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Posted
7 hours ago, NymphoElf said:

how to fix it for LE if my hunch is correct.

If it is possible, yes.
I have disabled SLSF and everything that depends on it, started a new game , and the reported error persists, so, no conflict .

 

14 minutes ago, VahzahVulom said:

i often get spammed with a bunch of message boxes reporting apparent errors about cells not having the info needed to affect fame is that normal and working as intended?

I also have the same problem, however I am using Skyrim LE . If , you use SE , and have the same problem as me , it effectively rules out incompatibility . The error window you get is this

 

Spoiler

enb2024-8-18-14-43-49


 

 

Posted
2 hours ago, Dorabella said:

I also have the same problem, however I am using Skyrim LE . If , you use SE , and have the same problem as me , it effectively rules out incompatibility . The error window you get is this

pretty much yeah and yes im on SE but it happens for seemingly all the categories while playing ie not in the MCM for me

Posted
7 hours ago, CwKLL said:

I think wait for the SLSF reloaded updates and integrating with more mods will be better for now.

Hi,
Thanks for the reply.
I'm not going to use the patch since it works very well without the dyndolod dll. Thanks for the information.
I will also wait for SLSFFameComments to work with Sexlab Sexual Fame RELOADED and i will make the change at that time.

Posted

@Dorabella @VahzahVulom 

 

I will look into the mod detection issue. I had this issue happen before in my personal testing but I thought I fixed it.

 

I will also try replicating the Fame Error spam. If it's happening on SE too then clearly I overlooked something in my last-minute edits before releasing 0.1

 

Thank you both for reporting these issues, and apologies if this has caused any inconvenience in your playthrough.

 

 

Posted
9 hours ago, Gristle said:

I intend to create a version of SLSF Fame Comments for this, but at this point it will likely be a one-off conversion, and likely of a subset of the mod's features.  I've corresponded with NymphoElf on this project, but since there's a lot of interest, I thought I would put here some of the things that I will need to address/figure out.

  • I'll need to create a second development environment. Recreating the Fame Comments mod from scratch is not practically possible. So, I would have to modify the mod, for which I will need a second development environment to do without messing up the base mod.
  • I'll need to confirm that the global variables used by SLSF Reloaded for fame are identical to those used by SLSF.
  • I'll need to change all conditions checking SLSF's "Sadic" fame (an unused SLSF variable I'm using for cheating fame) to SLSF Reloaded's "Unfaithful" fame.
  • Since (I think) there is no comment frequency control in SLSF Reloaded that I can read with dialogue conditions, I will need to create one and put it in the MCM (not a big deal). Currently, I'm using the SLSF-provided comment frequency control.
  • The nudity detection could stay as is (Fame Comments uses Skyrim's vanilla method for nudity detection). 
  • I am using SLSF-provided Magic Effects for visible cum detection/location, visible dirt detection, and visible bondage device detection. I don't believe SLSF Reloaded offers similar functionality that I can read with dialogue conditions. Sexlab itself offers Magic Effects for cum layers, but they are really cumbersome to use (there's one for every possible combination of body location/# of layers), and they don't tell you if the cum is visible or not. So, there would likely not be any cum, dirt or bondage comments in v1 of any new SLSF Reloaded-compatible version.  So, I'm going to have to go through many thousands of dialogue lines and check each of them for SLSF-specific dialogue conditions (e.g, cum/dirt/bondage conditions). I could delete such lines (would make the voice pack smaller), but if I just disable those lines it will make it 1000x easier to put them back once solutions are found for these conditions.
  • SLA will still be a requirement.
  • What about ZaZ? I know a lot of people don't like it. Because it was an SLSF dependency, I have used it in the Fame Comments mod, e.g., for collars, cuffs and hoods. I could drop ZaZ as a dependency and remove the relevant events, but it would also remove two fun elements of the Markarth quest: Lilly's animation to shyly cover her naked body with her hands, and the masturbation/prayer idle marker in the Solitude Temple of Dibella. These both use ZaZ animations. Also, it would mean no ZaZ whips for future S&M-related activities.

As you can imagine, the above is a lot of work. So, I can't promise a quick update. Any thoughts on the above?

 

 

I will rename the Globals to match the original SLSF. I was unsure of how important this was, but clearly that's very important.

 

I will also add a comment frequency control.

 

I have Global Variables that are updated if Cum is visible or not visible (1 = Visible, 0 = Not Visible). Will this work instead of Magic Effects? My mod is already checking for cum visibility on its own, so Fame Comments can just piggyback off of SLSF Reloaded's detection.

 

I can also do the same for Devious Devices.

Posted
Quote

Submissive and Dominant are tricky. There’s no good way I’m aware of to find who is in a dominant role or a submissive role during a Sexlab animation. None of my animations had a reasonable tag to check for. Therefore, if the animation has the Aggressive tag, one of the following will be given based on the additional conditions listed:

 

SUBMISSIVE – The player’s base sex is Female, or the player is wearing a valid Devious Device, or the “Default to Submissive” option is checked

 

DOMINANT – The player’s base sex is Male, or the player is Female and using a Strap-On, or the “Default to Dominant” option is checked 

In SexLab p+ you should be able to check if the scene has a position with the submissive flag, and if so check if the PC is in that position or not.

Posted
46 minutes ago, Someone92 said:

In SexLab p+ you should be able to check if the scene has a position with the submissive flag, and if so check if the PC is in that position or not.

 

Cool, I'll keep that in mind 

Posted

First issue I've had.  Public Whore put me in a torture dungeon punishment.  Message popped up that SLSF reloaded didnt recognize that situtation.

Posted (edited)
5 minutes ago, RaynMaykr said:

First issue I've had.  Public Whore put me in a torture dungeon punishment.  Message popped up that SLSF reloaded didnt recognize that situtation.

 

Can you provide the specific error message? That would be very helpful in helping me figure out what exactly went wrong :smile:

 

Papyrus Logs could also provide useful information too

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

What about ZaZ? I know a lot of people don't like it.

I think you mixed it up with DD. I know there are voices critical of DD and some mod authors refuse to support it outright. But even then those authors still use ZAP/ZAZ.

 

Zaz is a staple framework that is required by virtually every single mod that has anything to do with sexual exploitation/slavery/non-con and general degeneracy. And last time I checked, SLSF Comments ticks all those boxes and more. And that is what makes it appealing.

If someone doesn't use Zaz, that means they only limit themselves to consensual, vanilla sex mods, i.e. "the boring stuff" and are not your target audience. Therefore I'm pretty sure you don't have to care about those people, regardless of how much noise they may or may not make.

Edited by belegost
Posted
2 hours ago, NymphoElf said:

I will rename the Globals to match the original SLSF. I was unsure of how important this was, but clearly that's very important.

Thanks. That would save me from replacing the global variables in about 15,000 conditions.

2 hours ago, NymphoElf said:

I will also add a comment frequency control.

Thanks. Ideally an on-off global variable. SLSF creates one using code similar to this:

Spoiler

GlobalVariable Property SLSF_AllowComment Auto
GlobalVariable Property SLSF_CommentFreq Auto
Actor Property PlayerRef Auto

 

Event OnInit()
    RegisterForSingleUpdate(10.0)
EndEvent

 

Event OnUpdate()
    If PlayerRef.GetCombatState() != 0
        RegisterForSingleUpdate(6.0)
    Else
        Int CProb = SLSF_CommentFreq.GetValue() as Int
        Int Rnd = Utility.RandomInt()
        If Rnd < CProb
            SLSF_AllowComment.SetValue(1.0)
        Else
            SLSF_AllowComment.SetValue(0.0)
        EndIf
        RegisterForSingleUpdate(2.0)
    EndIf
EndEvent

That would save me replacing about 9000 conditions. This could probably done more efficiently with xEdit, but I do all my modding with the CK and don't know anything about xEdit.

 

2 hours ago, NymphoElf said:

I have Global Variables that are updated if Cum is visible or not visible (1 = Visible, 0 = Not Visible). Will this work instead of Magic Effects? My mod is already checking for cum visibility on its own, so Fame Comments can just piggyback off of SLSF Reloaded's detection.

 

I can also do the same for Devious Devices.

This will work, but it means I'll have to rework the dialogue and conditions for cum and device comments. SLSF distinguishes between face/chest cum and body cum, and the current dialogue and condition usage reflects that.  Also, SLSF distinguishes between light bondage and heavy bondage (e.g., arm binders and yokes), so I'd have to rework those comments and conditions as well.

Posted
10 hours ago, Arcane Wanderer said:

I took a quick look to see if maybe I could somehow help with part of the effort.

Help is definitely appreciated. I only use the CK for programming, and I don't really know how to use xEdit. Also, I'm not a programmer (or wasn't until I made Fame Comments) We probably should continue this conversation in the Fame Comments thread or DM so as not to clutter up this thread.

10 hours ago, Arcane Wanderer said:

I'd hate to see comments be split into two versions - double the maintenance effort is a lot to ask for and I'd hate to see the new version not be maintained.  

Yes. This is the main problem I see - splitting into two versions.

10 hours ago, Arcane Wanderer said:

That said, it sounds like it might not be easy for NymphoElf to provide backwards compatibility for anything other than maybe the global variables?

 

A quick analysis shows something you probably already know - the only dependencies that SLSFFameComments.esp has on SexLab - Sexual Fame [SLSF].esm are the Global records and MagicEffect records.   I determined this by deleting all other record types from the SLSF esm and doing a "check for errors" in xEdit.  The number of errors didn't change (there are 14 or 15 pre-existing errors in comments).

Right. Global variables and magic effects. The great thing about SLSF is that it can be used with nothing but dialogue conditions. No scripts required.

10 hours ago, Arcane Wanderer said:

I didn't look at the scripts to see what hooks they have to SLSF internals.

Accepting whore offers uses SLSF functions to increment SLSF whore fame, and accepting rough sex offers uses SLSF functions to increment SLSF masochist fame. That's it.

10 hours ago, Arcane Wanderer said:

Maybe not a full second dev environment with dozens of duplicate mods?   If you're using MO2, how about making a copy of your mod with a new name and then just use a new profile?

I use Vortex. A new name is fine for the .esp, but there's thousands of script fragments, and they'll all have the same name. These are mostly to call Sexlab events and are generally not SLSF dependent (except for the whore and masochist fame ones mentioned above) but they are attached to hundreds of cum- and bondage-related comments that will need to change or be deleted.

Posted
1 hour ago, NymphoElf said:

 

Can you provide the specific error message? That would be very helpful in helping me figure out what exactly went wrong :smile:

 

Papyrus Logs could also provide useful information too

I'll try to recreate it and get a screen shot of the message.  I'm trouble shooting a mod list, so I'll need to recreate it to make sure I get you the correct logs.

Posted (edited)
1 hour ago, NymphoElf said:

Cool, I'll keep that in mind 

To elaborate about this a bit more, in SLPP / SLSB any number of positions in an animation can be flagged as Submissive. (edit: This replaces the Victim mechanic of original SexLab)

The animation having the tags Dominant and Forced then determines if the animation should be considered as consensual (e.g. foot kissing) or not.

This might help to clear it up more:

https://www.loverslab.com/blogs/entry/19902-sexlab-p-tagging-guide/

 

Edited by Someone92
Posted
1 hour ago, Gristle said:

This will work, but it means I'll have to rework the dialogue and conditions for cum and device comments. SLSF distinguishes between face/chest cum and body cum, and the current dialogue and condition usage reflects that.  Also, SLSF distinguishes between light bondage and heavy bondage (e.g., arm binders and yokes), so I'd have to rework those comments and conditions as well.

 

Ok. I will try to mimic this as closely as possible. I'm not super familiar with Magic Effects yet, and the original SLSF code is still difficult for me to parse because of that. If I make a breakthrough I'll let you know. Though I'm sure you can already tell, I'm trying as hard as I can to make this as easy as possible for you. I completely understand not wanting to go through thousands of dialogues, especially in CK.

 

Perhaps I can figure out a way you can use the Automation Tools for xEdit to speed up this process as well for whatever may still be needed. It's not hard. Just takes time to figure out if you don't have a guide.

Posted

@Dorabella @VahzahVulom - I am unable to reproduce the Error issue. Mine works just fine. Please help me by performing the following steps:

 

  1. Set "bEnableLogging" and "bEnableTrace" to 1 in your Skyrim.ini (default is 0)
  2. Start/Load the game with SLSF Reloaded enabled, then cause the error to happen
  3. Quit out of the game
  4. Find your "Papyrus.0.log" file and send it to me

I need to see what's going wrong internally to figure out what's happening, and the Papyrus Log should hopefully give me the answer. Dorabella's Log might also help me understand why mods aren't being detected in their case too.

Posted
3 hours ago, Gristle said:

Thanks. Ideally an on-off global variable. SLSF creates one using code similar to this:

  Hide contents

GlobalVariable Property SLSF_AllowComment Auto
GlobalVariable Property SLSF_CommentFreq Auto
Actor Property PlayerRef Auto

 

Event OnInit()
    RegisterForSingleUpdate(10.0)
EndEvent

 

Event OnUpdate()
    If PlayerRef.GetCombatState() != 0
        RegisterForSingleUpdate(6.0)
    Else
        Int CProb = SLSF_CommentFreq.GetValue() as Int
        Int Rnd = Utility.RandomInt()
        If Rnd < CProb
            SLSF_AllowComment.SetValue(1.0)
        Else
            SLSF_AllowComment.SetValue(0.0)
        EndIf
        RegisterForSingleUpdate(2.0)
    EndIf
EndEvent

 

I can't find the CommentFreq global. I see "AllowCommentProbability" and "CommentProbabilityRepository" in SLSF_Configuration.psc, and they're both Floats. I can still add that Global if you need it, but I'm just not sure how you're getting the comment frequency otherwise.

Posted (edited)

Playing as a Nord and have a bunch of DD and Cum using SCOE these popped up at Whiterun and around. Never been to any other city. I have this mod and the original and comment running. if u need anything else I be active.

Screenshot_105 - Copy.png

Screenshot_105.png

Screenshot_104.png

Screenshot_103.png

Screenshot_101.png

Screenshot_102.png

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

 

Ok. I will try to mimic this as closely as possible. I'm not super familiar with Magic Effects yet, and the original SLSF code is still difficult for me to parse because of that. If I make a breakthrough I'll let you know. Though I'm sure you can already tell, I'm trying as hard as I can to make this as easy as possible for you. I completely understand not wanting to go through thousands of dialogues, especially in CK.

 

Perhaps I can figure out a way you can use the Automation Tools for xEdit to speed up this process as well for whatever may still be needed. It's not hard. Just takes time to figure out if you don't have a guide.

 

I tried to to look through the original SLSF....


It's not that MGEF are hard; the problem is that the original SLSF is a maze of twisty little passages.   Numbers instead of names and pointless indirection.

 

The SLSF_Equip* MGEF are not set by any scripts.  The MGEF are defined such that they simply reflect what tracking factions the character has been added to.

 

For example, MGEF SLSF_EquipStatus_Head_Sur_3_Sight represents whether or not there is (1) cum on the face and (2) that the cum is visible.  It's set to true or false by being in faction SLSF_EquipSurfaceHead_3 but not being in faction SLSF_EquipSurfaceHead_7.   Those two factions represent cum-on-face and face-hidden respectively.  It turns out that the factions are set by SLSF_Monitor quest.   That quest has an "EquipSurfaceHead" property which is an array holding nine different MGEF, all named SLSF_EquipSurfaceHead_[0..8].   Looking at the quest script, EquipSurfaceHead[3] aka MGEF SLSF_EquipSurfaceHead_3 is set to a value depending on whether or not the player has any magic effects which include the keywords CumOral or CumOralStacked.  I guess those keywords and related MGEF come from SexLab?  EquipSurfaceHead[7] is set depending on whether the player is wearing anything with keywords Config.ClothingKeyword[4] or Config.ClothingKeyword[5] which are the keywords "ArmorHelment" and "ClothingHead".

 

There are a lot of fetishes represented on LL, but the original SLSF is the only mod representing a fetish for arrays...

 

It's all very clever and offloads as much work as possible to the engine instead of to scripting.  But, numbers instead of names and arrays filled with hard-coded constants make it an ugly mess.

Edited by Arcane Wanderer
Posted
10 minutes ago, Arcane Wanderer said:

the problem is that the original SLSF is a maze of twisty little passages.   Numbers instead of names and pointless indirection.

 

Which is exactly why I chose to build this from scratch. There was no way I would navigate that labyrinth in the same time it took me to just start from nothing.

 

I did manage to figure out the EquipSurface stuff, but from what I could tell it was horribly inefficient, or at least seemed to be.

 

I would honestly rather not use Magic Effects to represent these conditions because it's just unnecessary and bloats the list of magic effects on your character needlessly, which simply makes debugging other Magic Effects harder/more annoying. Sure it's not seen by the average user, but it still just doesn't feel right. Plus you have to constantly manage adding and removing it (or activating/deactivating it) within the code and that's not worth it imo.

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