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Hugh Reckum

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About Hugh Reckum

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  • Birthday 08/02/1987

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  1. Hugh Reckum

    SexLab Pheromones

    Ok, so you're saying that you haven't seen this type of bloat with Pheromones? I know that you do some careful save-game monitoring, so that's helpful to know. Honestly, I think that it would take a loooooooot of threads to cause much bloat, probably it would take many dozens of them which would take hours and hours (or maybe days) of gameplay of stacking them and never clearing them to accumulate... It's unlikely that they could be stacked that high... But, I think that I'll implement a cap on the next update to maybe something like 3 threads, that seems reasonable. In that case, we can keep the stability of multithreading, but it would also ensure that the Mod would maintain a light resource footprint on the savegame regardless of whether a cleaning cycle happens... The usual culprit for bloat from what I've seen are badly implemented registerforupdate functions and cloaking spell scripts. I use exactly 0 of those in Pheromones, I stay away from them like the plague actually, cloak polling is atrocious imo... I don't even use registerforsingleupdate unless I absolutely have to because I've had too many bad experiences with it. - So yeah, none of that stuff in Pheromones scripts...
  2. Hugh Reckum

    SexLab Pheromones

    There's some multithreading going on because it makes the script functions more stable (Papyrus has some dropping problems). But, in order to clear out all threads, the PC needs to have a cycle with all pheromones removed and they will clear/recycle automatically. - You can see the recycle happening if debug messages are turned on. So, if pheromones are applied constantly to the PC without ever allowing for a cleaning cycle, it could stack up threads which may result in some bloat... That's my best guess. I'd suggest periodically clearing the pheromones to allow for a cleaning cycle to take place. A cleaning cycle will see the Mod's thread count reset back to 0.
  3. Hugh Reckum

    SexLab Pheromones

    @PubliusNV Not sure, haven't been able to reproduce it in testing, if other people run into it, maybe some more details would make it possible to isolate. @Slorm Nice suggestions. I was considering adding a 'chaos mode' scenario in the next update, like having a chance for all possible pheromones to be applied at once by some evil person while the Player is sleeping... Or something like this... What do you guys think?
  4. Hugh Reckum

    Where are you from?

    I know both of these States, if you were to start at the place where the borders converge for these two States and moved due northwest, I'm in the state with the least land area at the 49th parallel.
  5. Hugh Reckum

    SexLab Pheromones

    There's also a global toggle for disabling multiple creatures so only singles would spawn. But you'd probably have to do one or the other.
  6. Hugh Reckum

    SexLab Pheromones

    If there are animations that you don't have or don't want to play, I'd suggest disabling the creature in the MCM. For instance, if you didn't have hagraven animations or removed them all, toggling hagravens off in Pheromones MCM should prevent you from running into issues.
  7. Hugh Reckum

    SexLab Pheromones

    Thx! It should, don't know how many creature animations are suited to Male PCs though, so you might need to use your imagination a bit...
  8. Hugh Reckum

    Zaz Animation Pack 8.0 Helper Addon

    @iprollyneedhelp I might look at adding some more NPC support when I get some extra time... This Mod puts your selected NPC into an alias that has a SitTarget AI package attached that will point to the furniture that you've selected. What would cause it not to work is if another Mod was overriding the AI. The higher the Quest priority, the higher the AI package stack, so my guess is, those Mods have their quests that contain the follower aliases set at a very high priority, and so the follower AI would override other AI as it occupies a higher priority in the stack. Here's the esp with the Quest set to max priority. ZAPFurniturePlacer.esp If it's higher than those Mods, then this AI should override those Mod's AI. If those Mods have their AI at max priority too though, not sure which would win, it might come down to load order in that case...
  9. Hugh Reckum

    SexLab Pheromones

    @Slorm Ok, perfect, I guess I'll do a little update then since these are some nice fixes. Thx for doing the testing!
  10. Hugh Reckum

    SexLab Pheromones

    Ok, maybe try this out, this resets creature arousal right after sex if the Aroused Creatures Mod is installed. Let's say they 'blew their load'... SLPheromonesControlScript.pex (Shouldn't need a clean save)
  11. Hugh Reckum

    SexLab Pheromones

    @raliou I'm getting conflicting reports on this one as it appeared to have been solved earlier in the thread For the arousal rape I assume that you're using the Mod in conjunction with Aroused Creatures Mod?
  12. Hugh Reckum

    SexLab Pheromones

    @Slorm Ok, made some changes: Not only do the creatures get removed from a Player enemy faction, but they get added to a Player friend faction before sex starts. Checks if follower alias is filled and stops combat and combat alarm. Added all vanilla summoned creatures to a formlist and it will check if the alias exists and also stop combat and combat alarm if it does. Summoned creatures will also adopt an 'ignore combat' AI pack while in the alias. The previous changes of removing the creature enemy faction and stopping creature combat and combat alarm are still in place. Hopefully this will be enough to settle everybody down... lol QF_SPPheromones_07000D62.pex SLPheromonesControlScript.pex SexLab Pheromones.esp
  13. Hugh Reckum

    SexLab Pheromones

    Ok, so this removes the enemy faction and calls for the creature to stop combat right before entering the sex scene... Might do the trick... (Shouldn't need a clean save). SPPlayerAliasOnHitScript.pex SLPheromonesControlScript.pex
  14. Hugh Reckum

    SexLab Pheromones

    Ok, thanks for confirming. I did a fix for this in a previous release, but maybe you needed a clean save to get the effect, so glad it's gone for you now. Awesome, thanks for testing! I'll have to update a bit more and add in support for the new Ice Wraith animations (courtesy of Billyy) once I get a little more time at my disposal...
  15. Hugh Reckum

    SexLab Pheromones

    Ok, if it's better to dismount before combat starts, try this. SLPheromonesControlScript.pex
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