Mister X Posted February 14 Author Posted February 14 On 2/11/2026 at 3:08 AM, zztai said: Hi X, do you think this framework if implemented, could make this mod more efficient in script usage etc.? To be fair, it definitely sounds useful, but this probably would result in a big re-write of my code base, where I don't have the time for currently. If somebody else wants to take the idea of SL Nights and create an addon for ASF to realize it, just go ahead! 1
Gudulba Posted February 27 Posted February 27 I have recently played the mod Dark Arena and I have noticed that sometimes, the SLNight participants ended up (being teleported I guess) behind locked doors as the only beds/bedrolls available in this mod are located in small cells with locked doors... After the scene, they were not able to leave the cells. Would it be possible to for example scan the immediate surroundings of beds/bedrools for locked doors to prevent scenes from happening there? Or maybe by some other mechanism?
Pinutos Posted March 7 Posted March 7 An odd thing happened to me. I've had SL Nights install for a while and everything went swimmingly. But then I started getting a "..." dialog option on all NPCs and it was the dialogue NPCs shared with one another while setting up a tryst. Disabled mod, cleaned save, and the "..." went away. I like this mod but I have no idea what's going on here.
MajorWard Posted March 8 Posted March 8 At first this seemed to be working ok but just had 2 Whiterun Guards glitch out. Presumably they were trying to get it on but they remained fully clothed while both separately went through animation loops. After I left Whiterun I was in a dungeon when two bandits started getting it on and it worked fine. Back in Whiterun a scene between Lydia and an NPC from another mod glitched out in the same manner as above, with her inside Breezehome, fully clothed and going through her loop, while her partner was outside, some distance away and doing the same. It's odd as things were working fine up until that point. The only thing I changed was to turn off scenes in towns. Maybe the next version could have more debug options?
benimaru0603 Posted March 14 Posted March 14 On 12/22/2025 at 6:15 AM, 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. I like it
Mister X Posted March 14 Author Posted March 14 (edited) New version 2.8.0 Yes, I know, taking a break and all this... but most of that stuff I already had cooked, so... ^^ FIXED (hopefully, didn't thoroughly test) dialogue issue (changed from top level to normal branch type, let me know if it worked for you) ADDED option to toggle guard participation ADDED list of excluded actors CHANGED dialogue voice files are now a separate download Edited March 14 by Mister X added title
Mister X Posted March 14 Author Posted March 14 On 12/21/2025 at 11:15 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. Better late than never, it's now advertised in the main description 1
kamithemoon Posted March 14 Posted March 14 6 hours ago, Mister X said: Better late than never, it's now advertised in the main description Up to 14 downloads as of now lolz. But thanks! =D.
Aldo1231 Posted March 15 Posted March 15 I downloaded the latest version and the voices file but ingame the voices doesn't play. Do I have to merge the files?
hothot995 Posted March 17 Posted March 17 On 2026/3/15 at AM6點45分, kamithemoon said: 截至目前已有14次下載,哈哈。不過還是謝謝! =D Excuse me, I downloaded it, but I noticed in xEdit that some entries are missing. Besides the original SL Night mod, are there any other required files or dependencies? Thank you.
eflat01 Posted March 17 Posted March 17 (edited) On 12/21/2025 at 5:15 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. Hell, I did not even know you had voice files for this? I love your other work, where's the link does not show up in your files. Also I see you added a esp given the post above I suppose you're adding in additional dialog? The voice files for this mod are in it's .bsa are six lines of dialog and fuz files for each voicetype in it. Edited March 17 by eflat01
eflat01 Posted March 17 Posted March 17 1 hour ago, hothot995 said: Excuse me, I downloaded it, but I noticed in xEdit that some entries are missing. Besides the original SL Night mod, are there any other required files or dependencies? Thank you. Those unresolved records are likely point to the wrong form ids I'd have to see the Dialog Topic section to figure out what they should be.
kamithemoon Posted March 17 Posted March 17 1 hour ago, hothot995 said: Excuse me, I downloaded it, but I noticed in xEdit that some entries are missing. Besides the original SL Night mod, are there any other required files or dependencies? Thank you. That's odd, the formids had changed, either by the update or something I did for some reason. I also do not recall using injected records. This one built for v2.8 should work for you. Since you're familiar with xEdit, should this ever break again or if you wanted to make something similar for another mod, all you need to do is add an entry under "DNAM - Response Data" that links back to a vanilla dialogue then delete the original "Responses" entry and it will play the vanilla dialogue. The only issue is that, iirc, any conditions placed on the vanilla dialogue you wish to use will also apply here so you have to be careful to only use generic dialogue you're certain is available to your voice type. SLNights Dialogue.7z
eflat01 Posted March 17 Posted March 17 (edited) On 3/15/2026 at 7:53 AM, Aldo1231 said: I downloaded the latest version and the voices file but ingame the voices doesn't play. Do I have to merge the files? @Mister X I'm looking at the voice file names in the bsa and they seem incorrect. What's more is the way the mod was turned into a espfe I do not recommend Form Id's starting with 001 ... typically I start at 800. The voice file names should match the form Id numbers in Dialog Topic... i.e. slnInvitesTopic_00000004_1.fuz for the line "How About some good time together?" Personally I'm tempted to go ahead and renumber all forms with a start of 800, then extract the BSA and rename the sound files. i.e. Edited March 17 by eflat01
eflat01 Posted March 17 Posted March 17 (edited) 2 hours ago, kamithemoon said: That's odd, the formids had changed, either by the update or something I did for some reason. I also do not recall using injected records. This one built for v2.8 should work for you. Since you're familiar with xEdit, should this ever break again or if you wanted to make something similar for another mod, all you need to do is add an entry under "DNAM - Response Data" that links back to a vanilla dialogue then delete the original "Responses" entry and it will play the vanilla dialogue. The only issue is that, iirc, any conditions placed on the vanilla dialogue you wish to use will also apply here so you have to be careful to only use generic dialogue you're certain is available to your voice type. SLNights Dialogue.7z 507 B · 1 download Yes even form id's had changed when Mister X turned the mod into an espfe so their fuz files don't match. I also do not know why some of those form id's are below 800. Also BTW... you left form id's 4 ,5, 6, 7, 8 and 9 in it, and I'm not sure you intended to hit the player form with something, the others hit markers, etc... in Skyrim.esm. Edited March 17 by eflat01
kamithemoon Posted March 17 Posted March 17 (edited) 1 hour ago, eflat01 said: Yes even form id's had changed when Mister X turned the mod into an espfe so their fuz files don't match. I also do not know why some of those form id's are below 800. Also BTW... you left form id's 4 ,5, 6, 7, 8 and 9 in it, and I'm not sure you intended to hit the player form with something, the others hit markers, etc... in Skyrim.esm. Those are fromids correspond to dialogue written from the base mod that were unvoiced so I flagged them for deletion so they won't play and instead it'll play the vanilla trespassing dialogue. In retrospect, I should have just deleted their responses and redirected them to vanilla lines instead of clicking the delete flag as it then creates an unusual conflict like what appears in your patch for Tirwin, and there aren't any records that can easily be forwarded into a patch. Edited March 17 by kamithemoon 1
Niki69 Posted March 18 Posted March 18 (edited) So i been here before and i tried everything by now and still no scenes happening, i can see that the mod works, console writes night has fallen at the given time but 0 scenes, if i turn on random sex(mod) then scenes starts so i don't know what the problem is with nigth life for me funny thing is that i'm on a new pc and on a new save and all, with fresh mods and still nothing Edited March 18 by Niki69
Pinky Kinky Posted March 19 Posted March 19 23 hours ago, Niki69 said: So i been here before and i tried everything by now and still no scenes happening, i can see that the mod works, console writes night has fallen at the given time but 0 scenes, if i turn on random sex(mod) then scenes starts so i don't know what the problem is with nigth life for me funny thing is that i'm on a new pc and on a new save and all, with fresh mods and still nothing The same problem on my end. But in my Console not even the message of NIGHT HAS FALLE is coming in.
eflat01 Posted March 19 Posted March 19 On 3/17/2026 at 3:51 PM, kamithemoon said: Those are fromids correspond to dialogue written from the base mod that were unvoiced so I flagged them for deletion so they won't play and instead it'll play the vanilla trespassing dialogue. In retrospect, I should have just deleted their responses and redirected them to vanilla lines instead of clicking the delete flag as it then creates an unusual conflict like what appears in your patch for Tirwin, and there aren't any records that can easily be forwarded into a patch. The dialog topic form ID's are also wrong... they hit markers in Skyrim.esm not Topics in SLNights
kamithemoon Posted March 19 Posted March 19 1 hour ago, eflat01 said: The dialog topic form ID's are also wrong... they hit markers in Skyrim.esm not Topics in SLNights Oh, well that's interesting. I'm a VR player, which is slightly different to SSE. Everything works fine on my end, so I suppose it's just a fundamental difference between the two skyrim versions. I didn't think there would be such a difference but I am aware, for instance, that the sound effect for nirn root is located in a different folder in VR as compared to SSE.
darknexus26 Posted March 19 Posted March 19 Hey X, SLN has worked out well for me so far. If you are open to feedback, would you consider revising the guard faction exclusion to be a more generic list of faction exclusions? Similar to how you implemented the Actor exclusion list using a JSON file. My use case here would be to add the DOMActorFaction but I could imagine other users adding more vanilla/modded factions to reduce conflicts or unintended actions. For instance, Gudulba mentioned some conflict with Dark Arena, that might have a faction hook that could be used.
DarkRavage Posted March 22 Posted March 22 Is it possible to exclude beds/rooms that players rent in inns? I hate it when NPCs randomly teleport on my room's bed and scolded me for invading their privacy.
Mister X Posted March 23 Author Posted March 23 DELTA Fix 2.8.1 FIXED wrong RefIDs -> reverted to old and removed ESL flag FIXED voices by reverting RefIDs DELTA PATCH - only includes the fixed ESP, merge into the main 2.8.0 installation and just let it overwrite the plugin file
Mister X Posted March 23 Author Posted March 23 On 3/19/2026 at 11:40 PM, darknexus26 said: Hey X, SLN has worked out well for me so far. If you are open to feedback, would you consider revising the guard faction exclusion to be a more generic list of faction exclusions? Similar to how you implemented the Actor exclusion list using a JSON file. My use case here would be to add the DOMActorFaction but I could imagine other users adding more vanilla/modded factions to reduce conflicts or unintended actions. For instance, Gudulba mentioned some conflict with Dark Arena, that might have a faction hook that could be used. Interesting idea, but not in the next time. The latest update was made because most of the stuff already was cooked and ready. The hotfix was made because I don't like to leave obviously buggy mess. As for now I don't really work on any of my mods as its written in the statement linked at the description. 12 hours ago, DarkRavage said: Is it possible to exclude beds/rooms that players rent in inns? I hate it when NPCs randomly teleport on my room's bed and scolded me for invading their privacy. TL;DR: Not very soon... There's already an exclusion present for beds currently in use. If you don't lie in bed though, it's not excluded, as there's not really an easy way to exclude the rental beds. They don't carry any keywords or something, they are purely identified by vanilla script properties. And for this I first have to identify the owner of the inn. It probably would be feasible, but the way I did it for Acheron - Simple Rescue isn't possible in this circumstance. For the rest, read the statement linked in the description. 1
Drunbor Posted March 23 Posted March 23 The ESL version was fine, an up to date version of SSEEdit is needed to see the extended plugin address range without errors.
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