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Posted

I ran into a small mod conflict I'm not sure how to resolve.  I was beginning a sex scene with an NPC with Spectator Crowds installed and just as the scene was about to begin, the dialogue to start a SLNights scene for nearby NPCs triggered.  Because they were nearby, they initially got hooked into Spectator Crowds to watch my scene before being taken out of it to start a SLNights scene.  This unfortunately broke their brains and they ended up just standing on a nearby bed doing nothing.

 

Is there a way to prevent and or cancel a SLNights scene from triggering/continuing if the NPCs are currently in another scene?  Or maybe just a patch to make it play nicer with Spectator Crowds?

Posted
On 12/15/2025 at 9:23 PM, kamithemoon said:

I ran into a small mod conflict I'm not sure how to resolve.  I was beginning a sex scene with an NPC with Spectator Crowds installed and just as the scene was about to begin, the dialogue to start a SLNights scene for nearby NPCs triggered.  Because they were nearby, they initially got hooked into Spectator Crowds to watch my scene before being taken out of it to start a SLNights scene.  This unfortunately broke their brains and they ended up just standing on a nearby bed doing nothing.

 

Is there a way to prevent and or cancel a SLNights scene from triggering/continuing if the NPCs are currently in another scene?  Or maybe just a patch to make it play nicer with Spectator Crowds?

When searching for possible participants, I already do exclude actors in scenes. Maybe the Spectator Crowd was built up somewhere between searching the actor and starting my stuff, so they collided. That's unfortunate but nothing I really can do anything about.

 

On 12/18/2025 at 2:00 AM, leking said:

So now Camilla valerius is finally taking care of her hard working brother at night ?

 

i need to install the update :) 

That's a thing that could happen with the correct settings now, yes ^^

Posted

I gotta admit, I'm really surprised my voiced dialogue patch only has 2 downloads so far.  It uses vanilla voices and assets so it sounds perfect and I think adds a lot of immersion to the mod.  Oh wellz.

  • 2 weeks later...
Posted

Am i missing something? i got all the required mods, sexlab is working animations working, but no one does anythin anywhere, did mcm settings too, nothing
Did i miss something out?

Posted
12 hours ago, Niki69 said:

Am i missing something? i got all the required mods, sexlab is working animations working, but no one does anythin anywhere, did mcm settings too, nothing
Did i miss something out?

 

With that little information I can have an educated guess and say: I have no idea ^^

 

What are your MCM settings? what locations did you check? do you have a Papyrus log? Are you using classic SLF or P+?

Posted
1 hour ago, Mister X said:

 

With that little information I can have an educated guess and say: I have no idea ^^

 

What are your MCM settings? what locations did you check? do you have a Papyrus log? Are you using classic SLF or P+?

Here are all the mcm settings, the papyrus log, i checeked whiterun,morthal,dawnstar,solitude and riften, been running around there for multiple days but nothing, as for the classic SLF or P+ i don't know what are those from the abbreviation 

Képernyőkép 2026-01-02 111025.png

Képernyőkép 2026-01-02 111047.png

Képernyőkép 2026-01-02 111056.png

Képernyőkép 2026-01-02 111132.png

Papyrus.0.log

Posted
1 hour ago, Niki69 said:

Here are all the mcm settings, the papyrus log, i checeked whiterun,morthal,dawnstar,solitude and riften, been running around there for multiple days but nothing, as for the classic SLF or P+ i don't know what are those from the abbreviation 

Képernyőkép 2026-01-02 111025.png

Képernyőkép 2026-01-02 111047.png

Képernyőkép 2026-01-02 111056.png

Képernyőkép 2026-01-02 111132.png

Papyrus.0.log 689.57 kB · 0 downloads

 

Based on the Papyrus script it looks like the mod didn't initialize properly for some reason. It wasn't able to set up the subthreads, thus no scenes.

The only way I can think of to fix that probably is to start a new playthrough. Or you can try to uninstall the mod and reinstall it afterwards (not sure if that will work though):

1. disable the mod in the MCM

2. Go into an interior cell with no other NPCs (eg a player home) best at ingame daytime
3. Then open the console and type "stopQuest SLNightsQuest" (without quotes)

4. Close the console and wait for a few RL seconds

5. OPTIONAL open console and type "sqv SLNightsQuest" to check if it stopped, close console again

6. Save your game and quit it afterwards

7. Deactivate the mod and reinstall it, keep it deactivated

8. Load into the last save again and wait a few RL minutes to let everything settle

9. Save again and quit afterwards

10. Activate the mod and load into the last save.

 

I never had this issue myself, so either it didn't intialize properly for some reason or the mod wasn't properly installed, I can't imagine why though, as others don't seem to have this problem and I never came across it myself either

Posted (edited)
12 minutes ago, Mister X said:

 

Based on the Papyrus script it looks like the mod didn't initialize properly for some reason. It wasn't able to set up the subthreads, thus no scenes.

The only way I can think of to fix that probably is to start a new playthrough. Or you can try to uninstall the mod and reinstall it afterwards (not sure if that will work though):

1. disable the mod in the MCM

2. Go into an interior cell with no other NPCs (eg a player home) best at ingame daytime
3. Then open the console and type "stopQuest SLNightsQuest" (without quotes)

4. Close the console and wait for a few RL seconds

5. OPTIONAL open console and type "sqv SLNightsQuest" to check if it stopped, close console again

6. Save your game and quit it afterwards

7. Deactivate the mod and reinstall it, keep it deactivated

8. Load into the last save again and wait a few RL minutes to let everything settle

9. Save again and quit afterwards

10. Activate the mod and load into the last save.

 

I never had this issue myself, so either it didn't intialize properly for some reason or the mod wasn't properly installed, I can't imagine why though, as others don't seem to have this problem and I never came across it myself either

That's a strange thing cause this is my 3th playthrough and this mod never worked so far, Just bought a new pc in october, so the mods are clean, there aren't much, it never worked on my old pc either so i don't have any idea what i'm doing wrong

Edited by Niki69
Posted
4 minutes ago, Niki69 said:

That's a strange thing cause this is my 3th playthrough and this mod never worked so far, Just bought a new pc in october, so the mods are clean, there aren't much, it never worked on my old pc either so i don't have any idea what i'm doing wrong

You know what's even stranger, after that reinstall guide, it doesn't appears in the mcm...

Posted
39 minutes ago, Niki69 said:

You know what's even stranger, after that reinstall guide, it doesn't appears in the mcm...

 

Try "SetStage SKI_ConfigManagerInstance 1", this updates the MCM, maybe it helps.

All in all that really is strange, as I have no issue whatsoever and this bug never got reported before either.

 

I'd say try re-downloading the mod, though normally it shouldn't even be possible to open the archive if the download was problematic...

Posted
31 minutes ago, Mister X said:

 

Try "SetStage SKI_ConfigManagerInstance 1", this updates the MCM, maybe it helps.

All in all that really is strange, as I have no issue whatsoever and this bug never got reported before either.

 

I'd say try re-downloading the mod, though normally it shouldn't even be possible to open the archive if the download was problematic...

okey i got the menu back in the mcm but still it seems nothing happens anywhere :(

Posted (edited)

@Mister X  In version 2.7.0 player's dialog seemed strange, First I was wondering where I got an added "..." dialog prompt and it dawned on me it's since I updated to 2.7.0.

 

Seeing "..." usually indicates the player has a dialog topic prompt which is empty. Tracing that down I found it in SLNights.esp and not sure if this is in my copy of it? Seems unlikely since the rest of the mod runs fine?

 

My player can prompt an npc with "..." and they'll respond with one of three lines:

  1. "How about some good time together?"
  2. "Wanna have some fun?"
  3. "Let's go find something more... private, what do you think?"

I found that none of these Dialog Topics have any Dialog Branches to go any further, so the conversation just gets left at that. 

 

image.png.398c515265aaac5bc06439b42624b0e2.png

 

So the question I have is this intended? Should the quest topic had been excluding the player? Was this for adding future functionality like the player prompting for a SL scene?

 

Anyway, a "..." in the player prompt seemed out of place to me. So for the time being on this particular topic text I added "Hey there, you seem to be watching me?" for the player to say. 

 

Not that it leads to anything except the npc asking one of the three questions.

 

image.png.a13da8ce0046b6440c808692c95b837c.png

Edited by eflat01
Posted
14 hours ago, eflat01 said:

@Mister X  In version 2.7.0 player's dialog seemed strange, First I was wondering where I got an added "..." dialog prompt and it dawned on me it's since I updated to 2.7.0.

 

Seeing "..." usually indicates the player has a dialog topic prompt which is empty. Tracing that down I found it in SLNights.esp and not sure if this is in my copy of it? Seems unlikely since the rest of the mod runs fine?

 

My player can prompt an npc with "..." and they'll respond with one of three lines:

  1. "How about some good time together?"
  2. "Wanna have some fun?"
  3. "Let's go find something more... private, what do you think?"

I found that none of these Dialog Topics have any Dialog Branches to go any further, so the conversation just gets left at that. 

 

image.png.398c515265aaac5bc06439b42624b0e2.png

 

So the question I have is this intended? Should the quest topic had been excluding the player? Was this for adding future functionality like the player prompting for a SL scene?

 

Anyway, a "..." in the player prompt seemed out of place to me. So for the time being on this particular topic text I added "Hey there, you seem to be watching me?" for the player to say. 

 

Not that it leads to anything except the npc asking one of the three questions.

 

image.png.a13da8ce0046b6440c808692c95b837c.png

Heyho, thanks for the report!

Indeed, those lines shouldn't be visible at all for the player, as they are purely meant as short commentary by NPCs, to add a little bit more life/"realism" to the mod.

 

They are played either when one NPC approaches another or when the player is caught peeping.

Posted
1 hour ago, Gudulba said:

There is this mod Romance of NPCs for Flower Girls on Nexus. Apart from that mod's dependency on FlowerGirls, are SL Nightlife and Romance of NPCs rather mutually exclusive or they do complement each other?

 

I'd say they virtually do almost the same, only with a different approach and using different frameworks.

I cannot tell if they interfere with each other though, I don't use Flower Girls or this mod, so I don't know.

Posted (edited)

Thank you for this mod, It's one of my favorite ones!

 

If one uses this mod for voyeur action where bed usage is crossed out, npc will start scenes even on the road which is very nice. But my mod list is over 2k and the game can sometimes freeze or crash if the scene is happening 200m away from me and I try to approach it. Similarly the npc around me could even teleport away 200m away to meet a npc on road to start some action but this doesn't seem very stable for npc to teleport frequently and an animation running off-screen

 

One solution I was thinking to this could be to add a radius range with slider for SL nights mod activation. If I'm on the road, I would probably want it 50-100m while it could be increased more in towns, cities

Edit2: After a lot of testing, the occasional instability is more related to RSV (Racial Skin Variance), not this mod. Thank you, but a radius slider could still be a cool addition imo

Edited by zztai
Posted
On 12/21/2025 at 7:15 PM, kamithemoon said:

I gotta admit, I'm really surprised my voiced dialogue patch only has 2 downloads so far.  It uses vanilla voices and assets so it sounds perfect and I think adds a lot of immersion to the mod.  Oh wellz.


Care to share the link? I can't find it anywhere. Thanks in advance!

Posted
On 1/9/2026 at 4:56 PM, egonihil said:


Care to share the link? I can't find it anywhere. Thanks in advance!

It's just one page previous to this one.  Also, it's up to 5 downloads now! ^_^

  • 3 weeks later...
Posted (edited)
On 1/4/2026 at 1:42 AM, eflat01 said:

In version 2.7.0 player's dialog seemed strange, First I was wondering where I got an added "..." dialog prompt and it dawned on me it's since I updated to 2.7.0.

 

Seeing "..." usually indicates the player has a dialog topic prompt which is empty. Tracing that down I found it in SLNights.esp and not sure if this is in my copy of it? Seems unlikely since the rest of the mod runs fine?

 


Hello, just wanted to chime in to mention I noticed this happening to me on occasion too. I don't have very specific details to provide regarding the trigger or means to reproduce it, unfortunately. I believe the issue crops up at some point during active night-time hours, possibly when a Nightlife scene is ongoing between some NPCs. I talk to any given NPC (even those not involved in the scene) and I notice the "..." option suddenly being present.
As far as I can tell, it doesn't bug out every time Nightlife kicks in.

As for the dialogue option, it does seem like the option will remain present (talking to any NPC) even as night-time hours ends, and also after toggling the 'mod active' option off-and-on again on the MCM. I either load a previous save or uninstall-and-reinstall the mod entirely to get it to go away.

I'm on regular ole' SexLab AE v1.66beta

Edited by Rattlesnark
Posted
48 minutes ago, Rattlesnark said:


Hello, just wanted to chime in to mention I noticed this happening to me on occasion too. I don't have very specific details to provide regarding the trigger or means to reproduce it, unfortunately. I believe the issue crops up at some point during active night-time hours, possibly when a Nightlife scene is ongoing between some NPCs. I talk to any given NPC (even those not involved in the scene) and I notice the "..." option suddenly being present.
As far as I can tell, it doesn't bug out every time Nightlife kicks in.

As for the dialogue option, it does seem like the option will remain present (talking to any NPC) even as night-time hours ends, and also after toggling the 'mod active' option off-and-on again on the MCM. I either load a previous save or uninstall-and-reinstall the mod entirely to get it to go away.

I'm on regular ole' SexLab AE v1.66beta

 

Yes @Mister X stated above. It's not suppose to be player dialog just dialog between npcs.

Posted

Is there a way to prevent this mod from using invisible furniture animations? Scenes involving the main char get filtered by furniture framework, but NPCxNPC scenes started by this mod sometimes use invis furniture animations on beds that are meant for tables and chairs. Any chance of adding a simple tag filter to scene selection? I'm no coder so I don't know how complex that would be.

Posted
On 2/4/2026 at 4:47 AM, Lorbomans said:

Did version 2.7 compatible with skyrim 1.5.97? I noticed it has header 1.71

 

You can try to downport it, but I won't support it officially. I just don't see any point anymore to stay on that version.

 

17 hours ago, nuclearstorm said:

Is there a way to prevent this mod from using invisible furniture animations? Scenes involving the main char get filtered by furniture framework, but NPCxNPC scenes started by this mod sometimes use invis furniture animations on beds that are meant for tables and chairs. Any chance of adding a simple tag filter to scene selection? I'm no coder so I don't know how complex that would be.

 

This mod explicitely tries to place any animation on a bed, so I don't know why it would start using invis furniture animations alltogether.
It doesn't explicitely prevent it though.

Posted (edited)

Hi X, do you think this framework if implemented, could make this mod more efficient in script usage etc.?

 

 

Edited by zztai

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