Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 1 minute ago, Slorm said: Hmm, yes that does make sense thinking about it. I haven't tried this yet but with the mock attack if you attack back does it turn into a real conflict? The reason for asking is that in the wilderness it may be a genuine attack rather than a mock attack. No, the flag to start combat on attack is turned off, so it won't register as real aggro behavior. - So it shouldn't start combat. And the attacks 'shouldn't' do damage, but this seems to only work about 90% of the time, not much else I can do about that because Skyrim's game engine isn't perfect.
Slorm Posted September 24, 2018 Posted September 24, 2018 Bug report - Minor Sorry me again, I just noticed that the Pheromone mission doesn't clear from the list once the pc has read the books (screenshots in spoiler) Spoiler
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 18 minutes ago, Slorm said: Wow that was quick, thanks for the update Heh, np. I'm wondering what would be a good harbinger of doom that would precede a dragon sex attack. The idea would be to have a land based creature (that can interact with Navmesh), chase the player and if caught, then the Dragons would spawn for the main event. I was thinking of making a giant invincible pink ghost rabbit... But I dunno. Speaking of ghosts, maybe I should add some ghosts... I made all these custom dif colored ghost textures and effects when I was messing around with some other Mod that I started making: I even made various equipable ghost armors (turns player into ghost while equipped): BTW, why didn't Beth do anything with the alpha while sneaking? Would be easy to make the player partially translucent and I think would look a bit better than just being 'hunched over' lol... 1
Soaryne Posted September 24, 2018 Posted September 24, 2018 Would it be possible to have the creature you have the Pheromone be always friend or set the pheromone to have a calm effect on the non-spawn creature when they get new you?
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 6 minutes ago, Soaryne said: Would it be possible to have the creature you have the Pheromone be always friend or set the pheromone to have a calm effect on the non-spawn creature when they get new you? Sorry, not quite sure if I follow your meaning.
Psalam Posted September 24, 2018 Posted September 24, 2018 If I understand correctly what he is requesting is that whatever pheromone you have ALSO provide a "calm" or "friend" effect on all members of the species. Thus, if you have giant pheromones active for example, no giant will attack you, not just the spawned ones.
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 2 minutes ago, Psalam said: If I understand correctly what he is requesting is that whatever pheromone you have ALSO provide a "calm" or "friend" effect on all members of the species. Thus, if you have giant pheromones active for example, no giant will attack you, not just the spawned ones. Yeah, that could be done. Do people want this feature?
Psalam Posted September 24, 2018 Posted September 24, 2018 I can see the benefits. Without Pheromones my preferred method of getting beast encounters was with Aroused Creatures. Getting close to something like a giant in order to "seduce" them was tricky at best. On the other hand, with Pheromones providing other functionality anyway I'm not sure that I need them - I certainly don't if I have to give up any other functionality to get it!
ercramer69 Posted September 24, 2018 Posted September 24, 2018 1 hour ago, Tyrant99 said: Yeah, that could be done. Do people want this feature? I like the idea but would the non-spawned creatures also use you for pleasure if you get to close or just ignore you?
wren888 Posted September 24, 2018 Posted September 24, 2018 1 hour ago, Tyrant99 said: Yeah, that could be done. Do people want this feature? Not me. I don't want to be immune from other creatures' attacks. Regarding your giant invincible pink ghost rabbit, it's a joke, right? You do realize that's about as immersion-breaking as one can get, yes? Your ghost textures impaled on posts are interesting, though I find the vivid colors of many of them unrealistic to suffering and death. Also, I should think they would distract from whatever the focus of your scene is. I think the white, black, and gray ghost images are good.
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 30 minutes ago, ercramer69 said: I like the idea but would the non-spawned creatures also use you for pleasure if you get to close or just ignore you? For one thing, the functionality of making 'friendly' creatures engage in sex with the Player has already been created in Aroused Creatures. So I don't see any reason to recreate the wheel in that regard. This Mod could simply make creatures 'friendly' after drinking certain pheromones, and if you wanted to pair with Aroused Creatures then you could take advantage of the fact that the creatures will no longer aggro on the player. I did some testing with wolves and it does indeed work. Can make them friendly after drinking wolf pheromones, and they revert back to aggro behavior after the pheromones are cleared. But, there could be a whole bunch of unpredictable consequences because part of making creatures friendly may involve joining their faction. Most NPCs and Guards etc. didn't seem to care, but it can all depend on how faction relationships are setup with everything else. So, I found for instance that previously friendly hunters started going after me on the roads. Probably I'd make the whole thing as an MCM toggle. But if you wanted to be friendly with creatures, you might simultaneously make enemies out of anything that is specifically setup to hate those creatures. Could this make entire towns turn on the Player in certain circumstances? Maybe... It could make things kinda interesting in any case... What do you guys think?
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 Just now, wren888 said: Regarding your giant invincible pink ghost rabbit, it's a joke, right? Yeah, it was a joke. I was hoping that by suggesting something so ridiculous that I might spark some better suggestions. Or, if nobody has suggestions, then I'll just make giant pink rabbits. ?
ercramer69 Posted September 24, 2018 Posted September 24, 2018 22 minutes ago, Tyrant99 said: For one thing, the functionality of making 'friendly' creatures engage in sex with the Player has already been created in Aroused Creatures. So I don't see any reason to recreate the wheel in that regard. This Mod could simply make creatures 'friendly' after drinking certain pheromones, and if you wanted to pair with Aroused Creatures then you could take advantage of the fact that the creatures will no longer aggro on the player. Yeah but I thought Aroused Creatures LE doesn't have multiple partner options which was why I asked if Pheromones would.
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 6 minutes ago, ercramer69 said: Yeah but I thought Aroused Creatures LE doesn't have multiple partner options which was why I asked if Pheromones would. Multiple creatures are supported already with existing mechanics. No, I'm not going to build a whole new set of mechanics that this Mod really doesn't need. 1
Tyrant99 Posted September 24, 2018 Author Posted September 24, 2018 Ok, I guess I'll just leave this mod as is for now... Onto other things. Have fun guys.
Soaryne Posted September 25, 2018 Posted September 25, 2018 9 hours ago, Psalam said: If I understand correctly what he is requesting is that whatever pheromone you have ALSO provide a "calm" or "friend" effect on all members of the species. Thus, if you have giant pheromones active for example, no giant will attack you, not just the spawned ones. 9 hours ago, Tyrant99 said: Yeah, that could be done. Do people want this feature? 7 hours ago, Tyrant99 said: For one thing, the functionality of making 'friendly' creatures engage in sex with the Player has already been created in Aroused Creatures. So I don't see any reason to recreate the wheel in that regard. This Mod could simply make creatures 'friendly' after drinking certain pheromones, and if you wanted to pair with Aroused Creatures then you could take advantage of the fact that the creatures will no longer aggro on the player. I did some testing with wolves and it does indeed work. Can make them friendly after drinking wolf pheromones, and they revert back to aggro behavior after the pheromones are cleared. But, there could be a whole bunch of unpredictable consequences because part of making creatures friendly may involve joining their faction. Most NPCs and Guards etc. didn't seem to care, but it can all depend on how faction relationships are setup with everything else. So, I found for instance that previously friendly hunters started going after me on the roads. Probably I'd make the whole thing as an MCM toggle. But if you wanted to be friendly with creatures, you might simultaneously make enemies out of anything that is specifically setup to hate those creatures. Could this make entire towns turn on the Player in certain circumstances? Maybe... It could make things kinda interesting in any case... What do you guys think? yes that was my expect though on the mod was to have it's pheromones to make creature friendly for the time the pheromones are in effect and pair it with Aroused Creatures for any sex effect. personally I love to have that feature as an option. If the faction add is a problem you could have the pheromones be a cloak spell effect that act like a calm spell on that creature when they get hear you. Honest I don't know why other always ask to add things that other mods do well already. Those at the things that kill ideas or mods. What I was asking was to make non-spawn versions of that creature friendly as an add effect. This way you have a reason to want them and add a nice added plus side to the effect downside. As for any sex effect that want mods like Aroused Creatures are best for once animal are friendly.
Reesewow Posted September 25, 2018 Posted September 25, 2018 12 hours ago, Tyrant99 said: I'm wondering what would be a good harbinger of doom that would precede a dragon sex attack. The idea would be to have a land based creature (that can interact with Navmesh), chase the player and if caught, then the Dragons would spawn for the main event. I was thinking of making a giant invincible pink ghost rabbit... But I dunno. Sadly I'm assuming witchlights/arcane anomalies count as floaters? I think those could have been great harbingers of doom, if they managed to get close to the player doing their crazy zig-zagging animations and exploded they could "knock out" the player (stagger -> black screen like the "getting dizzy" effect you added to after-events) and the player could wake being fucked by the difficult "floaty" creature (dragon/storm atronach ect). I do have one other idea however - a crazed mage (or even your ghosts) could spawn for these creatures, and instead of trying to run up and catch you, they could simply get in range and try to hit the player with a slow moving "stun" spell until you kill them (without getting hit) or get away from them. The mages could even be themed for the creatures they are harbingers for - dragon cultists for dragons and dragonpriests, perverted conjuration mage for stuff like storm/flame atronachs, and possibly a "wood elf breeder" for any outstanding critters like the Netch (or even the slaughterfish!). I think the "stun" spell should again be just a scripted stagger -> blackout to hide the spawning of the creature, and the mage and creature(s) could both "escape" after the deed is done with another blackout. Quote BTW, why didn't Beth do anything with the alpha while sneaking? Would be easy to make the player partially translucent and I think would look a bit better than just being 'hunched over' lol... I don't think you're the only one who thinks that, I'm almost certain some follower framework I tried once had this as a functionality for "sneaking" followers (they would get a spell effect causing them to look ghostly while sneaking). I personally found it a bit distracting tho. 10 hours ago, Tyrant99 said: Yeah, that could be done. Do people want this feature? While it could be cool, IMO only if it wasn't a huge effort to implement, and probably as a toggle. It could be fun if say trolls or bears were tamed while you had their pheromones (I've enjoyed the Wolfkin effect of Moonlight Tales for ages, and that effectively makes werewolves and wolves friendly the player and followers). However, I think the same happening to falmer or draugr would completely trivialize their dungeons and would be more likely to cause unintended issues. 8 hours ago, Tyrant99 said: Yeah, it was a joke. I was hoping that by suggesting something so ridiculous that I might spark some better suggestions. Or, if nobody has suggestions, then I'll just make giant pink rabbits. ? If it has to be a rabbit, I vote for a Rabbit of Caerbannog with sharp pointy teeth, glowing red eyes, and the ability to fly like a small stuffed toy attached to a wire.
the8one Posted September 25, 2018 Posted September 25, 2018 27 minutes ago, Reesewow said: 8 hours ago, Tyrant99 said: Yeah, it was a joke. I was hoping that by suggesting something so ridiculous that I might spark some better suggestions. Or, if nobody has suggestions, then I'll just make giant pink rabbits. ? If it has to be a rabbit, I vote for a Rabbit of Caerbannog with sharp pointy teeth, glowing red eyes, and the ability to fly like a small stuffed toy attached to a wire. Has ghost Dragon Priest been proposed yet? Kind of works thematically. I could swear making ghost versions of Dragon Priests has been done already...
Tyrant99 Posted September 25, 2018 Author Posted September 25, 2018 50 minutes ago, Reesewow said: Sadly I'm assuming witchlights/arcane anomalies count as floaters? I think those could have been great harbingers of doom, if they managed to get close to the player doing their crazy zig-zagging animations and exploded they could "knock out" the player (stagger -> black screen like the "getting dizzy" effect you added to after-events) and the player could wake being fucked by the difficult "floaty" creature (dragon/storm atronach ect). That sounds pretty good, I guess I could test them and see if they are able to handle distance calcs. Some creatures that fly seem to do fine, for instance the chaurus hunters work ok, while others like the netch and storm atronach don't. - It might be hit and miss depending on exactly how Beth implemented the creature physics. 50 minutes ago, Reesewow said: I do have one other idea however - a crazed mage (or even your ghosts) could spawn for these creatures, and instead of trying to run up and catch you, they could simply get in range and try to hit the player with a slow moving "stun" spell until you kill them (without getting hit) or get away from them. The mages could even be themed for the creatures they are harbingers for - dragon cultists for dragons and dragonpriests, perverted conjuration mage for stuff like storm/flame atronachs, and possibly a "wood elf breeder" for any outstanding critters like the Netch (or even the slaughterfish!). I think the "stun" spell should again be just a scripted stagger -> blackout to hide the spawning of the creature, and the mage and creature(s) could both "escape" after the deed is done with another blackout. I think this would work. Having a ranged component would be interesting and ramp up the difficulty too. As for the slaughterfish, I was thinking about how to integrate it. One idea I had was to have some sort of a curse applied to the Player where they get dropped in a lake and if they touch dry land while the curse is active, they die. The Player has a water breathing potion and the cure for the curse is in a chest at the bottom of the lake, but of course, the lake is full of horny slaughterfish... Something like this perhaps. 50 minutes ago, Reesewow said: While it could be cool, IMO only if it wasn't a huge effort to implement, and probably as a toggle. It could be fun if say trolls or bears were tamed while you had their pheromones (I've enjoyed the Wolfkin effect of Moonlight Tales for ages, and that effectively makes werewolves and wolves friendly the player and followers). However, I think the same happening to falmer or draugr would completely trivialize their dungeons and would be more likely to cause unintended issues. Yeah, it really would be fair amount of work to put it all together, figuring out each faction for each creature, not all are the obvious because many creatures have multiple enemy factions, wolves have 4 for instance. And then setting up all the faction toggles for each creature at specific times... I think the trivializing certain creatures could be avoided by having an 'event on hit' type check where if a faction is active and the player becomes temporary friends with something, say Falmer, if a Falmer is hit by the player (or the player's follower), then the faction relationship would immediately toggle back to enemy. Most friends don't like it when you punch them in the face, right? But, yeah, it would be quite a bit of work to get it all setup and the end result would be unpredictable as faction relationships are kind of a bee's nest. Maybe it would be cool and work nicely, or maybe it would be a wasted effort... 50 minutes ago, Reesewow said: If it has to be a rabbit, I vote for a Rabbit of Caerbannog with sharp pointy teeth, glowing red eyes, and the ability to fly like a small stuffed toy attached to a wire. You know, with translateto I could probably shoot a rabbit at the Player at terminal velocity and then cause blood spatter effects, player damage, and maybe even send the player flying through the air. In fact, I'm almost positive that I could create a scene with a flying rabbit, a lot of blood, and bandits getting decapitated, if you really want to see your favorite MP moment brought to life. 1
mkess Posted September 25, 2018 Posted September 25, 2018 Spawned creatures, in that case sabrecats attacked me, and were hostile. I use the SkyTest AI mod and Immersive Creatures. Maybe that is the reason it does not work as intended. I had to kill around 10 poor horny cats on my way to Winterhold. Oh, and I will not play with the vanilla AI ... Never ever. P.S. Trolls worked as intended. Maybe you are able to look into it. I think the SkyTest AI package for animals is the most commonly used one. I like it, because the animals are sometimes running away, not charging blindly like the vanilla AI. And they react, if you have your weapon drawn.
Tyrant99 Posted September 25, 2018 Author Posted September 25, 2018 1 minute ago, mkess said: Spawned creatures, in that case sabrecats attacked me, and were hostile. I use the SkyTest AI mod and Immersive Creatures. Maybe that is the reason it does not work as intended. I had to kill around 10 poor horny cats on my way to Winterhold. Oh, and I will not play with the vanilla AI ... Never ever. They do mock attacks that don't do damage.
mkess Posted September 25, 2018 Posted September 25, 2018 14 minutes ago, Tyrant99 said: They do mock attacks that don't do damage. No, the trolls did the mock attacks. I noticed that. ALL sabrecat attacks were real though, causing the defeat mod to trigger. Maybe you are able to set a special faction for similar animals in your surroundings, to make them peacefull and horny, not only the spawned ones. I think this would be the best sollution, using your own factions. Because setting the player in the enemy factions has some some unpleasant side effects. As example setting the player into spider faction makes him also friendly to falmer and chaurus and visa versa. Setting the player into the dremora faction makes him hostile to The acoloytes of stendar ... and so on. So using your own faction system is a must have in that case. I know that, because I changed my personal factions for some playthroughs. As example putting me into the dremora faction, if I play a succubus. ... Some people REALLY don't like you after that ....
Tyrant99 Posted September 25, 2018 Author Posted September 25, 2018 1 minute ago, mkess said: No, the trolls did the mock attacks. I noticed that. The sabrecat attacks were real though, causing the defeat mod to trigger. Hmmmm, sounds like another mod is interfering... The spawned versions are cleaned of all enemy factions as well as aggressive and aggro radius behavior:
mkess Posted September 25, 2018 Posted September 25, 2018 10 minutes ago, Tyrant99 said: Hmmmm, sounds like another mod is interfering... The spawned versions are cleaned of all enemy factions as well as aggressive and aggro radius behavior: I think so, too. SkyTest, that changes the general animal AI is my best bet. I will try on my own to find the culprit. I only wanted to tell you, there might be an incompabiluty issue with another mod ...
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