DarkRavage Posted March 24 Posted March 24 On 3/23/2026 at 2:46 AM, Mister X said: 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. Would it be simple to create an array and have a list of reference Ids?
Gudulba Posted March 25 Posted March 25 I am confused. Which version do I need now that voices do play correctly? 2.8 (ESL) and Voices 2.8 or 2.8.1 (ESP) and Voices 2.8? Could 2.8.1 be ESLified with the latest SSEEdit version?
MajorWard Posted March 27 Posted March 27 On 3/7/2026 at 7:28 PM, Pinutos said: 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. I just had this appear in my game, too - how did you clean your save, please?
kamithemoon Posted March 27 Posted March 27 On 3/25/2026 at 1:56 AM, Gudulba said: I am confused. Which version do I need now that voices do play correctly? 2.8 (ESL) and Voices 2.8 or 2.8.1 (ESP) and Voices 2.8? Could 2.8.1 be ESLified with the latest SSEEdit version? If you were inquiring about my little vanilla voice mod, I have to say I'm unsure too. I'm a VR player and it works for me but other people seem to get formid mismatches. I don't know why that is and can't resolve it for Skyrim versions I do not play. Best I can do is direct you to this comment I made previously: "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."
eflat01 Posted March 27 Posted March 27 (edited) 58 minutes ago, kamithemoon said: If you were inquiring about my little vanilla voice mod, I have to say I'm unsure too. I'm a VR player and it works for me but other people seem to get formid mismatches. I don't know why that is and can't resolve it for Skyrim versions I do not play. Best I can do is direct you to this comment I made previously: "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." Is straight SLNights-2.8.0.zip for me, But, I personally renumbered the form Id's in the main mod. Starting at 800 (which that mod did not do so was really a broken espfe)... then renumbered the form ID's in your override patch to get exact form id match. So, I managed to correct all the form Id's and thus works Spoiler As you can see I adjusted the Info Count also to be precise since the SLNights.esp had 3 while yours adds 3 more so should be 6. Spoiler I tossed SLNights Dialogue.esp in the archive with SLNights.esp so is only one archive/install directory for it in Vortex. If people are having issues the forst place to check is in the mods vis SSeEdit because that's the easiest place to see conflict and missing record overrides. You want the patch mod to override the master so the form id's must match... and those record headers should be identical the Info counts should be the count of the infos in the topic also. As you can see in the second image green means good, so does light green if white well that's an addition (new form id). Edited March 27 by eflat01
Mister X Posted March 28 Author Posted March 28 On 3/24/2026 at 12:13 AM, Drunbor said: The ESL version was fine, an up to date version of SSEEdit is needed to see the extended plugin address range without errors. What version is needed? I have 4.1.5f and it starts counting the IDs with 001. AFAIK @eflat01 is right and they should start with 800.
eflat01 Posted March 28 Posted March 28 (edited) 7 hours ago, Mister X said: What version is needed? I have 4.1.5f and it starts counting the IDs with 001. AFAIK @eflat01 is right and they should start with 800. @kamithemoon's generic voice patch will work with 2.8.1 also or really any version if people want to take the time to edit the form ids to match. We can see all the patch contains are the Dialog Topic records so there are not many ids to change. Sure, I always start a espfe with 800 if I'm going to turn on an esl flag, the form id's should be sequentially tight and I think 800 saves people on older versions of Skyrim from needing to have Bees or whatever that mod is for backported? With renumbering though you'd have to adjust any voice file names and facegen meshes names if your mod has them, other meshes should be fine. Either that or regenerate those things in CK, but then you'd should weed away the old ones. btw... @kamithemoon does great voice file generated packs, love their generated voice work on many mods up here. Edited March 28 by eflat01
Pinutos Posted March 28 Posted March 28 (edited) 23 hours ago, MajorWard said: I just had this appear in my game, too - how did you clean your save, please? Turn off the mod (I forget the exact MCM setting, but "disable NPCs having sex" is what it does) and create a new save. Open that new save using Fallrim Tools Resaver. You just load that save with Resaver. Don't run this tool through MO2 or Vortex. Once the save is loaded under the toolbar menu you'll see two text boxes and a button that says apply filter. Below that is a tree view of everything that's recorded in the save. The right text box is a dropdown menu showing all the plugins in your game. Select SL Nights. That will reduce the size of that tree view to showing only plugins. Expand the tree view so you can see the SL Nights plugin. Right click the plugin, and select purge. It should say that there's only one plugin to be purged. Now save the edited game save. I always tell it to replace the original and make a backup, but that's up to you. Now, remove the mod from your load order (scripts and plugin). I use MO2 so I just disable in the left pane. Not sure how Vortex goes about removing all of a mod's files. Start Skyrim as you normally do, load the edited save, say ok to loading without SL Nights, wait a few minutes, save, quit game (probably not necessary, but I do that myself). Restart, load game, and dots are gone. Resaver is an amazing tool and it has nearly always done the job for me but it won't successfully remove mods that make huge changes and worm their way into all sorts of places in the game. Nights isn't one of those. I can say from experience that Requiem is Edited March 28 by Pinutos
MajorWard Posted March 28 Posted March 28 56 minutes ago, Pinutos said: Turn off the mod (I forget the exact MCM setting, but "disable NPCs having sex" is what it does) and create a new save. Open that new save using Fallrim Tools Resaver. You just load that save with Resaver. Don't run this tool through MO2 or Vortex. Once the save is loaded under the toolbar menu you'll see two text boxes and a button that says apply filter. Below that is a tree view of everything that's recorded in the save. The right text box is a dropdown menu showing all the plugins in your game. Select SL Nights. That will reduce the size of that tree view to showing only plugins. Expand the tree view so you can see the SL Nights plugin. Right click the plugin, and select purge. It should say that there's only one plugin to be purged. Now save the edited game save. I always tell it to replace the original and make a backup, but that's up to you. Now, remove the mod from your load order (scripts and plugin). I use MO2 so I just disable in the left pane. Not sure how Vortex goes about removing all of a mod's files. Start Skyrim as you normally do, load the edited save, say ok to loading without SL Nights, wait a few minutes, save, quit game (probably not necessary, but I do that myself). Restart, load game, and dots are gone. Resaver is an amazing tool and it has nearly always done the job for me but it won't successfully remove mods that make huge changes and worm their way into all sorts of places in the game. Nights isn't one of those. I can say from experience that Requiem is Thanks for the detailed answer. It’s cleared itself up for now but I’ll keep this in mind if it persists!
Gudulba Posted March 30 Posted March 30 On 3/28/2026 at 5:48 PM, eflat01 said: @kamithemoon's generic voice patch will work with 2.8.1 also or really any version if people want to take the time to edit the form ids to match. We can see all the patch contains are the Dialog Topic records so there are not many ids to change. Sure, I always start a espfe with 800 if I'm going to turn on an esl flag, the form id's should be sequentially tight and I think 800 saves people on older versions of Skyrim from needing to have Bees or whatever that mod is for backported? With renumbering though you'd have to adjust any voice file names and facegen meshes names if your mod has them, other meshes should be fine. Either that or regenerate those things in CK, but then you'd should weed away the old ones. btw... @kamithemoon does great voice file generated packs, love their generated voice work on many mods up here. Could you maybe share your cleaned-up version here?
eflat01 Posted April 8 Posted April 8 (edited) On 3/30/2026 at 5:28 AM, Gudulba said: Could you maybe share your cleaned-up version here? Sorry for the late reply, contained a corrected and cleaned 2.8.0 along with a modified @kamithemoon dialog replacement - only the esp's (set as espfe) so you'd need the 2.8.0 archive for the other resources and just copy these .esp into the directory (or replace them in the archive if you wish). The mod is the authors and I do not like messing with other people's work outside tweaks for myself, So just consider this a temp patch for that one version. If the author wishes they're more than welcome to use this as a starting point for later versions in development... it is their mod after all. SL Nights 2.8.0.7z Edited April 8 by eflat01 3
Dinkleturd Posted April 21 Posted April 21 So dunno if you are aware. MCM is not registering SLNights 2.9.1 delta, but when I switched it out for the 2.8.0 version. it registered.
eflat01 Posted April 21 Posted April 21 6 hours ago, Dinkleturd said: So dunno if you are aware. MCM is not registering SLNights 2.9.1 delta, but when I switched it out for the 2.8.0 version. it registered. Have you tried forcing the McM quest to restart it's instance? setStage SKI_ConfigManagerInstance 1
Dinkleturd Posted April 21 Posted April 21 (edited) 17 hours ago, eflat01 said: Have you tried forcing the McM quest to restart it's instance? setStage SKI_ConfigManagerInstance 1 that, travel to a new location, fast travel. save and load said save. The Jaxonz mcm kicker from nexes mods. Even gone as far as sit back and watch a lil tv to see if it worked. I have the 2.8.0 version loaded fine in MCM. Will later tonight make the swap to the 2.8.1 after work. to see if its still there, Edited April 22 by Dinkleturd Added more information.
Guest Posted April 28 Posted April 28 Sorry to bother, On the Debug portion of the MCM, it won’t let me click “allow enemy scenes” Scenes between enemy’s have never started, how do I fix that?
NotaZero Posted May 11 Posted May 11 (edited) Amazing mod! It works perfectly. The only small issue is that when I manually set two actors as lovers (Rank 4), they don't respect the relationship and still have sex with other characters. Cheating chance is set to 0 Edited May 11 by NotaZero
Mister X Posted May 14 Author Posted May 14 On 5/12/2026 at 1:15 AM, NotaZero said: Amazing mod! It works perfectly. The only small issue is that when I manually set two actors as lovers (Rank 4), they don't respect the relationship and still have sex with other characters. Cheating chance is set to 0 That's because the game differentiates between those relationship ranks (how much one actor likes another) and actual relationships (siblings, cousins, spouses, lovers, ...) Currently it only checks for the relations, not for the rank when it comes to cheating 1
Gudulba Posted May 15 Posted May 15 There is this option to prevent tied actors being involved in sex scenes. Is this handled with factions maybe? I am asking because I noticed that an NPC tied in a Display Model 3 furniture being involved in a scene. And I would like to exclude them from scenes if possible. Editing with SSEEdit would be fine for me.
Mister X Posted May 16 Author Posted May 16 On 5/15/2026 at 9:10 AM, Gudulba said: There is this option to prevent tied actors being involved in sex scenes. Is this handled with factions maybe? I am asking because I noticed that an NPC tied in a Display Model 3 furniture being involved in a scene. And I would like to exclude them from scenes if possible. Editing with SSEEdit would be fine for me. Nope, that's done by worn keyword check and works for DD, ZAP and Toys
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