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SLSF Fame Comments Reloaded


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Posted (edited)
11 hours ago, kklae said:

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.

Happy just trying to help.

 

If you don't know the game's base race form ID's (records) you never really know without looking in the esm or esp. Most mod authors do not provide details, can't blame them for not writing a book.

 

When running into something strange, a bug or what not, I like to explore what and why. As I mentioned looking in sseEdit or Creation Kit you can see what the mods are touching, adding and doing... sseEdit as a tool you have to actively enter edit mode to screw things up so is good for just looking. and it's really very nice in showing what mods side by side are touching the same records and which one does last, CK does not, but the CK is far more powerful. 

 

Edited by eflat01
Posted
12 hours ago, eflat01 said:

Happy just trying to help.

 

If you don't know the game's base race form ID's (records) you never really know without looking in the esm or esp. Most mod authors do not provide details, can't blame them for not writing a book.

 

When running into something strange, a bug or what not, I like to explore what and why. As I mentioned looking in sseEdit or Creation Kit you can see what the mods are touching, adding and doing... sseEdit as a tool you have to actively enter edit mode to screw things up so is good for just looking. and it's really very nice in showing what mods side by side are touching the same records and which one does last, CK does not, but the CK is far more powerful. 

 

I agree with your point of view. Obviously, sseEdit is more suitable for beginners or people who just need to simply view esp than CK.

Posted
On 8/26/2024 at 2:54 AM, Gristle said:

"But... there are no pregnancy-related comments in this mod."

I used to make a living from writing. Would you add comments in if i wrote them for you?

Posted
On 1/15/2025 at 10:10 AM, 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 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

This didn't work for me I've been trying to get M'rissi to work with this but I think its because her mod  (M'rissi Tails of Troubles) has its own marriage system  .

Posted
On 1/12/2025 at 7:42 AM, blipbop said:

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 ?

Yes. None are intentional.

Posted
On 1/11/2025 at 6:36 AM, nuclearstorm said:

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.

Not currently, but it's possible and could come in a future update. The spouse features get pretty complicated, because you have to deal with relationship type, gender of spouse, gender of PC, spouse and PC gender preferences, gender of approacher, etc. So, adding additional parties could be done, either automatically or via dialogue, but adds further complexity. Adding them automatically is trickier, because I would want to do it without any scripts that scan for nearby NPCs. That's possible, but I'm still learning how to do this. I plan to implement the first features in the mod that do this in the upcoming "cuckold" questline. But, once I get that all working, I can use this method for other scenarios. 

Posted
13 hours ago, Noekad said:

This didn't work for me I've been trying to get M'rissi to work with this but I think its because her mod  (M'rissi Tails of Troubles) has its own marriage system  .

 

I do not think Comments requires Faction 19809 but could be wrong, I think that's the base games PotentialMarriageFaction? Double check to be sure.

 

I seeing it requires buying/having the the rings, a playable race up above this, and a high relationshipRank with the npc, along with not being married already to start the conversation and have them accept. 

 

image.png.8a189a000367d8c251d2692a1c70a007.png 

 

Now if there are requirements further or lower in the dialog tree ... I do not know. 

Posted
On 1/12/2025 at 3:05 PM, skyrim482 said:

Hoping to see an update to this mod! This is one of the absolute best creations in a long time. Cheers!

Thanks. Just finishing up a new questline for the Animal Research mod. Then I'll turn back to a new version of this mod.

Posted (edited)
42 minutes ago, Gristle said:

Not currently, but it's possible and could come in a future update. The spouse features get pretty complicated, because you have to deal with relationship type, gender of spouse, gender of PC, spouse and PC gender preferences, gender of approacher, etc. So, adding additional parties could be done, either automatically or via dialogue, but adds further complexity. Adding them automatically is trickier, because I would want to do it without any scripts that scan for nearby NPCs. That's possible, but I'm still learning how to do this. I plan to implement the first features in the mod that do this in the upcoming "cuckold" questline. But, once I get that all working, I can use this method for other scenarios. 

 

Obviously you need to scan or grab npcs direct, which makes it difficult to not have a script, but you can likely fire up the script on an event (or even a dialog), make the picks and end it afterwards? 

 

I have Serana (the DB wife) like to share, she often makes comments about how watching the DB with others turns her on. While approach from other npcs is interesting what would be cool under that setting would be if due the DB's fame as a slut, prostitute, etc... that the spouse started arranging and pimping the DB out (which I do not know if that's in there, least have not seen it), On top of that even arranging so called "dinner" parties randomly when at home. 😉 

 

Edited by eflat01
Posted
On 1/17/2025 at 11:12 AM, BaDante said:

I used to make a living from writing. Would you add comments in if i wrote them for you?

There are a bunch of issues with pregnancy comments. First, I don't think the most popular pregnancy mods generate SLSF pregnancy fame. Second, even if your PC accumulates pregnancy fame, when and how should an NPC comment on that fact?  In order to write appropriate comments, this mod would also need to know not just if the PC is currently pregnant but pregnant in a visible way. SLSF's pregnancy fame doesn't tell you that -- it just tells you whether the PC gets pregnant a lot. I suppose that fact alone could be commented on, but it would be limiting to write comments that dance around not knowing whether the PC is currently pregnant. Third, these kinds of comments would be difficult to write in a lore-friendly way. I imagine for most of Skyrim's inhabitants, a pregnancy is a happy occasion. (Even though children seem to die off before they become teenagers.😅) Of course, an unmarried woman with multiple pregnancies would be looked down upon, but the NPC would need to know if the PC was married or not. There are ways to detect this with programming, but how would the NPC know this if the PC wasn't wearing a Bond of Matrimony ring (I imagine most married PCs don't), or if the NPC didn't live in the place where the PC resides? Of course, if the marriage system in this mod is being used, that could be determined, but even in that case, I imagine NPCs would just say "congratulations" to a married woman (assuming point 2 above was somehow resolved, and the NPC knew the PC was pregnant). As for unmarried women, then yes you could make other comments, which would logically vary based on SLSF slut fame levels. However, without resolving point 2 above, I don't think appropriate comments are possible. 

Posted
14 hours ago, Noekad said:

This didn't work for me I've been trying to get M'rissi to work with this but I think its because her mod  (M'rissi Tails of Troubles) has its own marriage system  .

Is the problem getting spouse comments in this mod to work for M'rissi, getting follower comments in this mod to work for M'rissi, or both?

Posted
32 minutes ago, eflat01 said:

 

I do not think Comments requires Faction 19809 but could be wrong, I think that's the base games PotentialMarriageFaction? Double check to be sure.

 

I seeing it requires buying/having the the rings, a playable race up above this, and a high relationshipRank with the npc, along with not being married already to start the conversation and have them accept. 

 

image.png.8a189a000367d8c251d2692a1c70a007.png 

 

Now if there are requirements further or lower in the dialog tree ... I do not know. 

Right. To be a spouse in this mod, they have to like you (relationship rank 1+), and they can't be married to someone else (via Skyrim's built-in spouse assignments for vanilla NPCs). I previously removed the requirement that they be in the Skyrim "follower" faction specifically so that mod follower NPCs that use their own follower framework can also be spouses. 

Posted (edited)
1 hour ago, Gristle said:

Is the problem getting spouse comments in this mod to work for M'rissi, getting follower comments in this mod to work for M'rissi, or both?

 

I'm just guessing, taking pop-shots... relationshiprank is first thought, but any guess is just that, a guess.  That can be checked and set via console if had to.

 

Since the OP said she's not marriable normally, I also have to wonder what relationshipRank might be with her (possibly may have her own, or even not care)? Now that we know what mod it is, we know obviously she's a custom race which also contains her own custom dialog and likely voicetype - (since the description mentioned a voice actor) - which may be an issue, but I think would only mean she will not have a voice from an added voice mod in so fuz-roh-da would handle it?  https://www.nexusmods.com/skyrimspecialedition/mods/9666 . Now, how the mod meshes with comments they would have dig in to compare. 

 

So, I pulled this down and just peeking at it the npc is pretty darn custom so far:  (She's even it's own class, in combat and perks)

 

image.png.a5f9ce375995abf0e280379ece7ea4e1.png

 

Looks like a rather complex mod - adds and touches a lot. May be scripts adding factions, etc... as they go through her quest-lines and of course which change her relationshiprank to the player (unless they invented their own). 

Edited by eflat01
Posted
21 minutes ago, eflat01 said:

 

Obviously you need to scan or grab npcs direct, which makes it difficult to not have a script, but you can likely fire up the script on an event (or even a dialog), make the picks and end it afterwards? 

I haven't tried to implement it yet, but when you start a new quest, the CK/Skyrim engine can assign an NPC to an "alias" and this can be done dynamically based on conditions, and those conditions could include things like gender and proximity. But, this can only happen when starting a quest. So, the trick would be to make a repeatable "find a nearby NPC" quest, and just start this quest whenever you need to find an NPC, and end it when you're done with the NPC. A bit awkward, but better then running a scanning script to look for NPCs. I'm sure the Skyrim engine does this 100 times faster than a Papyrus script.

21 minutes ago, eflat01 said:

I have Serana (the DB wife) like to share, she often makes comments about how watching the DB with others turns her on. What would be interesting under that setting would be if due the DB's fame as a slut, prostitute, etc... would be if the spouse started arranging and pimping the DB out (which I do not know if that's there, have not seen it), On top of that even arranging so called "dinner" parties at home. 😉 

I plan to increase the spouse features. This does get complicated, so the plan is to do it in successive "layers" of features. The next "layer" will be doing this for cuckold PCs. Then, probably for "hotwife" spouses (where PC "likes to share"), then "hotwife" PCs (where spouse "likes to share"), etc. But these will include third parties and also "at home" events. For "at home" events, the challenge is designating a home. I was thinking something like a short dialogue with the spouse (e.g., "I wish we had more guests here.") would drop an invisible marker in the cell that the mod could use.

Posted
2 hours ago, eflat01 said:

 

I'm just guessing, taking pop-shots... relationshiprank is first thought, but any guess is just that, a guess.  That can be checked and set via console if had to.

 

Since the OP said she's not marriable normally, I also have to wonder what relationshipRank might be with her (possibly may have her own, or even not care)? Now that we know what mod it is, we know obviously she's a custom race which also contains her own custom dialog and likely voicetype - (since the description mentioned a voice actor) - which may be an issue, but I think would only mean she will not have a voice from an added voice mod in so fuz-roh-da would handle it?  https://www.nexusmods.com/skyrimspecialedition/mods/9666 . Now, how the mod meshes with comments they would have dig in to compare. 

 

So, I pulled this down and just peeking at it the npc is pretty darn custom so far:  (She's even it's own class, in combat and perks)

 

image.png.a5f9ce375995abf0e280379ece7ea4e1.png

 

Looks like a rather complex mod - adds and touches a lot. May be scripts adding factions, etc... as they go through her quest-lines and of course which change her relationshiprank to the player (unless they invented their own). 

Mrissi's factions are set up the way you would a potential vanilla follower. This would mean that her relationship rank controls whether she is recruitable as a standard follower or not. But, as you mention, M'rissi may use a separate variable to track her relationship status with the PC, in which case her vanilla relationship rank with the PC would have to be increased (above 0) to be a spouse under this mod.

Posted
8 hours ago, Gristle said:

Is the problem getting spouse comments in this mod to work for M'rissi, getting follower comments in this mod to work for M'rissi, or both?

Both since I can't even get the "marry me" dialogue to show up with her ,it does work with other followers.

8 hours ago, eflat01 said:

 

I'm just guessing, taking pop-shots... relationshiprank is first thought, but any guess is just that, a guess.  That can be checked and set via console if had to.

 

Since the OP said she's not marriable normally, I also have to wonder what relationshipRank might be with her (possibly may have her own, or even not care)? Now that we know what mod it is, we know obviously she's a custom race which also contains her own custom dialog and likely voicetype - (since the description mentioned a voice actor) - which may be an issue, but I think would only mean she will not have a voice from an added voice mod in so fuz-roh-da would handle it?  https://www.nexusmods.com/skyrimspecialedition/mods/9666 . Now, how the mod meshes with comments they would have dig in to compare. 

 

So, I pulled this down and just peeking at it the npc is pretty darn custom so far:  (She's even it's own class, in combat and perks)

 

image.png.a5f9ce375995abf0e280379ece7ea4e1.png

 

Looks like a rather complex mod - adds and touches a lot. May be scripts adding factions, etc... as they go through her quest-lines and of course which change her relationshiprank to the player (unless they invented their own). 

Yes in the word document in the downloads says there is a separate variable tracking the relationship but I have already tried using setrelationshiprank to 4 and it didn't work either. Also previously tried using the force marriage in nether's follower framework and using a mod suggested by Gristle a few pages back to change the relationship rank (forgot the name of the mod tho).

Posted (edited)
11 hours ago, Noekad said:

Both since I can't even get the "marry me" dialogue to show up with her ,it does work with other followers.

Yes in the word document in the downloads says there is a separate variable tracking the relationship but I have already tried using setrelationshiprank to 4 and it didn't work either. Also previously tried using the force marriage in nether's follower framework and using a mod suggested by Gristle a few pages back to change the relationship rank (forgot the name of the mod tho).

 

You do not get the dialog to ask her to marry you? I did find the quest SLSF_Comments_Marriage eliminates a number of actors, Priest, Ghost, specific npcs etc... among the lot it eliminates the Khajit race however your follower should not fall into that due it's a custom race (I did not look if they somehow intercepted the GetIsRace function though). She's not in a priest faction or anything at this point... least I doubt she's been added her into those factions. 

 

image.png.b638756c9021c88ce3351edcedfe08fa.png 

 

It also looks like the dialog will not be available due a stage in the Markart quest? Dunno, Gristle may elaborate.

 

image.png.db3638017dcf30897454202b1cf26eb2.png

 

The topics conditions most likely something within here... we just know something is excluding the topic.

image.png.3e2695857d89a19d0b0415b2bd3695cb.png

image.png.2309dcb377b02286423d7c56e0ff88da.png

 

The other thing I see it's checking HasAssociationType not equal to Spouse which I do not think would matter because in my game the PC married Serana the base-game way via Mariable Serana and SLSLC just fell right into place with it for all further dialog. 

 

Edited by eflat01
Posted (edited)
9 minutes ago, FallenSully said:

Wait its supposed to disable itself for a male PC? Im a straight male PC and its going through fine also nearly all comments seem fine for a male PC. Mainly the creature stuff would need be re-written and a couple of "spouse likes to share" comments that mentions "cock". I guess if you find a man being called a slut completely immersion breaking its not suitable. Never touched the "likes men" "masochist" or "submissive" part of the mod so maybe there's more work then Im aware of

 

That post you're referencing is slightly over four years back. Now, I have no idea what's been added since then but Gristle has updated this mod a couple times since I'd been using it from back in August 2024. 

 

Edited by eflat01
Posted (edited)
1 minute ago, eflat01 said:

 

That post you referencing is slight over four years back. Now, I have no idea what's been added since then but Gristle has updated this mod a couple times since I'd been using it from back in August 2024. 

 

Sorry I could have sworn that was the latest post when I looked earlier

 

My original question I was gonna ask is there any functional difference between a cuckhold and "likes to share" beyond a cuckhold wont be approached for sex? Like any different comments?

Edited by FallenSully
Posted
Just now, FallenSully said:

Sorry I could have sworn that was the latest post when I looked earlier

 

No problem, I do the same too... 😉 So thought I'd let you know.

Posted (edited)
1 hour ago, FallenSully said:

My original question I was gonna ask is there any functional difference between a cuckhold and "likes to share" beyond a cuckhold wont be approached for sex? Like any different comments?

Yes. There is a difference in both PC dialogue options and NPC comments. For example, a "likes to share" PC can direct NPC approachers to his or her spouse, and a cuckold cannot. Also, NPCs will comment on both, but their reactions to a "likes to share" PC will be more of surprise or disapproval, while the reactions to a "cuckold" PC are much more harsh and shaming.

 

EDIT: Also, if you see any dialogue mistakes for a male PC, please let me know.

Edited by Gristle
Posted (edited)

Is the cuckhold training quest not ready? Ive left her in a tavern for awhile and she had sex a couple times but quest isnt progressing and as a consequence is just stuck in the tavern I left her in.

Edited by FallenSully
Posted

Not sure what thread I should post this in.  I really like this mod but due to me running DynDOLOD which breaks SLSF I was unable to run it.  Now I know there is SLSF reloaded but this mod doesn't directly support it.  In the description of SLSF Reloaded though it says this mod has indirect integration but it didn't really go in to details.  So If I use this mod with SLSF reloaded will that offset the original SLSF being broken and return full functionality?  Or will I just end up with extra mods that aren't doing anything?

Posted (edited)
9 hours ago, Alenin said:

Not sure what thread I should post this in.  I really like this mod but due to me running DynDOLOD which breaks SLSF I was unable to run it.  Now I know there is SLSF reloaded but this mod doesn't directly support it.  In the description of SLSF Reloaded though it says this mod has indirect integration but it didn't really go in to details.  So If I use this mod with SLSF reloaded will that offset the original SLSF being broken and return full functionality?  Or will I just end up with extra mods that aren't doing anything?

 

I'm really wondering how DynDOLOD could possibly break SLSF?

 

Just speculation here... One is entirely used for LOD meshes (.nif files) generated, placed at distances doing so via c++ lib (DLL).  The other is just data storage and manipulation of that for about a dozen stats. There's not a single overlap between the two unless it's something to do with  locations? I'm looking now and SLSF does not touch nor ref a cell or worldspace, So it must pull in location names in script via vanilla fucntion.

 

I can't tell you how SLSF Reloaded is put together but it's basically just overriding the stats in SLSF when used together. Reloaded also keeps track by location, if that's the issue and DynDOLOD changes those base id names (which I can't imagine any mod doing) I do not think it would work either.

 

Edited by eflat01
Posted
37 minutes ago, eflat01 said:

 

I'm really wondering how DynDOLOD could possibly break SLSF?

 

Just speculation here... One is entirely used for LOD meshes (.nif files) generated, placed at distances doing so via c++ lib (DLL).  The other is just data storage and manipulation of that for about a dozen stats. There's not a single overlap between the two unless it's something to do with  locations? I'm looking now and SLSF does not touch nor ref a cell or worldspace, So it must pull in location names in script via vanilla fucntion.

 

I can't tell you how SLSF Reloaded is put together but it's basically just overriding the stats in SLSF when used together. Reloaded also keeps track by location, if that's the issue and DynDOLOD changes those base id names (which I can't imagine any mod doing) I do not think it would work either.

 

 

On 8/17/2024 at 4:39 PM, Gristle said:

Do you mean this?

 

 

I'm not certain, as I've never used it. But it appears to be addressing an issue where SLSF fame stops increasing. I have never had that issue. 

 

Also, for those having issues with SLSF, note that a post in the SLSF thread claims a conflict with the dyndolod plugin dll. 

 

https://www.loverslab.com/topic/54621-sex-lab-sexual-fame-framework/?do=findComment&comment=4144626

 

 

Well I am not sure either if that's the problem since I am not the modder but as you can see from a post from the mod author DynDOLOD is a suspected culprit.  But even if that's not the case it doesn't change that SLSF is broken for me and won't increase in fame without the patch, or make comments with it installed.  I just want to know if someone who had a similar issue knows if reloaded will help.  Theories about don't really help since I can't do anything with it anyway.  It's like my stove isn't working and all you talking about is the history of electric elements.

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