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SLSF Fame Comments Reloaded


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Posted

Is there any way or mod for current version that allows the wife to leave the house so I can enjoy some of the marriage features available? As it stands if I move her out of her home town she just stays in home all day.

Posted
22 minutes ago, FallenSully said:

Is there any way or mod for current version that allows the wife to leave the house so I can enjoy some of the marriage features available? As it stands if I move her out of her home town she just stays in home all day.

I personally don't know of a mod like this where the spouse leaves the house. It's easier if the spouse is a follower, but then they will always follow you.

Posted (edited)
1 hour ago, killer905 said:

I personally don't know of a mod like this where the spouse leaves the house. It's easier if the spouse is a follower, but then they will always follow you.

 

 

Currently married Serana - her own follower code plus SDA so she's always off talking to someone but I do have AFT in the load - for everyone else... On top of that I used Marriable Serana -  had a vanilla wedding at the temple of Mara - and have Spouses Enhanced, So even when my spouse is left at home like a Hearthfire home they just don't stay in the house all day long, they get outside.

 

Then again, all my followers - housecarls included - sandbox quite a bit following or not. Hearthfire takes care of it's npcs but there's also an old mod out there called "Housecarls Have Lives" so Lydia goes to the Market in the day, Jordis spends time at the Solitude baths in the evening... hell when I want to pick up a follower again I have to go looking for them. 😉 

 

Edited by eflat01
Posted
4 hours ago, eflat01 said:

 

 

Currently married Serana - her own follower code plus SDA so she's always off talking to someone but I do have AFT in the load - for everyone else... On top of that I used Marriable Serana -  had a vanilla wedding at the temple of Mara - and have Spouses Enhanced, So even when my spouse is left at home like a Hearthfire home they just don't stay in the house all day long, they get outside.

 

Then again, all my followers - housecarls included - sandbox quite a bit following or not. Hearthfire takes care of it's npcs but there's also an old mod out there called "Housecarls Have Lives" so Lydia goes to the Market in the day, Jordis spends time at the Solitude baths in the evening... hell when I want to pick up a follower again I have to go looking for them. 😉 

 

Uuu, good to know ❤️

Posted

Perhaps this is a stupid question - how can I enable the comment feature of this mod for those followers downloaded from Nexus? The followers I downloaded do not have any content related to this mod, they are just like followers in vanilla games without mods, very silly.

Posted

Those somebody knows how to unlock the cuckhold training new feature when your PC gets marry ? Or it does that at certain level ?

 

 

Posted (edited)
9 hours ago, kklae said:

Perhaps this is a stupid question - how can I enable the comment feature of this mod for those followers downloaded from Nexus? The followers I downloaded do not have any content related to this mod, they are just like followers in vanilla games without mods, very silly.

 

It's hard to answer that without looking at the followers, I can tell you the followers are likely not based in vanilla, i.e. a custom race. SLSFC dialog (quests) each are particular and filter out npc's by race (to remove children, ghosts, etc...), factions (to remove priests,...) and marriable flags etc... Then of course there are followers with specific voice, i.e. Lydia, Serana etc... and so they may have their own specific comments to them - based ID or voice-type, I have not looked yet.

 

Make sure the follower flag is set on in McM. 

 

A few pages back someone had a follower with it's own custom race which was not marriable so screened out the dialog to marry and give a ring.

 

The simple solution was to set the flag in the npc's esp. <-- that the best way to do it.

 

In SeEdit you can load up and compare the quests to the follower.

 

Personally, I'd not written any mods in years but I used to tend to run npc dialog off inclusive voice-types and factions mainly.

Edited by eflat01
Posted
18 hours ago, FallenSully said:

Is there any way or mod for current version that allows the wife to leave the house so I can enjoy some of the marriage features available? As it stands if I move her out of her home town she just stays in home all day.

So to answer my own question I found a mod that does this through the lite version of AI Overhaul that can be found in the main FOMOD

 

https://www.nexusmods.com/skyrimspecialedition/mods/21654

 

18 hours ago, killer905 said:

I personally don't know of a mod like this where the spouse leaves the house. It's easier if the spouse is a follower, but then they will always follow you.

Not quite what I was looking for but gives me a reason to use Follow me Darling I guess

Posted
On 10/26/2024 at 4:32 AM, NymphoElf said:

I'm not sure what you mean by this.

 

 

More to the point though, I fully understand the frustration with SLSF. It's literally the reason why I made SLSF Reloaded. My mod is written from scratch and doesn't have any of the old SLSF's problems. Plus, now it will completely overrule the old mod. So all you'd need to do is make sure the old SLSF is "happy" then simply ignore it.

 

You don't need the old SLSF to use SLSF Reloaded, but for now you'd still need it for Fame Comments. But again, if you use SLSF Reloaded you can effectively ignore the old SLSF and simply use SLSF Reloaded's features because it will override the old SLSF.

I figured it all out. I solved the SlaveTats errors by installing SlaveTatsNG. I don't know yet how it will work in the long term, but at least the console stopped going crazy with spam. But there is no way to solve the problem with ZAZ. Everything is very neglected there. ZAZ contains textures that are not compatible with CE (to be honest, I think they are not compatible with LE either, but I have never played LE). There is no way to fix the textures to the correct format, if you do, you will get a game crash when using such devices. So it remains to wait until the comments are optimized for SLSF Reloaded.

Posted
On 1/2/2025 at 8:59 AM, eflat01 said:

Gristle, I have a question on events... is it possible to place some time interval between them, maybe? pretty please? 

 

The reason I ask is the PC took the plunge - married - Serna and for some reason that little beast of a lady's libido is always through the roof. btw: She's set the "Likes to Share" and Is so much worse when you have your spouse and another follower along too... trying to get out the door at Breezehome, just from the stairs to the front door, Serana asks for it, followed by Syd (she's an added follower) and then Lydia. Funny as hell but... 

 

Good thing we did not go to Windstad... are three followers, a bard and couple of guards there, The PC would be as popular as a bottle of Muscatel on skid-row. 

 

I assume the PC can take off the wedding band to limit some of it. 

I could place a time interval between events, but this would require attaching a script fragment to every line of dialogue that triggers an event in order to set the time. There's around 2000 such lines, so this would be a lot of work. It would also mean adding 2000 files to the mod package.

 

Ideally, you would control the event frequency with the SLSF comment frequency control, which also effects the frequency of event comments. Also, different events are triggered by different fame types, so you can also limit events by turning off particular categories of fame events. When you have high levels of fame in lots of categories, they can get excessive. You can also equip a weapon (with related MCM setting) to avoid events.

 

Taking off the wedding band will help, but once you are known to be married (cheating fame 10+) even taking off the ring won't help. You'd have to disable the marriage system. 

 

One thing I could do is add separate a frequency controls for events. Currently, there's just one frequency setting for all types of comments. What do you think about a separate frequency setting for event comments?

Posted
On 1/7/2025 at 3:14 PM, FallenSully said:

Is there any way or mod for current version that allows the wife to leave the house so I can enjoy some of the marriage features available? As it stands if I move her out of her home town she just stays in home all day.

I assumed that the spouse would be a follower and be nearby. If the spouse is not a follower, you'd have to use another mod to give the spouse AI packages that would move them out of the house. If the spouse is not following, your PC can still accumulate "cheating fame" if wearing a wedding ring, and will get marriage-related comments, but of course you won't get the spouse-related events if the spouse is not there. 

Posted
On 1/7/2025 at 9:50 PM, kklae said:

Perhaps this is a stupid question - how can I enable the comment feature of this mod for those followers downloaded from Nexus? The followers I downloaded do not have any content related to this mod, they are just like followers in vanilla games without mods, very silly.

As eflat01 mentioned, the mod is checking that any speaker is a "playable race", meaning one of the race types that a player can choose for his or her PC. This is to screen out children and creatures etc.  Is your follower a custom race?

Posted
46 minutes ago, Gristle said:

I could place a time interval between events, but this would require attaching a script fragment to every line of dialogue that triggers an event in order to set the time. There's around 2000 such lines, so this would be a lot of work. It would also mean adding 2000 files to the mod package.

 

Ideally, you would control the event frequency with the SLSF comment frequency control, which also effects the frequency of event comments. Also, different events are triggered by different fame types, so you can also limit events by turning off particular categories of fame events. When you have high levels of fame in lots of categories, they can get excessive. You can also equip a weapon (with related MCM setting) to avoid events.

 

Taking off the wedding band will help, but once you are known to be married (cheating fame 10+) even taking off the ring won't help. You'd have to disable the marriage system. 

 

One thing I could do is add separate a frequency controls for events. Currently, there's just one frequency setting for all types of comments. What do you think about a separate frequency setting for event comments?

 

You pointed out there's a frequency on comments... which I had not looked into, but you're right there. On your idea of separate frequency for events seems plausible but wouldn't you still have to segregate those comments which drive events? 

 

Posted
1 hour ago, eflat01 said:

 

You pointed out there's a frequency on comments... which I had not looked into, but you're right there. On your idea of separate frequency for events seems plausible but wouldn't you still have to segregate those comments which drive events? 

 

I'd have to edit each one to change the variable used for the frequency condition, but I wouldn't have to add any scripts to them, which would make it much simpler. But do trying playing with the SLSF comment frequency control. 

Posted (edited)
4 hours ago, Gristle said:

I'd have to edit each one to change the variable used for the frequency condition, but I wouldn't have to add any scripts to them, which would make it much simpler. But do trying playing with the SLSF comment frequency control. 

 

Thanks, Yes I had forgotten those settings were there... I was already at 5 seconds interval (which is max) but now turned down the probability from 33% to 20%... looks like that defaults is 70% which is unreal 😉

 

Yes you'd have to replace the variable used in the condition, which to me seems a lot going to each? Do not know is something for you to ponder upon but would be nice a control for tweaking?

Edited by eflat01
Posted

Is there a way to trigger group animations with spouse and multiple NPCs?

Or is that something that may come with a future update?

Would be nice if it was possible to set weight for single or group scenes on approach without player involvement and also manually invite multiple people via dialogue.

Posted
On 1/11/2025 at 5:09 AM, Gristle said:

As eflat01 mentioned, the mod is checking that any speaker is a "playable race", meaning one of the race types that a player can choose for his or her PC. This is to screen out children and creatures etc.  Is your follower a custom race?

I don't think it's a custom race, at least in the MOD description and console information, the follower's race is Nord.I might try adding the esp flag to fix the problem and ask the creator of the follower mod.

 

Posted

This mod is really, really good, and it works great. Thank you for it!

I just had a question. there are about 15 <Error: Could not be resolved> errors in xedit. Are these safe to clean/remove ?

Posted

Hi!

I'd like to know, is this mod a one-way route into the moral abyss :D or does it also include a way to reduce/improve the fame? For example redemption by getting punished with jail or by divine saving or something?

 

Also there are other mods i think, which include some reputation status (was it SL Eager Npcs?). Is any such mod interfaced with the reputation system of this mod here?

Posted
1 hour ago, effrenatus said:

Hi!

I'd like to know, is this mod a one-way route into the moral abyss :D or does it also include a way to reduce/improve the fame? For example redemption by getting punished with jail or by divine saving or something?

 

Also there are other mods i think, which include some reputation status (was it SL Eager Npcs?). Is any such mod interfaced with the reputation system of this mod here?

 

SLSFC really does little to push fame to the fame trackers... the actions taken do. 

 

The fame data is in SLSF or SLSF Reloaded, both of which have McM settings to control how much fame is increased and reduced.  Mods send in positives and negatives to the current fame - plus time is generally what reduces it. which makes sense, what you did six-months ago is old news - npc's stop gossiping so much about it.

 

I suppose, i.e. a mod can be made so when you go to a temple and pray it can send SLSF or SLSF Reloaded the event to reduce fame. 

 

 Being punished by the Jarl should be a fame category in itself... jailbird. 😉 as the guards spout "Low-lifes like you keep me employed."

 

Posted
On 1/8/2025 at 11:24 PM, eflat01 said:

 

It's hard to answer that without looking at the followers, I can tell you the followers are likely not based in vanilla, i.e. a custom race. SLSFC dialog (quests) each are particular and filter out npc's by race (to remove children, ghosts, etc...), factions (to remove priests,...) and marriable flags etc... Then of course there are followers with specific voice, i.e. Lydia, Serana etc... and so they may have their own specific comments to them - based ID or voice-type, I have not looked yet.

 

Make sure the follower flag is set on in McM. 

 

A few pages back someone had a follower with it's own custom race which was not marriable so screened out the dialog to marry and give a ring.

 

The simple solution was to set the flag in the npc's esp. <-- that the best way to do it.

 

In SeEdit you can load up and compare the quests to the follower.

 

Personally, I'd not written any mods in years but I used to tend to run npc dialog off inclusive voice-types and factions mainly.

I'm ashamed to say that even though I've been playing Skyrim for years, I still don't know how to change the esp flag. I've been trying to use sseedit these days, but I don't know how to use it. Could you please tell me how to set the flag?

Posted (edited)
On 1/15/2025 at 12:09 AM, kklae said:

I'm ashamed to say that even though I've been playing Skyrim for years, I still don't know how to change the esp flag. I've been trying to use sseedit these days, but I don't know how to use it. Could you please tell me how to set the flag?

Lol made me look for a mod for example, I do not use this Vega follower mod but was quick to find due a previous post.

 

1. To clarify

"Make sure the follower flag is set on in McM. " I should had said "Make sure the follower setting is set on in McM for SLSF Comments. "

 

Just to distinguish that from a flag in a esm/esl/ or esp.

 

Now then... You need to have xEdit - SSEEdit or the Creation Kit to do this. I Prefer SSEEdit for simple changes and for exploring,  it's also more user friendly for a novice.

 

It's pretty easy to install too and is very useful when straightening out conflicts in load orders. In SSEedit loading the entire load order is easiest but you can load just the mods in question and their masters. You can find the plugin load/index in Vortex or Mo2 to help you single out a mod in SSEedit (it loads them in that order.)

 

Anyway on to editing an esm/esp.

 

1. find the mod to edit , right away I can tell this is an eslfied esp due that form id index. [FE 026] the number FE tells us that.

 

image.png.0291d1e21d5e8a2d4c6a542b418e5a90.png

 

2. the fact that there is a race record it's obvious this follower may have a custom race.  (it will be referenced in the Non-Player Character record, I'm sure, least we hope they're not adding records for the bloat of it.)

image.png.be64f091ba1189c874fd8991a05719fe.png

 

3. on the right will be the variables/values for that record... scroll down to Flags

image.png.10df029325ccaa49d61fa834bcd8d3e4.png

 

4. Right-click with the mouse on that flags array variable (SSEedit will pop up a meassage asking if you're sure you want to edit. Click OK)

and you should be able to check the Playable flag for instance.

 

image.png.42d2d2e1ec4217ef9673f9b476d6d193.png

 

OK the button on the bottom... and you can see in bold you changed it.

image.png.8f23fc9291ea4e10da42fc642f693d62.png

 

6. Click the icon in the left upper corner (three lines) highlighted here... and then OK button to save.

image.png.3af3d77de040b7c1432cffc3dbe9378c.png

 

And you're done, we just added Playable to ImerialRaceVega. 

 

Though I'll change it back... although am going to delete the mod anyway.

 

 

image.png

image.png

Edited by eflat01
Posted
12 hours ago, eflat01 said:

Lol made me look for a mod for example, I do not use this Vega follower mod but was quick to find due a previous post.

 

1. To clarify

"Make sure the follower flag is set on in McM. " I should had said "Make sure the follower setting is set on in McM for SLSF Comments. "

 

Just to distinguish that from a flag in a esm/esl/ or esp.

 

Now then... You need to have xEdit - SSEEdit or the Creation Kit to do this. I Prefer SSEEdit for simple changes and for exploring,  it's also more user friendly for a novice.

 

It's pretty easy to install too and is very useful to straighten out conflicts in loads. In SSEedit loading the entire load order is easiest but you can load just the mods in question and their masters. You can find the load/index in Vortex or Mo2 to help you single out a mod in SSEedit (it loads them in that order.)

 

Anyway on to editing an esm/esp.

 

1. find the mod to edit , right away I can tell this is an eslfied esp due that form id index. [FE 026] the number FE tells us that.

 

image.png.0291d1e21d5e8a2d4c6a542b418e5a90.png

 

2. the fact that there is a race record it's obvious this follower may have a custom race.  (it will be referenced in the Non-Player Character record, I'm sure, least we hope they're not adding records for the bloat of it.)

image.png.be64f091ba1189c874fd8991a05719fe.png

 

3. on the right will be the variables/values for that record... scroll down to Flags

image.png.10df029325ccaa49d61fa834bcd8d3e4.png

 

4. Right-click with the mouse on that flags array variable (SSEedit will pop up a meassage asking if you're sure you want to edit. Click OK)

and you should be able to check the Playable flag for instance.

 

image.png.42d2d2e1ec4217ef9673f9b476d6d193.png

 

OK the button on the bottom... and you can see in bold you changed it.

image.png.8f23fc9291ea4e10da42fc642f693d62.png

 

6. Click the icon in the left upper corner (three lines) highlighted here... and then OK button to save.

image.png.3af3d77de040b7c1432cffc3dbe9378c.png

 

And you're done, we just added Playable to ImerialRaceVega. 

 

Though I'll change it back... although am going to delete the mod anyway.

 

 

image.png

image.png

OMG, this is so detailed. Thank you so much for your help, by referring to this help, I think I succeeded!
By the way, it seems that some followers may be custom even if they are displayed as vanilla races in the game console, I think I learned something new.

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