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Somehow, many drinkable consumables have been tainted and are now laced with powerful sex pheromones!

How did this happen?

In some cases, wild animals marked their territory on what later became unwashed ingredients to potions. 

In other scenarios, perverted mages and warlocks concocted devious brews in their basements and then managed to get them widely circulated by selling them to merchants at a discount.

And in yet more cases, rumors abound of pranksters at the College of Winterhold brewing up crazy combinations of love potions just for shits and giggles, all to stave off the monotony of college life.

In any case, what we're drinking and where it came from might be a bit more enigmatic than previously thought in Skyrim...

 

This Mod adds some risk to drinking consumables, there's a % chance that just about anything the PC drinks may have sex pheromones in it.

 

This Mod also provides one of the only (maybe the only) ways on LL to see multi creature sex animations during regular gameplay with 2, 3, 4, & 5 sex actor animations supported. (Big thx to the animators who created these!)

 

There are unique pheromones for 45 different creatures and 10 different races. In addition, there are also 74 creature variants, so you will see stuff like Werebears, Glowing SabreCats, Riekling Chiefs, Frost Giants, etc. All told that's 129 creature possibilites and many different combinations of those creatures. The Mod also supports all known MFC and FFC animations, so with the right SLAL packs you could see stuff like 2 Females and a Werewolf, or you could hold a Dremora down while he gets buttraped by a dog... lol - The list goes on.

 

 

After updates clean saves are recommended!

 

How Stuff Works:

General:

 

  • Drink a potion or something else and get a Pheromone! There are 55 possible selections that can happen randomly, whatever pheromone you get, that creature / npc will become very friendly!
  • It is also possible to get Pheromones from creature attacks, default percentage chance is 2%, (same as Vanilla disease chance), but each creature's chance can be configured in MCM.
  • Mod has integration with SexLab Aroused so Arousal can impact Pheromones chance as well. (Configurable in MCM).
  • The Pheromones can be cleared by crafting the right recipes at cooking stations. Open a cooking station and look at the possibilities to see what ingredients are needed.
  • If you get really strong pheromones, you might need to visit the Priestesses of Dibella for extra supplies. :classic_wink:
  • Pheromones will eventually wear off, but it takes awhile.
  • There's an MCM where the chance of pheromones and what Creatures / NPCs spawn can be controlled. You could deselect everything and have only 1 selected then set pheromones to 100% if you want to guarantee that you will get to see the animations for a particular creature.
  • No Vanilla stats / buffs / effects were changed on any of the potions, health potions will work exactly as they did before for instance. There is simply the added possibility of consuming sex pheromones.
  • This Mod supports drinkables from the following Mods (They can proc pheromone effects):
    • Milk Mod Economy
    • Skooma Whore
    • Realistic Needs and Diseases
    • INeed
    • MiniNeeds
    • PlayerSuccubusQuest
      • Also has compatibility with Soaps from Bathing in Skyrim
      • Dialogue compatibility with Sacred Band of Dibella NPCs from Hydra Slave Girls

 

Creatures:

  • Most creatures will spawn around the Player anywhere in the Wilderness.
  • Creatures will also spawn in specific areas depending on their type. For instance, Goats & Dogs spawn at Farms, Falmers & Chaurus spawn in Falmer Hives, Bears & Sabre Cats spawn in Animal Dens, Mammoths & Giants spawn in Giant Camps, etc. I.E. - Creatures will either spawn in the wilderness, or in the places where you'd normally expect to find them.
  • If you have a Creature Pheromone active, you should be safe from creature attacks if you're in a City, Interior, Player Home, etc.
  • The Creatures that spawn do not have aggressive AI, aggro radius behavior, or enemy faction status, etc. The spawned creatures should not aggro or get interrupted by anything, their goal is to have sex with the Player.
  • Creatures will try to catch the Player. If they get close enough, a sex scene will automatically start, but, they can be killed (at range) or you can run away 10,000 units and they will give up the chase.
  • The time between creature spawns can be controlled in the MCM.
  • If a Creature manages to catch you and have it's way with you, it will be satisfied and will leave you alone after.

 

NPCs:

  • NPCs will use available nearby NPCs that fit the race criteria, only adult NPCs are a possibility.
  • It is equally possible for the NPC to be male or female.
  • NPCs will be interested in the PC when in a City, Dwelling, Guild, Habitation, Inn, or House.
  • If the PC has ingested NPC pheromones, then sex attacks can be avoided if she stays in the Wilderness... So maybe go live in a tent for awhile.
  • The NPCs will need to get close to the Player for a sex scene to start. NPCs will usually follow the Player indoors.
  • Whether an NPC can be killed or not will depend on the base actor's essential status. Some NPCs you probably wouldn't want to kill though even if you could, and in this case it may be best to just let them have their way with you. They will be happy afterwards and go about their business.
  • The frequency of NPC sex attacks can be controlled in the MCM.

 

Installation:

  • The Mod itself is straightforward with only an .ESP and some scripts, can just drop into install directory or use your favorite manager.
  • Make sure you have FNIS Creature Pack and all of the needed animations.
  • Make sure to run FNIS.
  • Once in Game, after installing SexLab, tick the box in SexLab MCM to enable Creature Animations.
  • Finally, go into SLAL MCM and Enable All / Register Animations.

 

Credits:

  • Thanks to Ashal for SexLab
  • Thanks to the many great animators of LL.
  • Thanks to Loverslab Community

 

Requirements:

Dawnguard

HearthFires

Dragonborn

SexLab

SexLab Aroused

Billyy SLAL Creature Pack

Leito SLAL Creature Pack

More Nasty Critters (for some of the rarer animations)

 

Possible Creatures and where they can spawn:

 

 

 

 


Ash Hopper ; Mines, Dungeons, Wilderness
Bear ; Animal Dens, Wilderness

Boar ; Animal Dens, Wilderness
Canine ; Animal Dens, Towns, Farms, Wilderness
Chaurus ; Mines, Falmer Hives, Dungeons, Wilderness
Chaurus Hunter ; Mines, Dungeons, Wilderness

Chaurus Reaper ; Mines, Falmer Hives, Dungeons, Wilderness

Chicken ; Towns, Farms, Wilderness

Cow ; Animal Dens, Towns, Farms, Wilderness
Deer ; Animal Dens, Farms, Wilderness

Dragon: Wilderness

Dragon Priest: Wilderness
Draugr ; Cemeteries, Draugr Crypts, Dungeons, Wilderness

Dremora ; Mines, Dungeons, Wilderness

Dwarven Ballista: Dwarven Automatons (Dwemer Ruins), Wilderness

Dwarven Centurion ; Dwarven Automatons (Dwemer Ruins), Wilderness

Dwarven Sphere ; Dwarven Automatons (Dwemer Ruins), Wilderness
Falmer ; Falmer Hives, Mines, Dungeons, Wilderness

Flame Atronach ; Warlock Lair, Wilderness
Frost Atronach ; Warlock Lair, Wilderness
Gargoyle ; Vampire Lairs, Dungeons, Wilderness
Giant ; Giant Camps, Wilderness
Goat ; Animal Dens, Towns, Farms, Wilderness

Hagraven ; Hagraven Nests, Wilderness
Horker ; Shipwrecks, Wilderness
Horse ; Animal Dens, Towns, Farms, Wilderness

Lurker ; Shipwrecks, Dungeons, Wilderness
Mammoth ; Giant Camps, Wilderness

Netch ; Mines, Dungeons, Wilderness
Rabbit ; Animal Dens, Towns, Farms, Wilderness
Riekling ; Mines, Dungeons, Wilderness
Sabre Cat ; Animal Dens, Wilderness
Seeker ; Mines, Wilderness
Skeever ; Animal Dens, Farms, Dungeons, Wilderness
Spider ; Dungeons, Wilderness
Spider Large ; Dungeons, Wilderness
Spider Giant ; Dungeons, Wilderness

Spriggan ; Spriggan Groves, Wilderness

Storm Atronach ; Warlock Lair, Wilderness
Troll ; Mines, Dungeons, Wilderness
Vampire ; Vampire Lairs, Dungeons, Wilderness

Vampire Lords ; Vampire Lairs, Dungeons, Wilderness
Werewolf ; Animal Dens, Mines, Wilderness

WispMother ; Wilderness, Dungeons

Wolf ; Animal Dens, Wilderness
 

 

 

 

How Stuff Works with Pictures:

 

Spawning Creatures:

 

 

 

 


Example of spawning a creature by setting Pheromones chance to max:

20180915021409_1.jpg.c30c36c50299c97c6f6e809183af0882.jpg

 

Creature spawns are randomized, or you can filter down to something specific, only Chaurus Hunters selected in example:

20180915021428_1.jpg.3dd359f6b369803d699c82ba349ca8e5.jpg

 

Make sure to enable creature animation settings in SexLab:

20180915021637_1.jpg.235cde861c5fd622d333da13c027fa2a.jpg

 

Enable All / Register Animations in SLAL MCM:

20180915021802_1.jpg.1d50cf41f5e1a97aafc1c0716b2b1683.jpg

 

Drink a potion:

20180915021814_1.jpg.3b36396ba138b47d2dae6fe97744f4ac.jpg

 

Be in a location where the creature can spawn, such as the wilderness, it will spawn automatically after a certain amount of time:

20180915022008_1.jpg.b5ddb10f16cc3fb4b8ef3e7d6d09cdf1.jpg

 

The creature will chase the Player, if it gets close enough, this happens...

20180915022121_1.jpg.91f292635f43ef27e1f9416feedf03d1.jpg
 

 

 

 

Removing Pheromones:

 

 

 

 


Go to a cooking station to see what ingredients you need:

20180915022154_1.jpg.48e31e168fcfabee6048e5d4205d952e.jpg

 

Get the ingredients and cook up the cure:

 

20180915022309_1.jpg.78595d3cae1c682744ab21db254d087c.jpg

 

Eat it and you're good to go: (until next time)

20180915022323_1.jpg.78b315ad7013f34268234b45607eb521.jpg
 

 

 

 

 

Version Change History:

 

Version 1.2.8

  • Double the Girls, double the fun! Added support for 1 Female Adult Follower to share your pheromones adventures with!
    • Follower Support can be toggled on and off in MCM.
    • Make sure you have Fuz Ro Doh installed.
      • Adding follower support involved a fairly intense script overhaul, I tweaked stuff until things seemed stable in testing, but let me know if you run into anything.
  • Fixed MCM Slider for setting all attack sliders.
  • Fixed Khajiit merchant chest items.

 

Version 1.2.9 November 12, 2018

  • New Combat Mode available. Can be toggled on in MCM. 
    • With Combat Mode active, the Creature's distance to Player will be ignored, sex will start instead if a creature manages to hit the Player.
    • Creatures will enter into real combat so followers will fight them, they will use weapons and projectiles.
    • The creatures will not do damage to the Player, but they can hurt followers and other NPCs.
  • Fixed issue with strong pheromones getting applied erroneously. - Thx to Slorm for finding the bug.

 

What's New in Version 1.3.0 November 13, 2018

  • Added new MCM option to improve Creature attack behavior in combat mode. 'Relentless Attacks'
    • This option helps to solve issues with creatures not initiating combat if Player has too much distance for game engine to maintain aggro.
    • It will also cause creatures to continually attempt to ambush the Player until they succeed or the Player kills them.
    • It will periodically refresh Creature's attacks on Player if they are distracted or interrupted by something else.
    • The Player will need to kill the creatures or will end up getting raped.
    • Overall it's a more challenging but better combat experience.
  • Reworked certain flying creatures so they will no longer rely on spawning via magic anomolies.
    • Instead, the Flame Atronach, Wisp Mother, Netch, Dwarven Ballista etc. will properly chase the Player.
      • Both radius capture and combat mode should now work for these flying creatures.
    • The only creatures that will continue to rely on magic anomolies for spawning are Dragons. (Dragons truly hate Navmesh).
  • Fixed issue with Storm Atronach sometimes not initiating sex properly.
  • Fixed Frost Atronach spawning issues.
  • Fixed Frost Atronach follower support.
  • Fixed OnHit spam loop that would happen with certain creatures and prevent a scene from starting due to their persistent AOE attack (Frost Atronach for instance).

 

Clean save advised due to MCM changes.

 

 

What's New in Version 1.3.1 November 18, 2018

  • Added MCM Slider for Combat Mode so the % chance of a sex scene to start per hit can be set.
  • Added toggle option for Combat Mode so the Player can choose if they want the Creatures to do real combat damage or not.

 

 

What's New in Version 1.3.2a November 19, 2018a

  • Changed the SP Creatures AI Data so they will behave better in Combat Mode.
  • A Player Enemy Faction will now be added to the SP Creatures when they spawn for Combat Mode so they will have more persistent aggro behavior.
    • Mods that interrupt aggro, such as DCUR during surrender events and give Player essential status will no longer cause the Creatures to derp out.
  • Creatures will no longer do cheap shots in Combat Mode. - When Creatures hit the Player after sex but before they despawn, these attacks will not do damage.
  • Fixed the notification for Strong Pheromones not wearing off so it should only display once.
  • Fixed effect refresh so all active Pheromones will get refreshed when Strong Pheromones are active.
  • Fixed so creature spawns will be suspended if the Player is currently an invalid Race, such as a Vampire Lord or Werewolf.
  • Made some debug notifications more descriptive in debug mode.

 

1.3.2a Edit:

Small fix to Pheromones clearing procedure.

 

 

1.0.1:

 

  • Reworked some scripts to fix some bugs that were coming up during my testing. 
  • Added a feature where the PC can potentially clear active sex Pheromones by consuming more potions / drinks. But, there's a catch because there's an equal chance to consume even more pheromones, and in this case the sex attacks will happen twice as often and there is no way to remove the pheremones other than waiting for them to wear off in about a day.

 
1.0.2:

  • No real change other than other than I accidentally uploaded the developer version of my script with 1.0.1. So any lucky person that downloaded it will get to see lots of cool debug notifications about what is going on in the background...

 
1.0.3:

  • Multiple creature animations now supported! Threesomes, foursomes, fivesomes, I added support for every single multiple creature animation that animators have created animations for! This is now perhaps the only mod that provides an organic way to tap into these animations through regular gameplay. Big thanks to the great animators who made this stuff. Especially Billyy and Leito as the bulk of the multi creature anims were created by them.
    • As a result of this change, Billyy SLAL Creature Pack 1 & 2 and Leito's creature pack are now requirements for this Mod. But it will be worth it, because there are dozens of juicy anims that are otherwise hard to come across...
  • MCM Menu added! In the MCM you can:
    • Set % chance of getting pheromones.
    • Set % chance to clear pheromones.
    • Set % chance to get extra pheromones.
    • Set timing for how ofter Creature / NPC attacks come, both regular and fast versions.
    • Allow only Creatures or only NPCs, or both! Or neither? (For people who like non-alcoholic beer.)
    • Allow specific Creatures and specific Race types.
    • + New cover art. 
  • Features changes:
    • More creature types added to Dungeon areas, you will see more variety of creatures down there.
    • Added a possibility to legit 'run' away. If you run more that 10,000 units away from a creature that's chasing you, it will give up and look for an easier way to achieve sexual gratification...
    • Multi creature attacks (Up to 4 at a time). If you kill one or two, it 'should' still pull a group anim for whatever creatures are left. I.E. start with 4, kill one, and you will still get only slightly less gangbanged than before.

 
What's New in Version 1.0.4 September 13, 2018
 

  • Fixed the % chance sliders, they should now behave like they're supposed to.
  • Fixed multi creature attacks so sex scenes will not start immediately, but they will properly chase the player. You can try to fight them off (every single member of the group will need to be killed), or you can run away and if you are > 10,000 units from any one of them, they will give up.
  • Added a feature in the MCM where group creature sex can be toggled on or off.
  • Expanded the creature / npc selection function so will iterate. Instead of simply preventing selections that are invalid, it will now look for the next valid creature or NPC type (it runs alpha numerically). - This allows for true filtering, so if you wanted to see animations for specific creatures, that is now possible.
  • Added support for:
    • Milk Mod Economy
    • Soul Gem Oven III
    • Skooma Whore
    • INeed
    • Realistic Needs and Diseases
      • Drinkables from these Mods if they are installed can trigger pheromone events. 
      • Let me know if there are other Mods that I should add.
  • Expanded radius that creatures can catch the player. This was because some creature boxes were too small for their bodies and they could not get within 125 units (Mammoths). - To compensate, the creatures will start off further away from the player when they spawn, so PC will get a head start. 

 
What's New in Version 1.0.5 September 14, 2018
 

  • Added a new system for clearing pheromones, there are 47 new cooking recipes . You can go to a cooking station and see what ingredients are needed for each type of pheromones. Pheromones will no longer clear randomly.
    • The super pheromones cleanser will be needed if you get extra pheromones added.
      • Part of the recipe for this will require Priestess of Dibella Cum, you can go to the temple in Markarth and the Priestesses there will accomodate you for 'gathering' supplies. 
  • Fixed bug where you would sometimes get an NPC / Creature follower that would stick around if there happened to be an unrelated sex scene playing at the time that the alias filled or the spawn happened.
  • Fixed Deer spawn so it would use male model.
  • Made the randomization function for selection more robust by doing some _________ (insert technical jargon).
  • Added support for MiniNeeds.
  • Creature attacks and NPC attacks will now list the Player as a victim for mods like Apropos.

 
What's New in Version 1.0.6 September 15, 2018

  • Added support for 4 actor Riekling animations. (Now there's 2, 3, 4, and 5 actor Riekling possibilities!)
  • Added support for 3 actor Ash Hopper animations. Thx to Billyy for pointing these out.
  • Added 10 new creature possibilities!
    • Boar
    • Chaurus Reaper
    • Cow
    • Dwarven Centurion
    • Dwarven Sphere
    • Lurker
    • Hagraven
    • Spriggan
    • Vampire Lord
    • Wolf
      •  Also added is the corresponding MCM stuff for each, and recipes for pheromone cures for each that can be made at cooking stations.
  • Added support for Player Succubus Quest drinkables.
  • Fixed the bug where chauruses were randomly showing up.
  • Added small scene after creature attacks where PC will pass out and wake up naked / covered in cum.

What's New in Version 1.0.7 September 17, 2018

  • Fixed Wolf Spawning issue.
  • Fixed gender for Hagravens so they should animate correctly.
  • Fixed gender for Spriggans so they should animate correctly.
  • Fixed conflict issue with Real Needs and Diseases alcohol items.
  • Fixed (I think) Chauruses randomly showing up.
  • Extra Pheromones are no longer applied via consumables, instead, there is a chance to get them from sex attacks (% is still configurable in the MCM).
  • It is now possible to select Gender for NPC attackers in MCM. They can be set to only Male, only Female, or random chance for either (default).
  • Stealth mode option has been added to MCM for those who would rather not know when they drink pheromones and want to be surprised by sex attacks.
  • Active pheromones are now viewable in the magic effects tab for the character once they have been applied.
  • The duration of the pheromones is also viewable, - FYI, the strong pheromones timer is only a place holder, strong pheromones will be removed when the timer for normal pheromones expires, or when they are removed with super pheromone removers.
  • Pheromones have been added in potion form. You can find them for sale by Khajiit Caravan vendors (or access them via console if you know how to do that).

 
What's New in Version 1.0.8 September 20, 2018

  • Some new content added with 3 new Recipe Books.
    • The Books provide a reference guide to check to see what ingredients you need for any type of pheromones that you might catch wherever you are.
    • The Books will need to be in the Player's inventory when they open the cooking window if they want to craft the recipe at a cooking station.
    • There is a short quest to get the books after you catch your first Pheromones.
  • Added some compatibility with Deviously Helpless, if you have the DH Mod installed, it will suspend DH and reactive it at the appropriate times to avoid conflicts.
  • SexLab Aroused is now a requirement.
    • Added an MCM option where Arousal can be used to add to the chance of getting Pheromones. If active, 40% of Player's base arousal will be added to the Pheromones chance.
  • New MCM feature where bonus chance can be added by Alcohol, Skooma, MME Milks etc.

 
What's New in Version 1.0.9 September 21, 2018

  • Added MCM Slider for Arousal. If Arousal is active in MCM, then the Player can only get Pheromones if their Arousal level is >= the minimum arousal threshold (configurable in MCM), if it is, then Pheromones chance, Alcohol Bonus, and 40% of base arousal are added together to determine total chance of getting Pheromones.
  • Added support for Wolf 3-ways
  • Creatures will no longer be as gentle and will do 'mock' attacks at the Player when chasing her down. 
    • Disclaimer - These are setup to do no damage, but things will occasionally glitch here thanks to Beth's awesomeness. I tested on various creatures including Giants and there was no damage. By downloading this mod you agree that I am hereby indemnified of any and all liability resulting from injuries, either physical, mental, or emotional that may or may not be inflicted on your Player Character when she gets smacked around by horny creatures that could cause inadvertent damage up to and including death due to Skyrim's occasional glitchiness.
  • Fix so Player wouldn't get covered in Cum after drinking random things.
  • Stealth Mode will no longer apply Cum when Pheromones are consumed.
  • Added a bit more dialogue for Court Wizards during intro Quest.
  • I experimentally told Arousal to 'handle erections' right after Creatures spawn. I haven't been able to extensively test, but Creatures may or may not have erections while chasing the PC. - Let me know what your observations are in the field.

 
Edit:

  • Added small fix for Court Wizard's dialogue.
  • Added German Translated version courtesy of CGI
    • The German version requires USLEEP (Unofficial Skyrim Legendary Edition Patch)


What's New in Version 1.1.0 September 24, 2018

  • Removed ITM records and a couple other minor fixes, this should make Mod more compatible with other Mods.
  • Fixed cum textures getting applied when they aren't supposed to. Also, they won't get applied if stealth mode is active.
  • Fixed Book Quest so it will complete correctly in Quest journal.
  • Added additional effects to pheromone cures so they will also cure disease, due to the player might get diseases from having sex with certain creatures.
    • Bonus positive effects added to Super Pheromones cures, they will also boost magicka, persuasion, etc.

 
What's New in Version 1.1.1 September 26, 2018

  • Added Flying Creature support!
    • Flying creature scenes will be started when a magic anomaly catches the player. 
  • Added 9 new Creature options!
    • Dragon
    • Dragon Priest
    • Flame Atronach
    • Storm Atronach
    • Dremora
    • Dwarven Ballista
    • Netch
    • Wisp Mother
    • Chicken
      • Book entries, recipes, magic effects, potions, & potion cures have all been added for each new creature.
  • Fixed intro quest so all Court Wizards can now be used (Not just Farengar).
  • A couple other minor fixes.

 
Edit: Updated Non-localized multi language + full German Translation to current version courtesy of CGI.

What's New in Version 1.1.2 September 30, 2018

  • Added a MCM toggle button so all creature animations can be toggled at once. (Less clicking)!
  • Changed intro Quest so it will start after the first creature sex attack instead of on catching first pheromones. (Better for stealth mode).
  • Fixed mechanic when the Player is getting chased by a group, getting close to dead members of the group will not result in the Player getting 'captured'.
  • Creatures should now despawn correctly if the Player successfully escapes by running away.

 
What's New in Version 1.1.3 October 7, 2018

  • Major script overhaul to allow for unlimited simultaneous pheromones!
    • I say unlimited but actually you can only have as many as exist, which is a lot... Something like 55! Good luck out there! 
  • Stealth mode now hides active pheromones magic effects. The visibility of the effects can be toggled on and off in MCM using the stealth option.
  • MCM feature added that allows for control of the % of arousal used. (It was previously a flat 40% but now this can be changed to anything.)
  • Made an attempt at fixing a UI issue that was coming up with SSO during sex scenes. - I haven't fully tested but I think it should fix it so let me know.
  • Added some compatibility with Bathing in Skyrim, using soaps from that Mod have some extra danger...

 
The simultaneous pheromones needed an entirely new and partially experimental system to get working, it was a major overhaul. For a moment, I completely broke the mod building it lol...

But, it all seems to be working now, I did a fair amount of play testing and it all seems OK, but let me know if you run into stuff.

Clean save advised due to MCM change.

What's New in Version 1.1.4b October 7, 2018

  • Fixed iteration functions on new spawning system. - This fixes non-random (filtered) spawns.
  • Fixed dogs not showing up.
  • Got rid of testing debugs.

 
Clean save advised due to Base Actor change.

Edit:

Fixed Arousal Slider in MCM.

Edit2:

Should fix the Netch.

What's New in Version 1.1.5 October 7, 2018

  • Added possibility of getting pheromones from creature attacks.
  • New page in MCM where percentage chance of creature attacks resulting in pheromones can be set for each creature type. Default is 2% per which is the same as Vanilla base chance for most diseases.
  • Added one more layer to the hide magic effect UI stuff...

 
What's New in Version 1.1.6 October 10, 2018

  • Some script stability improvements and bug fixes.
    • I spent some time and intentionally tried to break things in game by doing weird shit, overlapping animations and events etc. Then kept tightening up the script until I couldn't break it anymore.
  • Fixed the Strong Pheromones and gave them some new behavior. They will no longer clear when other magic effect timers run out, instead they will refresh other active pheromone types until cleared. - They also now have a real timer.
  • Added some compatibility with Hydra Slave Girls so all Dibella Sacred Band and Acolytes from that Mod can be propositioned for special ingredients.
  • Added positive faction relationships between spawned creatures and most wild animals/creatures so wolves etc. killing attackers during sex scenes will no longer be a thing.
  • Shortened black screen timer after attacks for QOL.

 
Edit: Quick fix so strong pheromones don't block application of additional pheromones.

Clean save advised.

What's New in Version 1.1.7a October 10, 2018

  • Added option in MCM to export and import all settings to JSON, making it easy to save MCM settings. - Should also work between versions.
  • Low levels will no longer die from creatures that poison including Chaurus Reapers, Giant Spiders. etc.
  • Periodic hints if in Stealth Mode if you've caught strong pheromones.

 
Thx to Slorm for suggestions.

Clean save needed for MCM changes.

1.1.7a edit:
After some more testing I realized that I needed to make the location tracking system much smarter to get it to work well with the endless multiple pheromones system. That's what this update does. If you've already installed 1.1.7 then you shouldn't need a clean save for this update.

What's New in Version 1.1.8 October 11, 2018

  • Fixed an issue where Beth's magic effect timers were bugging out and getting stuck in a loop when pheromones effect timers ran out while strong pheromones were applied and the magic effects were getting reapplied.
  • Fixed script to account for any combination of remaining living actors to start the appropriate sex scene.
    • Examples:
      • If Player is getting chased by 4 creatures and kills creatures 1 & 3, then a a 3 actor (including Player) scene will start with creatures 2 & 4.
      • If Player is getting chased by 4 creatures and kills #2, then a 4 actor scene will start with creatures 1, 3, & 4
      • If Player is getting chased by 3 creatures and 1 & 3 are killed, then a 2 actor scene will start with creature 2.
      • Etc. - Any possible combination of remaining living creatures should be correctly accounted for and an appropriate scene will start with however many living creatures remain if the Player is caught by the survivors.
  • Creatures will have high Arousal before they start chasing the Player. - Thx to SOS I noticed that this also resulted in Creatures having full blown erections as they were chasing the Player. 
  • Made it so all creatures spawned by this Mod will do no damage to Player with mock attacks.
    • The flag was already set to do no damage but special effects like poison or the Netch's lightning damage would still get through. Also, Beth would sometimes bug out with that flag set and do damage anyway.
    • With this change, it doesn't matter if Beth bugs out or if special effects get applied, I circumvented it with scripts so the Player should not be effected!
  • Fixed a couple other small items.

 
What's New in Version 1.1.9 October 13, 2018

  • Added support for Billyy's new SLAL release including special handling for the F + F + Gargoyle animation - with a female Vampire + Gargoyle combo.
    • You will want to DL and install Billyy's v1.53 pack before updating to 1.1.9 of this Mod.
  • Fixed facegen data for Female Vampire spawn and Dremora so their heads should match their bodies.
  • Getting multi pheromones from drinking multiple Khajiit Vendor pheromone potions will no longer be blocked.
  • Fixed Dwarven Sphere slider in MCM.

 
What's New in Version 1.2.0 October 14, 2018

  • Added 74 new creature variants! These are alternates of existing creatures such as Riekling Chiefs, Frost Trolls, different colored Spiders, different Draugr types, but some are so different that they're basically new creatures. You will now see things like Frost Giants, Death Hounds, Glowing Vale Deers, Armored Huskies, Werebears, etc... There's also 10 different kinds of Dragons.
  • Support has been added for Riekling Boar-Riders and the corresponding animations, they have a possibility to spawn with existing Boar Pheromones.
  • Added MCM slider option so duration of Pheromones effect and Strong Pheromones effects can both be changed.
    • Note, this is accomplished using SKSE functions, but, per the documentation, the change must be done before the effects are applied, it won't change duration of existing magic effects. - So if you already have Strong pheromones for instance, changing the Slider won't help, you would need to have done it before you caught them.
  • Increased the robustness of randomization functions inside non-wilderness location area spawns (wilderness is already fully random). - I'm doing a rough simulation of arrays of arrays of arrays (technical stuff), but it should basically feel completely random now.

 

What's New in Version 1.2.1 October 14, 2018

  • Added a debug feature that can be toggled in MCM.
    • With this feature active, the Player will receive notifications about what is happening behind the scenes in the Mod. This can help to isolate issues that come up and will help the Player diagnose why something might not be spawning (invalid location, SexLab active, Flagged as In Combat etc.)
    •  It can also help me figure out what's going on in the support section by making things easier to track down based on more detail when people report.
  • The Mod will do a check if SexLab Aroused Creatures is installed, and if it is, it will not increase creature arousal before attacks.
    • This should fix compatibility issues with SexLab Aroused Creatures, the one downside, Creatures will not have boners when chasing the Player if SexLab Aroused Creatures is also installed.
  • Added a feature to check on Game Load that will clear hold-over magic effects that aren't legit for currently active Pheromones.
    •  This might help with updates because it will clear magic effects that may have been stuck on the Player from a previous version if those magic effects don't actually correspond with active pheromones. - This is mainly to help get a clean slate between updates if there's some stuff lingering from the last version.   
  • The script will also do a check and clean out invalid creatures from the active array if the corresponding magic effects aren't also active. - This was already done on pheromones clearing, but I added it in the loop as well before evaluating creature spawns, so it may help to resolve 'wrong creature spawning' type issues.

 

What's New in Version 1.2.2 October 15, 2018

  • Added support for MFC and FFC animations, a male Dremora will spawn for the MFC animations, and a female Vampire will spawns for the FFC animations. Thx to WraithSlayer for some help with some of the more nuanced SL functions.
    • The MFC and FFC animations are handled by MNC, Billyy, and Anubs Creature pack, with MNC you will see some MFC animations with Canines, with Billyy there is the FFC with Gargoyles, and with Anubs there is MNC with Canines, FFC with Werewolves & Werebears, and FFC with Trolls.
      • Anubs anims are not a requirement, but, if you want to see these animations Anubs creature pack needs to be installed and the anim object esp enabled. If Anubs is not installed, then a female Vampire won't spawn with the Trolls and Werewolves.
  • Fixed a few Khajiit potions that weren't working correctly.
  • Discovered that the Mod would work fine with SSO or with SexLab Aroused Creatures individually, but, if

  • Submitter
  • Submitted
    09/10/2018
  • Category
  • Requires
    Dawnguard DLC, HearthFires DLC, Dragonborn DLC, SexLab, SexLab Aroused, Billyy SLAL Creature Packs 1 & 2, Leito SLAL Creature Pack, SexLab Aroused
  • Special Edition Compatible

View File

 

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This sounds incredible, and I love it. If you intend to implement an MCM (and know how to adjust the variables) I do have suggestions for said MCM~

Such as the number of hours between attacks, or including/excluding certain creatures or species.

Or the ODDS of a creature or NPC species, or just human vs. creature odds.

Or what things can contain it, what the ODDS of those things containing it are... either way, I'm going to give it a shot, it sounds great, thank you so much~


Does it affect followers?

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7 hours ago, shiagwen said:

Could you add skooma ?

Same principle, npcs take adcantage of the drugged pc.

The effect can be added from Skooma, as well as alcohol and most potions.

 

7 hours ago, PubliusNV said:

Downloaded, will try out soon. Seems like a really nice idea.

Let me know how it goes. :classic_wink:

 

5 hours ago, Yuni said:

If you intend to implement an MCM (and know how to adjust the variables) I do have suggestions for said MCM~

Such as the number of hours between attacks, or including/excluding certain creatures or species.

Or the ODDS of a creature or NPC species, or just human vs. creature odds.

Or what things can contain it, what the ODDS of those things containing it are... either way, I'm going to give it a shot, it sounds great, thank you so much~

I could set up an MCM for it and probably will, good ideas for features.

 

28 minutes ago, LatencyRemix said:

How will you know when you have activated one of the pheramones? will a message pop up, or a buff/debff show in the status tab?

Once you ingest pheromones, there's a debug notification that pops up in the left top corner that tells you what pheromones were activated.

 

Also, the SexLab effect triggers so you will look like you're covered in cum... lol

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Only the thought of a rabbit going full on terminator mode made me giggle, I can't wait to try it out. As someone already suggested a MCM would be nice maybe also with options to change the chance and set the max number of spawned animals or maybe even animation toggles like in Aroused Creatures. Do you use animations tagged as aggressive or do you just use animations that fit the engaging animal?

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1 hour ago, YFeyn said:

Only the thought of a rabbit going full on terminator mode made me giggle, I can't wait to try it out. As someone already suggested a MCM would be nice maybe also with options to change the chance and set the max number of spawned animals or maybe even animation toggles like in Aroused Creatures. Do you use animations tagged as aggressive or do you just use animations that fit the engaging animal?

Yes, MCM is on my to do list.

 

For now, I've left the animation tags open to try to maximize animation compatibility. Some of the creatures have relatively few animations, so I would need to check all the tags to make sure that I wasn't excluding the wrong stuff.

 

Actually, taking a look at Billyy's tags for instance, the only thing that could really be controlled are the Oral, Anal, Vaginal tags... All the other tags are pretty much the same, 'rough' 'dirty' etc. In fact, he doesn't use the aggressive tag anywhere, so adding that particular tag would probably break most of Billyy's anims... Hmmmm.

 

26 minutes ago, shiagwen said:

so the pc dinks a skooma and npc around her jumps on her raping her ? 

If you happened to get one of the 10 NPC Race pheromones. For instance, if you got Orc Pheromones and there were Orcs nearby, then yes, you'd get jumped. (Unless you run away fast enough).

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1 hour ago, Tyrant99 said:

Yes, MCM is on my to do list.

 

For now, I've left the animation tags open to try to maximize animation compatibility. Some of the creatures have relatively few animations, so I would need to check all the tags to make sure that I wasn't excluding the wrong stuff.

 

Actually, taking a look at Billyy's tags for instance, the only thing that could really be controlled are the Oral, Anal, Vaginal tags... All the other tags are pretty much the same, 'rough' 'dirty' etc. In fact, he doesn't use the aggressive tag anywhere, so adding that particular tag would probably break most of Billyy's anims... Hmmmm.

 

If you happened to get one of the 10 NPC Race pheromones. For instance, if you got Orc Pheromones and there were Orcs nearby, then yes, you'd get jumped. (Unless you run away fast enough).

Maybe the rough tag is what he considers as aggressive? Do his animations contain the tag consensual? If he tags some of his animations as rough and some as consensual then that might be a way to seperate them by excluding consensual ones but that would only work if he does not use rough and consensual tags on the same animations. Other ideas that come to mind would be either the toggle menu from Aroused Creatures but I don't know how tedious that would be or something like in Defeat where you can choose which tags to use and exclude in the MCM which again relies on the way he tags his animations unless the user changes animation tags himself. Do you look up the animation tags in game or is there a way to see them without beeing in game?

 

EDIT: Ok I just looked at Billy's tags and it really seems like the rough and maybe even the dirty tags are the way to go so a Defeat like menu where the user can choose tags to include and exclude would be nice. Do you by chance know if changing the text in the .json files and rerunning FNIS is enough to make changes to animation tags?

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4 minutes ago, bermik said:

This mod is strictly for the female protagonist, who wants to be raped by everyone, even the stones on the road, right?
And if the main character is a man? Whereas?

The Mod adds 26 creature spawns and 10 NPC Race possiblities.

 

How the sex animations will turn out will depend on what animations you have installed. I think that most of the creature/monster sex animations that animators have created are geared toward female characters, but, if you have some that are designed for males, then you can by all means use them if you want.

 

As for NPC sex, it is equally possible for it to select a male or female of any given race.

 

So, this is really an 'everything fucks you' mod, your experience of it will depend on whatever animations you want to run.

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17 minutes ago, YFeyn said:

Maybe the rough tag is what he considers as aggressive? Do his animations contain the tag consensual? If he tags some of his animations as rough and some as consensual then that might be a way to seperate them by excluding consensual ones but that would only work if he does not use rough and consensual tags on the same animations. Other ideas that come to mind would be either the toggle menu from Aroused Creatures but I don't know how tedious that would be or something like in Defeat where you can choose which tags to use and exclude in the MCM which again relies on the way he tags his animations unless the user changes animation tags himself. Do you look up the animation tags in game or is there a way to see them without beeing in game?

No, literally all of the Billyy animations that I see use the 'rough' tag and there is no consensual. It's pretty much boiler plate except for mixing up the Vaginal, Anal, Oral stuff... I also took a look at MoreNastyCritters and there is not much there either in terms of aggressive/consensual

 

If you want to see the tags, you can go to Data/SLAnims/Source - and then open the .txt file for whatever SLAL packs you have.

 

Oh wow... Leito has a 5 actor Riekling gangbang... lol. Might have to use that somewhere...

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3 hours ago, YFeyn said:

EDIT: Ok I just looked at Billy's tags and it really seems like the rough and maybe even the dirty tags are the way to go so a Defeat like menu where the user can choose tags to include and exclude would be nice. Do you by chance know if changing the text in the .json files and rerunning FNIS is enough to make changes to animation tags?

Hmmm. I've made SLAL packs before, there's a good tutorial for doing it somewhere around LL that you could reference.

 

There's actually a Python file in the SLAnims Folder, the SLAnimGenerate.pyw, that will create the JSON automatically. I believe you'd just change the text file and then run that python file and build what you want to build.

 

From a publishing a mod perspective, I couldn't really change some animators tag system without thier explicit permissions though...

 

If you were doing it for your own use, you could probably add whatever tags you want.

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Sounds relly fun, i wanted something similar for a while now, will definitly try out. Nevertheless, i have some suggestions.^^

 

1. Custom stuff included would really be nice, i guess the easiest way would be to just allow it for everything in the food and potions category, at least i assume that's easier than adding it for all mods adding stuff there. If that's not what you want, RND support would be really nice. :)

 

2. That might be too much to ask, but... reading about naughty mages gave me that idea, so it's your own fault. ;)

A little quest line with some nice scenes at the college would be great imho. I'd suggest something like a repeatable quest that, once fullfilled, would make you save from one specific race. Not sure if there should be some kind of limit how often you can repeat it i.e. how many races you can stop hunting you. I'd assume installing this mod is on purpose and i'd exclude chickens and probably rabbits too, maybe some atronachs later when i'm tired of them because there aren't that many animations for them. And then i'd get tired of repeating this quest and leave it be. ;)

If you're intrested in doing this and need some inspiration, i'd think about some quests that would be fun to do.

 

*edit: by repeatable i mean not necessarily doing exactly the same every time, rather a raw quest line that stays the same with some more or less custom parts fitting the creature you want to be save from.

 

3. Multiple creatures, definitly.^^ For most creatures now there are more x-somes than i encounter them in groups, if at all, so a mod that is able to trigger them would be quite nice.

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1 hour ago, Nazzzgul666 said:

1. Custom stuff included would really be nice, i guess the easiest way would be to just allow it for everything in the food and potions category, at least i assume that's easier than adding it for all mods adding stuff there. If that's not what you want, RND support would be really nice. :)

I'll look into adding some support for other mods.

 

1 hour ago, Nazzzgul666 said:

2. That might be too much to ask, but... reading about naughty mages gave me that idea, so it's your own fault. ;)

A little quest line with some nice scenes at the college would be great imho. I'd suggest something like a repeatable quest that, once fullfilled, would make you save from one specific race. Not sure if there should be some kind of limit how often you can repeat it i.e. how many races you can stop hunting you. I'd assume installing this mod is on purpose and i'd exclude chickens and probably rabbits too, maybe some atronachs later when i'm tired of them because there aren't that many animations for them. And then i'd get tired of repeating this quest and leave it be. ;)

If you're intrested in doing this and need some inspiration, i'd think about some quests that would be fun to do.

I have done a fair amount of Quest modding, there's quite a bit of Quest content in WBR for instance. I'm not sure if I want to do quest stuff with this Mod or not, my initial thought was it would be more of a world event Mod.

 

Did you have any ideas in particular for the Winterhold mages? It's possible that I could be persuaded. :classic_wink:

 

1 hour ago, Nazzzgul666 said:

3. Multiple creatures, definitly.^^ For most creatures now there are more x-somes than i encounter them in groups, if at all, so a mod that is able to trigger them would be quite nice.

Multiple creatures would be possible. A bit technically tricky... But possible...

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59 minutes ago, Tyrant99 said:

I'll look into adding some support for other mods.

 

I have done a fair amount of Quest modding, there's quite a bit of Quest content in WBR for instance. I'm not sure if I want to do quest stuff with this Mod or not, my initial thought was it would be more of a world event Mod.

 

Did you have any ideas in particular for the Winterhold mages? It's possible that I could be persuaded. :classic_wink:

Too raw right now to be called "in particular", but i will think about it and come back when i have something more specific. But as a teaser maybe, i've thought about some mix of humorous/humilating, quest starts with an experiment going wrong at the college. Not even a very important experiment, maye something like somebody tried to combine the features of Brandy and Skooma to create a party drug which even worked, but has unexpected side effects. You're invited ofc. :)

A couple of creatures start raping the participants of the party, which they might even enjoy... as long as the drug really kicks in.^^ 

*edit: Or because they hallucinate. Something like one of the girls confuses the sabre cat that appeared with the Khajiit at the college. "Oh, why do you have such big paws suddenly? And why such big teeth? And oh... fuck! Tat's a big cock!"

After the party creatures keep appearing around the college and your task would be to find some ingredients to fix that and after fixing the problem at the college (might include some more things going wrong) as a reward you can collect or do some more stuff for your immunity for certain creatures.

 

*edit2: additional content might be related to other inhabitants of the college. I can't really remember any names right now, the orc guarding the library might be not amused by all this and decide to punish you, or maybe all participants of the party in some ZAP devices.

Quote

Multiple creatures would be possible. A bit technically tricky... But possible...

Just to be clear, i didn't mean multiple different creatures, just a couple of the same kind. Not necessarily for all, i'm not 100% up to date which creatures have gangbang animations, two i'd really like to have are trolls and sabre cats because there are a couple of animations and it's almost impossible to find multiple of them in the wild with vanilla Skyrim (plus i couldn't find a mod that changes that to my taste).

Wolves and skeevers have a couple of animations but they can be found in groups, so there it's less important.

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Totally missed  this one coming out - definitely have to try it as I'm always looking for lightweight ways to trigger the rarer sex animations.  There simply isn't much chance of seeing a lot of the great creature animations when not adventuring in their zones, outside of forcing the issue by spawning a bunch of hentai creatures - this mod looks like a great way to fix that.

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