Jump to content

SLSF Fame Comments Reloaded


Recommended Posts

Posted
7 hours ago, eflat01 said:

 

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? 

 

Tried it and it never worked. It is an odd one 

Posted (edited)
13 hours ago, dantebrogan101 said:

Tried it and it never worked. It is an odd one 

 

I do not know how Gristle is looking at the marriable attribute of an npc, but may I ask what custom voice follower is it? 

 

Here's an issue with most custom voices... Sometimes you can bypass that with the Fuz Ro D-oh - Silent Voice mod... but  many of the Dialog Topics in Skyrim  - really all Bethesda games - are often driven off the voicetype attributes.

 

So, when it comes to vanilla marriage for instance you put on the Mara Amulet and the npc is the one to start the Dialog with the PC, but the dialog does  exist for the given voicetype.

 

Edited by eflat01
Posted
20 minutes ago, eflat01 said:

 

I do not know how Gristle is looking at the marriable attribute of an npc, but may I ask what custom voice follower is it? 

 

Here's an issue with most custom voices... Sometimes you can bypass that with the Fuz Ro D-oh - Silent Voice mod... but  many of the Dialog Topics in Skyrim  - really all Bethesda games - are often driven off the voicetype attributes.

 

So, when it comes to vanilla marriage for instance you put on the Mara Amulet and the npc is the one to start the Dialog with the PC, but the dialog does  exist for the given voicetype.

 

The follower is Vega High Poly Follower ESPFE nothing special about it. No custom voices either. In fact SDA actually works with this mod somehow so the prompt appears there but just not for this follower.

 

Posted (edited)
57 minutes ago, dantebrogan101 said:

The follower is Vega High Poly Follower ESPFE nothing special about it. No custom voices either. In fact SDA actually works with this mod somehow so the prompt appears there but just not for this follower.

 

 

The main mod or are you using the one which uses your body/textures? Here's the main in SeEdit, Seems like the author intended her to be marriable but I think what is wrong here is the rank is 0... and your console faction add might be failing due that?- Is because she's already part of the faction but no rank?. I'm just guessing but maybe Gristle's code may be failing on her due this also?

 

Play with this by changing the rank to 1 via SeEdit and then see what happens? Make a copy of the esp though but is easy enough to change back.

 

A potential other issue may be she's her own race, but maybe not important because marriage should not count on races much - don't know?

 

image.png.8c60cc8c0126c9c2165e75b346bda524.png

 

I don't use this mod but I'm always curious... 

 

BTW... I don;t use this but I found this mod https://www.nexusmods.com/skyrimspecialedition/mods/34670 which may help to troubleshoot it in game?  

 

 

Edited by eflat01
Posted
16 minutes ago, eflat01 said:

 

The main mod or are you using the one which uses your body/textures? Here's the main in SeEdit, I think what is wrong here is the rank is 0.

 

image.png.8c60cc8c0126c9c2165e75b346bda524.png

 

I thought using the command will change that rank

Posted (edited)
44 minutes ago, eflat01 said:

 

The main mod or are you using the one which uses your body/textures? Here's the main in SeEdit, Seems like the author intended her to be marriable but I think what is wrong here is the rank is 0... and overriding your console faction add - because she's already part of the faction. Play with this by changing the rank to 1 via SeEdit and then see what happens? Make a copy of the esp though but is easy enough to change back.

 

A potential other issue may be she's her own race, but maybe not important because marriage should not count on races much - don't know?

 

image.png.8c60cc8c0126c9c2165e75b346bda524.png

 

I don't use this mod but I'm always curious... 

Did what you recommended and still no prompt, think it might actually be the race?

Also thanks for trying to help I really appreciate it.

 

Edited by dantebrogan101
Posted (edited)
16 minutes ago, dantebrogan101 said:

Did what you recommended and still no prompt, think it might actually be the race?

Also thanks for trying to help I really appreciate it.

 

 

Might be the race? Is apparently something about her npc record. You should leave the mod author a post on nexus and see if they have issues with marriage. 

Edited by eflat01
Posted
6 minutes ago, eflat01 said:

 

Might be the race? Is apparently something about her npc record. You should leave the mod author a post on nexus and see if they have issues with marriage. 

Will do guess I will just settle for this one not working with it for now, normal marriage works after using the commands but oh well wait and see. Thanks for the help.

Posted (edited)
23 hours ago, dantebrogan101 said:

Will do guess I will just settle for this one not working with it for now, normal marriage works after using the commands but oh well wait and see. Thanks for the help.

I thought the normal vanilla  marriage was also not working? 

 

So can you elaborate the steps, how far you get in the dialog? It is something in this mods set of conditions not being met there is a SLSFC_RelationshipType  among the conditions needed along with having to have two wedding rings and cannot have a spouse and the relationshiprank must be 1 or higher .

 

 

1. So, neither can be married already,

2. the potential spouse must like you at least,

3. then you buy a pair of wedding rings, and must be in your inventory... (seems every priest and then some have them due this mod).

 

I'm suspecting it must be that SLSFC_RelationshipType variable is out of whack?

 

Can you target the npc in the console then:

 

Show SLSFC_RelationshipType 

 

there are two dialog paths for it... one where it's not equal 3 and one where it is.

 

 

 

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

I thought the normal vanilla  marriage was also not working? 

 

So can you elaborate the steps, how far you get in the dialog? It is something in this mods set of conditions not being met there is a SLSFC_RelationshipType  among the conditions needed along with having to have two wedding rings and cannot have a spouse and the relationshiprank must be 1 or higher .

 

 

1. So, neither can be married already,

2. the potential spouse must like you at least,

3. then you buy a pair of wedding rings, and must be in your inventory... (seems every priest and then some have them due this mod).

 

I'm suspecting it must be that SLSFC_RelationshipType variable is out of whack?

 

Can you target the npc in the console then:

 

Show SLSFC_RelationshipType 

 

there are two dialog paths for it... one where it's not equal 3 and one where it is.

 

 

 

shows up as Value = 0.0000

 

I can marry the npc the normal skyrim way with the amulet. My issue is the slsf fame comment prompt to say "will you marry me?" won't pop up and if married it won't show the prompt to mark the spouse for slsf fame comment. 

 

I tried the Show SLSFC_RelationshipType  on Vega and it gave the Value = 0.0000 but another mod follower similar to vega had the same thing when used it also showed as Value = 0.0000

 

Edited by dantebrogan101
Posted (edited)
2 hours ago, dantebrogan101 said:

shows up as Value = 0.0000

 

I can marry the npc the normal skyrim way with the amulet. My issue is the slsf fame comment prompt to say "will you marry me?" won't pop up and if married it won't show the prompt to mark the spouse for slsf fame comment. 

 

I tried the Show SLSFC_RelationshipType  on Vega and it gave the Value = 0.0000 but another mod follower similar to vega had the same thing when used it also showed as Value = 0.0000

 

 

I think this may be it?

 

For the topic to appear in the quest, the quest must be on via SLSFC_MarriageOn and it's pretty specific who may be marriable, it's ruling out a number of npc's added by the mod, it's ruling out Ghost and such plus to me it looks like the Subject (who you're speaking to) may have to be a playable race?

 

Gristle can answer this better.

 

image.png.7b7787cf4508176667f1ec6575616e2d.png

 

If that is the case...

 

You can use SeEdit go into the npc's mod and check if the race is playable in the flags on her race's record. 

i.e. the Nord race below:

 

image.png.7536dee5206d687e167997c6b9e8979b.png

 

If her race is not playable, I do not think adding it to the flags would hurt anything?

Edited by eflat01
Posted
3 hours ago, eflat01 said:

 

I think this may be it?

 

For the topic to appear in the quest, the quest must be on via SLSFC_MarriageOn and it's pretty specific who may be marriable, it's ruling out a number of npc's added by the mod, it's ruling out Ghost and such plus to me it looks like the Subject (who you're speaking to) may have to be a playable race?

 

Gristle can answer this better.

 

image.png.7b7787cf4508176667f1ec6575616e2d.png

 

If that is the case...

 

You can use SeEdit go into the npc's mod and check if the race is playable in the flags on her race's record. 

i.e. the Nord race below:

 

image.png.7536dee5206d687e167997c6b9e8979b.png

 

If her race is not playable, I do not think adding it to the flags would hurt anything?

Will try this later and will let you know how it works out.

 

Posted
4 hours ago, eflat01 said:

 

I think this may be it?

 

For the topic to appear in the quest, the quest must be on via SLSFC_MarriageOn and it's pretty specific who may be marriable, it's ruling out a number of npc's added by the mod, it's ruling out Ghost and such plus to me it looks like the Subject (who you're speaking to) may have to be a playable race?

 

Gristle can answer this better.

 

image.png.7b7787cf4508176667f1ec6575616e2d.png

 

If that is the case...

 

You can use SeEdit go into the npc's mod and check if the race is playable in the flags on her race's record. 

i.e. the Nord race below:

 

image.png.7536dee5206d687e167997c6b9e8979b.png

 

If her race is not playable, I do not think adding it to the flags would hurt anything?

You absolute GOAT

the issue was the race, once I set it to playable all the prompts started to show up. Everything is working perfectly thank you so much.

Posted (edited)
58 minutes ago, dantebrogan101 said:

You absolute GOAT

the issue was the race, once I set it to playable all the prompts started to show up. Everything is working perfectly thank you so much.

 

Is kewl we figured it out. Though like I said I do not think setting that race as playable will hurt anything within your game, but I'd be careful in racemenu to not pick it if it shows up. I do not know what is all needed to support a playable race for a player to use outside of that flag? 

 

note: I wander if that flag is something which can be set with SkyPatcher or Spid? (then it could be easily softcoded in a way just by disabling an .ini file)

 

Edited by eflat01
Posted
18 minutes ago, eflat01 said:

 

Is kewl we figured it out. Though like I said I do not think setting that race as playable will hurt anything within your game, but I'd be careful in racemenu to not pick it if it shows up. I do not know what is all needed to support a playable race for a player to use outside of that flag? 

 

note: I wander if that flag is something which can be set with SkyPatcher or Spid? (then it would be softcoded in a way just by disabling an .ini file)

 

Yes I thought the same thing about racemenu thankfully I dont mess too much with changing my characters race or visuals. No issues so far though so problem definitely solved.

Posted
4 minutes ago, dantebrogan101 said:

Yes I thought the same thing about racemenu thankfully I dont mess too much with changing my characters race or visuals. No issues so far though so problem definitely solved.

If you go to showracemenu and it does blow up you can always change the flag back then reload the last save. 

Posted

Looking forward the cuckold quest for my upcoming Skyrim revisit. Will there be comments regarding the PC's cuckold status too? It would be nice if there a variety of comments depending whether the NPC is male, female, the spouse or the bull.

Posted
On 11/17/2024 at 3:25 AM, eflat01 said:

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?

Yes. These are from SLSFC.

Posted
On 11/17/2024 at 4:00 AM, eflat01 said:

The dogs what do you mean they're active?

They are used by the SLSF Beastiality fame event comments in the mod. In other words, when your PC has beastiality fame, NPC comments might trigger Sexlab events with the dogs placed by this mod.  

Posted
On 11/17/2024 at 7:28 AM, skyrim482 said:

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.

This was because my programming knowledge was very minimal when I set this up. Prior to making SLSFC, I had no programming knowledge. Fortunately, you don't really need programming knowledge for a dialogue mod. However, I had to learn Papyrus scripting once I started adding events. In this case, it was much easier to reference a specific actor than to figure out how to write a script that scans for nearby actors. Also, I wanted to keep the script usage very light - like the simple calls to start Sexlab events. In the meantime, I've learned ways to find nearby actors that meet certain criteria without adding a "scanning" script. So, this is possible, but I'm reluctant to replicate features provided by other mods. In this case, Aroused Creatures does a good job of this. 

Posted
On 11/17/2024 at 9:16 PM, borrims said:

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.

There are certainly relevant categories in the sexlab stats, but for NPCs they are going to be rather random (if generated by NPC-NPC sex mods) or completely determined by the PC's actions (if generated by PC-NPC sex mods). Also, there's no way to tell if an NPC that has engaged in a particular activity was forced or not, so it's hard to conclude that they approve of the activity. So, it's an interesting resource, but I think most players (or mod makers) would rather assign sexual preferences to NPCs.

Posted
On 11/18/2024 at 4:21 AM, petronius said:

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 :P

NPCs will definitely make comments about your cheating spouse. But these are one-off comments, and not dialogue allowing responses. I could do the latter, but they would be more intrusive to game play - because they would force you to stop and respond.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...