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Posted

Thanks for the latest update :D

 

Just a few odds and ends you may want to add for later versions if practical:

 

1/ I'm quite meticulous in cleaning saves, so I normally remove stealth and add cures for any running pheromones so there's nothing active running when I clean the save. This time I noticed I also had strong pheromones running which is hidden when stealth is active so the player will never know. I was wondering if it wouldn't be a good idea to give the player a hint at least (just for the strong pheromone only) by maybe giving a message in the top left corner periodically (could be something like "You notice a strange smell about you") just to give a hint. Maybe every 10 or 12 game hours

 

2/ I was doing some testing the other night using a new level 0 character with no armour. When I tested with the chaurus about 5 spawned and they all hit her with poison and she promptly died. I think I was just unlucky but thought I'd mention it. I'm a bit in two minds as if you add a resist poison to the pheromone then it may act too much as a buff

 

3/ This one might be a pain, as the mod is now getting a lot of MCM options that need setting up each time would it be possible to export/import the settings in a .json file (similar to SL or POP)

Posted

1.1.7 out!

  • 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.

Posted
5 hours ago, Slorm said:

2/ I was doing some testing the other night using a new level 0 character with no armour. When I tested with the chaurus about 5 spawned and they all hit her with poison and she promptly died. I think I was just unlucky but thought I'd mention it. I'm a bit in two minds as if you add a resist poison to the pheromone then it may act too much as a buff

I tried a couple of different approaches for this...

 

First was just adding a poison resistance effect to the pheromones spell but that didn't seem to work. Next I added my own poison resistance spell with a duration that would match the pheromones duration exactly and had a scaling system where it would check the player level and set the magnitude of the spell accordingly, low levels would get very high resistance, it would get cut in half from lev 10-20, and set to magnitude 0 (effectively removing it) at lev 20+.

 

But... There's some serious weirdness with Beth's poison implementation, even poison resistance set to max wouldn't save a lev 1 from a Chaurus Reaper in my testing. It would reduce damage from poison, but not enough, and wouldn't prevent poisons from getting applied... I also didn't like the idea of 'buffing' the Player too much and giving them an unfair advantage vs lower level Frostbite Spiders, Chaurus, Falmers etc...

 

So, I scrapped the poison resistance stuff and instead did some logic in my EventOnHit script. It will check if the creature is in my creature faction (so vanilla creatures won't get affected), checks if it's one of the creatures that causes poison, -and if all this is true then it will cure poisons and restore health on hit. This seems to work perfectly and a spawned Chaurus Reaper will now effectively do 0 damage to a lev 1, but a regular non-spawned Vanilla Chaurus Reaper will be as deadly as ever.

Posted

Is the pheromones chance indexed with the quality of the potion ? Cheap, lower quality potions are more likely to contain impurities.

Another fun option idea, pheromones which attract a harmless cloud of butterflies, or annoying buzzing dragonflies around the PC.

Posted
1 hour ago, gdfll said:

Is the pheromones chance indexed with the quality of the potion ? Cheap, lower quality potions are more likely to contain impurities.

Another fun option idea, pheromones which attract a harmless cloud of butterflies, or annoying buzzing dragonflies around the PC.

Interesting, but I think it's too much mechanics for something that's fairly cosmetic.

 

Posted
37 minutes ago, AkiKay said:

Uhm. Btw. Why are you using your Comment Section for Updates ? You used to use the Change log Area at the bottom of your Mod which gives Users more easier access to changelogs instead of scrolling through this Comment Section.

It's all in the change log, not sure what you're talking about...

Posted

Ive noticed that this mod doesnt always play nice with SexLab Seperate Orgasms, often not opening the UI for said mod and when it does the enjoyment (of attackers) is very low. Im not sure if thats something to be fixed here or on SLSO but I thought it might be worth bringing up. What is the arousal of attackers when attacking the player? if its 0 that might be the cause of the second issue for the mod.

Posted
4 hours ago, real1397681 said:

Ive noticed that this mod doesnt always play nice with SexLab Seperate Orgasms, often not opening the UI for said mod and when it does the enjoyment (of attackers) is very low. Im not sure if thats something to be fixed here or on SLSO but I thought it might be worth bringing up. What is the arousal of attackers when attacking the player? if its 0 that might be the cause of the second issue for the mod.

I'm not super familiar with SLSO UI...

 

I can mod actor arousal easily enough, here's a script updated with a function that should handle it if you want to test it: 

SLPheromonesControlScript.pex

 

Under what conditions does the UI show up and not show up? If you can tell me that, it might narrow things down.

 

Does SLSO support 2+ actors?

 

 

1 hour ago, Krystal said:

I'm really impressed with not just the mod itself but also your devotion to improve it. Just stopped by to say 'Thank you!' ;)

 

43 minutes ago, Slorm said:

Brilliant, thank you so much :beer:

YW, Have fun ?

Posted

Okay, I finally had a pheromones induced attack, yay! Sad part is, now my girl is infected with extra strong pheromones and the message about them keeps getting spammed in the widget, even though I turned notifications to stealth.

 

Is maybe my load order wrong? Where do you suggest I put it among my Sexlab mods?

 

Spoiler

SLNaughtyCourier.esp
BeeingFemaleBasicAddOn.esp
SL Survival.esp
StressAndTrauma.esp
MilkModNEW.esp
MilkModNEW CF.esp
MilkModNEW HF.esp
MilkMod_MilkPumpsBasicB.esp
MilkModNEW ZaZ.esp
MilkModNEW ZaZ Sanbox.esp
MilkModNEW Sanbox.esp
ForcedMilkMaid.esp
Milk Addict.esp
TrapsAndPitfalls.esp
SexistGuards.esp
DeviousWorld.esp
SexLab Pheromones.esp
FallOfTheDragonborn.esp
SexLab_Hormones.esp
dvmb.esp
sr_FillHerUp.esp
DietBasedButt.esp
SexLabDefeat.esp
BrandingDeviceOfDoom.esp
SexLabHorribleHarassment.esp
SlaveTatsEventsBridge.esp
Slaverun_Reloaded.esp
Slaverun_Reloaded_Comments.esp
DeviousFollowers.esp
SLSO.esp
S_L_U_T_S.esp
SexLab Inflation Framework.esp
FMEA Skyrim.esp

 

Posted
23 minutes ago, user9120975435 said:

Okay, I finally had a pheromones induced attack, yay! Sad part is, now my girl is infected with extra strong pheromones and the message about them keeps getting spammed in the widget, even though I turned notifications to stealth.

 

Is maybe my load order wrong? Where do you suggest I put it among my Sexlab mods?

No, it's a bug, I noticed it too. Had to put a script delay in before I called my refresh magic effect function because for some reason Beth's magic effect timers were bugging out if the function was called too fast... It only seemed to happen sometimes, but having a small delay before the function seemed to fix it nicely, this fix will be in the next release.

 

Posted

lol...

 

1.1.8

  • 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 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.
Guest AthenaESIV
Posted
11 minutes ago, Hugh Reckum said:

Has anybody started a drinking game for when this Mod gets updated?

 

No but it is great, you're changes are always good and the mod runs extremely well. Look forward to see what it becomes with so many updates. Any big features planned?

 

Also curious, do you have any other mods planned for the future? These gameplay type mods that proc often and are always active are always very welcome! And your MCM options are always really well thought out, would be cool to see a whole group of mods by you with this level of quality. But def understand how time consuming it would be so this 1 mod alone is great :)

Posted
35 minutes ago, AthenaESIV said:

 

No but it is great, you're changes are always good and the mod runs extremely well. Look forward to see what it becomes with so many updates. Any big features planned?

 

Also curious, do you have any other mods planned for the future? These gameplay type mods that proc often and are always active are always very welcome! And your MCM options are always really well thought out, would be cool to see a whole group of mods by you with this level of quality. But def understand how time consuming it would be so this 1 mod alone is great :)

I've actually got 4 Mods out atm, the others are more BDSM themed... I added them in my sig. :classic_wink:

 

As for this Mod, hopefully the current iteration will run smoothly all around. I think all of the major bugs are squashed now...

 

 I guess a feature addition might be in the area of adding some Quest content, I was floating a monster sex dungeon type idea around that people seemed to like...

Posted
20 minutes ago, Hugh Reckum said:

I've actually got 4 Mods out atm, the others are more BDSM themed... I added them in my sig. :classic_wink:

 

As for this Mod, hopefully the current iteration will run smoothly all around. I think all of the major bugs are squashed now...

 

 I guess a feature addition might be in the area of adding some Quest content, I was floating a monster sex dungeon type idea around that people seemed to like...

May be blackmail monster sex and dungeon ?

Guest AthenaESIV
Posted
46 minutes ago, Hugh Reckum said:

 I guess a feature addition might be in the area of adding some Quest content, I was floating a monster sex dungeon type idea around that people seemed to like...

 

Sounds cool, I've found that quests which take control of a character or character (for like scripted moving) always seem to cause headaches so hopefully there will not be too much of that.

 

Were you thinking any radiant quest style post encounter outcomes? SD+ & Simple Slavery (or other SL mods) hand offs with an MCM for % chances? Maybe waking up from a black screen surrounded by NPCs mocking the character before they walk away? (something like that which wouldn't really affect the flow of the game afterwards but just add a little reaction from the world for what just happened... Mybe they toss a DD device on her before they leave as a reward for putting on a good show?) 

 

Was the monster dungeon a separate mod? Did you post about it somewhere I could read?

 

And ya thanks for putting this out there for the community, really well done!

Posted
39 minutes ago, AthenaESIV said:

Sounds cool, I've found that quests which take control of a character or character (for like scripted moving) always seem to cause headaches so hopefully there will not be too much of that.

 

Were you thinking any radiant quest style post encounter outcomes? SD+ & Simple Slavery (or other SL mods) hand offs with an MCM for % chances? Maybe waking up from a black screen surrounded by NPCs mocking the character before they walk away? (something like that which wouldn't really affect the flow of the game afterwards but just add a little reaction from the world for what just happened... Mybe they toss a DD device on her before they leave as a reward for putting on a good show?) 

 

Was the monster dungeon a separate mod? Did you post about it somewhere I could read?

 

And ya thanks for putting this out there for the community, really well done!

Initally I was thinking of a more elaborate setup for getting the crafting Books instead of just the Wizard intro quest.

 

Maybe a go to a dungeon and retrieve an artifact type Quest, but the dungeon is packed full of horny creatures... And there could be puzzle doors and traps that might open by masturbating on the right things or inserting the right soulgem plugs in the right order etc... Stuff like this lol.

Posted
1 hour ago, kboom said:

May be blackmail monster sex and dungeon ?

Like someone blackmails the Player into having sex with Monsters or something?

Guest AthenaESIV
Posted
7 minutes ago, Hugh Reckum said:

 Maybe a go to a dungeon and retrieve an artifact type Quest, but the dungeon is packed full of horny creatures... And there could be puzzle doors and traps that might open by masturbating on the right things or inserting the right soulgem plugs in the right order etc... Stuff like this lol.

That sounds really cool, lol. Dungeons and quests like that really add a lot to the SL ESV experience, would be amazing though if it were repeatable encounters so it gets more mileage and replay value in playthroughs.

 

Reminds me of an idea to have Sexlab Separate Orgasm get an addon to make it into a fighting system... Orgasm denial, consequences for orgasming first, a 3 "strikes" (orgasms) first and you're out win / loss mechanic, maybe monster specific attacks if the player orgasms first or loses all together (absorbtion, vore, broodmother, etc scenarios).

 

But I'm sure that would be a nightmare to code and would never happen, lol.

 

I do have an idea for a creature related mod for a popular fetish that is sorely lacking in ESV mods that I think would be a huge hit if you're interested in hearing about it! >8)

Guest AthenaESIV
Posted
16 minutes ago, Hugh Reckum said:

Like someone blackmails the Player into having sex with Monsters or something?

 

Blackmail with radiant style multi storylines would be really great. And play the humiliation angle of the heroine nearly (or openly) being seen in public doing unspeakable things... "You failed once and a small group in Riverwood witnessed your depravity, fail again and it will be in the Whiterun marketplace with a huge crowd of onlookers!"

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