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Posted
Spoiler

During the slsf_comments_party quest my spouse after visiting with the Jarl just stood there and never advanced the quest. I don't know what P+ is so I am sure that is not the problem. I had to set the stage to get it to advance but my returned items never made it back to the chest in Breezehome while using setstage. 

Also, the quest to take my spouse to a barracks and talk to a guard does not put a quest marker on any of the barracks and in the barracks (tried in Riften, Solitude and Whiterun) there is no advancement of the quest. None of the guards have any dialog and my spouse is equally mute. 

Thanks! 

Love the quest line, though. Glad to see it continue. 

Posted
5 hours ago, Gristle said:

If the stage is not advancing from 2 to 5, it means the mod is not able to detect the end of the PC-spouse Sexlab animation. Are you using Sexlab P+? There are reported issues with P+ detecting the end of sex events. 

Which function do you use to detect end of sex events? I'll check the source of the latest version of P+ and see if that matches with your code. Maybe you'll be able to compile a P+ compatible version?

Posted

Hi @Gristle, I was just wondering ... some time ago I think there was talk of identifying skimpy armor so that the player didn't have to go into the mcm every time they switched outfits? Is that anywhere on the road map or is it off the table? Personally, I'd like it because I go into the mcm fairly often to turn the toggle on or off but if that's not going to happen, then it's not going to happen. I was just curious.

Posted (edited)
16 hours ago, Alturistix said:

Which function do you use to detect end of sex events? I'll check the source of the latest version of P+ and see if that matches with your code. Maybe you'll be able to compile a P+ compatible version?

 

It's actually a P+ bug in the version on this site, it can lose track of data between the start and end. (I heard there may be a fix on Discord?)

 

So here's what is happening:

  1. Var sets up to listen for the end event with something to ID the particular event. (You need that to tell it's "your sex scene") 
  2. P+ actually sends the end event to the queue but the way to ID is not in in it (so it could be any mod's scene)
  3. Var looking for the particular end event of it's scene but never finds it. 

 

As far as Var is concerned it's still waiting for the scene to end.

 

There are a few SL mods which could have this issue with P+ (basically any of them which look for start and end events). 

 

Edited by eflat01
Posted
4 hours ago, eflat01 said:

(I heard there may be a fix on Discord?)

The latest version says it's been fixed, but it might require a new save to test all this.

 

 

Posted

I've finally made some time to try out the new quests from the latest version and am enjoying them so far! I hope that there will be similar quests for the "Spouses lkikes to share PC" option. I like the idea of your spouse selling you like you're just another object from their store. :D

Posted
14 hours ago, Alturistix said:

The latest version says it's been fixed, but it might require a new save to test all this.

 

 

 

Hmm, I would not think a new save would be needed because it would be code which changed, but I guess anything is possible.

Posted
13 hours ago, blahity said:

I've finally made some time to try out the new quests from the latest version and am enjoying them so far! I hope that there will be similar quests for the "Spouses lkikes to share PC" option. I like the idea of your spouse selling you like you're just another object from their store. :D

 

That's what I have my settlings on, So, the PC gets offers but it would be better if Serana would pimp the PC out. Kind of would like to sell the PC cheaper too, when I think of prostituting type mods which use SLSF it would be cool if the client would barter the price down as the fame value got higher. 

Posted
4 hours ago, eflat01 said:

Hmm, I would not think a new save would be needed because it would be code which changed, but I guess anything is possible.

Script objects are kept referenced in the save, and new scripts would fail to start because of that. Moreover, removing those script objects from the save would just break it completely.

Posted (edited)
3 hours ago, Alturistix said:

Script objects are kept referenced in the save, and new scripts would fail to start because of that. Moreover, removing those script objects from the save would just break it completely.

 

Yes, your saves do not include a script but a pointer (reference) to it. If you remove one it's a good idea to clean up the referenced instance (the game does garbage collect but it's not the best).

 

If a script were changed however it will point to the new .pex (code) unless you went ahead renaming the darn thing - which would be terribly bad dev practice without refactoring. 

 

However, changing a script does not hurt saves if it did you'd never be able to update any scripts at all nor put in a fix/patch to one. You can literally edit a script's psc compile it to the pex, then drop it in in the directory or archive and it will run.  Your save would never know the difference.

 

If you added new scripts on a mod the game will pick it up fresh and your next save will contain a reference (pointer) to it. You do know if you could not add in new scripts you'd never be able to add in another mod let alone add quests, etc on in an existing mod without everyone having to strow away their saves and start over - all saves would be toast.

 

Scripts never start on their own... they are invoked by quests, dialog. possibly spells,  etc... and that structurally is where they are referenced and why those references end up in the save.

 

Edited by eflat01
Posted (edited)

After the spouse dialogue to enjoy the party, nothing more happens.  I just get a debug option in dialog. And after that the quest does not go any further. My spouse just keeps following me and the guest just stand there. I also have the latest 3.72 installed.  Any help will really be grateful to me.

Edited by Lady Victoria
Posted
On 4/23/2025 at 4:57 PM, Alturistix said:

Which function do you use to detect end of sex events? I'll check the source of the latest version of P+ and see if that matches with your code. Maybe you'll be able to compile a P+ compatible version?

I'm using two different methods, depending on whether the PC is in the scene or not. If the PC is in the scene, I'm mostly using the following, as it was already built into the mod to detect PC sex events for the purpose of generating appropriate NPC comments on PC sex activity. Note that if this previously failed to work with P+ (for comment purposes), it's not a big deal and most people probably wouldn't notice:

 

First, I register for an event to detect the PC start using a Sexlab function:

 

event OnInit()
    RegisterForModEvent("PlayerAnimationStart", "PCSLDetect")
endEvent

 

Then I have an event that is triggered by the PC sex start, and in that event, I set a "hook" at the end of the sex event and register for an "end" event:

 

event PCSLDetect(string eventName, string argString, float argNum, form sender)
    sslThreadController xThread = SexLab.HookController(argString)
    [...]

    if xThread != none

    xThread.SetHook("SexEndHook")
    RegisterForModEvent("HookAnimationEnd_SexEndHook", "SexEndHandler")
endEvent

 

Next, I have an event triggered by that, and in that event, I advance the stage and set up a force greet. Finally, in that event, I register for the next PC sex animation start, so the process continues:

 

Event SexEndHandler(int tid, bool HasPlayer)

    If CuckQuest.GetStage() == 2
        Utility.Wait(1.5)
        CuckQuest.SetStage(5)
        SLSFC_PostSexFG.SetValue(1)
        CuckSpouse.TryToEvaluatePackage()
    Elseif [...]

    EndIf
    RegisterForModEvent("PlayerAnimationStart", "PCSLDetect")
EndEvent

 

Of course, for many events in the cuckold quest, the PC is not involved, so I use the Sexlab "TrackActor" function to track the spouse. It's all very similar otherwise:

 

Event OnInit()
    SexLab.TrackActor(SpouseActor, "SpouseHook")
    RegisterForModEvent("SpouseHook_Start", "SpouseSexStart")
EndEvent

 

Event SpouseSexStart(Form FormRef, int tid)
    RegisterForModEvent("SpouseHook_End", "SpouseSexEnd")
EndEvent

 

Event SpouseSexEnd(Form FormRef, int tid)
    If CuckQuest.GetStage() == 65 
        CuckQuest.SetStage(70)
        SLSFC_PostSexFG.SetValue(1)
        SpouseAlias.TryToEvaluatePackage()
    Elseif [...]

    RegisterForModEvent("SpouseHook_Start", "SpouseSexStart")
EndEvent  

 

There certainly could be better ways of doing this. These are just methods I found in other mods. They work fine in non P+ Sexlab. Happy to make changes that preserve the mod's functionality.

 

Also, I'll note that no P+ users have ever reported a problem with my Balazar mod. It does not use any PC or NPC tracking, but instead sets a "hook" with each Sexlab call


     Sexlab.StartSex(Sexactors, Anims, Hook = "HookName")

 

That's fine for Balazar, but then it can only detect sex events started by the mod. For SLSF Fame Comments, that doesn't work so well, as I want to detect all PC sex events. As for the other mod I work on with killer905 -- Animal Research -- that mod uses TrackActor and P+ users have had problems. For that mod, the main follower should have behavior and dialogue after all sex scenes, and not just ones started by the mod. So, using hooks built into the mod's Sexlab calls is not a great solution.

 

 

 

Posted
On 4/23/2025 at 7:52 PM, Seeker999 said:

Hi @Gristle, I was just wondering ... some time ago I think there was talk of identifying skimpy armor so that the player didn't have to go into the mcm every time they switched outfits? Is that anywhere on the road map or is it off the table? Personally, I'd like it because I go into the mcm fairly often to turn the toggle on or off but if that's not going to happen, then it's not going to happen. I was just curious.

I tried to do it, but ran into a roadblock. My thought was to add a function to the MCM to identify the armor/clothes the PC was wearing in the body slot, and then give the player a means of adding keywords to the armor/clothing with some simple buttons.  Of course, all this is dependent upon a Papyrus command to add keywords to objects. Unfortunately, no such command exists in vanilla Skyrim Papyrus, and none exists in the SKSE extensions to Papyrus.  But... there is the "powerofthree's Papyrus Extender" mod that does add such a command. However, I can't get it to work. I installed it, but the CK compiler is not letting me use any of its functions. If anyone has any tips here, please let me know.

Posted
On 4/24/2025 at 3:06 AM, FallenSully said:

How long is this "Civic Duty quest supposed to last? Or is it permanent?

It's kinda permanent. The only way at present to end it is to change relationship type and break up with your spouse. That resets the cuckold quest, the bull quest, the party quest and the civic duty quest. That will leave the tattoo on (if your spouse has it), but you can remove that with SlaveTats. I do plan on adding an option where the PC can buy the spouse out of duty with a big payment to the Jarl. Just curious, is it causing any problems? I tried to set it up so it wouldn't interfere with gameplay/adventuring, but don't know if I succeeded.

Posted
On 4/24/2025 at 2:05 PM, blahity said:

I've finally made some time to try out the new quests from the latest version and am enjoying them so far! I hope that there will be similar quests for the "Spouses lkikes to share PC" option. I like the idea of your spouse selling you like you're just another object from their store. :D

Yes, definitely. I plan to do "Spouse likes to share PC" and "PC likes to share spouse" next.

Posted
13 hours ago, Lady Victoria said:

After the spouse dialogue to enjoy the party, nothing more happens.  I just get a debug option in dialog. And after that the quest does not go any further. My spouse just keeps following me and the guest just stand there. I also have the latest 3.72 installed.  Any help will really be grateful to me.

Just before the spouse is supposed to leave with the Jarl/Housecarl, there is a dialogue line "Don't worry about me. You stay here and enjoy the party." And the next line of dialogue is "In fact, before I go, let's give them a good look at your [cock cage][chastity belt]." It sounds like you're not getting that second line of dialogue. The second line of dialogue advances the stage to 60, which causes the spouse and Jarl/Housecarl to leave. The second line of dialogue only has one condition: PC is male, for "cock cage" version of the dialogue, and PC is female, for "chastity belt" version of the dialogue. Is your PC some other gender? Nothing else should affect this.

 

In any case, you can advance the quest manually to stage 60 with: setstage SLSF_Comments_Party 60

Posted
1 hour ago, Gristle said:

Just before the spouse is supposed to leave with the Jarl/Housecarl, there is a dialogue line "Don't worry about me. You stay here and enjoy the party." And the next line of dialogue is "In fact, before I go, let's give them a good look at your [cock cage][chastity belt]." It sounds like you're not getting that second line of dialogue. The second line of dialogue advances the stage to 60, which causes the spouse and Jarl/Housecarl to leave. The second line of dialogue only has one condition: PC is male, for "cock cage" version of the dialogue, and PC is female, for "chastity belt" version of the dialogue. Is your PC some other gender? Nothing else should affect this.

 

In any case, you can advance the quest manually to stage 60 with: setstage SLSF_Comments_Party 60

No she is a female. But thank you, I will give that a try

Posted
10 hours ago, Lady Victoria said:

No she is a female. But thank you, I will give that a try

Unfortunately, it didn't work. It started the quest, but the Jarl never leaves, and my spouse just walks around in circles as my pc get forced greeted. I even started a new game and delete old saves. I do have YPS installed that does have a transgendered option built in. But my character was female from the very start.  I hope to get this fixed because I really liked to see how it plays out. Thank you again for your help

Posted
14 hours ago, Gristle said:

I tried to do it, but ran into a roadblock. My thought was to add a function to the MCM to identify the armor/clothes the PC was wearing in the body slot, and then give the player a means of adding keywords to the armor/clothing with some simple buttons.  Of course, all this is dependent upon a Papyrus command to add keywords to objects.

Ah. Hm. What about just a list? PC wears item, adds to list, list is stored somewhere, when equipping slot 32(?) list is checked? List could be in a .json file, for instance. Player could even add items to the .json file themselves and keep it between games. Or is that not possible in this instance? I admit, I don't really understand scripting at all or how easy/difficult it is to do some of these things.

Anyway, thanks for trying and thanks for explaining.

Posted

Is it possible for cuckold PC mode to begin without explicitly taking part in a quest/giving permission? Kind of like a cheating mode? You could get cuckold fame if someone else has non aggressive sex with your spouse

Posted (edited)

Hi - recently updated to SLSF Fame Comments 3.72.  I think there's a conflict between that update and HS Honeyside (https://www.nexusmods.com/skyrimspecialedition/mods/70968) regarding the location of a bed in Honeyside.  See spoiler.  

 

In game, the main player bed, which is supposed to be in the first sub-basement because of HS Honeyside, is in its vanilla position on the first floor, clipping with mod placed furniture on that floor.  

 

I'm trying to work out a patch but my Xedit skills are not robust.

 

Spoiler

image.thumb.png.36ff1e61623e9933b71519a681ce892a.png

 

Edited by Dez65
Posted
18 hours ago, Gristle said:

Just before the spouse is supposed to leave with the Jarl/Housecarl, there is a dialogue line "Don't worry about me. You stay here and enjoy the party." And the next line of dialogue is "In fact, before I go, let's give them a good look at your [cock cage][chastity belt]." It sounds like you're not getting that second line of dialogue. The second line of dialogue advances the stage to 60, which causes the spouse and Jarl/Housecarl to leave. The second line of dialogue only has one condition: PC is male, for "cock cage" version of the dialogue, and PC is female, for "chastity belt" version of the dialogue. Is your PC some other gender? Nothing else should affect this.

 

In any case, you can advance the quest manually to stage 60 with: setstage SLSF_Comments_Party 60

 

I have the same problem with a male PC. As soon as the spouse says to enjoy the party, everything stops.

 

I thought maybe Eager NPC's or Aroused Redux was messing with it, since they can both force SL to change gender, but neither are set to do so.

 

In fairness, I am working from pre-existing save, but I did reset the cuckold quest according to your instructions. It worked up until now.

 

P.S. I always hated Nazeem, but now I hate him even more. If my character were not a cuckold, he would totally kill him.

 

P.P.S. I can't help wondering if, in Skyrim Lore, Orc males would be likely replace Redguards as the race with a reputation for being unusually well endowed. It seems like it would fit their theme of emphasizing physical traits over everything else. On the other hand, Orc females don't really get a lot of choice about mates in their culture, so maybe I'm wrong.

Posted
9 hours ago, Lady Victoria said:

Unfortunately, it didn't work. It started the quest, but the Jarl never leaves, and my spouse just walks around in circles as my pc get forced greeted. I even started a new game and delete old saves. I do have YPS installed that does have a transgendered option built in. But my character was female from the very start.  I hope to get this fixed because I really liked to see how it plays out. Thank you again for your help

 

3 hours ago, WizardLookingDude said:

I have the same problem with a male PC. As soon as the spouse says to enjoy the party, everything stops.

 

I thought maybe Eager NPC's or Aroused Redux was messing with it, since they can both force SL to change gender, but neither are set to do so.

 

In fairness, I am working from pre-existing save, but I did reset the cuckold quest according to your instructions. It worked up until now.

It must not be the male/female dialogue condition if manually setting the stage to 60 doesn't fix the problem. At stage 60 both the spouse and the 'sex partner' (could be Jarl or Housecarl depending upon MCM settings for spouse preferences for gender) get the same AI package to walk to the Jarl's bedroom. They are traveling to a marker that the mod sets next to the bed, so it shouldn't matter if you have a Dragonsreach mod that merely changes the bed. If you had a Dragonsreach mod that changes the interior Dragonsreach cell to an alternate cell, then the actors wouldn't be able to path to the marker. But if that was the case, then the opening party scene (everyone gathered in a circle in the hall) wouldn't work either. 

 

Also at stage 60, the PC is stripped and a 'scene' starts where the remaining party guests make comments on the PC's cage/belt. Is any of that happening?

 

I'm a bit stumped. Can you run 'sqv SLSF_Comments_Party' when it gets stuck? This will not only tell you the quest stage but also if all the aliases are filled. It will list all the aliases and they will either have an ID or say None. They should all be filled (i.e., have an ID).

Posted
8 hours ago, Seeker999 said:

Ah. Hm. What about just a list? PC wears item, adds to list, list is stored somewhere, when equipping slot 32(?) list is checked? List could be in a .json file, for instance. Player could even add items to the .json file themselves and keep it between games. Or is that not possible in this instance? I admit, I don't really understand scripting at all or how easy/difficult it is to do some of these things.

Anyway, thanks for trying and thanks for explaining.

That's possible, but I need something I can check with a built-in condition function. In other words, something I can check without a script. None of the random dialogue in the mod currently relies on scripts. They just use conditions built into the engine. There's a lot of such conditions (see https://ck.uesp.net/wiki/Condition_Functions), but none that detect if items are in lists. I was hoping to use the 'WornHasKeyword' condition (https://ck.uesp.net/wiki/WornHasKeyword).

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