Tyrant99 Posted October 7, 2018 Author Posted October 7, 2018 14 minutes ago, PubliusNV said: That happened to me, too. The netch appeared, my PC got stripped, but then nothing happened. Other than that the mod has been working great. Ok, just did another one that should fix the Netch... 1
Slorm Posted October 7, 2018 Posted October 7, 2018 12 minutes ago, AkiKay said: Uhm. How about Enemies put some Pheromones on their Blades ? Since the player can put poison on their blade why couldn´t enemies do something worse ? -Aki Now that is really really evil, I love it
Psalam Posted October 7, 2018 Posted October 7, 2018 As long as we're talking about it, I still think Pheromones should be in the drink shared with Sam Guevenne in A Night to Remember.
alex61821 Posted October 7, 2018 Posted October 7, 2018 On 10/1/2018 at 2:40 PM, Hugh Reckum said: What happens with them is they fill an alias that has an AI pack that will 'attack' the player. But, the attacks are flagged to do no damage and to not start combat, so it is basically a mock attack just to add effect so they don't look so silly just standing around. The main thing that will determine whether a sex scene starts is if they get within 250 units of the Player while chasing. So they can be killed at range with spells or arrows, or, you can run away more than 10,000 distance units to escape. Or... You can capitulate and let them pump you full of creature spunk... I was attacked by 2 charaus hunters and they killed me with poison before any sexy time happened. not sure if thats a bug or not...no pun intended.
Tyrant99 Posted October 7, 2018 Author Posted October 7, 2018 2 hours ago, AkiKay said: Uhm. How about Enemies put some Pheromones on their Blades ? Since the player can put poison on their blade why couldn´t enemies do something worse ? -Aki EDIT: Or how about... the Shrine of Kynareth giving the player something in exchange for praying ? The first one could be done pretty easily, I considered adding pheromones as a chance from Animal attacks etc... But, the percentages might not be super configurable once setup, so it would proc at a rate similar to other diseases like rockjoint etc... If you guys want it I could add it... Unless that's too much pheromones? Did you have something more specific for the 2nd thing? 1 hour ago, Psalam said: As long as we're talking about it, I still think Pheromones should be in the drink shared with Sam Guevenne in A Night to Remember. lol details... 1 hour ago, alex61821 said: I was attacked by 2 charaus hunters and they killed me with poison before any sexy time happened. not sure if thats a bug or not...no pun intended. I added a poison resistance to the Chaurus pheromones to try to shut that down... Guess it isn't working like I hoped. Might try something else...
Reesewow Posted October 8, 2018 Posted October 8, 2018 50 minutes ago, Hugh Reckum said: The first one could be done pretty easily, I considered adding pheromones as a chance from Animal attacks etc... But, the percentages might not be super configurable once setup, so it would proc at a rate similar to other diseases like rockjoint etc... If you guys want it I could add it... Unless that's too much pheromones? I think it could be a cool thing as a toggle at least, even if you weren't able to offer a chance slider. I think the 100% overkill super version of this option would be a % slider attached to each race option in the pheromones toggle menu, where the % is the chance of getting pheromones when hit by a member of that race of creature. That means some creatures could have a high chance of triggering their race's pheromones (say Skeevers, so if you let one of those buggers bite you it is actually dangerous, at least for your character's self-esteem), and others could have a really low chance (example - draugr so a player could still clear a crypt dungeon and not be guaranteed to have pheromones after the second room). A "set all to X %" slider would probably also be a cool addition, so like Schongs of Skyrim you can change all entries to your preferred default, then do a bit of fine tuning like the above. I'm not sure the best way to go about such a feature technically - on hit effects triggering scripts can get a bit heavy when lots of other scripts are running (I had to manually gut most of the fancy functionality of the "Judgement Wenches" mod in TES5Edit because its on-hit spawning effects tended to cause papayrus to stack dump instantly if I got in combat with mulitple wenches at once). Also, it could get challenging to have at least the more popular mod-added creatures also trigger pheromones, like high-level enemies or Immersive Creatures. At least those mods don't normally use custom races, so linking the on-hit effect to the race of the creature and not trying to enchant their attacks may be an idea. Either way, just spitballing but I think it could be a cool functionality in a mod that is already great with all the knobs you've added for us to play with so far. Now I'm going to try out the latest version.
Tyrant99 Posted October 8, 2018 Author Posted October 8, 2018 47 minutes ago, Reesewow said: I think it could be a cool thing as a toggle at least, even if you weren't able to offer a chance slider. I think the 100% overkill super version of this option would be a % slider attached to each race option in the pheromones toggle menu, where the % is the chance of getting pheromones when hit by a member of that race of creature. That means some creatures could have a high chance of triggering their race's pheromones (say Skeevers, so if you let one of those buggers bite you it is actually dangerous, at least for your character's self-esteem), and others could have a really low chance (example - draugr so a player could still clear a crypt dungeon and not be guaranteed to have pheromones after the second room). A "set all to X %" slider would probably also be a cool addition, so like Schongs of Skyrim you can change all entries to your preferred default, then do a bit of fine tuning like the above. I'm not sure the best way to go about such a feature technically - on hit effects triggering scripts can get a bit heavy when lots of other scripts are running (I had to manually gut most of the fancy functionality of the "Judgement Wenches" mod in TES5Edit because its on-hit spawning effects tended to cause papayrus to stack dump instantly if I got in combat with mulitple wenches at once). Also, it could get challenging to have at least the more popular mod-added creatures also trigger pheromones, like high-level enemies or Immersive Creatures. At least those mods don't normally use custom races, so linking the on-hit effect to the race of the creature and not trying to enchant their attacks may be an idea. Either way, just spitballing but I think it could be a cool functionality in a mod that is already great with all the knobs you've added for us to play with so far. Now I'm going to try out the latest version. I think no matter how I slice it, due to the nature of how the pheromones work (they aren't just simple magic effects!), I will need to rely on script one way or the other to get the effect applied through creature attacks. I could have a magic effect that has a % proc similar to how diseases are setup in game and set them up on Races and then have a archetype script OnEffectStart setup. - Which is more convoluted because there's only 1 slot on race attack data for disease effects many of which are already occupied, so I may have to piggyback on something like Ataxia, and then setting up the random gets a little tricky. Not too bad though, probably compare the built in getrandomvalue global with my own globals, probably floats, that could get set via MCM sliders... But, honestly, OnHitEvents set up on a persistent Player Alias is just going to be cleaner... I'd have to use script either way and I'm not sure if one would ultimately be more script efficient than the other...
Reesewow Posted October 8, 2018 Posted October 8, 2018 48 minutes ago, Hugh Reckum said: I think no matter how I slice it, due to the nature of how the pheromones work (they aren't just simple magic effects!), I will need to rely on script one way or the other to get the effect applied through creature attacks. Oh for sure, I don't mean that you shouldn't use scripts or on hit effects, just wanted to mention a few mods that might have overdone it. I have plenty of mods that behave just fine with these effects in play at all times - if there is ever an issue it is usually a mod-specific issue or inter-mod interaction. Defeat is a huge staple in my load order, and it does a crazy amount of monitoring for attacker race/health+stamina values/attack type/weapon used ect. I've only really ever see it cause issues when coupled with a badly-behaving mod trying to do something at the same time. Quote I could have a magic effect that has a % proc similar to how diseases are setup in game and set them up on Races and then have a archetype script OnEffectStart setup. - Which is more convoluted because there's only 1 slot on race attack data for disease effects many of which are already occupied, so I may have to piggyback on something like Ataxia, and then setting up the random gets a little tricky. Not too bad though, probably compare the built in getrandomvalue global with my own globals, probably floats, that could get set via MCM sliders... But, honestly, OnHitEvents set up on a persistent Player Alias is just going to be cleaner... I'd have to use script either way and I'm not sure if one would ultimately be more script efficient than the other... The player alias way just sounds way cleaner and more stable, being centered around the always active PC. In a way it sounds like a mini-player defeat mod, just without the heavy scenes and combat stoppage. Plus, while I don't know if it would be an issue or not, I honestly completely forget diseases are a thing in Skyrim due to pretty much always becoming a werewolf early on in my save games. I'll usually get one case of rockjoint from a pack of wolves, get it healed, and then become effectively immune from all future diseases due to lycanthropy. It would kind of suck if a cool feature was blocked off from players due to being tied to a vanilla system like that.
Slorm Posted October 8, 2018 Posted October 8, 2018 Buggity Bug Report The stealth isn't quite working in the Effects menu. I noticed the Goat pheromone in the list before I had an encounter with a goat at Mixwater Mill (screenie below). Also, I haven't properly tested it though, I had to use the Wait function before the goat spawned so may be like the Canine issue you fixed but I haven't tested this yet so may be a red herring Spoiler
Tyrant99 Posted October 8, 2018 Author Posted October 8, 2018 3 hours ago, Reesewow said: Oh for sure, I don't mean that you shouldn't use scripts or on hit effects, just wanted to mention a few mods that might have overdone it. I have plenty of mods that behave just fine with these effects in play at all times - if there is ever an issue it is usually a mod-specific issue or inter-mod interaction. Defeat is a huge staple in my load order, and it does a crazy amount of monitoring for attacker race/health+stamina values/attack type/weapon used ect. I've only really ever see it cause issues when coupled with a badly-behaving mod trying to do something at the same time. Got it set up and it seems to be working pretty nicely, let me know what you think. 2 hours ago, Slorm said: Buggity Bug Report The stealth isn't quite working in the Effects menu. I noticed the Goat pheromone in the list before I had an encounter with a goat at Mixwater Mill (screenie below). Nothing wrong with the script that I can see... All it does is call a function to check a bool and then set or clear the UI flags accordingly. Not much can go wrong... Honestly I think the function itself is a little bit wonky because I notice that it has a strange memory and will persist even on a clean save or new game. So, I added it to the OnEffectStart magic effect script to run a bool check when the effect happens initially each time, so hopefully that will solve it. ? All it does is toggle a UI flag so it can't break much. Sometimes Beth Papyrus functions are just bad... Had some fun earlier dealing with the completely broken RemoveAddedForm(Form apForm) native function. But, I found this little piece of magic that simulates the function and it saved me: Function RemoveForm(FormList source, Form f) int size = source.GetSize() if (size > 0) CEIF.Revert() int i = 0 bool notFound = true Form item while (i < size && notFound) item = source.GetAt(i) if (item != f) CEIF.AddForm(item) else notFound = false endif i += 1 endWhile if (!notFound) while (i < size) CEIF.AddForm(source.GetAt(i)) i += 1 endWhile source.Revert() size = CEIF.GetSize() if (size > 0) i = 0 while (i < size) source.AddForm(CEIF.GetAt(i)) i += 1 endWhile endif endIf endIf endFunction 1
Slorm Posted October 8, 2018 Posted October 8, 2018 Brilliant, thanks for the update. I just tested it and the fix for the stealth ui is working perfectly
user9120975435 Posted October 8, 2018 Posted October 8, 2018 I love the idea for this mod, but sadly it doesn't work for me. My char does get pheromones applied to her, but nobody and nothing spawns, anywhere. This is on a completely fresh Skyrim install and new game. Any idea how to get it to work?
phillipswilliam92 Posted October 8, 2018 Posted October 8, 2018 Absolutly love this mode. But is their nay way to get a hook into Being Female or Narue's Fertility mode so that when your PC is Ovulating or Fertile she artomaticly gives off pheromones like being in heat? All so can you add diffrent Pheromone potions that can be perchesed from shop owners like say for example Potion of Nord Pheromones perchesable at Arcadia's Caldren in Whiterun? 2
Tyrant99 Posted October 8, 2018 Author Posted October 8, 2018 6 hours ago, user9120975435 said: I love the idea for this mod, but sadly it doesn't work for me. My char does get pheromones applied to her, but nobody and nothing spawns, anywhere. This is on a completely fresh Skyrim install and new game. Any idea how to get it to work? Make sure you're in the right areas for creature Spawns. Wilderness should work for most things. 6 hours ago, phillipswilliam92 said: Absolutly love this mode. But is their nay way to get a hook into Being Female or Narue's Fertility mode so that when your PC is Ovulating or Fertile she artomaticly gives off pheromones like being in heat? All so can you add diffrent Pheromone potions that can be perchesed from shop owners like say for example Potion of Nord Pheromones perchesable at Arcadia's Caldren in Whiterun? I can take a look at the integrations. All pheromone potions can already be bought from Khajiit Caravan Vendors. 1
Slorm Posted October 8, 2018 Posted October 8, 2018 I had a days leave from work so have been using the latest update all day and it works absolutely brilliantly Going back to an earlier conversation we had about Touring Carriages, it seems to work without problems. Twice now I've had Ash Hoppers chasing me and as the carriage stops their mock attacks (they can't actually reach the pc) and you get the "you escape pursuit". The second time was also interesting as I didn't escape coming into Whiterun, once the animation disembarked me the Ash Hoppers got straight to work and we had a session under the carriage. I was a bit concerned about getting stuck under the carriage but there wasn't a problem as it looks like the clipping is removed so the pc can walk away afterwards. 1
Tyrant99 Posted October 8, 2018 Author Posted October 8, 2018 2 hours ago, Slorm said: I had a days leave from work so have been using the latest update all day and it works absolutely brilliantly Going back to an earlier conversation we had about Touring Carriages, it seems to work without problems. Twice now I've had Ash Hoppers chasing me and as the carriage stops their mock attacks (they can't actually reach the pc) and you get the "you escape pursuit". The second time was also interesting as I didn't escape coming into Whiterun, once the animation disembarked me the Ash Hoppers got straight to work and we had a session under the carriage. I was a bit concerned about getting stuck under the carriage but there wasn't a problem as it looks like the clipping is removed so the pc can walk away afterwards. Good to hear that it's working with Touring Carriages, I honestly wasn't sure how that would turn out... Glad you like the Mod, with the new endless pheromones and combat options your Char should be making a lot of creatures happy. Now we just need to pray to the animation Gods (or Billyy) for some more creature / multi creature anims.
Psalam Posted October 9, 2018 Posted October 9, 2018 11 hours ago, Hugh Reckum said: Good to hear that it's working with Touring Carriages, I honestly wasn't sure how that would turn out... Glad you like the Mod, with the new endless pheromones and combat options your Char should be making a lot of creatures happy. Now we just need to pray to the animation Gods (or Billyy) for some more creature / multi creature anims. And not to rain on that parade but pray that they also don't push us over the animations limit. ?
user9120975435 Posted October 9, 2018 Posted October 9, 2018 17 hours ago, Hugh Reckum said: Make sure you're in the right areas for creature Spawns. Wilderness should work for most things. Do the spawns occur only when pheromons applied in wilderness or also if you get the pheromones in a city, for example, then enter wilderness while they are still applied?
Tyrant99 Posted October 9, 2018 Author Posted October 9, 2018 19 minutes ago, user9120975435 said: Do the spawns occur only when pheromons applied in wilderness or also if you get the pheromones in a city, for example, then enter wilderness while they are still applied? While the pheromones effect is active - you can see it in magic effects, then those creatures can spawn if you're in the right type of area. So if you're in a city and you get Wolf pheromones, you won't see any wolves in the city, but if you go out in the wilderness or to an animal den, you should start getting spawns. They happen based on the cooldown timer that you can set in the MCM.
Reesewow Posted October 9, 2018 Posted October 9, 2018 On 10/7/2018 at 10:15 PM, Hugh Reckum said: Got it set up and it seems to be working pretty nicely, let me know what you think. Seems to work great for me - I did an extremely brief test by setting skeever and werewolves to a very high percentage and spawned a bunch of infectious skeevers and "vargs (sp?)" which are both mod-added levelled creatures from I believe Immersive Creatures. Both were able to trigger pheromones via attacks despite me being a werewolf immune to disease and them being mod-added creatures, so the mechanics behind the feature seem to be very mod-inclusive right out of the box. Thanks for the update! Since you've done the work to have multiple pheromones be able to be active at once, I could totally see this + stealth mode being a fun way to keep the player on their toes - they may clean a pheromone they know they have only to realize after being attacked that they contracted other pheromones from a random creature attack on the road.
Totenbarg Posted October 9, 2018 Posted October 9, 2018 Report: Playing 1.1.4b now. Got draugr pheromones (along with many others), went down the road from Rorikstad to Whiterun, some draugrs spawned and I recieved strong pheromones. They worked great, I didn´t count but my I got raped between 15 to 20 times on the way (walking and getting speed debuffs from Apropos)? Down the way all pheromones wear off except the strong ones ? But: I wasn´t able to trigger new pheromones (chance set to 100 + alcohol 100 + arousal chance 100) ?, so draugr pheromones faded and despite the active strong pheromones nothing happened any more ? Well, ..... Then I met a Khajit caravan on the way and bought some draugr pheromones (had to console the required gold first ?), applied them and the rape festival continued ? Did I just run into a bug or are the strong pheromones supposed to block the trigger of new pheromones (except potions from Khajit caravans)? EDIT: Same on the way back from Riverwood to Whiterun (without Khajit caravan this time ) Strong pheromones still active, still 7 days duration according to MCM, same duration as initially after the draugr attack that applied it (so it seems to be stuck, it was activated 3 ingame days before). Now heading to the court wizard of Whiterun to see if the quest progress of "Pheromon Troubles" makes any difference. Reporting back afterwards.
Slorm Posted October 9, 2018 Posted October 9, 2018 For Apropos users, always visit alchemy shops and stock up on spider eggs and chaurus eggs, it does help with any soreness, though increases arousal a little.
Tyrant99 Posted October 9, 2018 Author Posted October 9, 2018 19 hours ago, Reesewow said: Seems to work great for me - I did an extremely brief test by setting skeever and werewolves to a very high percentage and spawned a bunch of infectious skeevers and "vargs (sp?)" which are both mod-added levelled creatures from I believe Immersive Creatures. Both were able to trigger pheromones via attacks despite me being a werewolf immune to disease and them being mod-added creatures, so the mechanics behind the feature seem to be very mod-inclusive right out of the box. Thanks for the update! Since you've done the work to have multiple pheromones be able to be active at once, I could totally see this + stealth mode being a fun way to keep the player on their toes - they may clean a pheromone they know they have only to realize after being attacked that they contracted other pheromones from a random creature attack on the road. It checks the race of the attacker to see what pheromones to apply, so the only thing that wouldn't work is if Mods added custom new races. But, custom new races probably wouldn't play nice with MNC/SexLab anyway, and in the case of custom race + custom skeleton, we'd need custom sex animations as well. I know there's Mods out there that add extra farm animals likes pigs and geese with custom races/skeletons, but, I don't know of any animations created for these. - But let me know if you guys know of anything! Maybe loosely one could consider stuff like the face hugger / mimic / estrus tentacles stuff, but those are more 'equipables' and I'm not sure how well they'd fit into the mechanics of this mod. (Although they are cool). 16 hours ago, Totenbarg said: Report: Playing 1.1.4b now. Got draugr pheromones (along with many others), went down the road from Rorikstad to Whiterun, some draugrs spawned and I recieved strong pheromones. They worked great, I didn´t count but my I got raped between 15 to 20 times on the way (walking and getting speed debuffs from Apropos)? Down the way all pheromones wear off except the strong ones ? But: I wasn´t able to trigger new pheromones (chance set to 100 + alcohol 100 + arousal chance 100) ?, so draugr pheromones faded and despite the active strong pheromones nothing happened any more ? Well, ..... Then I met a Khajit caravan on the way and bought some draugr pheromones (had to console the required gold first ?), applied them and the rape festival continued ? Did I just run into a bug or are the strong pheromones supposed to block the trigger of new pheromones (except potions from Khajit caravans)? EDIT: Same on the way back from Riverwood to Whiterun (without Khajit caravan this time ) Strong pheromones still active, still 7 days duration according to MCM, same duration as initially after the draugr attack that applied it (so it seems to be stuck, it was activated 3 ingame days before). Now heading to the court wizard of Whiterun to see if the quest progress of "Pheromon Troubles" makes any difference. Reporting back afterwards. Ok, thanks for the report, I'll check on the super strong pheromones... I might have to tweak some things...
Tyrant99 Posted October 10, 2018 Author Posted October 10, 2018 New version up! 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. Clean save advised.
user9120975435 Posted October 10, 2018 Posted October 10, 2018 23 hours ago, Hugh Reckum said: While the pheromones effect is active - you can see it in magic effects, then those creatures can spawn if you're in the right type of area. So if you're in a city and you get Wolf pheromones, you won't see any wolves in the city, but if you go out in the wilderness or to an animal den, you should start getting spawns. They happen based on the cooldown timer that you can set in the MCM. Thank you! :)
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