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Posted
4 hours ago, Dez65 said:

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.

 

  Reveal hidden contents

image.thumb.png.36ff1e61623e9933b71519a681ce892a.png

 

Yes. I'm telling Sexlab to use the vanilla Honeyside bed as the location for most of the cuckold quest sex scenes that take place in a PC player home when the PC is in Honeyside.  If the bed is just moved within the Honeyside vanilla cell then this should still work. But if the bed ID changes, then these sex scenes will fail. 

 

I actually addressed this in Breezehome because @killer905 who was playtesting had a Breezehome mod that changed the bed there. The crude fix was to move the sex spot to a marker on the floor next to the bed if the vanilla bed wasn't there. I can do this with the other city player homes. It's not the prettiest fix, but it works.

Posted
6 hours ago, johnhamm said:

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

The issue I see with this is then your spouse has to decide whether or not to start cheating and your spouse is an NPC that can't make such decisions. So, I think there has to be a switch somewhere for the player to make the spouse a cheating spouse or not. Or, are you asking simply that the cuckold quest start more gradually? For example, you set "PC is cuckold" but then everything is normal until one day your spouse starts cheating? The issue I see with that is, in contrast to the PC, who can have Sexlab sex without the spouse, a spouse can't have have Sexlab sex unless the PC is there. So, any spouse cheating would have to be really "in your face" or only implied. Implied could work for non-follower spouses (other NPCs pass along comments), but implied sex would not make sense with a follower spouse, since the PC is always there. So, for follower spouses at least, any cheating would have to be right in front of the PC. Because of that, the cuckold quest is actually meant to provide a more gradual introduction, so the spouse just doesn't get naked in a tavern and have sex with a stranger right in front of the PC without any setup.

 

In any case, currently, NPCs won't approach your spouse randomly (and your spouse won't approach NPCs randomly) unless your relationship type is "PC likes to share spouse" or you have progressed some in the "PC is cuckold" quest. Also, currently there is no "cuckold fame" tracked, only "cheating fame". However, I have been thinking about this and I'm starting to wonder if anyone is even playing the "normal" mode where the PC cheats and accrues "cheating fame". Maybe that's a waste.

 

Basically, there's only one remaining unused SLSF fame slot that I can use to track fame in every location. Currently, I'm using it for "cheating fame" (i.e., the PC has sex - PC is not victim - with an NPC that is not their spouse and someone sees it). Maybe it should be used for "cuckold fame" instead? I think this would be used either for "cheating fame" or "cuckold fame". I can't see any other uses. You could have "swinging fame", but I'm not sure that's much different than "slut fame". Or perhaps better, "swinging fame" is just "cheating fame" combined with a "spouse likes to share" relationship type.

 

In any case, all the relationship types and fame types and PC/NPC genders and gender preferences in the marriage quest hurt my brain sometimes, so if I'm missing something or you have any suggestions, please let me know. 

Posted
31 minutes ago, Gristle said:

 

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).

Yes at stage 60 it does in fact strip the pc and the scene starts where the party guests make comments then followed by the sex scenes. But while that is playing my spouse walks around dragonsreach in circles and the jarl stays seated. And after I get beck full control of the pc I talk to my spouse there is no mention of what happen or dialog for sex. I tried a few times. And sometimes I loss total control of the spouse where they just keep walking dragonsreach.  I will run sqv next time I get the chance to try again and let you know. Thank you for all you do. I really look forward to playing it threw as soon as this little mishap is figured out.

Posted
1 hour ago, Gristle said:

I was hoping to use the 'WornHasKeyword' condition (https://ck.uesp.net/wiki/WornHasKeyword).

I think I'm starting to get it. A simple keyword check - what about a soft integration/dependency with KID? Create 2 keywords, such as SLSFCisSkimpy and SLSFCisTopless. The user can create the Kid files for the armor, just like I did for Advanced Nudity Detection, and your mod can look for those keywords and if it doesn't find them, it then looks to see if the toggles are turned on. Or there's an option in the MCM for the user to select KID or toggle, so the mod only looks for one thing when firing off comments/events. Definitely a matter of what's easier. Would that fit in with no scripts?

 

Oh, and on another note, thanks for telling me about setting the gender condition for that batch of dialog so that I can have events only triggered by half the population of Skyrim.

Posted
3 hours ago, Gristle said:

 

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).

 

I tried the 'sqv SLSF_Comments_Party" command. The information it gives back is too big to be posted here in its entirety, but I did copy down a few things that looked unusual.

Results:

Script State = ""

...

Ref 'Jarl Door' -> None

Ref 'Guard 2' -> None

Enabled? Yes

State: Running

Current stage: 55

 

I'm not sure if any of that tells you anything useful. One odd thing that I noticed is that there was a JarlDoor_Var and a Guard2_Var higher up that did have ID's.

 

As for advancing the stage. I tried that, and it worked. So, in my case, the only problem is that dialogue from my character's spouse (Aela) did not fire off. I do have a mod that alters some of her dialogue (Follower Dialogue Expansion: Aela the Huntress), which I happened to be testing out at the same time. I don't think that would make a difference, but I thought I'd mention it just in case. I do not have any mods (that I'm aware of) that alter dragon's reach. My main character is a Nord (so vanilla race) and is male (both in vanilla skyrim and Sexlab). I'm using TNG instead of SoS, but I don't think that would make a difference here as it doesn't seem to cause any problems for the cages.

Posted

In Riverwood, you see two kids with a dog.  When this mod is installed, the kids simply don't show up or disappear randomly.  No problem once I remove this mod.  Any ideas?  Running Skyrim 1.5.97

Posted
4 minutes ago, CPL254 said:

In Riverwood, you see two kids with a dog.  When this mod is installed, the kids simply don't show up or disappear randomly.  No problem once I remove this mod.  Any ideas?  Running Skyrim 1.5.97

There is an option in mcm that removes child npc's.  I'm also on 1.5.97

Posted
14 hours ago, Gristle said:

The issue I see with this is then your spouse has to decide whether or not to start cheating and your spouse is an NPC that can't make such decisions. So, I think there has to be a switch somewhere for the player to make the spouse a cheating spouse or not. Or, are you asking simply that the cuckold quest start more gradually? For example, you set "PC is cuckold" but then everything is normal until one day your spouse starts cheating? The issue I see with that is, in contrast to the PC, who can have Sexlab sex without the spouse, a spouse can't have have Sexlab sex unless the PC is there. So, any spouse cheating would have to be really "in your face" or only implied. Implied could work for non-follower spouses (other NPCs pass along comments), but implied sex would not make sense with a follower spouse, since the PC is always there. So, for follower spouses at least, any cheating would have to be right in front of the PC. Because of that, the cuckold quest is actually meant to provide a more gradual introduction, so the spouse just doesn't get naked in a tavern and have sex with a stranger right in front of the PC without any setup.

 

In any case, currently, NPCs won't approach your spouse randomly (and your spouse won't approach NPCs randomly) unless your relationship type is "PC likes to share spouse" or you have progressed some in the "PC is cuckold" quest. Also, currently there is no "cuckold fame" tracked, only "cheating fame". However, I have been thinking about this and I'm starting to wonder if anyone is even playing the "normal" mode where the PC cheats and accrues "cheating fame". Maybe that's a waste.

 

Basically, there's only one remaining unused SLSF fame slot that I can use to track fame in every location. Currently, I'm using it for "cheating fame" (i.e., the PC has sex - PC is not victim - with an NPC that is not their spouse and someone sees it). Maybe it should be used for "cuckold fame" instead? I think this would be used either for "cheating fame" or "cuckold fame". I can't see any other uses. You could have "swinging fame", but I'm not sure that's much different than "slut fame". Or perhaps better, "swinging fame" is just "cheating fame" combined with a "spouse likes to share" relationship type.

 

In any case, all the relationship types and fame types and PC/NPC genders and gender preferences in the marriage quest hurt my brain sometimes, so if I'm missing something or you have any suggestions, please let me know. 

 

You do have a good point about sexlab requiring the PCs presence and instigation. Would it be possible to have two ways to enter the state of a cuckold PC? You could have the quest as one method, and then a more gradual method if the player has allowed it in an MCM check. If it's a follower spouse, you could just rely on other mods that cause sex to happen to increase it over time. I don't think this would be a problem because you've provided a more direct way to cause a cuckold PC if no other mods that cause NPC-NPC sex are there. If the spouse isn't a follower, there's the Further Lovers Comfort approach. In that mod your spouse sends you letters if you've been away for a while. If you return after a long time you might find your spouse having sex with a local NPC, or a build up scene where they are flirting/talking. Something similar or some aspects would work for a non-follower spouse. I wouldn't worry about taking things from FLC since it's abandoned afaik, but I can understand if you don't want to do something that has already been done. If you wanted to distinguish between an active or passive/unaware cuckold PC without using another fame slot, you could have a toggle that enables/disables one type or the other?

 

I do think an important part of the cuck PC appeal is a loss of control and funnily enough the non involvement of the PC. Obviously that's hard to do with NPCs that can't make choices, so I think the closest thing would be to have it always available as a possible passive occurrence if the PC allows it in MCM. The whole masochistic cockshaming/interracial/degradation aspect of cuckold mods is far more common but imo there is a clear distinction between that active swinging/shaming and the less explicit, more cheating aspect of what I am talking about. I think it would be a lot harder to implement as well though, probably part of why it's rarer. I'm just making suggestions, this mod seems great already and I'm looking forward to trying it.

Posted (edited)
On 4/27/2025 at 3:19 PM, Gristle said:

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).

 

I'd look at how aroused is looking at baka keywords and use those.

 

I build KID files all the time mainly for OSL Aroused. 

 

Spoiler

;SLA_ArmorPretty             - only slot 32
;EroticArmor                 - only slot 32
;sla_ArmorSpendex             - only slot 32
;SLA_ArmorLewdLeotard         - only slot 32
;SLA_ArmorTransparent  
;SLA_ArmorCurtain             - only slot 32
;SLA_ArmorHalfNakedBikini     - only slot 32
;SLA_ArmorHalfNaked         - only slot 32
;SLA_ArmorRubber             - only slot 32 - not to be used
;SLA_ArmorHarness            - not used?
;SLA_ArmorBondage            - not used?

;SLA_ArmorPartTop           - to specify if top or bottom part
;SLA_ArmorPartBottom        - to specify if top or bottom part

;SLA_PastiesNipple  -  It's not bra. It's pasties.
;SLA_Brabikini

;SLA_PantsNormal  -  Normal Pants, Not sexy
;SLA_PantiesNormal  -  Normal underwear
;SLA_ThongT
;SLA_ThongCString
;SLA_ThongGstring
;SLA_ThongLowleg
;SLA_PastiesCrotch
;SLA_MicroHotpants

;SLA_FullSkirt
;SLA_ShowgirlSkirt  - don't pair with SLA_PelvicCurtain
;SLA_MiniSkirt
;SLA_MicroSkirt
;SLA_PelvicCurtain

;SLA_ArmorCapeFull
;SLA_ArmorCapeMini

;SLA_HasStockings
;SLA_HasSleeves
;SLA_HasLeggings    - cuisse (or thigh plates)

;SLA_BootsHeels - normal heels
;SLA_KillerHeels - high heels and platform heels

;SLA_Earrings
;SLA_PiercingNipple
;SLA_PiercingClit
;SLA_PiercingVulva
;SLA_PiercingLips
;SLA_PiercingNose
;SLA_PiercingBelly

;SLA_AnalPlugBeads
;SLA_AnalPlugTail
;SLA_AnalPlug
;SLA_VaginalBeads
;SLA_VaginalDildo

 

On that note I always assumed SLSF comments knew already, my PC gets diff comments when she's working the bar or corner wearing her Invicta Lingerie (which bra and thong are completely lace - see-through ) compared to being armored though that's basically a bra and a c-string - but it covers the spots. Then again I can't tell what mods doing the talking half the time anymore.

Edited by eflat01
Posted (edited)
On 4/27/2025 at 10:39 AM, Dez65 said:

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.

 

  Hide contents

image.thumb.png.36ff1e61623e9933b71519a681ce892a.png

 

 

SLSF Comments is just using the standard house. I use Honeyside TNF BP which the marriage bed is also in the basement and I had no such issue. Though? Maybe I had taken care of that with Jaxson's positioner on the pervious version? Dunno? 

 

 

Anyway if you feel lazy.... just copy the x y z coordinates from HS over into slsf comments given they're the same bed. i.e.

 

image.png.e08e5fec1df4e2df539b1d7008e86bc6.png

 

Or you can do a transform to the right location via a BOS .ini 

 

 

Edited by eflat01
Posted
36 minutes ago, eflat01 said:

Or you can do a transform to the right location via a BOS .ini 

Thanks for the ideas!  I can probably handle the Xedit approach.  Not that versed in BOS, though.

Posted
On 4/26/2025 at 4:35 PM, Gristle said:

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.

I like living in Solitude or Riften and as such spend most of my time there usually returning there in between adventures. So needing to collect my wife and main follower all the way in whiterun can be pretty annoying

Posted
On 4/27/2025 at 2:00 AM, 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. 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.

 

Instead of adding your own keywords, why not use the ones supplied by SexlabAroused.esm similar to how babodialogues does it

 

https://www.nexusmods.com/skyrimspecialedition/mods/106672

 

This mod adds the keywords to many mod outfits using KID so manual patching isn't that big of a deal as it used to be

Posted (edited)
1 hour ago, wareware said:

 

Instead of adding your own keywords, why not use the ones supplied by SexlabAroused.esm similar to how babodialogues does it

 

https://www.nexusmods.com/skyrimspecialedition/mods/106672

 

This mod adds the keywords to many mod outfits using KID so manual patching isn't that big of a deal as it used to be

 

Sure, I mentioned OSL and the baka keywords earlier, gave the list... There's a lot of things which should be standardized and really do not see reinventing the wheel, beside when we do it  becomes quite cumbersome.  I'm pretty sure most people using SL mods would be using Aroused Redux or OSL which both use the keywords, may as well get the mileage out of them.

 

I rather KID, Spid or SkyPatch in a keyword than mess with editing an esp, esl, esm.

 

Nudity detection mods and arousal mods on FO4 also rely on all the same set of keywords for instance. There's a xedit script and ava tool you can use which pulls a csv file of all the armor in your load which allows the user to define and spit out a RobCo (it's version of SkyPatcher) ini file. So when Vtaw releases a new clothing pack someone nearly always has a .ini posted the next day. Any mod wanting to know what an PC/NPC is wearing pretty much just looks at the same keywords.

Edited by eflat01
Posted (edited)
On 4/26/2025 at 4:20 PM, Gristle said:

HookController

P+ uses GetController, HookController is deprecated. Otherwise, 

RegisterForModEvent("PlayerAnimationStart", "PCSLDetect")

 

Looks weird. In Sexlab, the Non-Blocking Hook section shows to initialize hooks like this:
 

RegisterForModEvent("Hook<ModEventType>", "<EventName>")

 

Another thing is that instead of checking a specific event, why not let your event itself check whether the scene has the player participating (the RegisterForModEvent passes two parameters (int tid, bool hasPlayer) to your event, where hasPlayer is true if there is a player in scene)? Better yet, in both versions of SL, the player has a default callback called "PlayerTrack", so why not use this instead?

 

RegisterForModEvent("PlayerTrack_Start", "PCSLDetect")

 

theoretically, this should track the player right?

 

While I'm still looking at your Player detection stuff, I want to check if your spouse detection code works with the new version of P+. Is there a specific stage at which I can setstage to test that? In 3.65, I was able to kind of get the quest rolling as soon as the spouse had sex with someone else, but not with player sex.
 

Edited by Alturistix
Posted
On 4/28/2025 at 5:27 PM, Dez65 said:

Thanks for the ideas!  I can probably handle the Xedit approach.  Not that versed in BOS, though.

hey im having the same issue if you end up making a patch could you share it here?

Posted (edited)
On 4/28/2025 at 5:27 PM, Dez65 said:

Thanks for the ideas!  I can probably handle the Xedit approach.  Not that versed in BOS, though.

 

I'd not used BOS myself much but it looks simple because I do a lot of KID and SPID ini files. So, the syntax looks very familiar to me. 

 

If the bed had a unique Editor ID it would be easy with BOS

 

i.e. This moves a specific CC Fishing idle marker in a BOS patch for JK's Skyrim. The filename is "FishermenFish_JKSkyrim_SWAP.ini" so <name>_SWAP.ini must be what BOS looks for.

 

[Transforms]
IvarsteadBrecaFishingMarker|posA(74809.0,-62648.6,10564.7),rotA(0.0,0.0,320)

 

Editor ID = IvarsteadBrecaFishingMarker 

what to do comes after = |

what to do = posA(x.y.z),rotA(x,y,z) 

 

thus sets's the x y z for the position and rotation.

 

Though Form ID is also a way to target it... this does a SWAP a reposition and rescales an object.

 

0x000881~JK's Temple of Kynareth.esp|0x3B~Skyrim.esm|posA(-22.158590,639.029724,-30000.0),rotA(0.0000,0.0000,270.0000),scale(0.600000)

 

JK's Temple of Kynareth is a esl-esp so the first five digits are FExxx where xxx is the esl's load order, thus the ID is 881 here.

 

image.png.f4d7d3c9c5ee77169941543587350591.png

 

So you'd hit the bed by

 

<from id>~SLSFFameComments.esp|posA(x,y,z),rotA(x,y,z)

 

using the values of x y and z for the position and rotation in HS Honeyside.

 

Personally in SSeEdit if it's a minor change I don't even write a patch when it's just a couple values I just edit the x y z values of the last mod and save. Of course if I have to update the mod I have to do that all over again.

Edited by eflat01
Posted (edited)
On 4/28/2025 at 5:27 PM, Dez65 said:

Thanks for the ideas!  I can probably handle the Xedit approach.  Not that versed in BOS, though.

 

BTW: Also, I may only assume @Gristle is using the bed in the mod and is why it's there.

 

So, changing the bed's x y z coordinates would not break it - they just carried over from Skyrim.esm, you could move the bed anywhere in the cell really although cutting/overlap would be a pain.  

 

When I add forms to a location I only add what I need and if any dup forms I'm not using manage to get in my esp/esm I clean out the refs not really using out.

 

i.e. Here I added a Wench to Fort Dawnguard, she appears after you start helping build the Dawnguard then serves mead, food and other "wench stuff" 😉 to keep moral up. Now then, the only reason the duplicated furniture refences are in my mod here are they're referenced in her sandbox, drink and sleep packages.

 

image.png.12221c396c3c78f0507be3b1168e4c7e.png

Edited by eflat01
Posted
On 4/27/2025 at 4:48 PM, CPL254 said:

In Riverwood, you see two kids with a dog.  When this mod is installed, the kids simply don't show up or disappear randomly.  No problem once I remove this mod.  Any ideas?  Running Skyrim 1.5.97

 

That is actually due to SLSF itself, not the Fame Comments mod.  There is a setting enabled by default in the Fame Framework to disable children.  Just disable that for the rugrats to be running around again.

Posted
13 hours ago, hiono said:

hey im having the same issue if you end up making a patch could you share it here?

I'll definitely share anything I make.  I'm early times on and still testing my current 1.6.1170 load order and I've rolled back to SLSFFameComments v3.65 for now while I test so I probably won't get back to this for a bit.  Still facing the daunting task of TexGen, XLodGen and Dyndolod, which I don't plan to do until I'm satisfied that my load order is stable.

 

And thanks so much eflat01.  Your input will be so helpful when I get back to this issue.

Posted (edited)
On 4/27/2025 at 6:20 PM, WizardLookingDude said:

 

I tried the 'sqv SLSF_Comments_Party" command. The information it gives back is too big to be posted here in its entirety, but I did copy down a few things that looked unusual.

Results:

Script State = ""

...

Ref 'Jarl Door' -> None

Ref 'Guard 2' -> None

Enabled? Yes

State: Running

Current stage: 55

 

I'm not sure if any of that tells you anything useful. One odd thing that I noticed is that there was a JarlDoor_Var and a Guard2_Var higher up that did have ID's.

 

As for advancing the stage. I tried that, and it worked. So, in my case, the only problem is that dialogue from my character's spouse (Aela) did not fire off. I do have a mod that alters some of her dialogue (Follower Dialogue Expansion: Aela the Huntress), which I happened to be testing out at the same time. I don't think that would make a difference, but I thought I'd mention it just in case. I do not have any mods (that I'm aware of) that alter dragon's reach. My main character is a Nord (so vanilla race) and is male (both in vanilla skyrim and Sexlab). I'm using TNG instead of SoS, but I don't think that would make a difference here as it doesn't seem to cause any problems for the cages.

Okay, so I created a new character in a new game to see if that would fix my problem with the party scene, and I had mixed results (I went through the same scene about five or six times with small changes to see if I could get it to work).  The first time, it worked just fine (I got the dialogue to strip my character, and then his spouse and the jarl left). It continued to work until the SL scene with Kristin ended, and then I guess SL dropped her off too close to my character. It activated the bump mechanic, and she slapped him. After that the scene failed to progress any further.

 

The next several times, I tried enabling various changes in papyrusTweaks.ini (for PapyrusTweaksNG) to improve the game's access to resources, but I had very little luck. The scene worked correctly only once, and I still can't quite figure out why. The only thing I had done differently in that one was opening the console command window while the spouse was talking about how she would be fine. However, I wasn't able to reproduce that effect on subsequent attempts at the scene.

 

I can tell you that the two references that are listed as None in my quote above don't matter. They were listed as none on the attempt that worked, too. They filled themselves as soon as the spouse said her stripping dialogue.

 

-- On a slight aside, I couldn't help but notice that with my version of Fuz Roh D'oh ( have been running it without the alternate voice files), the spouse's lips keep moving for a while after the subtitles vanish. I wonder if the problem might be with the timing. Two scenes fire with the same character initiating dialogue back to back. Would make a difference if the spouse was still speaking the old lines when the mod pushed her to initiate dialogue again? I might try installing those alternate voice files and see if that makes a difference.

[Edit: I tried it, and it doesn't fix anything (though it does look nicer). I'm pretty sure I was just being stupid and grasping at straws.]

Edited by WizardLookingDude
New Information
Posted

Are there supposed to be other barracks besides Whiterun's that can be used for the guard barracks scene? I couldn't seem to find any that had the dialogue available, and I found that the one in Whiterun only works if there are at least three guards inside (which pretty much means two guards plus Commander Gaius). Otherwise, they all just stand around talking smack and not doing anything.

 

Also, if the cuckold's spouse is Aela, the mod seems to think that she is a guard, and she will spout some of their lines. I'm assuming that's a bug. [Just for clarity, I am using a mod that changes some of her dialogue, so that might be responsible for her odd behavior.]

Posted
2 hours ago, blahity said:

So does this mod add Public Whore functionality or does it require the Public Whore mod to see those events?

 

This mod has it's own events and it's own quests. It's tightly coupled with SLSF.

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