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Posted

There is a short quest to get the books after you catch your first Pheromones.

 

Just a question on this which I'll put in a spoiler (as the question itself is a spoiler for anyone that's not done the quest yet)

 

Spoiler

Is it only Farengar that has the recipe books. I tried Wuunferth (in Windhelm and he didn't have the dialogue option)

 

Posted
5 minutes ago, Slorm said:

There is a short quest to get the books after you catch your first Pheromones.

 

Just a question on this which I'll put in a spoiler (as the question itself is a spoiler for anyone that's not done the quest yet)

 

  Reveal hidden contents

Is it only Farengar that has the recipe books. I tried Wuunferth (in Windhelm and he didn't have the dialogue option)

 

No, the only conditions are that the Quest is Stg 10 (started after first pheromones) and you talk so someone who is in JobCourtWizardFaction:

 

image.png.b8d75f5a672f37ae35f9f6fb199d0c86.png

 

There are 6 Court Wizards, any of them should work, including Wuunferth. Not sure why he wouldn't...

Posted
7 minutes ago, Tyrant99 said:

No, the only conditions are that the Quest is Stg 10 (started after first pheromones) and you talk so someone who is in JobCourtWizardFaction:

 

image.png.b8d75f5a672f37ae35f9f6fb199d0c86.png

 

There are 6 Court Wizards, any of them should work, including Wuunferth. Not sure why he wouldn't...

Hmm, no sign of it. I'll do a bit more checking as well

 

Spoiler

ScreenShot214.jpg.2610d1a66a5342647c8ab62e7acb78bd.jpg

 

Posted

Just double checked and Farengar works okay

 

Also had an idea for this mission

 

Spoiler

As these court wizards are crusty old scholars they probably wouldn't care much about sex, but would perhaps be interested in an "experiment" with the pc by poring in some creatures

 

Posted
12 minutes ago, Tyrant99 said:

If you console:

sqv SPWizardQuest

Does it show stage 10?

Yep it's at 10 and it does appear for Farengar (see screenie)

 

EDIT: Just checked in TES5Edit and he's definitely shown as in the JobCourtWizard faction

 

Spoiler

ScreenShot216.jpg.5ac7af49ddfd904b2222368c0dfb36dc.jpg

 

Posted
8 minutes ago, Slorm said:

Just double checked and Farengar works okay

 

Also had an idea for this mission

 

  Reveal hidden contents

As these court wizards are crusty old scholars they probably wouldn't care much about sex, but would perhaps be interested in an "experiment" with the pc by poring in some creatures

 

Heh, you musta never seen Hugh Hefner ;)

 

My original idea was to make a Quest similar to Farengar's Bleak Falls Barrow intro quest, a 'get a relic out of a dungeon' quest. Only, the dungeon would be full of horny creatures and the Player would have super strong pheromones active.

 

I did the Quest as it is currently just to make it short and sweet so players wouldn't have to jump through too many hoops...

Posted
14 minutes ago, Slorm said:

Yep it's at 10 and it does appear for Farengar (see screenie)

 

EDIT: Just checked in TES5Edit and he's definitely shown as in the JobCourtWizard faction

Looked at the Wiki and there's something interesting going on with that faction that I wasn't aware of:

 

image.png.0f2cebb7475648b57fd9b1d925c6816b.png

 

Farengar and Wylandriah are the only 2 listed as de-facto members.

 

The others are listed as 'potential members', so maybe something has to progress in the game before they are considered fully part of that faction...

Posted
2 minutes ago, Tyrant99 said:

LFarengar and Wylandriah are the only 2 listed as de-facto members.

 

The others are listed as 'potential members', so maybe something has to progress in the game before they are considered fully part of that faction...

Interesting, I wonder what though. I've just completed Blood in the Ice so it's not that, maybe it's the Civil War quests (just guessing). Anyway at least we know now :classic_smile:

Posted

Not sure exactly, but looking at it, Wuunferth starts off a -1 faction rank, vs Farengar 0 faction rank. So presumably Beth is toggling this at some point and making Wuunferth an 'official' Court Wizard...

 

 

 

 


image.png.736d15e8572f680498dc25cdb55aedb1.png

 

image.png.a273c0e5e4b871d659572ece14630299.png

 
 

 

 

Just thought using that faction would be a simple way to grab all the Court Wizards... Guess not. ?

 

I'll just change the conditions around so it can check for the actors that I want more directly...

Posted

Could also change it to the Alchemist faction.  I mean with the drinks/potions more likely to be made by them then just wizards.   Or add the books to the caravans since in game they do say " we carry stuff they otherwise would not be able to get "  if you ask them if the war has had an impact on their sales.

 

And your idea of the quest to go into a dungeon sounds interesting, Anything to make it more then just a " oh here buy this and this happens " is always welcomed. 

Posted

Expanded things out a bit and I was able to add support for flying creatures... So this is now a thing:

 



 

image.png.859c154f8fb7a026f6378c57ee1301db.png

 

image.png.c90d999c779811c36d45ba711816f9a4.pngimage.png.41e61e740a5cdcafb9cf435922e9fd7b.png

 

 

 

The flying creature sex gets initiated after the Player is caught by a magic anomaly. Thx to Reesewow for that suggestion.

 

Haven't added them all yet, but as you can see, proof of concept. :classic_wink:

Posted
3 hours ago, Nickolos1818 said:

Could also change it to the Alchemist faction.  I mean with the drinks/potions more likely to be made by them then just wizards.   Or add the books to the caravans since in game they do say " we carry stuff they otherwise would not be able to get "  if you ask them if the war has had an impact on their sales.

 

And your idea of the quest to go into a dungeon sounds interesting, Anything to make it more then just a " oh here buy this and this happens " is always welcomed. 

Yeah, I considered alchemists but the Wizards aren't dealing in potions, they're dealing in books of rare knowledge about potions. So it seemed like a better fit as they'd be more learned than alchemy merchants, and it makes it more exclusive which fits with the 'rarity' of the books, justifying the cost. (there's 6 court Wizards vs 22 or so apothecaries). - Also, the position of power held by the Court Wizards comes into play story-wise because they have a few extra demands of the player... So yeah, made more sense to me. Anyway, I have it all working now.

 

I might expand the Quest stuff out later, but didn't want to make it too crazy until all the creatures etc. have been added because it's an intro quest and major changes require clean saves and stuff...

 

Also, Khajiit Caravans will already sell all the potions.

Posted
1 hour ago, Tyrant99 said:

The flying creature sex gets initiated after the Player is caught by a magic anomaly. Thx to Reesewow for that suggestion.

 

Haven't added them all yet, but as you can see, proof of concept. :classic_wink:

Cool that they seem to work, and if the "harbinger" acts any way like the anomalies do during the college quests, they'll be annoying as shit to try to kill before they get close to you even with low health.

 

I don't think I've *ever* seen Billyy's dragon animations yet despite them being active in my game - there is simply almost no opportunity to have them trigger that isn't hopelessly silly or liable to get broken by squirrely dragon AI.  So will be a fun experience to see your mod trigger those animations in a reasonable fashion.

 

 

Posted
14 hours ago, Tyrant99 said:

Heh, you musta never seen Hugh Hefner ;)

 

My original idea was to make a Quest similar to Farengar's Bleak Falls Barrow intro quest, a 'get a relic out of a dungeon' quest. Only, the dungeon would be full of horny creatures and the Player would have super strong pheromones active.

 

I did the Quest as it is currently just to make it short and sweet so players wouldn't have to jump through too many hoops...

That sounds like a great idea! Not too worried about the dungeon being too long though :D

Posted
8 hours ago, real1397681 said:

That sounds like a great idea! Not too worried about the dungeon being too long though :D

Yes I liked the sound of that as well.

 

As clean saves are needed for updates it could always have a toggle to autocomplete to avoid repetition (or you can always use the console to clear it). The other way though it would be a lot of work is to have a pool of quests and make it radiant - maybe something for the future

Posted

I would love to see a radiant sexy dungeon quest mod, especially if it was a sexy dungeon filled with critters like this. As part of this mod maybe if you are not a skilled alchemist/cook you could go to these dungeons to get the desired cure and they'd be filled with the creature that you have the pheromones of. Have to infiltrate a lair of mischievous wolves or crypt of horny drauger with the cure waiting for you at the end. Like a spring you can drink from or... ahhhhh im getting ahead of myself here, i really need to learn to mod xD

Posted
Just now, real1397681 said:

I would love to see a radiant sexy dungeon quest mod, especially if it was a sexy dungeon filled with critters like this. As part of this mod maybe if you are not a skilled alchemist/cook you could go to these dungeons to get the desired cure and they'd be filled with the creature that you have the pheromones of. Have to infiltrate a lair of mischievous wolves or crypt of horny drauger with the cure waiting for you at the end. Like a spring you can drink from or... ahhhhh im getting ahead of myself here, i really need to learn to mod xD

but if, in the mean time, a talented mod author wants my full pitch (wink wink, nudge nudge) let me know xD

Posted

1.1.1 Out! 

 

  • 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.
Posted

That's pretty much it for creatures... The only thing left would be the Slaughterfish and possibly Mounted Boars... Although, both of these would need some special technical treatment...

 

Anything else added to this mod would be potentially in the Quest department...

Posted

Thank you for adding "Edit: Updated Non-localized multi language + full German Translation" to the bottom of your updates list..  It is only a small thing I know but I wish other mod makers too would add a small note if the mod page is updated without the mod itself changing..  It make life a lot less confusing for those that watch for page updates..  So many update the page with a text change or picture and it can take a while to find out if the mod is still the same version or whether there was a hot fix without changing the version number..

 

A simple thing I know but I was pleased to see it added as I knew I was still running the current version..  Thanks again and gentle nudge to other mod makers to maybe think of doing the same  as it does help..

Posted
6 minutes ago, steelmagpie said:

Thank you for adding "Edit: Updated Non-localized multi language + full German Translation" to the bottom of your updates list..  It is only a small thing I know but I wish other mod makers too would add a small note if the mod page is updated without the mod itself changing..  It make life a lot less confusing for those that watch for page updates..  So many update the page with a text change or picture and it can take a while to find out if the mod is still the same version or whether there was a hot fix without changing the version number..

 

A simple thing I know but I was pleased to see it added as I knew I was still running the current version..  Thanks again and gentle nudge to other mod makers to maybe think of doing the same  as it does help..

Heh, I haven't always been perfect about it, but yeah, I try. :classic_wink:

 

Thx to CGI for the translations.

 

Speaking of CGI, he was suggesting possibly adding Werebears and AshSpawn creatures, although, I think for MNC purposes they are essentially reskins of Werewolves and Draugr?

 

In other words, it's possible to add a couple more creatures, but it wouldn't result in tapping into additional animations.

 

What do you guys think?

Posted

It will take me a long while to work through all the creatures already in the mod haha. So in my opinion it is down to you how the efforts needed to add them is balanced with the chance of them occuring. Of course if others want them, then the more the merrier I suppose but I can live without if it is a lot of work to add..

Posted
2 hours ago, Tyrant99 said:

Speaking of CGI, he was suggesting possibly adding Werebears and AshSpawn creatures, although, I think for MNC purposes they are essentially reskins of Werewolves and Draugr?

 

In other words, it's possible to add a couple more creatures, but it wouldn't result in tapping into additional animations.

 

What do you guys think?

IMO I think this is a reasonable idea, since you have an extensive MCM menu where people can pick and choose what races they want, including the opportunity to decide if they want "variants" or not.  Lurkers are already functionally in a similar situation, since they are basically heavily restricted giants as far as animations are concerned.  If someone isn't a huge fan of say Draugr animations but would like them to still be a possible outcome, they could choose Ashspawn or Draugr, but not need to pick both (and double their Draugr-style options).

 

There are one example I can think of where this distinction of variants would actually matter for animations - boars with or without riders.  Boars *with* riders actually have more animations than boars alone by a fair margin (thanks to Billyy).  They are technically able to play the other variant's animations if forced through use of something like Sexlab Tools, but obviously either the riekling will be missing in an animation they were intended to be in (with varying levels of importance) or a frozen reikling model will be stuck to the back of a boar doing a "solo boar" animation.  I don't know what type of boar Pheromones spawns right now, altho I assume it is the riderless boar, but I think this is one where the other option would add even more animation variety to the mod's possible outcomes.

 

 

New suggestion to build on the new magic anomaly:

 

Since a "magic anomaly" allows you to disguise what type of creature will attack the player (as required by floating/flying creatures misbehaving and not being able to do the chase themselves), my suggestion is to add a "anomalous curse" condition - perhaps as an alternate or level 2 version of "super" pheromones.  Instead of the magic anomaly spawning a specific creature when it successfully attacks, it could spawn *any* of the creature options the player has selected in their MCM menu.  For safety reasons, it would probably be best if the curse only spawned an anomaly in exterior cells (so no dragons in a tiny draugr crypt), but it could be even more difficult to remove than "super" pheromones and with the lower cooldown.  Basically I'm thinking of a full-blow "chaos" mode, where exteriors are not safe and you have no idea what your character will end up abused by every time she fails to escape/kill an anomaly.

 

It could also be a vehicle for further court wizard based interactions - perhaps if you are inattentive enough to actually end up in such a state, only direct intervention by a court mage could break the curse.  There could even be some lore bits about how the the PC is attracting the anomalies, which get so excited they self destruct and coat the player in raw magical essence (anomaly jizz?) that in turn will attract creatures of any species.

 

No idea if the such a chaos mode would be technically viable with how you've programmed the mod so far, but thought I'd throw it out there as a way to add even *more* variety to individual events, as if we need it. :classic_tongue:  I'm also completely ignoring the humanoid NPC option, but that's mostly because I keep them disabled as my game has plenty of ways of triggering humanoid animations naturally without Pheromones.  This is also from someone who hasn't had a chance to actually test the new anomaly-based events, gonna try that out ASAP.  Thanks for the continued additions, mod just keeps getting better.

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