriggans at that Alchemist pond near Falkreath scripted to patrol back and forth) Takes longer before they are triggered. The dogs added by SLSF Comments always trigger and I have to be careful to avoid interrupting quests especially in Dragonsreach and the Blue Palace. I just equip a weapon to stop the assault or let the assault occur first and then enter the quest dialogue. Still have to keep an eye out on the dog as they will always come back for more. Do want to add to the mod conflict/dialogue reference. I can be in a defeated state with a defeat mod, etc. and AR will still trigger. Go down in a dungeon waiting on defeat aftermath to trigger and 1 or more draugr que up with the AR settings. I let them run through before initiating the defeat aftermath. (Use Naked Defeat). You can set hostile creatures to use the AR settings but only works for me without a follower. Draugr break out of their tombs and run to interact. It's a fight afterwards though. Just part of having it trigger so easily. I probably have missed some features of this mod and perhaps others by playing this way but it worked well for me. I used to load the More Creatures mod for AR but it was literally non-stop sex. Could not do anything in a city when the extra creatures were there. I'll have to think about adding that widget - is nice to see what's going on. I do already have Naked Defeat in the mix. Yeah, my issue is I want the triggers to be more random so don't have to avoid but at the same time don't get pounced on constantly. Edited November 22, 2024 by eflat01
Gamlas117 Posted November 22, 2024 Posted November 22, 2024 is there a possibility for there to be a patch with the multimarriages mod or to allow you to marry several npcs with this mod? i also might have a conflict with that mod or another mod, but im not getting the divorce dialogue option to show up sadly after i already married an npc the default game way and then added her as my spouse with this mod
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now