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Posted
21 minutes ago, Slorm said:

I think the chase speed needs to be faster as it's very easy for the pc to outrun the attacker. For example, I drank some water and got a hagraven but as I'd run on before she spawned she was a long way behind me and was moving quite slowly so never had a chance to get me . Tried again and got a troll and although it spawned closer as I'd dawdled I could easily out run it and the only way for some fun was to let it catch me

lol, careful what you wish for... Try this script out:

 

SLPheromonesControlScript.pex

 

 

22 minutes ago, Slorm said:

The other alternative might be to spawn directly where the pc is (or in front of the pc if it's possible to detect the direction she's facing)

It is possible to get the exact angle and position of the Player. That's actually why the creatures all show up behind the Player because I'm positioning them with stuff like this:

 

CreatureAlias.GetActorRef().MoveTo(PlayerRef, -900.0 * Math.Sin(PlayerRef.GetAngleZ()), -900.0 * Math.Cos(PlayerRef.GetAngleZ()))

 

Initially, when there was a group I was doing a 'surround the Player' type thing, but, there's a bit of a delay between placing them and enabling them, so I thought it was cheap if they spawn when the Player might happen to run right on top of them.

 

So, instead I made it so they're always behind the Player when they spawn, part of this is I like the tension because they are potentially out of sight and able to sneak up on the Player. Also, the Player should always have a legit chance to 'escape'.

 

Creature speed is a little hard to perfectly balance, partly because it's all over the place... A Chaurus Hunter is pretty hard to outrun on a good day, whereas a Horker has no chance... But I ramped the speed up in the script, so let me know what you think.

Posted

@Hugh Reckum

 

That's much better Hugh, it gives the hagraven some chance to catch me. The troll could pace me but I could just about outrun it. Tried it with wolves and they got me pretty quick though I probably could escape if sprinting. I'd say it's a pretty good change to the mod, though it would also be useful to hear the comments from other users as well

Posted

It's just a value, so I suppose that I could just slider it in the MCM... That could give people options... They could have 10% faster of 300% faster that way, heh.

Posted

Ok, added slider, it's kinda fun :classic_tongue:

 

What's New in Version 1.2.4 October 20, 2018

Released Just now

  • Fixed the Khajiit potions so they would correctly trigger the timer functions.
  • Added an MCM Slider so Creature speed can be controlled.
    • Creature speed starts at normal (100%), and the slider starts at 0 (default), anything added will add to the speed of the creatures. So slider at 100 is 100 + 100 or 200% speed, you can go all the way up to 400 (500% speed). A Horker can actually give the Player a run for their money at 500% speed! It's kinda scary lol ?
  • A few other fixes to clean up some script areas.
Posted
12 hours ago, Hugh Reckum said:

I guess there's a couple possiblities. One is, make sure that you have some animations installed for giant spiders, otherwise the SexLab scene will fizzle out before ever launches.

 

The other is, once a creature is attacked, sometimes the base game behavior will override the AI, and the creature can become hostile 'for real', which could potentially keep things from firing up.

I have Billyy's animations installed and the SLAL MCM menu shows a giant spider animation active, so I don't think that was the problem.  It was probably accidental combat or the hit box thing.  While the spider was attacking there was still enough room between it and my PC for my follower to walk between them and get hit accidentally.

Posted
54 minutes ago, Hugh Reckum said:

It's just a value, so I suppose that I could just slider it in the MCM... That could give people options... They could have 10% faster of 300% faster that way, heh.

Haven't tried the updated script yet, but I do think this would be a good toggle to have (trolls pacing the character and wolves being super fast sounds good to me actually).  I doubt a speed boost would help horkers or giants much, but for lots of other creatures a player could have some control over what chance they have of evading an attack without assistance.  Horker pheromones are more about the ridiculous factor of making horkers so horny they will track you across sea and land than them actually being able to "catch" the player IMO - if they actually get to boink the character it was probably their own decision to allow it.

 

There are always other in-game options to assist the player if they want to try to escape other than the creature just being unreasonably slow (Unrelenting force or ice form shout off the top of my head could be really good escape tools, or offer a chance to outright kill creatures before they get in range).

 

Edit: Ninja'd by the update that installed the slider anyway, only on the Sexlab Pheromones thread. :classic_tongue:  Now to try it out.

Posted
16 minutes ago, Reesewow said:

There are always other in-game options to assist the player if they want to try to escape other than the creature just being unreasonably slow (Unrelenting force or ice form shout off the top of my head could be really good escape tools, or offer a chance to outright kill creatures before they get in range).

 

Edit: Ninja'd by the update that installed the slider anyway, only on the Sexlab Pheromones thread. :classic_tongue:  Now to try it out.

lol, well at 500% speed, you'd definitely have to figure something out! :classic_laugh:

 

I'm not sure how fast I could go, 500% didn't seem to cause any problems... But I didn't want to go so fast that the game would crash because it's trying to play animations too fast or something... So let me know if you guys run into any issues.

 

500% max should 'probably' be fast enough for 'most' of you though. :classic_tongue: 

 

 

Edit:

One note on the speed function, in case anyone is curious. It will set the value once upon creature spawn, so it won't change speed dynamically on an existing spawn, but any increase/decrease will be inherited by the next group of creature spawns.

Posted

That's brilliant, thanks Hugh

 

Out of interest what was the value you set in the script as that seems to be about spot on for me?

Posted
4 minutes ago, Slorm said:

That's brilliant, thanks Hugh

 

Out of interest what was the value you set in the script as that seems to be about spot on for me?

I set them at x2 speed, so slider set to 100 would replicate it.

Posted

Speed modifier works great - set it at 50 to start and may up it to 100.  It really helps mitigate the derpy pathfinding creatures sometimes encounter.

 

I do think the creature "capture" radius could probably use a bump in size (or a slider I suppose) - in testing I found that I was 100% safe from small frostbite spiders if I remained perfectly still, as they would run up and then stop to start attacking, and never get within trigger distance under their own power.  To actually trigger scenes with them I had to move slightly towards them.

 

 

Unfortunately, I do have to report the creature arousal on spawn is still a problem for me using Aroused Creatures - they are spawning at 84 arousal despite having SLAC installed, which the patch notes lead me to believe should disable this feature.  It ends up being a pretty bad conflict, as I got near an animating troll which caused a fatal sexlab error and seemed to break the creature spawning going forward (altho I did not test this extensively other than killing the troll and waiting in the wilderness a bunch of times to see if anything else would attack).  This is after a clean save and restarting the game after installing, so I *think* the mod should have had opportunity to detect SLAC.

 

If I could make a suggestion on a possibly better fix - if the arousal level on spawn was a value that could be set in the MCM menu (1-100) then it would be very easy for users to choose a value that is compatible with any arousal-based mods they have (SLAC/Scent of Sex ect).  For instance I have Creature Framework set to make creatures get raging hard-ons if they are above 40 arousal - but SLAC is set so creatures will only try to find a partner for sex if they are over 50 arousal.  So for me 41 arousal is just as good as 84 for the purposes of having the spawned creatures be aroused, but would cause no issues with them getting distracted by nearby NPCs.  Barring that, I think just having a few versions of the script for people to hot-swap with different arousal values could be a good stopgap.

 

Posted

@Reesewow Looked at it and my name string for Aroused Creatures wasn't exactly verbatim, so the Mod wasn't recognizing it correctly. - Fixed that, and also added in your arousal slider for creatures.

Posted
12 minutes ago, Hugh Reckum said:

@Reesewow Looked at it and my name string for Aroused Creatures wasn't exactly verbatim, so the Mod wasn't recognizing it correctly. - Fixed that, and also added in your arousal slider for creatures.

Awesome - thanks.  Will the arousal slider override the mod detecting Aroused Creatures and auto-disabling the initial arousal?  For me at least I won't need the latter if the former exists.

Posted

Suggestions:

Create an MCM key map option that's set to 'none' by default to use for the 'AddDibellaFaction' function.

The left Alt key is my sprint key, every time it's pressed that line of scripting is fired, not to mention I don't use the mod it's meant for.

 

Change the chance for double pheromones to be set as low as 0 (disabled) instead of a minimum of 5.

 

Remove the .tga files in the FaceGenData textures folder.

They're left overs from the Creation Kit not used by Skyrim.

 

Edit: Forward the edits made by HearthFires.esm to MerchantCaravanAChest, MerchantCaravanBChest, and MerchantCaravanCChest into SexLab Pheromones.esp

Guest AthenaESIV
Posted

All of the MCM options are outstanding, mods should always endeavor to include as many MCM variables as possible imo... Makes mods so much better to use.

Posted

In last version there are some files from Amputator and PapirusUtilites. Are they the same ones or modified? No description about amputator options.

Posted

No, they're psc files that got copied over somehow by accident, just ignore them.

 

.psc files aren't needed anyway, I only upload them as a courtesy.

Posted
18 hours ago, hylysi said:

 

 

Edit: Forward the edits made by HearthFires.esm to MerchantCaravanAChest, MerchantCaravanBChest, and MerchantCaravanCChest into SexLab Pheromones.esp

 

I second this request. It's not a big deal to make those changes myself, but if I don't Mator Smash doesn't properly forward your chest edits into its patch. And having smash patch my containers is a godsend!

 

If you have particular reasons for leaving out hearth fires, never mind.

Posted

great mod and the updates are released faster as I can test them :) any plans to ever build this mechanics into a nice quest mod ?

cheers

edit:

some observations:

-spawned animals were attacking me at first , so my follower (quite strong) killed them before any action took place :(

-tried without follower -> worked fine but only first the first time, after that I always get " player in combat or sex ..," and I was definetly not im combat or sex...

-where to find s.o. who is able to help with pheromones ? tries several shop and inn keepers, no luck

-when the anims start my char is not stripped as to my settings in sexlab , in fact only the top (torso) is stripped but not the trousers ? works with other mods

 

keep up the good work

Posted

 

7 hours ago, pinaman said:

great mod and the updates are released faster as I can test them :) any plans to ever build this mechanics into a nice quest mod ?

cheers

edit:

some observations:

-spawned animals were attacking me at first , so my follower (quite strong) killed them before any action took place :(

-tried without follower -> worked fine but only first the first time, after that I always get " player in combat or sex ..," and I was definetly not im combat or sex...

-where to find s.o. who is able to help with pheromones ? tries several shop and inn keepers, no luck

-when the anims start my char is not stripped as to my settings in sexlab , in fact only the top (torso) is stripped but not the trousers ? works with other mods

 

keep up the good work

The Player in combat or sex will return if this returns true: Sexlab.IsActorActive(PlayerRef)

That is a direct call to a function from SexLabFramework Script:

 

bool function IsActorActive(Actor ActorRef)
    return ActorRef.IsInFaction(Config.AnimatingFaction)
endFunction

 

But, I've done some of my own testing and have noticed that in some situations the Player does indeed get stuck in that faction on occasion, seems like a SL bug... Probably another unrelated sex act would clear it out, but it's unfortunate that using that function from SexLab doesn't appear to be bulletproof... I might have to come up with my own way to monitor for Sex Scenes...

 

Look for a Court Wizard.

 

The StripActor yet again is directly from SexLabFramework script:

 

I'm calling it with these arguments: Sexlab.StripActor(PlayerRef, VictimRef = PlayerRef, DoAnimate = false)

 

Form[] function StripActor(Actor ActorRef, Actor VictimRef = none, bool DoAnimate = true, bool LeadIn = false)
    return ActorLib.StripActor(ActorRef, VictimRef, DoAnimate, LeadIn)
endFunction

 

The stuff you say isn't working are both things directly from SexLab...

 

 

25 minutes ago, gtcard said:

after doing a bit more testing, i've observed the following regarding the "your holes are already stuffed" message:

 

1. even on previous version from way back, there seemed to be issues for me with starting the 2nd encounter after a first encounter. it seems that the first encounter starts just fine, but the second encounter onwards, i get a "your holes are already stuffed" debug message. i am certainly not engaged in any scene.

 

2. i turned on the new extra debug message mode in the recent version, and i can see that the creatures are properly populating aliases. the "your holes are already stuffed" message appears immediately after the message "Creatures Enabled" message, which appears after creature alias slots are populated. the new debug messages helped me rule out location being a factor, as i can see that i'm located in the wilderness when the cycle repeats. interestingly, the creature DOES spawn sometimes take a swipe at the player (causing blood on the floor) then immediately despawn. sometimes, this is followed by the debug message "Player active is Sexlab, aborted." (message seems to only appear when more than 1 creature alias was filled). i checked the source script and this message appears at line 1155. EDIT: it appears when 1 creature alias is populated, the creature will spawn to take a swipe, then immediately despawn. when 2 aliases are filled, then the creatures do not spawn, and debug message goes straight to "Player active is Sexlab, aborted" message.

 

3. given that the stuffed message appears after creature slots are populated and are ready to spawn, i assume this can't have anything to do with checking whether or not a scene is active, since i'd assume this check will be made before spawning the creature. the only thing i can think of that is common with each second encounter is that my arousal was reset after having the first. my setting for "arousal for pheromones" setting in the mcm is set to 36, which is set to the same arousal for dripping when aroused's vision blur effect. i was under the impression that this setting in SP's mcm is the minimum arousal setting needed for the player to have a chance to catch pheromones when consuming items. however i wanted to test if this is the minimum arousal for pheromones to work at all (including starting scenes). i reloaded the same save and immediately set my arousal to above 36. sure enough the next spawn cycle successfully spawned the creatures and scene initiated without issues. trying again with and without raising arousal above SP's arousal setting threshold yielded repeatable results: if arousal is below the setting in MCM, scenes will not start and the error given is "your holes are stuffed"

 

this may or may not be working as intended. honestly, i'm OK with it the way it is, if a minimum arousal setting is required for scenes to start. i just wish it will spit out a different debug message for being under arousal threshold, so that it isn't as confusing. btw if this is intended, this is going to go great with the new Creatures in Heat mod from ed86, because that mod can passively increase arousal, making sure pheromone effects will fire when the PC falls into heat. 

As I mentioned in the previous post, I think SexLab isn't always resetting the factions after sex scenes on some occasions, I'm not sure why this happens, but you would only get those messages if this bool was returning true when it shouldn't be:

 

bool function IsActorActive(Actor ActorRef)
    return ActorRef.IsInFaction(Config.AnimatingFaction)
endFunction

 

One idea may be to globally register for orgasm end events and run a function to specifically clear that faction after a short timer... That might help straighten it out, I'll try it out. As for why it seems to get stuck sometimes, I don't have an answer for that...

Posted
3 minutes ago, Hugh Reckum said:

As I mentioned in the previous post, I think SexLab isn't always resetting the factions after sex scenes on some occasions, I'm not sure why this happens, but you would only get those messages if this bool was returning true when it shouldn't be:

 

bool function IsActorActive(Actor ActorRef)
    return ActorRef.IsInFaction(Config.AnimatingFaction)
endFunction

 

One idea may be to globally register for orgasm end events and run a function to specifically clear that faction after a short timer... That might help straighten it out, I'll try it out. As for why it seems to get stuck sometimes, I don't have an answer for that...

i'm using slso and aroused creatures. i'm wondering if there's maybe a conflict with aroused creature's cloak script when pheromones spawns a creature during one of AC's scanner polls?

 

as for being put into the animation faction, is that a check used by all mods, or specifically pheromones? i haven't had any issues with scenes starting from other mods, and i use petcollar mod exclusively to passively start scenes. that mod has a fucktoy event that will check if the player is "busy" (animating, in combat, or in dialogue), and will start a countdown timer before "forcing" a scene to start. i'm not sure what the specifics are, but i do remember mentioning to the author that the mod was breaking quest scripts because it used to force start scenes even when the player is engaged in dialogue. the author added the countdown timer afterwards and it works great as a queue to allow the the scene to start after the player finishes whatever they're doing. 

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