Tyrant99 Posted September 20, 2018 Author Posted September 20, 2018 Just using the StartSex() function in SexLab - Standard call to SexLab API... Not sure where they would be an issue... Certian creature races are added by MNC and aren't native to SexLab... Maybe there's something with that...
MetZwerg Posted September 20, 2018 Posted September 20, 2018 2 hours ago, Tyrant99 said: Thirst mechanics are handled by external mods that this Mod has no control over. There are 0 changes made by this Mod to any of the vanilla alcohol items. + Alcohol is a diuretic that causes dehydration in real life... so back to version 1.05 then , as with your newest version even at 90% i can´t get the pheromones anymore.... and with that version the drink still works... and by the way don´t tell me that a cold ale can´t quench your thirst on a hot day.... true that alcohol does dehydrate you, but if it´s in enough other ingedients such like water, the whole drink, not just the small alcohol part can indeed hydrate you.... better inform yourself before trying to talk wise....
EndlessRoad Posted September 21, 2018 Posted September 21, 2018 4 hours ago, Tyrant99 said: Just using the StartSex() function in SexLab - Standard call to SexLab API... Not sure where they would be an issue... Certian creature races are added by MNC and aren't native to SexLab... Maybe there's something with that... It would appear I was mistaken about things not being able to finish as since I have confirmed draugr, wolves and Argonians all work. Which is weird because I originally tried to get an ash hopper to finish for almost 10 minutes, but he would not. Apologies for the misinformation. I guess the only odd part is the UI disappearing during the animation, which might be connected to also not being able to open the inventory during animations.
Neodarkside Posted September 21, 2018 Posted September 21, 2018 I like it so far, unfortunately its not compatible with a potion mod I use. I use a mod that makes potions heal over time instead of instantaneous. Took me awhile to find one that is compatible with Realistic Needs and Diseases too. Pretty much called, Potions heal over time (no spamming). It resets the potion value back to 25 health per potion and reduces the heal over time to 0. So you drink a potion with no effect, basically says "heals for 25 health over 0 seconds". Also I think this mod is also causing cum effects to appear when eating, drinking, or consuming any herbs too.
Tyrant99 Posted September 21, 2018 Author Posted September 21, 2018 8 minutes ago, Neodarkside said: I like it so far, unfortunately its not compatible with a potion mod I use. I use a mod that makes potions heal over time instead of instantaneous. Took me awhile to find one that is compatible with Realistic Needs and Diseases too. Pretty much called, Potions heal over time (no spamming). It resets the potion value back to 25 health per potion and reduces the heal over time to 0. So you drink a potion with no effect, basically says "heals for 25 health over 0 seconds". Also I think this mod is also causing cum effects to appear when eating, drinking, or consuming any herbs too. What is the name of the Mod exactly? There are a few that do the heal over time stuff. If the Mod is adding new potions, they'd have to be added in to recognize. Also, you can make this Mod work off of Arousal or Alcohol Skooma only in MCM.
Neodarkside Posted September 21, 2018 Posted September 21, 2018 39 minutes ago, Tyrant99 said: What is the name of the Mod exactly? There are a few that do the heal over time stuff. If the Mod is adding new potions, they'd have to be added in to recognize. Also, you can make this Mod work off of Arousal or Alcohol Skooma only in MCM. https://www.nexusmods.com/skyrim/mods/28958/ Potions heal over time and no spamming. I think it uses default potions and alters them all to heal over time
MetZwerg Posted September 21, 2018 Posted September 21, 2018 sounds like an excellent addition.... and i got 1.08 running now...... i don´nt know why, but since the 1.08 update SLP completeley stopped working on my game.... and since 1.08 it must be placed before "realistic needs and diseases" in the load order after a complete uninstall of SLP and cleaning of my savegame with "Re-saver" and a new install it´s up and working again..... i think it would be good if you mention that a clean install would be best instead of the simple "uninstall-install new version" variant... at least as long as you give us an update almost every day.....(appreciate the work by the way....) keep up the good work....
Reesewow Posted September 21, 2018 Posted September 21, 2018 2 hours ago, MetZwerg said: after a complete uninstall of SLP and cleaning of my savegame with "Re-saver" and a new install it´s up and working again..... i think it would be good if you mention that a clean install would be best instead of the simple "uninstall-install new version" variant... at least as long as you give us an update almost every day.....(appreciate the work by the way....) keep up the good work.... Cool you got it working, but IMO especially with scripted/quest based mods like this the assumption should be that you need a clean save each update and that hot-updating will *not* work unless the author specifically says it will. Especially when an author is updating so frequently they probably don't have the time to test if an update requires a clean save or not, since very likely they will be releasing a new update sooner than later. Of course if you don't want to clean save each time that's fine and up to you, but if anything seems off its probably better to try again after save cleaning than assume something is wrong with the update (and argue with the modder putting in huge effort to give you free stuff about how dehydrating certain types of alcoholic drinks are ). 2
Tyrant99 Posted September 21, 2018 Author Posted September 21, 2018 6 hours ago, Neodarkside said: https://www.nexusmods.com/skyrim/mods/28958/ Potions heal over time and no spamming. I think it uses default potions and alters them all to heal over time That Mod has been around for 6 years and has < 2k DLs... Not sure if it's widely used enough to justify digging through the code to figure out how to add compatibility. Maybe if you sent a box of cookies to my house. 2 hours ago, MetZwerg said: sounds like an excellent addition.... and i got 1.08 running now...... i don´nt know why, but since the 1.08 update SLP completeley stopped working on my game.... and since 1.08 it must be placed before "realistic needs and diseases" in the load order after a complete uninstall of SLP and cleaning of my savegame with "Re-saver" and a new install it´s up and working again..... i think it would be good if you mention that a clean install would be best instead of the simple "uninstall-install new version" variant... at least as long as you give us an update almost every day.....(appreciate the work by the way....) keep up the good work.... RND is kind of a pain in the ass to try to work with, partly because they are directly modifying Vanilla potions (when they don't need to), and also because of weird crap they did with their form lists... IMO, INeed is built better in just about every way, though it doesn't have all of the exact same features. In any case, RND compatibility has been built in, as you mentioned, probably best to have it later in LO. I could make the compatibility more precise, but not without making things more script heavy, so I'm kind of done with it atm.
Pandapunk Posted September 21, 2018 Posted September 21, 2018 I tried uninstalling/reinstalling, moving the mod before/after iNeed, before/after Requiem, and I still get the bukkake texture every time I eat or drink anything even if pheromones are not applied. I dunno.
Slorm Posted September 21, 2018 Posted September 21, 2018 On 9/20/2018 at 2:30 PM, Tyrant99 said: 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. Can I suggest adding an extra slider for the arousal trigger point so the player can set when this effect begins to take place (e.g. when arousal is at 60 or 80 etc.). That way the base chance of a pheromone can be kept constant with the arousal penalty kicking in when the pc is really aroused rather than constantly scaling. This also allows the current effect to be kept by setting arousal to 0 (hope that makes sense) Brilliant mod btw, I was going to have another play of DXMD but it looks like I'll hang up my assault rifle and pick up my Forsworn Sword again 1
Tyrant99 Posted September 21, 2018 Author Posted September 21, 2018 50 minutes ago, Slorm said: Can I suggest adding an extra slider for the arousal trigger point so the player can set when this effect begins to take place (e.g. when arousal is at 60 or 80 etc.). That way the base chance of a pheromone can be kept constant with the arousal penalty kicking in when the pc is really aroused rather than constantly scaling. This also allows the current effect to be kept by setting arousal to 0 (hope that makes sense) Brilliant mod btw, I was going to have another play of DXMD but it looks like I'll hang up my assault rifle and pick up my Forsworn Sword again Sure, that would be easy enough to add. I guess I will have to do an update anyway because too many drinks are still squirting semen on the Player... lolz Is 40% a good ratio for base arousal? (40% x Arousal to get % chance of Pheromones) Did you guys manage to find the books Ok? And p.s. Glad you like it.
Slorm Posted September 21, 2018 Posted September 21, 2018 29 minutes ago, Tyrant99 said: Sure, that would be easy enough to add. I guess I will have to do an update anyway because too many drinks are still squirting semen on the Player... lolz Is 40% a good ratio for base arousal? (40% x Arousal to get % chance of Pheromones) Did you guys manage to find the books Ok? And p.s. Glad you like it. Yep 40% seems about right to me Spotted a small bug or more of an inconsistency than a bug. When stealth mode is used the sperm effect still appears on the pc's face after getting a pheromone
marymuir2 Posted September 21, 2018 Posted September 21, 2018 took the advice about a clean save, removed the earlier version, cleaned my save and then installed the latest version and voila, it finally works! Set the alcohol percentage to 60%, drank mead, the cum showed up as well as a quest starter message to get someone to help with my pheromones. Now the fun begins!
LinksSword Posted September 21, 2018 Posted September 21, 2018 why are wolves not spawning after the first time for me. i had to fast travel for it to appear.
Tyrant99 Posted September 22, 2018 Author Posted September 22, 2018 15 minutes ago, LinksSword said: why are wolves not spawning after the first time for me. i had to fast travel for it to appear. The spawns happen periodically, and you need to be in an area where it is possible for wolves to spawn. Wolves will spawn in Animal Dens and in unnamed locations (Wilderness).
LinksSword Posted September 22, 2018 Posted September 22, 2018 how do install the leito pack since its not a mod file but a resource file?
LinksSword Posted September 22, 2018 Posted September 22, 2018 20 minutes ago, Tyrant99 said: The spawns happen periodically, and you need to be in an area where it is possible for wolves to spawn. Wolves will spawn in Animal Dens and in unnamed locations (Wilderness). it said that they lost me, i guess they got stuck.
LinksSword Posted September 22, 2018 Posted September 22, 2018 are the canine animations only used by dogs? or wolves to?
Tyrant99 Posted September 22, 2018 Author Posted September 22, 2018 32 minutes ago, LinksSword said: how do install the leito pack since its not a mod file but a resource file? I lost the link for Leito on the last upload and it looks like I might have linked the wrong thing. This is his SLAL pack.
Tyrant99 Posted September 22, 2018 Author Posted September 22, 2018 45 minutes ago, LinksSword said: it said that they lost me, i guess they got stuck. If you get more than 10,000 distance units away from your pursuers, they will give up. 44 minutes ago, LinksSword said: are the canine animations only used by dogs? or wolves to? Animators set up the creature race assignments. It's coded into their animations. I believe Canines will work for both, but some animators set up wolves specifically and wolves is a distinct race.
Reesewow Posted September 22, 2018 Posted September 22, 2018 10 minutes ago, Tyrant99 said: Right now there's just Wolves and Canines in this Mod, I haven't done Dogs yet, but it looked like about 80% used Canines, and maybe 10% used Wolves and 10% used Dogs, so most of the animations for these categories should be working. Yea, a lot of the older animations for dogs were in the MNC SLAL pack anyway, so they became canine animations naturally after MadMansGun did all the normalization work on dogs and wolves so they could share animations. I may be wrong, but I believe that any "dog" npc will be able to use animations flagged as "dog" or "canine" just fine, and likewise wolves can trigger "wolf" or "canine" animations. So I believe if you simply call your "canines" category "dogs" and have it spawn vanilla dogs in locations it'd make sense (wilderness/farms... maybe even settlements IMO) then you'd have all your doggystyle bases covered. The dogs category would have a chance to trigger dog-only animations, and the wolves category could do the same for any wolf specific animations, like Billyy's legacy wolf SLAL pack (which IMO has some great animations, they just don't naturally align anymore by default). They should both be able to trigger canine animations without any extra work.
Tyrant99 Posted September 22, 2018 Author Posted September 22, 2018 6 minutes ago, Reesewow said: Yea, a lot of the older animations for dogs were in the MNC SLAL pack anyway, so they became canine animations naturally after MadMansGun did all the normalization work on dogs and wolves so they could share animations. I may be wrong, but I believe that any "dog" npc will be able to use animations flagged as "dog" or "canine" just fine, and likewise wolves can trigger "wolf" or "canine" animations. So I believe if you simply call your "canines" category "dogs" and have it spawn vanilla dogs in locations it'd make sense (wilderness/farms... maybe even settlements IMO) then you'd have all your doggystyle bases covered. The dogs category would have a chance to trigger dog-only animations, and the wolves category could do the same for any wolf specific animations, like Billyy's legacy wolf SLAL pack (which IMO has some great animations, they just don't naturally align anymore by default). They should both be able to trigger canine animations without any extra work. Yeah, when I thought about it for a second, I think since I have both Dog and Wolf race spawns, the Mod actually should be covered for Dog, Wolf, and Canines. So I think we're actually good. And yes, it's possible that Dogs will have some Dog only, and Wolves will have some Wolf only animations, but both should have access to the Canine animations.
LinksSword Posted September 22, 2018 Posted September 22, 2018 41 minutes ago, Tyrant99 said: I lost the link for Leito on the last upload and it looks like I might have linked the wrong thing. This is his SLAL pack. Its not the same animations as that other link is it not possible to get those canine leito threesome animations?
Tyrant99 Posted September 22, 2018 Author Posted September 22, 2018 38 minutes ago, LinksSword said: Its not the same animations as that other link is it not possible to get those canine leito threesome animations? Yes, it's already possible to get them for Dogs. I am adding Wolf 3-way support in the next release.
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