Jump to content

Recommended Posts

Posted
18 hours ago, gtcard said:

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.

It would be possible to randomize time, but currently the timers are configurable in MCM. So if you wanted things to happen more frequently, you could just reduce the time intervals, having strong pheromones also causes faster attacks. It seems like the randomization element would be at cross-purposes with the user control element, and it's usually best to err on the side of giving users more control when chosing features...

 

If you're just playing the game and doing other things, I think the attacks can often be a little surprising... Do you guys agree with this or would more randomization be better?

 

7 hours ago, steveju76 said:

"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.

Think it's called extra pheromones, but yeah, the slider should be there.

 

17 minutes ago, Slorm said:

 

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

Thx for taking the time to test stuff out. :classic_wink:

Posted

I'd like to suggest a toggle to disable the chance per hit of "infection".  It's really flexible with the individual sliders and it gives players a high level of customization.  I like the way that the mod implements this.  But in my case I just want to turn off infection entirely, which involves clicking each slider and setting it to zero.  It's doable, just tedious. 

 

8 hours ago, Hugh Reckum said:

If you're just playing the game and doing other things, I think the attacks can often be a little surprising... Do you guys agree with this or would more randomization be better?

If I understood gtcard's suggestion correctly, it was to have both player control and a small random factor.  The player would select a time between attacks with the sliders, but there would also be a new option to add a small +/- random amount to that setting on each cycle.  If implementing that is practical, it would still allow for customization but also offer a bit of randomness to reduce predictability.  If it's not practical, then as you said, player control is better than randomness.

Posted
6 hours ago, HexBolt8 said:

I'd like to suggest a toggle to disable the chance per hit of "infection".  It's really flexible with the individual sliders and it gives players a high level of customization.  I like the way that the mod implements this.  But in my case I just want to turn off infection entirely, which involves clicking each slider and setting it to zero.  It's doable, just tedious.

 

To further add on to this: instead of a toggle that disables it, add a global slider that changes all of the sliders at once. That way the sliders can be set to 0 (disabled) or another number all at once instead of having to do it individually.

 

Another suggestion: split up the MCM menu to make use of the right pane, this would allow for more information on screen, with less scrolling (currently only the left side is used.)

Posted
On 10/22/2018 at 8:30 PM, Hugh Reckum said:

@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...

v1.2.5 works great for me , no more busy with sex or combat messages

-stripping also works fine , my fault, I forgot to also set the aggressive animation stripping back to my desired config, sorry

also found the npcs selling the pheromones book

 

keep up the good work ! I'm courious to any future dev of this mod, is already some nice fun :)

cheers

Posted

@hylysi Good suggestions, I may work on this a bit over the weekend...

 

27 minutes ago, BlueFoxStar115 said:

hey nice mod but is it possible instead of the insta rape to be able to fight of the gank ?

The creatures have to catch the Player first, so they have to get within X distance (can set the distance in MCM) before the sex starts.

 

You can fight them with range spells or bow & arrows...

Posted

Another suggestion.  Instead of (or in addition to) the mechanism to evade pursuit by getting far enough away from the attackers, how about a configurable time limit?  After chasing you long enough they lose interest.  There are situations in which the PC might be unable to fight (weak at magic, robbed of ranged weapons) but might still be able to keep out of sex range.  It seems like there should still be a way to escape, or the chase could go on indefinitely. 

 

Also, an option to not use the multiple-creature animations (Leito and Billyy) would be welcome, if it's practical.  I just don't want to increase my animation count by adding the extra required creature mods.  I'm probably not the only player pushing the animation limit.  I can actually do that by un-checking the option for multiple creatures, but it's less challenging with a single pursuer.  (To see what would happen, I tried leaving the multiple creatures option checked without installing the required animations and I got very strange results, so I know that doesn't work.  I'm not blaming the mod for that, since it clearly says that the animations are required.)  Just a suggestion.

Posted

Bug Report

 

Two of them I'm afraid though one is ongoing from before (threads). Anyway, here we go:

 

1/ I was in Broken Fang Cave fighting the Master Vampire and had spiders port in to have some fun, unfortunately the Vampire carried on attacking. Not sure if this was caused by SP not detecting I was in combat or because I was specifically fighting a Vampire.

 

2/ Threads still seem not to be clearing, here's where I am so far after a few hours of play with the latest version:

 

threads.jpg.fe3fd95b63a6e2908ef54b0042c6e144.jpg

Posted
8 minutes ago, Slorm said:

Yay, more goodies. Thank you :beer:

Hope it helps, if you see more threads, if you go to PDT Script Data, Section Active Threads and can find any SP stacks, that would be more useful information-wise.

 

Also, if anything comes up in PDT analysis... The stats don't give much information to work with...

Posted
48 minutes ago, Hugh Reckum said:

Hope it helps, if you see more threads, if you go to PDT Script Data, Section Active Threads and can find any SP stacks, that would be more useful information-wise.

 

Also, if anything comes up in PDT analysis... The stats don't give much information to work with...

I'll check it out for you Hugh. Aside from the one orphanand instance I mentioned a while back (and there's a good chance it wan't SP), there's never been anything in the analysis (in left pane) except for the message "Thread count has increase by x" There's more detail in the right hand pane so I'll capture that as well if it's still a problem as well as Active Thread section.

 

One thing I also noticed is that the resource size also drop like the threads after a clean.

 

Anyway I'll keep you posted

Posted
5 minutes ago, Slorm said:

I'll check it out for you Hugh. Aside from the one orphanand instance I mentioned a while back (and there's a good chance it wan't SP), there's never been anything in the analysis (in left pane) except for the message "Thread count has increase by x" There's more detail in the right hand pane so I'll capture that as well if it's still a problem as well as Active Thread section.

 

One thing I also noticed is that the resource size also drop like the threads after a clean.

 

Anyway I'll keep you posted

Ok thanks, I appeciate it. :cool:

 

I try to debug test stuff, but I honestly Mod more than I play so it's tougher for me to find things that may accumulate over a number of hours of play time like your thread issue. I tried to tighten up the functions throughout to eliminate the possibility that a function or callback wasn't returning somewhere. Also tried to fix anything that looked like it could possibly leave a thread queued... So who knows, maybe I got it...

Posted
2 hours ago, Hugh Reckum said:

Ok thanks, I appeciate it. :cool:

 

I try to debug test stuff, but I honestly Mod more than I play so it's tougher for me to find things that may accumulate over a number of hours of play time like your thread issue. I tried to tighten up the functions throughout to eliminate the possibility that a function or callback wasn't returning somewhere. Also tried to fix anything that looked like it could possibly leave a thread queued... So who knows, maybe I got it...

We should know later on tonight.

 

This is interesting though, unusually for me all the pheromones had expired before I cleaned the game so I'd hazard a guess that something is keeping a thread active rather than letting it terminate after the pheromone has expired. I'll let you know what I find, hopefully you've already squished it

Posted

as you now colored all the crature pheromones in red, would it be possible, to add a "SLP_" to the beginning of the pheromones so they would be listed in a block on the Buff/debuff page ?

after aquiring more than 10 i tend to over-read them sometimes.

i use apropos and sometimes it´s just better to hop on my horse and run away from them....

as apropos uses wear and tear of your openings with quite serious debuffs added if my char is literally F..ked raw....

 

and an easier overlook of the pheromones makes it much easier to choose to run or fight at a creature, that otherwise would pose no threat....

 

thanx for the work so far....

Posted
19 minutes ago, MetZwerg said:

as you now colored all the crature pheromones in red, would it be possible, to add a "SLP_" to the beginning of the pheromones so they would be listed in a block on the Buff/debuff page ?

Other option would just be to change then names to Pheromones - Creature, and is probably something a user could do in TES5Edit in a few minutes if they preferred it.  You can always sort your magic effects by time and have all the pheromones effects group up together that way (I can't imagine you have so many effects with a duration that they would still be all spread out doing this).

Posted

@Hugh Reckum

 

We still seem to have the thread problem and I can't see a way to get a text output from PDT so I've had to resort to bits of screenshots. It really needs some sort of xml output but anyway I hope this is of some use. The drop of 2 threads (screen 1) was due to satisfying DCL arousal attack I would say.

 

Here goes

 

1486088853_screen1.jpg.706e3d2f1f39df8735e3cafe92f8a94e.jpg

 

1566117558_screen2.jpg.5f4f16ac2274ef0df77888f69cc85587.jpg

 

161136773_screen3.jpg.d70eef932d4bde372205c5f6c478df99.jpg

 

294240337_screen4.jpg.4b70e07b2225db2781ae0cb8bd6ac6d4.jpg

 

 

 

Posted
34 minutes ago, Slorm said:

 

 

1566117558_screen2.jpg.5f4f16ac2274ef0df77888f69cc85587.jpg

 

 

 

Sorry for interrupting, but reading two pages back i couldn't find it: which tool do you use for that analysis? It's rather for personal use, this sounds like it might reduce my deep distrust in upgrades midgame and maybe one day i even do one without starting a new game. ;)

Posted
1 minute ago, Nazzzgul666 said:

Sorry for interrupting, but reading two pages back i couldn't find it: which tool do you use for that analysis? It's rather for personal use, this sounds like it might reduce my deep distrust in upgrades midgame and maybe one day i even do one without starting a new game. ;)

No probs Nazzy. I tend to use this for analysis (which is the tool above

 

https://www.nexusmods.com/skyrim/mods/53045

 

For actual cleaning I tend to use Hadoran's cleaner as I've always found it reliable and simple, but either will do the trick for a simple clean but for complex stuff PDT is probably better

 

https://www.nexusmods.com/skyrim/mods/52363

Posted
8 minutes ago, Slorm said:

No probs Nazzy. I tend to use this for analysis (which is the tool above

 

https://www.nexusmods.com/skyrim/mods/53045

 

For actual cleaning I tend to use Hadoran's cleaner as I've always found it reliable and simple, but either will do the trick for a simple clean but for complex stuff PDT is probably better

 

https://www.nexusmods.com/skyrim/mods/52363

Thx, i know the second one but imho the results weren't that satisfying. Actually it was only once or twice that something went worse after using it and i have at least no other idea than blaming save game script cleaner, but i wasted something like 20 hours to figure it out... i've happily started new games, finished quest mods and restarted again in less time instead of digging through techs, so i stayed away from cleaners and probably will in future.^^

But even if i probably just start a new game in cases it isn't save to upgrade, getting an info that it's actually save to upgrade would be nice.

Posted
2 hours ago, Slorm said:

We still seem to have the thread problem and I can't see a way to get a text output from PDT so I've had to resort to bits of screenshots. It really needs some sort of xml output but anyway I hope this is of some use. The drop of 2 threads (screen 1) was due to satisfying DCL arousal attack I would say.

 

Here goes

Ok, I was able to track it down. I created a break out bool when the Player has no magic effects active and a cycle repeats, if you turn on the debug notifications it should show you closing down all the threads.

 

I multithread it because for my script purposes registerforsingleupdate won't work (already tried), technically it will work, it's just not as bulletproof, multithreading is more stable... Anyway, I digress... 

 

Try this script out, after clearing all pheromones, when the next cycle queues you should see all the threads close down. (Should see it in PDT, or you can see notifications directly with debugs active). The one small caveat is that because the threads are queued on a timer, I can't shut them down instantly, they will clear on the following cycle though (if there's no active pheromones effects on Player).

SLPheromonesControlScript.pex

 

1 hour ago, Nazzzgul666 said:

But even if i probably just start a new game in cases it isn't save to upgrade, getting an info that it's actually save to upgrade would be nice.

https://www.nexusmods.com/skyrim/mods/53045/?tab=description

 

It's more robust than other save cleaners.

 

 

Posted

In case anyone is interested in doing something similar, I thought I'd mention how I'm using this mod.  I'm only interested in the pheromone potions; I set the chance to zero for tainted potions and contagion by attacks. 

 

I use SexLabUtil1 to add a small chance on rape for the PC to be forced to drink a pheromone potion, a nasty parting gift from a rapist to add more consequence for being victimized.

 

I'm actually only interested in a handful of the pheromones, the ones for "normal" creatures, so I just needed to edit this mod to add a form list with those potion IDs.  (I don't see a sleazeball rapist carrying a vial of vampire lord phero, but wolf, sure.)  I then set the event in SexLabUtil1 to use that list.  When triggered, a phero potion is randomly selected from my list, added to the PC's inventory, and immediately consumed.  With stealth mod on, I know that my character was forced to drink a pheromone but I don't know which. 

 

This adds extra peril to my game, and the random chance of activation plus random pheromone selection keeps things interesting.  The only problem is that the event can trigger even on creature rape, so potentially a wolf could, without hands, force the PC to drink bear phero.  If that ever occurs I intend to just console in the cure and pretend that it didn't happen.

 

I got the original idea from Skooma Whore.  I liked the concept of the PC being forced to drink a drug, but I had no interest in the addiction thing and never bought into the idea that a rapist would waste a beneficial and expensive drug like that.  So I never used that mod.  Instead, I designed my own "rape drug", a powerful one that for a couple of game hours greatly reduces speed, stamina, magicka, and weapon damage (simulating strong disorientation), and set up SexLabUtil1 with a chance to have the PC forced to consume it on rape.  With SL Pheromones, I have the event administer the short-term drug plus a long-term pheromone. 

 

Just another way for players to use this mod, thanks to the author's flexible design. 

Posted

@HexBolt8 Interesting setup. :)

 

To take things further, the pheromones potions provide an easily accessible way for other Mods to tap into SP creature events via soft dependencies etc. The SP potions are just as accessible as something like Skooma Whore's potions, which a few Mods put to use already.

 

So, if you were so inclined, you could probably take the mechanics that you've outlined and turn it into a small 'rape with consequences' Mod. I'm sure that some people would appreciate your efforts...

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...