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SexLab Dialogues SE (January 2025)


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  • 2 weeks later...
Posted

Hello. 
Every time I start a scene I get a notification upper left corner that says 
SLD (Critical Error)
Can't figure out why it's happening. Reinstalling all SL content makes no difference. Any advice? 

  • 1 month later...
Posted
On 9/11/2025 at 1:30 PM, Bredcrumpz said:

Is this not compatible with AE? The mod seems not working on my skyrim, i don't get any SL dialogues menu on MCM.

I'm having the same issue.

Posted

Does anyone know if this mod has been abandoned/left in an unfinished state? I've seen on the main post it says something about "I will do this thing next month" but "next month" would have been february and now it is already november. So can anyone give confirmation if the mod is still being actively developed or has been silently completed without an announcement in the main post?

Posted

Hm this version's Rest Anywhere-sleep doesn't seem to want to work in my new AE load order. I lay down, screen fades to black, and I get back up. No option to go to sleep. Potentially a Go to Bed conflict? I think that's a finicky mod that requires patches for things sleep related.

Funny thing is, I had the installer for Dialogues SE 2022-01-31 laying around, tried lazily hot swapping it in my current game, and everything Rest Anywhere-related works fine.

  • 3 weeks later...
Posted
On 5/3/2025 at 12:17 PM, Nethertale said:

What is the purpose of Bloody rag to be washed to clean rag? If bathing it is why *This Mod* adds it? I mean you expect a mod like Bathing in Skyrim, SLS or Naked Defeat have it...

 

Oh and With SLS sleep on ground sys, I don't need the rest anywhere spell so I delete it by help of "Forget Spells" mod but it adds itself on load

 

I also sent it on Oldrim page too...

 

I added the rag as a raw ingredient to make Linen instead of having to go deep in a ruin to get some.

 

On 5/9/2025 at 12:55 PM, Pímenton said:

Hi! I am currently following the Mage Apprentice questline with Farengar, and I got stuck looking for his dead apprentice near the Lord Stone.

I've look around the stone itself, and a huge area beyond that, but to no avail. Could anyone point out the exact location for me?

In case any other mod could potentially be hiding or displacing the body, is there any alternative/quick fix?

Thank you! ❤️

 

The missing apprentice should be just around the stone, to the right side of the platform.

You don't have to walk very far.

 

On 8/3/2025 at 4:00 PM, roberto911 said:

I can get the [More Dialogues], Greetings, you fool, gift, and I need help dialogues to appear but nothing else. I've got SD+, Puppet Master, and the 2015 patch installed. If anyone can get the other 99% of this mod to work, do you have some kind of dialogue extension mod? Because otherwise I'm sort of shaking my head here. 

 

Not sure what else you are expecting. This is most of what Dialogues adds to the menus.

 

On 8/6/2025 at 11:22 AM, Khoop said:

I have this mod, nomkaz's SexLab Romance, and Skyrim Relationship. I have no idea if any of these have conflicts or what but I feel there's some level of redundancy here. Since this mod is a WIP I feel inclined to remove it for now but I would like an update on if these have any overlap/conflict

 

These mods came long after I started Dialogues. I would probably not have created Dialogues if they had been around at the time.

One of my big plans is to carve out the quests from Dialogues so I can make it optional. 

I still have not given up on that yet.

 

On 9/11/2025 at 2:30 PM, Bredcrumpz said:

Is this not compatible with AE? The mod seems not working on my skyrim, i don't get any SL dialogues menu on MCM.

 

Should be.

I have been using it with AE for years.

Posted
On 11/11/2025 at 5:16 AM, Remel said:

Is SexLab Aroused still a requirement? Because the redux version causes CTD. 

 

Is this a recent update to Redux?

Posted
On 11/8/2025 at 5:59 AM, Lesandrya said:

Does anyone know if this mod has been abandoned/left in an unfinished state? I've seen on the main post it says something about "I will do this thing next month" but "next month" would have been february and now it is already november. So can anyone give confirmation if the mod is still being actively developed or has been silently completed without an announcement in the main post?

 

Not dead yet.

 

I got side tracked from my plans earlier this year but I am still here and still trying to get back into these mods.

Posted
Vor 26 Minuten schrieb DeepBlueFrog:

 

Noch nicht tot.

 

Ich bin Anfang des Jahres von meinen Plänen abgekommen, aber ich bin immer noch hier und versuche immer noch, wieder in diese Mods einzusteigen.

 

Glad you're still "on board".

:love:

Posted
3 minutes ago, Miauzi said:

 

Glad you're still "on board".

:love:

 

I feel bad about it.

February was a quiet month here in LL, so I stopped checking the discussions for a while and I got swept up into other things, and before I knew it, messages kept piling up.

I dread to look at the discussions for Parasites and Sanguine Debauchery. But I will in the coming days.

Posted
On 11/28/2025 at 7:50 AM, DeepBlueFrog said:

 

Is this a recent update to Redux?

Yes, the newest version. It doesn't say it's required but when you look at it in Creation kit Arousal is shown as a requirement.

  • 1 month later...
Posted

helllo , 
 i have a problem with the blacksmith quest mod, i have a mod that changes the effects of standing stones. so when i use the warrior standing stone, i cant advance the quest. i tried the showquesttargets console command to set the stage and advance that quest stage using the command, but the problem is the quest doesnt show on the console at all. i onlyhave 2 quests in my journal. and only one fo them show, which is not the black smith mod. 
is there a way to know the quest id and use the command then even tough the quest is not showing in the console ? 

 

Posted
3 hours ago, Meso_1974 said:

helllo , 
 i have a problem with the blacksmith quest mod, i have a mod that changes the effects of standing stones. so when i use the warrior standing stone, i cant advance the quest. i tried the showquesttargets console command to set the stage and advance that quest stage using the command, but the problem is the quest doesnt show on the console at all. i onlyhave 2 quests in my journal. and only one fo them show, which is not the black smith mod. 
is there a way to know the quest id and use the command then even tough the quest is not showing in the console ? 

 

 

There is only one quest for the Blacksmith: _SLD_QST_JobBlacksmith

The quest stage if you want to skip that part is 130.

 

However... I included a workaround for that situation.

There should be an old Nord amulet on the ground next to the Warrior stone.

If you return to Alvor with that amulet, it will trigger the same quest stage as if you prayed to the original stone.

 

  • 2 months later...
  • 1 month later...
Posted (edited)

Am very confused on how to get the master/slave dialogue started, playing as a male PC so how does it work? Also does Irresistible conflict with this mod?

Edited by elf-knight
Posted

I don't know what Irresistible does but there shouldn't be any meaningful conflict. 

Dialogues is pretty much self contained.

 

The master/slave dialogues are organically established through relationships and actions and can be slow to emerge.

For a player as slave relationship, Dialogues is meant to be used with Sanguine Debauchery.

Posted
1 hour ago, huhyeahso said:

When begging and the popup shows up to resist or submit is there supposed to be a sexlab scene? nothing is happening either way.

 

There should be a SexLab scene.

Something it is skipped if there was one just before to avoid running multiple scenes at the same time.

Posted
1 hour ago, CartRider222 said:

Not working with skyrim ae?

 

 

It should.

I am using the AE version without the CC content.

  • 2 months later...
Posted

I know the magicka mastery system is experimental, but as I was gonna play a mage on a playthrough, I turned it on, and I am just wondering if there is anything on this? I was trying to figure it out, other than at first it seemed alright, I had some magicka, nothing crazy, then suddenly by the end of my first fight I had 300 haha. Was curious what the basis is behind this and what the algo is to understand what it should be doing.

Posted (edited)
2 hours ago, Plaguetard2.0 said:

I know the magicka mastery system is experimental, but as I was gonna play a mage on a playthrough, I turned it on, and I am just wondering if there is anything on this? I was trying to figure it out, other than at first it seemed alright, I had some magicka, nothing crazy, then suddenly by the end of my first fight I had 300 haha. Was curious what the basis is behind this and what the algo is to understand what it should be doing.

 

Think of it as adrenaline fueled Magicka. The closest you get to death, the larger your Magicka pool.

 

This is meant to be for gradually getting better magic abilities, starting with nothing.

Initially, spells are very hard and only work near death, and potions quickly give you debilitating headaches (sleep to clear the effects).

As you experiment with alchemy, eat ingredients, drink more potions, you build an immunity to the toxicity of potions and your base magicka pool slowly raises.

 

One side effect is that you actually have to become good at magic if you want to cast a simple spell to enter the College of Winterhold.

 

It may be experimental but it is very functional, especially if you pair it with the Mage Apprentice quest that comes with it.

Edited by DeepBlueFrog
Posted
On 7/3/2026 at 12:19 PM, DeepBlueFrog said:

 

Think of it as adrenaline fueled Magicka. The closest you get to death, the larger your Magicka pool.

 

This is meant to be for gradually getting better magic abilities, starting with nothing.

Initially, spells are very hard and only work near death, and potions quickly give you debilitating headaches (sleep to clear the effects).

As you experiment with alchemy, eat ingredients, drink more potions, you build an immunity to the toxicity of potions and your base magicka pool slowly raises.

 

One side effect is that you actually have to become good at magic if you want to cast a simple spell to enter the College of Winterhold.

 

It may be experimental but it is very functional, especially if you pair it with the Mage Apprentice quest that comes with it.

Thanks for the response. I suppose I had so much magicka than because I had been hit and was close to death. Interesting take on it for sure.

Posted
34 minutes ago, Plaguetard2.0 said:

Thanks for the response. I suppose I had so much magicka than because I had been hit and was close to death. Interesting take on it for sure.

 

I was inspired by scenes from super heroes or mutants where their powers get triggered by a near death experience (or they get a sudden surge near death).

It can be spectacular in the right combat in Skyrim, and it adds a strategic element where you might want to get close to death for extra power, but not too close or not heal too fast to lose your power too soon.

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