Jump to content

Recommended Posts

Posted

An option to undergo pheromones differently? As a Vampire playing Better Vampire, I do not really need to eat food.
Otherwise, great work, regular improvements are fun.
Sorry, I use Google Translate

Posted
26 minutes ago, shiramune said:

An option to undergo pheromones differently? As a Vampire playing Better Vampire, I do not really need to eat food.
Otherwise, great work, regular improvements are fun.
Sorry, I use Google Translate

Potions give pheromones and you can get pheromones from combat also.

 

Posted

@pinaman & @gtcard

 

Do you guys want to try this script? (Replace existing one)

 

SPPlayerAliasBaseScript.pex

 

I added a global check for orgasm end events when Player is active in a SexLab scene and did a manual remove from animating faction after about a 10 second delay... 

 

Seemed to fix it, I tried my damnedest but couldn't produce the bug...

Posted
1 hour ago, rowanhallik said:

Is there any possibility to disable variants? When I have werewolves toggled on it often spawns werebears too, which I'm not too keen on.

No, that would be kind of tough to script in...

 

39 minutes ago, shiramune said:

An option to undergo pheromones differently? As a Vampire playing Better Vampire, I do not really need to eat food.
Otherwise, great work, regular improvements are fun.
Sorry, I use Google Translate

Yes, Corsayr is right, you can get pheromones from getting hit by creatures during combat.

Posted

Had a chance yesterday to have the latest version running for a lot of hours. It's great, everything seems to be working perfectly.

 

There can be an interesting synergy with DCL Combat Surrender as well (I have Robbery set to 100%). A couple of skeevers turned up for some fun, after they started a wolf nearby spots me and attacks. So there I am stuck in the animation taking damage (it does break the animation unfortunately as the pc stands up) the end dizzy blackout happens and when I came round combat surrender kicked in, and my stuff was nicked and I ended transported to the Inn at Riverwood. It's a rare occurrence I just happened to be in the wrong (right :D) place at the wrong time but an amusing side effect

Posted
1 hour ago, Hugh Reckum said:

@Slorm ?

 

FYI, I also have 2 other Mods I'm cooking up in case anyone wants to do some debug testing...

Hehe let me know :classic_smile:

 

There is something I have noticed and I don't know if it's significant or not. I use Savegame Script Scalpel  (PDT) to keep a check on saves and have noticed that SP seems to be increasing the thread count significantly. As a rule threads increase then clear but they just seem to increase with SP (until an update when I clean the game). Here's an example from the display, usually I'd expect to see something in the range of 0 - 20 but I don't know if it's important or not

 

382336860_PDTChart.jpg.3f3c4653130c1d2e31fd2b0c3a04bd64.jpg

Posted

@Slorm Are you getting any unattached instances?

 

Not sure exactly what might be causing it offhand, I did a few script cleanup things in the last update just released, so maybe it will help...

Posted
12 minutes ago, Psalam said:
  Reveal hidden contents

Requirements:

Dawnguard

HearthFires

Dragonborn

SexLab

SexLab Aroused

Billyy SLAL Creature Pack

Leito SLAL Creature Pack

More Nasty Critters (for some of the rarer animations)

Hugh, how many of these animations are actually required to run pheromones? I believe that I am getting to my animation limit and I would like to know what is absolutely essential and what I might be able to do without.

Billyy and Leito creatures for most of them, MNC would be needed for some of the rarer ones, but you could always disable certain creatures that aren't covered by the other packs. For instance if you forego MNC, you'd disable ones that Billyy doesn't have like Hagraven, Cow, Chicken, Flame Atronach... etc.

 

In other words, you could just install whatever animations for whatever creatures you want, and disable creatures in SP MCM that you don't have animations for, things should work fine. - So you can pretty much install whatever creature packs you want this way, as long as you adjust the MCM spawn possibilities accordingly.

Posted

so far i've changed the arousal threshold for aroused creatures functions to higher than what SP creatures spawn with, and everything seems to be working fine. i haven't had any issues with the "your holes are already stuffed!" message again.

 

i did notice something strange which may or may not be caused by this mod. seems like after a scene started by this mod, there's a high chance my pc won't wear the item originally used in slot 52 that's been removed by sexlab's built in strip editor. it doesn't happen all the time, so i still don't know what's causing it exactly, but i do know this has never been an issue with scenes triggered by other mods. does SP equip anything or in any way use slot 52 (underwear slot)? if that isn't the case, can it be the timing of the blackout+popup after a SP scene that interferes with other on-orgasm/end of scene scripts? from what i can tell, everything else that happens after a scene seems to work fine, except for re-equipping the item in slot 52. 

Posted
6 minutes ago, Hugh Reckum said:

Well, it's actually not reequipping stuff after the scene, the Player is left stripped and covered in cum...

so it's intentional that it doesn't re-equip after a scene? if that's the case i can script something in sexlab util1 to re-equip manually. 

 

another thing i noticed just now--a scene started with billyy's 3p splitroast, which is FCC with 2 canines. the creatures spawned were 1 dremora and 1 wolf, so the pc plus wolf played their animations, while the dremora stood there because he can't play the 2nd wolf's animations. actually this may be one of billy's legacy packs (when wolf and dog anims were separate), so maybe that's why it isn't working

Posted
10 minutes ago, Hugh Reckum said:

What version are you running?

i'm running SP 1.2.4c, with billyys' 1.5.1 and legacy pack enabled. i do have anubs creature anims, as well as leito's legacy MFC anim. there are only a handful of MFC anims i can think of, and as far as i'm aware only anub and leito made them. billyy has 3p anims with creatures, but are FCC

 

now that you mentioned it, i believe this is the part that randomizes the cum layer that appears on the player after a scene?

 

Spoiler

Function CastSexlabSpell()
Int Random
Random = Utility.RandomInt(1, 9)
If Random == 1
    SexLabCumVaginalOralAnalSpell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 2
    SexLabVaginal1Oral1Anal1Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 3
    SexLabVaginal1Oral1Anal2Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 4
    SexLabVaginal1Oral2Anal1Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 5
    SexLabVaginal1Oral2Anal2Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 6
    SexLabVaginal2Oral1Anal1Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 7
    SexLabVaginal2Oral1Anal2Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 8
    SexLabVaginal2Oral2Anal1Spell.Cast(PlayerRef, PlayerRef)
ElseIf Random == 9
    SexLabVaginal2Oral2Anal2Spell.Cast(PlayerRef, PlayerRef)    
EndIf
EndFunction

 

i let SL framework handle the shaders for the cum textures, but this explains why sometimes after a SP scene, i end up with less cum textures than before it.

 

can you tell me which is the part that keeps SL framework from re-equipping anything stripped before the scene? 

Posted

the only MFC anims i know of (male female creature) are 3 from leito:

 

LeitoCanineMFC

LeitoCanineMFC2

LeitoCanine Non-con

 

and 2 from anub:

 

Anub Male Female Wolf

Anub Male Female Dog

 

the other group creature anims are with one female with 2+ same creature types

Posted
47 minutes ago, gtcard said:

now that you mentioned it, i believe this is the part that randomizes the cum layer that appears on the player after a scene?

Yes, that randomizes one of the 9 different 3 cum combos from SexLab...

 

The passout function does the final strip:

 

 



 

Function PassOut()
FadeToBlackImod.Apply()
debug.SendAnimationEvent(PlayerRef, "BleedOutStart")
Utility.Wait(1.0)
FadeToBlackHoldImod.Apply()
CastSexlabSpell()
    If SPFlyerAlias.GetActorReference() != None
        SPFlyerAlias.GetActorReference().Disable()
        SPFlyerAlias.Clear()
        SPFlyerAlias.GetActorReference().Delete()
    EndIf
Sexlab.StripActor(PlayerRef, VictimRef = PlayerRef, DoAnimate = false)
ClearDisableAliases()
Utility.Wait(4.5)
FadeToBlackHoldImod.Remove()
Utility.Wait(1.5)
MadeItWorse()
debug.SendAnimationEvent(PlayerRef, "BleedOutStop")
    If !SPWizardQuest.IsRunning()
        SPWizardQuest.Setstage(10)
        Utility.Wait(5.0)
    EndIf
EndFunction

 

 

So if you wanted, you could just comment out the Sexlab.StripActor line.

 

Yeah, there's not a whole lot of MFC animations, it should handle them though, at least it did in my testing handle MFC and FFC correctly. Make sure you have handle creature genders checked in Sexlab anim options though.

Posted
13 minutes ago, Hugh Reckum said:

So if you wanted, you could just comment out the Sexlab.StripActor line.

 

Yeah, there's not a whole lot of MFC animations, it should handle them though, at least it did in my testing handle MFC and FFC correctly. Make sure you have handle creature genders checked in Sexlab anim options though.

 

okay cool, i'll try commenting out that line. i see that the CastSexlabSpell function is also there, which is what's handling the cum textures? i'll try commenting that out from the passout function too.

 

and you're right about the match creature gender checkbox. i had that unchecked. i will try it again with it checked and report back if i see anything weird. funny thing just happened: SP scene pulled up a dog and a dremora again just now, and the animation selected was billyy 3p splitroast again. i used SL Tools' hotkey "H" to pull up the available anims in the pool, and selected one of the MFC anims manually. it played...but the pc was in the male slot and the dremora was in the F slot...hahaha. pretty sure they don't like being summoned, much less get summoned to be pegged by a dog lol

Posted

I like that the pheromone potions are cure potions as well, and a cheap alternative to cure potions. It makes having a cure potions, within everyone's budget.

 

But any chance you could put them in the potions section, instead of the food section. :)

 

Posted
10 minutes ago, Krazyone said:

I like that the pheromone potions are cure potions as well, and a cheap alternative to cure potions. It makes having a cure potions, within everyone's budget.

 

But any chance you could put them in the potions section, instead of the food section. :)

Not really, Bethesda's potions system is very convoluted. All the recipes are derived from ingredient effects from base type potion items and applied derived magnitudes... You can't have specific recipes.

 

There's a reason that there's not custom potion crafting Mods out there. (I'm not aware of any at least). - And even if you made one, it'd be pretty limited what you could do with it...

Posted
22 hours ago, Hugh Reckum said:

@Slorm Are you getting any unattached instances?

 

Not sure exactly what might be causing it offhand, I did a few script cleanup things in the last update just released, so maybe it will help...

I just had the one unattached instance but I couldn't make out from what mod when I checked with Skyrim Savegame Tool (the 00000000 filter info isn't very helpful). I had assumed it was something gone wrong with Sleep Tight as I first noticed it with a guard outside Highmoon Hall and when I went in another guard in a sleeping robe. I didn't bother cleaning it though I went back to an earlier good save as there's no point in taking a chance, but I haven't had it happen since.

 

I'll test out the new version and let you know, won't be until the end of the week though as rl is really busy

Posted

using version 1.2.5 right now. i still saw a couple of "your holes are already stuffed!" messages while running around. i had debug mode up during most of my testing yesterday, and there is a different message for when SP actually detects a scene active (something along the lines of sex scene active, skipping cycle). i see there are 24 instances of "your holes are already stuffed!" in the source script, so what i think i will do is numerate each of those strings and recompile it, so when i see the message, i will know exactly which part of the code was running at that time.

 

i have a suggestion however: the mod is currently using a set frequency for pheromone attacks to happen--is it possible to make this frequency into a range, say for example a frequency of X, modified by +/- Y hours? Y doesn't even need to be a variable--it can be a set +/- 1 or 2 hours, with a toggle to turn it on or off. also, if the mod misses a cycle due to whatever reason (dead actors, out of range, "your holes are already stuffed", actual scene playing) do you think it's possible to have the script do a short timer before repeating again, without having it wait for an entire cycle to elapse before retrying? i think this can actually solve a lot of perceived issues with cycles being missed, because it makes up for it with increased frequency of occurrence. also, it can actually add an element of randomness to the whole sequence, especially if the "your holes are already stuffed" messages are taken out altogether. that way even if the player misses a cycle due to that message, they wouldn't know it, and they wouldn't know when to expect the next attack to occur.

Posted

"It's now possible to set chance of catching super strong pheromones to 0 in MCM."

How? There doesn't seem to be any option for it.

 

Bug:

A scene that doesn't reset, because of eg. enemies kill the participants before they can engage in acts, will cause the mod to get stuck. It'll output in debug that the last scene didn't reset and will retry next cycle forever.

Posted

@Hugh Reckum

 

I've just cleaned and installed latest version, though not had a chance to play as yet (roll on Friday). A couple of things:

 

1/ No problem setting super strong pheromones to 0 so not sure what problem the poster above is having

2/ After the clean/reinstall the the thread count is back down to 2. I'll monitor it and let you know if the latest version isn't cleaning up after itself

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...