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Posted

Glad to hear it. :classic_wink:

 

There is some of this stuff going on in your logs though:

 

slpheromonescontrolscript..RepeatItems in stack frame 5 in stack 6274903 differs from the in-game resource files - using version from save

 

It seems to be using the saved version of certain things rather than the current Mod update version, not sure exactly how things might pan out... So if you run into weirdness, I'd suggest doing a proper clean save.

Posted
1 hour ago, Hugh Reckum said:

Glad to hear it. :classic_wink:

 

There is some of this stuff going on in your logs though:

 

slpheromonescontrolscript..RepeatItems in stack frame 5 in stack 6274903 differs from the in-game resource files - using version from save

 

It seems to be using the saved version of certain things rather than the current Mod update version, not sure exactly how things might pan out... So if you run into weirdness, I'd suggest doing a proper clean save.

Yep they're not there in a clean save

 

Now you're going to love me for this (not a lot) I've found another one which I suspect is to do with the clearing of magic effects. I tried taking a log but there's nothing in it to show what's happening (and nothing on screen for the debug option)

 

I had put v1.20 back loaded and used a skeever pheromone cure to kill the process, saved, uninstalled v1.20 then cleaned game.

 

Installed v1.21 loaded game and imported json settings. I've taken stealth off to check I can get back to where I was by using the console to get skeever pheromones. Took pheromones but nothing shows in effects.

 

I then shutdown Skyrim so I could reload the save (before taking the pheromone) and did the same and still no effect. Tried with a different pheromone and that did show so it looks like something is permanently blocking the skeever pheromone effect.

Posted
16 minutes ago, Hugh Reckum said:

Hmmm, try the 100% chance, skeevers only, drink anything method, that should work.

 

I'll have to check on the Skeevers potion.

No afraid not.

 

Some other aren't working either (Lurker pheromone doesn't though I have the creature untoggled). I did double check skeever by untoggling then toggling back on again but even with 100% and the actual pheromone it's not working. Wolf works.

 

EDIT, tried with water at 100% and that works so looks like it's the pheromone potions which means there a few of them with the problem

Posted
7 minutes ago, Psalam said:

@Slorm Thanks for doing the debug work! In the meantime I'm being gangbanged! ?

Well, it's Hugh that's doing the real work but thanks.

Posted

I have thanked Hugh and I'll thank him again right now - Thanks Hugh! But sometimes I think it's nice if the people who are doing "grunt" work also get thanked! ?

Posted
2 minutes ago, Psalam said:

I have thanked Hugh and I'll thank him again right now - Thanks Hugh! But sometimes I think it's nice if the people who are doing "grunt" work also get thanked! ?

Thank you, I appreciate that :classic_smile:

Posted

lol, yes, bug hunters are always welcome because when I'm adding different things for dozens of creatures sometimes I go cross-eyed. ? 

Posted

Maybe on page 1 you should also mention "SexLab Pheromones V1.1.7a Multi Language + Full German". It should also be explained which files are to be copied to the DATA folder for which you want to use this file.

Posted

New version:

What's New in Version 1.2.2 October 17, 2018

  • Added support for MFC and FFC animations, a male Dremora will spawn for the MFC animations, and a female Vampire will spawns for the FFC animations. Thx to WraithSlayer for some help with some of the more nuanced SL functions.
    • The MFC and FFC animations are handled by MNC, Billyy, and Anubs Creature pack, with MNC you will see some MFC animations with Canines, with Billyy there is the FFC with Gargoyles, and with Anubs there is MNC with Canines, FFC with Werewolves & Werebears, and FFC with Trolls.
      • Anubs anims are not a requirement, but, if you want to see these animations Anubs creature pack needs to be installed and the anim object esp enabled. If Anubs is not installed, then a female Vampire won't spawn with the Trolls and Werewolves.
  • Fixed a few Khajiit potions that weren't working correctly.
  • Discovered that the Mod would work fine with SSO or with SexLab Aroused Creatures individually, but, if both were installed at the same time there could be issues. - Added some features so it should be possible to have both of those Mods + this Mod installed without a problem.
Posted

Thank you :beer:

 

Now for the fun part, I have some good news and I have some bad news :classic_smile:

 

First the good news, the Skeever pheromone is now working as it should,, now for the bad news:

 

It's Buggity Bug Bug time

 

You'll find this one rather interesting. I've noticed it before and thought it was a save glitch when we were having problems with the wrong creatures but it's not and it's a problem with the Stealth setting. Now I know it's there it's easy to reproduce:

 

This one is really obscure until you know it's there. If stealth is toggled on and the game is saved, if you then exit Skyrim and restart the game again, when you load the save you can see the pheromone even though Stealth is still toggled on. The workaround is to untoggle and retoggle stealth and it's hidden again.

 

It seems like the Stealth toggle is one step behind or somehow out of kilter in some way on Skyrim start up and stays like this even if you reload the game. Once you untoggle/retoggle all further load seem to be okay (though I haven't tested that extensively)

Posted
30 minutes ago, Hugh Reckum said:

When you say that you can 'see the pheromones' after loading a game, do you mean that the debug notifications are coming up? Or that you can see the magic effects for the pheromones?

 

If it's that latter, try this script:

 

SPPlayerAliasBaseScript.pex

It is indeed the latter and the script fixes it. Many thanks

Posted

 I've run into problems where pheromones interrupts sex animations triggered by other mods, in

this case Sexlab Adventures. Is there a way for it to check if animations are already playing, and wait

it's turn?

Posted

What interrupted you? Creatures should automatically despawn if the Player is active in a Sexlab scene...

 

Edit:

 

Double checked and for a scene to start, this logic has to be true: !Sexlab.IsActorActive(PlayerRef) (not active)

 

If Player is active in Sexlab the creatures will despawn and NPC aliases will clear and quests will stop... This works as intended in all my testing, so without more detail not sure how this would happen.

Posted

Firstly, let me say that I love this mod.  It adds an element of surprise to a fairly predictable experience. That said, there are a couple of recommendations that I have which might make this mod a little more user friendly.

 

Firstly, this mod can wreak havoc with other mods that use heavily scripted events, such as Captured Dreams and Prison Overhaul.  Could you possible add a toggle to the MCM which suspends attacks?  

 

Secondly, is it possible to add a non-hostile flag to the player during attacks?  I can't tell you how many times I've been in dungeon getting gangbanged by Rieklings or whathaveyou, and some roving NPC walks up, knocks me out, and suddenly I'm being auctioned off in Simple Slavery.  

 

I really enjoy this mod, but those two situation make things a bit tedious.  

Posted
5 hours ago, Hugh Reckum said:

What interrupted you? Creatures should automatically despawn if the Player is active in a Sexlab scene...

Not sure if this is helpful or not as you probably have another check in place, but SL Adventures doesn't issue the modevent dhlp_suspend it only listens for it (last time I checked with Teutonic)

 

EDIT: looking ar the post above, I'm not sure why there should be a problem with POP as even the outside scenes in the Pillory are in towns, though there could be issues if the Bounty Hunters are walking the pc to a hold I would guess

Posted
4 hours ago, nigwriter said:

I can't tell you how many times I've been in dungeon getting gangbanged by Rieklings or whathaveyou, and some roving NPC walks up, knocks me out, and suddenly I'm being auctioned off in Simple Slavery.

That sounds like "working as intended" ;)

 

 

Posted
4 hours ago, nigwriter said:

Firstly, let me say that I love this mod.  It adds an element of surprise to a fairly predictable experience. That said, there are a couple of recommendations that I have which might make this mod a little more user friendly.

 

Firstly, this mod can wreak havoc with other mods that use heavily scripted events, such as Captured Dreams and Prison Overhaul.  Could you possible add a toggle to the MCM which suspends attacks?  

 

Secondly, is it possible to add a non-hostile flag to the player during attacks?  I can't tell you how many times I've been in dungeon getting gangbanged by Rieklings or whathaveyou, and some roving NPC walks up, knocks me out, and suddenly I'm being auctioned off in Simple Slavery.  

 

I really enjoy this mod, but those two situation make things a bit tedious.  

I initially had disableplayercontrols running throughout sex scenes, and that has a built in feature to disable attacks vs the Player. But, apparently it was messing with SLSO UI, so I renabled it more quickly so it would fix that compatibility. But, I guess I could add a check so it will only reenable early if SLSO is installed. In that case, without SLSO you will be safe from attacks during sex, but with SLSO attacks could happen but there won't be a UI issue... Guess that's the best I can do atm.

Posted
6 hours ago, panthercom said:

 I've run into problems where pheromones interrupts sex animations triggered by other mods, in

this case Sexlab Adventures. Is there a way for it to check if animations are already playing, and wait

it's turn?

 

6 hours ago, Hugh Reckum said:

What interrupted you? Creatures should automatically despawn if the Player is active in a Sexlab scene...

 

Edit:

 

Double checked and for a scene to start, this logic has to be true: !Sexlab.IsActorActive(PlayerRef) (not active)

 

If Player is active in Sexlab the creatures will despawn and NPC aliases will clear and quests will stop... This works as intended in all my testing, so without more detail not sure how this would happen.

I also just had this happen, SLAdventures was on the last member of a gangbang when a wisp appeared and then a netch showed up.  The netch didn't wait for the guard to finish so sexlab was jumping back and forth between the two scenes.

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