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Posted
18 hours ago, NymphoElf said:

 

I've been around long enough to read between the lines, and I've watched humanity become self-absorbed and entitled to the point of murdering people over it. My responses are perfectly reasonable. You've only ever seen one side of this situation, and you masquerade as the voice of reason in order to undermine my points. You don't understand the frustration of putting in hundreds of hours of work to then get shit on by people who don't take the time to read anything more than the mod's title. If you did, you would have a VERY different stance.

I used to think the same things about grumpy and irritable mod authors until I became a mod author, now I see how much anger they've been holding back.

I am the voice of reason here. I have owned and operated organized and served far in excess of the little operation you have going on. The most successful and happy people at the top start from a point of service. Your comments are I want to rule and its my way or the highway, take my ball and go home. All I am doing is pointing out the attitude that will fail no matter where you go. Take your ball and go to discord it probably fits you better. 

Posted
10 hours ago, IBAGadget said:

1. You asked if there was something that could interfere with the MCM not showing up.

Yes. The guide tells you that this is an issue with SKYUI, especially if you have a large load order. It can sometimes take several minutes for a new MCM to appear, especially if you have not started a new game, or if you did, you did not give the system time to load everything and register the menus before running around and doing something. Jumping in and starting to play right after exiting Racemenu on starting a new game puts extra stress on the system and can cause MCM startup scripts to fail as the game engine prioritizes other processing.

2. You made no mention at all of having read the FAQ or the Guide

3. You made no mention at all of any remedies you might have tried to get the MCM to appear

 

did you try the following console command?     setstage SKI_ConfigManagerInstance 1

This command forces SKYUI to re-run the MCM startup scripts, catching ones that missed being processed the first time around.

It's best to not do anything in the game until the process has completed it's run through (wait until all the MCM messages stop appearing in the top left corner of your screen)

 

Admittedly, reading comprehension works best when there is a lot of information presented.

You provided almost none

 

In regards to the question you asked in your post, the FAQ does indeed answer it.

 

In your follow up post indicating that you fixed it, you also provide no information.

 

What did you discover the cause was?

What did you do that ultimately lead to the issue being resolved?

 

Answering these questions provides information to other users that may have a similar issue, giving them an avenue to try to resolve their problem before resulting in asking vague questions with no context.

I guess you have a few fair points there.

 

1) I did some of those tests with a fully upgraded SKYUI and with some of those tests it was not fully upgraded. (Always on a new game would not even consider using an ongoing save) As for my load order, there are about 180 plugins but less then 40 mcm's so the loading time for all of my mcm's takes less then 2 minutes. Only adjusting every setting before picking my starting point takes about 10 to 15 minutes.

 

2) You are right about that and i might have been a bit salty about it but honestly i did read it cover to cover 3 times before even posting here. At that point i had already been busy with this for more then 2 hours. So i as not exactly at my best right then.

 

3) As for the remedies you just mentioned. Yeah i tried those and like i said it did not take at all. 

 

4) As for what i did exactly, the point about that is that i might have a suspicion about what fixed the problem but not 100% certainty. For that i need someone to test my suspicions out for me. Are you willing to test something out for me with a test save of your own to give me some clearence? And very important, do you have papyrus tweaks installed?

Posted (edited)
5 hours ago, BigOnes69 said:

I am the voice of reason here. I have owned and operated organized and served far in excess of the little operation you have going on. The most successful and happy people at the top start from a point of service. Your comments are I want to rule and its my way or the highway, take my ball and go home. All I am doing is pointing out the attitude that will fail no matter where you go. Take your ball and go to discord it probably fits you better. 

 

Lol, pot meet kettle 

 

Nuh uh! I owned and operated and pretended to be a wise old sage WAYYY more than YOU. Appeal to MY experience! I arbitrarily claim to have more experience than you. Trust me bro, I'm legit.

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

It'd be best for everyone if this topic is either locked or deleted.

 

I'd accept it being locked, because then people can't make stupid comments anymore and beg for old versions for "mUh WaBbAjAcK lIsT".

 

 

Edited by NymphoElf
Posted
4 hours ago, reinyn said:

And very important, do you have papyrus tweaks installed?

That one is in the list of 'must have' mods for any modded skyrim setup.

Posted
13 minutes ago, IBAGadget said:

That one is in the list of 'must have' mods for any modded skyrim setup.

It is, but there is absolutely no word of it in the entire guide. And i checked with the search function for it as well. And you know how there was an update for skyrim lately? Yeah, that was a swell time for me. So if you are interested then here i have the test for you.

 

Step 1) Uninstall papyrus tweaks entirely.

 

Step 2) Make a new save with both sexual fame and sexual fame comments installed and active.

 

Step 3) Give the mcm menu the needed time to load all mcm's.

 

Step 4) Report your findings in the comments.

 

If i am right in my assumptions then the mcm menu for this mod should not appear with papyrus tweaks absent in your modlist and if i am wrong about it then it is probably only me that actually needs papyrus tweaks for the mcm to appear in the mcm list.

 

But regardless of it being one of the must have mods for any skyrim setup or not, if it is actually a hidden requirement that nobody knows about, author included at that then it might solve a lot of future issues before they appear just by testing it out.  

Posted

I understand that making mods can be difficult and frustrating, especially when people don't seem to appreciate the effort, which you are supplying for free. We often forget that when we are dealing with our own frustrations, trying to put a complex mod list together and struggling to make the pieces work as expected.

 

I just wanted to take a moment to say thank you. Thank you for sharing your time and your talents with us. Thank you for putting so much effort into making a fun game even better. Thank you for tolerating us when we keep asking for more stuff.

 

I cannot begin to imagine the amount of work that took. I have to admit that I thought your plans for this mod were too ambitious, but you pulled it off. I have no idea how you did it. You even provided an interface with the old mod, for a time, that could be used to override it until the mods that required it were updated to use this one. I didn't even know that was possible, but you did it, and it worked. I'm glad that such steps are no longer necessary, but looking back on how this mod has evolved, it is amazing how much work you put into it. I likely would have given up long ago.

 

Thank you. Thank you. Thank you.

Posted
2 minutes ago, WizardLookingDude said:

We often forget that when we are dealing with our own frustrations, trying to put a complex mod list together and struggling to make the pieces work as expected.

 

Well said. Many times two sets of frustrations clash, and that never goes well.

 

Thank you for the kind words :heart: Thank you for being one of the many fans of this project, and your patience with me during its development. I know there are many more of you out there that choose to say silent or otherwise just don't pay attention to the comments (which isn't a bad thing).

Just a simple thank you or other encouragement goes a long way, so thank you in return.

Posted (edited)
1 hour ago, reinyn said:

there is absolutely no word of it in the entire guide

 

It doesn't really matter if Papyrus Tweaks was in the guide or not.

The ultimate point is that MCM issues like yours are almost always a Papyrus problem, and not any one mod's fault. If an MCM script gets caught in some kind of suspended stack or is otherwise hung, it will never get registered. Mod Authors have no known "cure" for this issue. There are things that can make it less likely, or things that simply happen to work for certain people, but nothing will truly "solve" the issue because it's a Papyrus Engine problem. The Papyrus Engine itself needs to be patched/fixed in order to solve this problem. THIS IS mentioned in the FAQ, though admittedly not to the same degree of detail as I gave here but that's beside the point.

 

1 hour ago, reinyn said:

If i am right in my assumptions then the mcm menu for this mod should not appear with papyrus tweaks absent in your modlist and if i am wrong about it then it is probably only me that actually needs papyrus tweaks for the mcm to appear in the mcm list.

 

People have reported MCMs not appearing while having Papyrus Tweaks NG installed. It's still not a guaranteed fix, and therefore is not a "hidden requirement" but is definitely recommended if using more than a certain number of mods, or if your list has many script-heavy mods.

 

------

 

You are not the first person to have this problem, and you will not be the last. Hundreds of thousands of mod users have reported similar problems across the entire Skyrim modding landscape.

 

Please don't act like you've discovered some kind of new issue or something. MCM registration has been a problem for as long as the MCM has existed. This is why we have mods like Menu Maid, MCM Unlocked, MCM Redone, Papyrus Tweaks, and a number of other "fixes" for the Papyrus engine and MCM that still don't fully fix the issue. People have been trying to solve this problem for 15 years and haven't figured it out yet.

 

At the end of the day, if you found something that worked for you then that's great, but your solution will very likely not work for everyone and the issue itself is also not my fault.

Edited by NymphoElf
Posted
7 hours ago, NymphoElf said:

 

It doesn't really matter if Papyrus Tweaks was in the guide or not.

The ultimate point is that MCM issues like yours are almost always a Papyrus problem, and not any one mod's fault. If an MCM script gets caught in some kind of suspended stack or is otherwise hung, it will never get registered. Mod Authors have no known "cure" for this issue. There are things that can make it less likely, or things that simply happen to work for certain people, but nothing will truly "solve" the issue because it's a Papyrus Engine problem. The Papyrus Engine itself needs to be patched/fixed in order to solve this problem. THIS IS mentioned in the FAQ, though admittedly not to the same degree of detail as I gave here but that's beside the point.

 

 

People have reported MCMs not appearing while having Papyrus Tweaks NG installed. It's still not a guaranteed fix, and therefore is not a "hidden requirement" but is definitely recommended if using more than a certain number of mods, or if your list has many script-heavy mods.

 

------

 

You are not the first person to have this problem, and you will not be the last. Hundreds of thousands of mod users have reported similar problems across the entire Skyrim modding landscape.

 

Please don't act like you've discovered some kind of new issue or something. MCM registration has been a problem for as long as the MCM has existed. This is why we have mods like Menu Maid, MCM Unlocked, MCM Redone, Papyrus Tweaks, and a number of other "fixes" for the Papyrus engine and MCM that still don't fully fix the issue. People have been trying to solve this problem for 15 years and haven't figured it out yet.

 

At the end of the day, if you found something that worked for you then that's great, but your solution will very likely not work for everyone and the issue itself is also not my fault.

You know what, you are right. At the end of the day i have about zero skill when it comes to scripting and it is probably difficult to learn all that i need to know about it to even make something like this mod. I guess i did get it to work for me and that is what matters so why worry about the how or why of it.

 

Good luck with your mod, and keep having fun. 

Posted

Just wanna say THANK YOU!!!

This hard requirement saves me a looooooot!

 

I already had all the VC++ runtimes—x64/x86, 2005, 2008, 2010, 2012, 2013, and 2022—so I thought I was covered. Today I saw the requirement and installed the latest v14. Boom—some of those game bugs I could never fix just disappeared. Thanks again, dev! Even if you're not replying here.

 

Hope this comment helps someone.

BBBB.jpeg

Posted
On 9/10/2026 at 4:10 PM, NymphoElf said:

 

It doesn't really matter if Papyrus Tweaks was in the guide or not.

The ultimate point is that MCM issues like yours are almost always a Papyrus problem, and not any one mod's fault. If an MCM script gets caught in some kind of suspended stack or is otherwise hung, it will never get registered. Mod Authors have no known "cure" for this issue. There are things that can make it less likely, or things that simply happen to work for certain people, but nothing will truly "solve" the issue because it's a Papyrus Engine problem. The Papyrus Engine itself needs to be patched/fixed in order to solve this problem. THIS IS mentioned in the FAQ, though admittedly not to the same degree of detail as I gave here but that's beside the point.

 

 

People have reported MCMs not appearing while having Papyrus Tweaks NG installed. It's still not a guaranteed fix, and therefore is not a "hidden requirement" but is definitely recommended if using more than a certain number of mods, or if your list has many script-heavy mods.

 

------

 

You are not the first person to have this problem, and you will not be the last. Hundreds of thousands of mod users have reported similar problems across the entire Skyrim modding landscape.

 

Please don't act like you've discovered some kind of new issue or something. MCM registration has been a problem for as long as the MCM has existed. This is why we have mods like Menu Maid, MCM Unlocked, MCM Redone, Papyrus Tweaks, and a number of other "fixes" for the Papyrus engine and MCM that still don't fully fix the issue. People have been trying to solve this problem for 15 years and haven't figured it out yet.

 

At the end of the day, if you found something that worked for you then that's great, but your solution will very likely not work for everyone and the issue itself is also not my fault.

 

If one have all reqs installed, and still have trouble with missing things in MCM, Jaxonz MCM Kicker SE have helped me quite often.

It has been part of my mod list for years now.

 

One should remember that some mods demands a new game for MCM to get registered, for whatever reason.

Guess that is why I always start a new game to check, if something is not appearing despite Jaxonz MCM Kicker Se.

  • 2 weeks later...
Posted (edited)

"I have the bug someone already posted about earlier: Oral Cum set to true even though I have none. (Edit: this problem is for all cum types. Oral only showed up first because I was testing with armor on.)

 

Fresh save, all requirements installed, slsf not overwritten. I use SLACS but it tells me I have 0 layers. Getting Cum and waiting for it to disappear did not help. I also have Bathing in skyrim but its still there even after bathing/resetting overlays in its MCM.

 

Could anyone help me out?"

 

Edit: Solved. Turns out the problem was I searched the requirements by name and not by clicking on the links. It lists SLACS but you need SLACS+. Swapping them solved the issue. Will leave this here in case someone has the same problem.

Edited by LokokokoMotive
Posted

Does Reloaded work with Public Whore without a patch? I have SLSFR 4.1.0 installed with PW 1.2.4, but PW doesn't seem to register SLSF in its own MCM, and it's specifically stated in the guide that the old patch is obsolete, but sort of implied that the two still work together.

Sorry if I'm missing something obvious, loving this mod!

  • 2 weeks later...
Posted
2 hours ago, Mayakashi said:

what this mod do , forget me my english is very poor and i didn't found any good explain in old one too

and thank you again for help

This mod a framework that collects different types of fame data based mostly on sex acts your dragonborn performs. The fame categories include slut, whore, dominant, likes men, likes women, etc.

Fame can spread from hold to hold.

This mod does not do anything other than collect the information.

Other mods can use this fame information to trigger comments, events, or even quests.

I hope this answers your question. For more detailed information, the guide is very thorough and the mod author posted a link to it on the mod description page.

Posted (edited)

I was just about to report a consistent doubeling of my .skse Safe File Size (now 1.7GB!) but according to the patchnotes latest update 4.1.1 fixed that already. Good Job @NymphoElf❤️

Can anyone recomend a good way to clean up my safe? (Asking for a friend and no particular reason at all!)

I havent used any of these safe file editors before. There seem to be thousands and according to random people on the internet - all of them are "bad" >_>

Edited by drm62
Posted (edited)
14 hours ago, drm62 said:

I was just about to report a consistent doubeling of my .skse Safe File Size (now 1.7GB!) but according to the patchnotes latest update 4.1.1 fixed that already. Good Job @NymphoElf❤️

Can anyone recomend a good way to clean up my safe? (Asking for a friend and no particular reason at all!)

I havent used any of these safe file editors before. There seem to be thousands and according to random people on the internet - all of them are "bad" >_>

 

"Save", not "Safe"

 

Save: To store or preserve 

Safe: Not dangerous; Harmless

Edited by NymphoElf
Posted
On 10/11/2026 at 5:02 AM, drm62 said:

I was just about to report a consistent doubeling of my .skse Safe File Size (now 1.7GB!) but according to the patchnotes latest update 4.1.1 fixed that already. Good Job @NymphoElf❤️

Can anyone recomend a good way to clean up my safe? (Asking for a friend and no particular reason at all!)

I havent used any of these safe file editors before. There seem to be thousands and according to random people on the internet - all of them are "bad" >_>

I also had save up to 1,9 GB... but it was that damned XP32 and the cloak scripts. If you have it, either disable the cloak spells in the MCM upon game start, or reinstall it and chose the "basic" version.

To clean your saves, you can use resaver... it won't shrink the save, but will remove orphan scripts from it. Though if your save is 1,7 GB, I think it's fucked beyond repair at this point

Posted

Man, I don't know what you guys have going on to have save files that huge - my save files are only about 10MB for the save and 3MB for the SKSE co-save, with an incremental file size of 200KB or less between successive save files.

Posted (edited)
8 hours ago, thehangman625 said:

I also had save up to 1,9 GB... but it was that damned XP32 and the cloak scripts. If you have it, either disable the cloak spells in the MCM upon game start, or reinstall it and chose the "basic" version.

To clean your saves, you can use resaver... it won't shrink the save, but will remove orphan scripts from it. Though if your save is 1,7 GB, I think it's fucked beyond repair at this point

 

That's not quite what they're talking about. You're only looking at the Papyrus side of things. The issue was duplicated mod registration within SLSFR from mods such as LMAO or others due to an improper data check on the SKSE side of SLSFR.

 

It's theoretically possible for them to clean the save, but they would have to be very careful about it in order to prevent corruption, crashes, or other weirdness that they can't report as bugs. Their only other option would be to completely reset SLSFR by uninstalling it, but it is theoretically repairable. (I'm also working on an update which will auto-clean the CoSave by removing these erroneous duplicates)

 

7 hours ago, IBAGadget said:

Man, I don't know what you guys have going on to have save files that huge - my save files are only about 10MB for the save and 3MB for the SKSE co-save, with an incremental file size of 200KB or less between successive save files.

 

Prior to this last patch, mods such as LMAO would constantly re-register in SLSFR because the mod's name would have other garbage data included when saving the mod's name to the registry list. Therefore whenever the mod would send a registration request, SLSFR would see the mod's name, check it against currently registered mod names, none would match, so it allowed to to register AGAIN, but that name would once again be filled with garbage data when saving the list, causing an infinite loop. SLSFR needs to save this list of mod names in order to function properly, and this is done via the SKSE CoSave file. Therefore, the size of the cosave would balloon over time due to constantly registering "new" mod files infinitely.

 

That's the short version of the answer, at least for my specific bug.

Edited by NymphoElf
Posted
On 10/12/2026 at 11:40 AM, IBAGadget said:

Man, I don't know what you guys have going on to have save files that huge - my save files are only about 10MB for the save and 3MB for the SKSE co-save, with an incremental file size of 200KB or less between successive save files.

That's what I was trying to figure out, it was driving me crazy.

 

On 10/12/2026 at 5:37 PM, NymphoElf said:

 

That's not quite what they're talking about. You're only looking at the Papyrus side of things. The issue was duplicated mod registration within SLSFR from mods such as LMAO or others due to an improper data check on the SKSE side of SLSFR.

 

It's theoretically possible for them to clean the save, but they would have to be very careful about it in order to prevent corruption, crashes, or other weirdness that they can't report as bugs. Their only other option would be to completely reset SLSFR by uninstalling it, but it is theoretically repairable. (I'm also working on an update which will auto-clean the CoSave by removing these erroneous duplicates)

 

 

Prior to this last patch, mods such as LMAO would constantly re-register in SLSFR because the mod's name would have other garbage data included when saving the mod's name to the registry list. Therefore whenever the mod would send a registration request, SLSFR would see the mod's name, check it against currently registered mod names, none would match, so it allowed to to register AGAIN, but that name would once again be filled with garbage data when saving the list, causing an infinite loop. SLSFR needs to save this list of mod names in order to function properly, and this is done via the SKSE CoSave file. Therefore, the size of the cosave would balloon over time due to constantly registering "new" mod files infinitely.

 

That's the short version of the answer, at least for my specific bug.

 

Unfortunately, that patch didn't fix the issue for me. I did uninstall version 4.1.0 and started a new game with 4.1.1 installed, but the bloating continued. When I tracked this mod as the culprit, my co-save was 25MB, and a save made 30 second after it would inflate to 71 or even 95. I disable the mod in the manager, and poof! My co-save is now 2,5 mb. For context, I am running on Linux with the Amethyst Mod Manager. I also have LMAO installed (and SLSF Comments Reloaded if it matters). I will post more information if requested, I don't know what will help at the moment.

Posted (edited)
8 hours ago, thehangman625 said:

That's what I was trying to figure out, it was driving me crazy.

 

 

Unfortunately, that patch didn't fix the issue for me. I did uninstall version 4.1.0 and started a new game with 4.1.1 installed, but the bloating continued. When I tracked this mod as the culprit, my co-save was 25MB, and a save made 30 second after it would inflate to 71 or even 95. I disable the mod in the manager, and poof! My co-save is now 2,5 mb. For context, I am running on Linux with the Amethyst Mod Manager. I also have LMAO installed (and SLSF Comments Reloaded if it matters). I will post more information if requested, I don't know what will help at the moment.

 

Well now it depends on what you mean by "bloat".

 

Bloat, by its proper and objective definition in the context of software is "unnecessary and useless data". Just because a file is bigger than you THINK it should be doesn't mean it's bloated.

 

-----------------------

Here is a breakdown of every object saved by SLSFR:

 

Each registered plugin (ie: mods such as LMAO) is 293 Bytes each, but there are Zero by default for a total of 0.

 

Each registered tattoo consumes ~440 Bytes each for the Tattoo Memory function to work, but there are Zero by default for a total of 0..

 

Each Default Fame Location is ~1.5KB, and there are 21 of them. That adds up to ~31KB.

 

There are 10 Fame Regions, which are 328 Bytes each, which is ~3KB total.

 

Finally, each Custom Location is 1.75KB each, but there are Zero by default for a total of 0.

-----------------------

 

This means that, by default, SLSFR should be around 35KB of your CoSave upon first load in a brand new game, which is still a touch smaller than SKSE itself.

 

Also, 25MB for a CoSave is more than reasonable depending on the mods you have and how long you've been playing. 25GB on the other hand might be a different story.

 

For example: my fresh, brand new, haven't left the Alternate Start cell yet CoSave is only 109KB, but I also only have 10 mods saving to my CoSave file.

 

I am very skeptical that 4.1.1 is still the ultimate culprit, because I did my best to properly solve the underlying issue, not just slap a band-aid on it.

 

You need to either show me where the bloat is happening in your CoSave or send me your "bloated" CoSave file to inspect myself.

Edited by NymphoElf

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