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Posted (edited)

Can npc gain fame, would love it if my followers gained fame and other people would comment on them. 

Edited by ezrken
Posted

Hi - just installed SLSF Reloaded 2.4 Beta-1 over 2.3.  My PC wears the WildDreams gloves from DX Fetish Fashion Volume 2 SE - CBBE Physics - 3BA - BHUNP at Skyrim Special Edition Nexus - Mods and Community  The gloves are transparent lace.  However, when equipped, a tattoo in an hand slot is showing as not visible.  I'd rather it register as visible since the glove is lace and the tattoo can clearly be seen through the glove.  

 

I'm using AND and have the "effectively naked" keyword applied to the glove but that has no apparent effect.

 

Is there a keyword I can assign to these gloves that will cause Reloaded to register this glove as transparent?

 

Thanks for your work on this and for your amazing AND mod.

Posted
1 hour ago, NymphoElf said:

FAQ

I just reread the FAQ and do not see anything about TDF Prostitution.  Sorry if I missed it though!  

Posted
1 hour ago, Dez65 said:

I just reread the FAQ and do not see anything about TDF Prostitution.  Sorry if I missed it though!  

 

On 8/17/2024 at 9:13 PM, NymphoElf said:

Q: Will you add more features/fame types/etc.?

A: No. The mod is effectively "complete".

 

2 hours ago, Dez65 said:

Hi - just installed SLSF Reloaded 2.4 Beta-1 over 2.3.  My PC wears the WildDreams gloves from DX Fetish Fashion Volume 2 SE - CBBE Physics - 3BA - BHUNP at Skyrim Special Edition Nexus - Mods and Community  The gloves are transparent lace.  However, when equipped, a tattoo in an hand slot is showing as not visible.  I'd rather it register as visible since the glove is lace and the tattoo can clearly be seen through the glove.  

 

I'm using AND and have the "effectively naked" keyword applied to the glove but that has no apparent effect.

 

Is there a keyword I can assign to these gloves that will cause Reloaded to register this glove as transparent?

 

I am adding a few new keywords to SLSF Reloaded to facilitate this. This was a feature I had always intended to add but forgot about when dealing with more pressing issues (bugs).

 

The description needs an overhaul. I will be doing this in the near future. Please be patient.

Posted (edited)
2 hours ago, ezrken said:

Can npc gain fame, would love it if my followers gained fame and other people would comment on them. 

 

No. NPC fame was never utilized in the old SLSF by other mods, so I did not include it in SLSF Reloaded.

 

Plus, this would be extremely difficult to track without causing massive script lag, and trying to keep track of NPC references consistently is nearly impossible aside from the unique characters. It's just not reasonable to add. I agree that this would be cool, but it's beyond the scope of this mod.

 

Such a mod is possible through a C++ based mod (OSL Aroused is an example of such a mod) since it would not be restricted by the Papyrus engine, but I do not have the skills or knowledge to accomplish such a task, nor do I have the time.

 

I am simply trying to debug and polish the features currently included. I am not adding more features or inherent mod support. I have included an API-like script for mod authors to utilize and make integration into SLSF Reloaded easy for them. It's effectively in their hands now.

Edited by NymphoElf
Posted (edited)
11 hours ago, NymphoElf said:

looked through the FAQ but didnt see any regarding the error message im afraid. which one are you referring to?

 

EDIT: saw the second response and following commments mentioning a fix. thanks! :)

Edited by shane400m
futher detail
Posted
20 hours ago, NymphoElf said:

 

No. NPC fame was never utilized in the old SLSF by other mods, so I did not include it in SLSF Reloaded.

 

Plus, this would be extremely difficult to track without causing massive script lag, and trying to keep track of NPC references consistently is nearly impossible aside from the unique characters. It's just not reasonable to add. I agree that this would be cool, but it's beyond the scope of this mod.

 

Such a mod is possible through a C++ based mod (OSL Aroused is an example of such a mod) since it would not be restricted by the Papyrus engine, but I do not have the skills or knowledge to accomplish such a task, nor do I have the time.

 

I am simply trying to debug and polish the features currently included. I am not adding more features or inherent mod support. I have included an API-like script for mod authors to utilize and make integration into SLSF Reloaded easy for them. It's effectively in their hands now.

Say i just wanted to have lydia or some other follower gain fame instead of my pc, just one npc would it be very difficult task for complete beginner of cc, I'm just getting into cc and trying to make some mods for myself and wondering the difficulty of the task.

Posted (edited)
2 hours ago, ezrken said:

Say i just wanted to have lydia or some other follower gain fame instead of my pc, just one npc would it be very difficult task for complete beginner of cc, I'm just getting into cc and trying to make some mods for myself and wondering the difficulty of the task.

 

You would have to analyze the state of the NPC in question. Since your example is Lydia, you would need to write a script that keeps track of that actor (Lydia).

 

You'd need to define the actor in your script, then assign that actor property to Lydia in CK. Then you'll have to track her fame values (all 25 of them) and display them in an MCM menu to reference and see if your mod is actually working. Then, you'll need to capture all of the events that are being captured for the player and apply them to her, and do the same for Periodic Fame.

 

This is definitely a doable task, but for a beginner it may be a bit much off the bat.

 

You can reference my mod either by studying the source code that comes with it, or by looking at my GitHub page for SLSF Reloaded. You'll also need to study what I did in CK, because you can't see that on GitHub.

 

I would also recommend using this website for learning how certain scripting functions work and for other CK references.

 

Just because I love encouraging new modders, I'll challenge you to get this working for Lydia.

 

TIP: Start small. Don't try to write the whole mod before knowing a certain part works first. (I say despite almost doing exactly that with SLSF Reloaded... :skull:)

 

Also, follow good programming practice. Don't name things like properties, keywords, quests, variables, etc. in a super abbreviated way or as single letters. This eventually makes it difficult for you to debug and makes trying to add upon your mod a nightmare (which is why SLSF Reloaded is written from scratch rather than being an add-on or direct update to the original SLSF).

Edited by NymphoElf
Posted
56 minutes ago, NymphoElf said:

 

You would have to analyze the state of the NPC in question. Since your example is Lydia, you would need to write a script that keeps track of that actor (Lydia).

 

You'd need to define the actor in your script, then assign that actor property to Lydia in CK. Then you'll have to track her fame values (all 25 of them) and display them in an MCM menu to reference and see if your mod is actually working. Then, you'll need to capture all of the events that are being captured for the player and apply them to her, and do the same for Periodic Fame.

 

This is definitely a doable task, but for a beginner it may be a bit much off the bat.

 

You can reference my mod either by studying the source code that comes with it, or by looking at my GitHub page for SLSF Reloaded. You'll also need to study what I did in CK, because you can't see that on GitHub.

 

I would also recommend using this website for learning how certain scripting functions work and for other CK references.

 

Just because I love encouraging new modders, I'll challenge you to get this working for Lydia.

 

TIP: Start small. Don't try to write the whole mod before knowing a certain part works first. (I say despite almost doing exactly that with SLSF Reloaded... :skull:)

 

Also, follow good programming practice. Don't name things like properties, keywords, quests, variables, etc. in a super abbreviated way or as single letters. This eventually makes it difficult for you to debug and makes trying to add upon your mod a nightmare (which is why SLSF Reloaded is written from scratch rather than being an add-on or direct update to the original SLSF).

Yeah i think I'm gonna do this this, thanks for the reply an tips I'll keep them in mind. 

Posted (edited)

Guys, help pls, when I'm trying to savecleaning  by instruction this message pop-up - "( The save game is corrupt and cannot be loaded. )" and option to just click OK. It's first load after disabling SLSF Reloaded in MO2, so I can't do next steps like "save game when SLSF disabled ..."
How to resolve this without starting a new game?

 

photo_5267494419374925133_x.jpgimage.png.3704f1e9fab7d8e05e9e0d58d8c0db23.png

Edited by Niten2_10
Posted
9 hours ago, Niten2_10 said:

Guys, help pls, when I'm trying to savecleaning  by instruction this message pop-up - "( The save game is corrupt and cannot be loaded. )" and option to just click OK. It's first load after disabling SLSF Reloaded in MO2, so I can't do next steps like "save game when SLSF disabled ..."
How to resolve this without starting a new game?

 

photo_5267494419374925133_x.jpgimage.png.3704f1e9fab7d8e05e9e0d58d8c0db23.png

 

This is an issue that I unfortunately do not understand and don't know how to truly fix. I've encountered this issue myself, but simply don't know what causes it. I've tried many times to fix it, but my 'fixes' never seem to work.

 

Starting a new game is probably your only option other than continuing to use the version of SLSF Reloaded that this save file is using. Or, you can try simply overwriting the old mod and see if it still works. I post that a Clean Save/New Game is necessary when I am not confident that overwriting will work, but it still could.

Posted (edited)
On 10/29/2024 at 3:18 PM, NymphoElf said:

@eflat01 @shane400m @zb123thecat I've encountered the issue you reported. I'm working on a fix.

 

Explanation:

  Hide contents

I was using "Utility.CreateStringArray" in my code, but apparently that has issues with data inconsistencies, therefore it would sometimes send blank categories to my Data Manger script, causing the error you reported.

 

I'm switching to a more consistent method.

 

 

 

Glad you found it... I went back to a save before I installed Reloaded to be sure. Yes I listed my step order out of whack in my post when replacing. 

 

This is an ongoing game which prior had SLSF, SLSFC, Radiant Prostitution RMCW, sexy adventures, arroused, aroused creatures, spank that ass and maybe a few odds and ends. 

 

What struck me was I was getting the error when nothing affecting fame should had been recently happening. could be in a cave alone for thirty minutes, and get it... Is not frequent, more sporatic.

 

I thought it pretty slick reloaded picked up and used the prior values accrued from slsf. Well mostly. Are a few it did not display, although is confusing that internally there are values in the global variables.

 

i.e.  In Whiterun beastiality fame is 0 (which wasn't before adding reloaded).

 

... but:

 

show SLSF_CurrentFamePCLocation_Beast 

23

 

show SLSF_Reloaded_CurrentBestialityFame

23

 

show SLSFC_FE_Beastiality 

1

 

The later has nothing to do with slsf or slsf reloaded though - but is part of commenting dialog checks. So SLSFC npc's are still spewing comments toward the PC.

 

Here's a silly question on Utility.CreateStringArray, I'm just being nosey really. Does it have to do with null and empty strings?

 

I remember a few years ago they changed some objects in Fallout New Vegas' script extender which played havoc with mods due they decided when dealing with collections to not store null strings and types in order to save space and help cut co-save size down. I found why mods were failing and was one of the first to raise the issue to them when I was stepping thru their C++ source in my head. 

 

Edited by eflat01
Posted
9 minutes ago, eflat01 said:

I thought it pretty slick reloaded picked up and used the prior values accrued from slsf.

 

That's not correct, or coincidental at most.

 

SLSF Reloaded injects its own values into where the old SLSF stores its data, and overwrites the Global Variables in the old SLSF. It doesn't directly take anything from the old SLSF because their mechanics are different, otherwise there would be desyncs and inconsistencies.

 

11 minutes ago, eflat01 said:

What struck me was I was getting the error when nothing affecting fame should had been recently happening.

 

The Fame Spread function uses the Utility.CreateStringArray function as well, so if your fame attempted to spread, this may have been the cause as well.

 

12 minutes ago, eflat01 said:

Here's a question on Utility.CreateStringArray, just nosey really. Does it have to do with null and empty strings?

 

Yes. Utility.CreateStringArray seemingly generates fields that don't work consistently. This is similar to a known issue with Utility.CreateBoolArray.

 

I've opted instead to simply generate an array with the maximum number of fields it could potentially have:

 

String[] FameArray = New String[25] ;because there's only 25 different fame types that could potentially be used

 

and then just fill/scan the array up to the last necessary index and ignore the rest. Since it generates a new, blank array every time, there should be no worry about leftover data from the previous function iteration.

Posted (edited)
1 hour ago, NymphoElf said:

 

That's not correct, or coincidental at most.

 

SLSF Reloaded injects its own values into where the old SLSF stores its data, and overwrites the Global Variables in the old SLSF. It doesn't directly take anything from the old SLSF because their mechanics are different, otherwise there would be desyncs and inconsistencies.

 

 

The Fame Spread function uses the Utility.CreateStringArray function as well, so if your fame attempted to spread, this may have been the cause as well.

 

 

Yes. Utility.CreateStringArray seemingly generates fields that don't work consistently. This is similar to a known issue with Utility.CreateBoolArray.

 

I've opted instead to simply generate an array with the maximum number of fields it could potentially have:

 

String[] FameArray = New String[25] ;because there's only 25 different fame types that could potentially be used

 

and then just fill/scan the array up to the last necessary index and ignore the rest. Since it generates a new, blank array every time, there should be no worry about leftover data from the previous function iteration.

 

Backswords in order lifo:  

 

  • I knew I liked you when I saw some of your code, Your approach is solid... a grass roots approach normally is.
  • Yes, arrays are arrays and the skse devs should treat them as such... I do not know why they implemented them differently than other languages.
  • I figured adding in Reloaded would wipe values - I suppose I could had wiped them with a reset before I tossed Reloaded into the load order.

 

Anyway... when I walked into Windhelm after loading save 944 (which was a save prior to installing Reloaded), When pulled up in MCM the values are the same as they were before in just SLSF.

 

note... Do not know why I had to zip a jpeg to show the results... but is what it is. Take a look, I thought you should know.

 

20241031181553_1.7z

 

I assume you're checking to see if SLSF is present in the load, I doubted you'd query it's values and seed reloaded?

 

Edited by eflat01
Posted (edited)
42 minutes ago, eflat01 said:

I knew I liked you when I saw you code, Your approach is solid... a grass roots approach normally is.

 

:heart:

 

42 minutes ago, eflat01 said:

Yes, arrays are arrays and the skse devs should treat them as such... I do not know why they implemented them differently than other languages.

 

I think they tried to fix the array system in Papyrus. Papyrus has some odd quirks with arrays. For example, you can call an array index with a variable, but you can't define a new array with a variable.

 

This works:

Int ExampleInt = 5
Int ExampleIndex = 3

String[] ExampleArray = New String[5] ;Defined a 5-field array (0-4)

String PulledIndex = ExampleArray[ExampleIndex] ;Pulled Index #3

 

But this does not:

Int ExampleInt = 5

String[] ExampleArray = New String[ExampleInt] ;Try to define a 5-field array (0-4) with ExampleInt

;The compiler will fail and say ExampleInt is not an integer for the array definition, 
;even though we defined the variable as an integer. 
;Therefore variables cannot be used as New Array length definitions

 

42 minutes ago, eflat01 said:

when I walked into Windhelm after loading save 944 (which was prior to adding Reloaded into the load) The values are the same as before with just SLSF

 

"It Just Works" I guess.

 

However if you mean the old SLSF still has its data right when you loaded the game, that's probably because Reloaded didn't have a chance to overwrite them yet. Otherwise, I honestly couldn't tell you how that happened.

Edited by NymphoElf
Posted (edited)
11 minutes ago, NymphoElf said:

 

:heart:

 

 

I think they tried to fix the array system in Papyrus. Papyrus has some odd quirks with arrays. For example, you can call an array index with a variable, but you can't define a new array with a variable.

 

This works:

Int ExampleInt = 5
Int ExampleIndex = 3

String[] ExampleArray = New String[5] ;Defined a 5-field array (0-4)

String PulledIndex = ExampleArray[ExampleIndex] ;Pulled Index #3

 

But this does not:

Int ExampleInt = 5

String[] ExampleArray = New String[ExampleInt] ;Try to define a 5-field array (0-4) with ExampleInt

;The compiler will fail and say ExampleInt is not an integer for the array definition, 
;even though we defined the variable as an integer. 
;Therefore variables cannot be used as New Array length definitions

 

 

"It Just Works" I guess.

 

However if you mean the old SLSF still has its data right when you loaded the game, that's probably because Reloaded didn't have a chance to overwrite them yet. Otherwise, I honestly couldn't tell you how that happened.

 

Yes as I remember papyrus is quirky the defining index, is not the same type internally in C++ I think converts to unsigned double when passed to the op code? Been years.... so I may be daft. 😉 Is an old saying garbage in garbage out, then again I'm so old I programmed assembler.

 

To the last point... it's reloaded inherited the values not slsf (those were cleared) if you look at this zip.

20241031181553_1.7z

Edited by eflat01
Posted
15 minutes ago, eflat01 said:

To the last point... it's reloaded inherited the values not slsf (those were cleared) if you look at this zip.

 

I sincerely have no idea how that happened. All logic says that shouldn't have happened. As long as it works, I don't have an issue with it

Posted (edited)
9 minutes ago, NymphoElf said:

 

I sincerely have no idea how that happened. All logic says that shouldn't have happened. As long as it works, I don't have an issue with it

 

Me either... but I think what happened is I saved in the player home... on load all values were zero (I checked them when the MCM loaded), Serana and the Frida (housecarl) decided to "impose " upon the PC - they're always raping her due sexy adventures I think? Anyway the PC stepped - with Serana in tow - outside afterwards and those are the values.

 

... Don't mind me, I sometimes think I get all my jollies pounding on code. 😉 

Edited by eflat01
Posted
1 hour ago, eflat01 said:

Don't mind me, I sometimes think I get all my jollies pounding on code. 😉 

 

If you read through my GitHub commits and watch it develop you'll probably have a code-gasm lol :joy:

Posted
15 minutes ago, sierrra said:

Suffering from success with all the updates 🤣

 

Yeah, I feel bad about how frequently I've updated but I kept finding things that needed fixing or things that could be improved. Plus, I'd rather update too much instead of too little.

 

2.4 Beta-3 might be the last update for a while. I've fixed every bug in the code I'm aware of and made things as efficiently as I currently know how to. Now I just need to see if any more bugs come up.

Posted
53 minutes ago, BaconManOfDoom said:

Last update for a while huh? So ur saying I can finally play the game? (I will find a new mod tomorrow and start over again)

 

Lol if you can believe it, part of why I've been updating so frequently is because I WANT TO PLAY, but I can't bring myself to do so when I know my mod has bugs or could be a better experience :joy:

 

Since I don't know what else I could fix or make better right now, I can actually start playing again - though it will probably end up a glorified test of 2.4 because I'll probably find something else I want to change or need to fix.

Posted

Reporting a crash and fix for the record - I was playing with SLSF Reloaded 2.3 on a heavily modded version of DNGG wabbajack (2.8.5 according to Wabbajack), and I was getting a consistent, repeatable crash in the exterior world space when crossing from whiterun to another hold, which I could also replicate in various parts of whiterun hold. I could not deduce the cause of the crash from the crash logger, so, I started rolling back my modlist to the original DNGG version one mod at a time to check. Once I updated SLSF reloaded to 2.4 beta-3 and started a new game, the crash disappeared. I am also using Radiant Prostitution, if that helps. 

 

I'll post back if I run into it again.

 

Thank you for the updates!

Posted (edited)
20 minutes ago, fighter139 said:

Reporting a crash and fix for the record - I was playing with SLSF Reloaded 2.3 on a heavily modded version of DNGG wabbajack (2.8.5 according to Wabbajack), and I was getting a consistent, repeatable crash in the exterior world space when crossing from whiterun to another hold, which I could also replicate in various parts of whiterun hold. I could not deduce the cause of the crash from the crash logger, so, I started rolling back my modlist to the original DNGG version one mod at a time to check. Once I updated SLSF reloaded to 2.4 beta-3 and started a new game, the crash disappeared. I am also using Radiant Prostitution, if that helps. 

 

I'll post back if I run into it again.

 

Thank you for the updates!

 

Unless you can give me a papyrus/crash log that has solid evidence that something in SLSF Reloaded was causing the problem (which in your case is extremely unlikely because the mod does almost nothing upon changing cells/locations) then I can only assume it was something else. It's more likely that simply starting a new game resolved the issue at hand.

 

Regardless, I'm glad it's working for you.

Edited by NymphoElf

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