Tyrant99 Posted November 19, 2018 Author Posted November 19, 2018 8 minutes ago, HexBolt8 said: What's the first item that this mod adds to the caravan chests? In TES5Edit I see this , which points to SexLab.esm: [05000915] < Error: Could not be resolved > Not sure what you're getting at.
Hex Bolt Posted November 19, 2018 Posted November 19, 2018 22 minutes ago, Hugh Reckum said: Not sure what you're getting at. This mod adds all the pheromones to the Khajiit caravan chests. I was browsing the changes and noticed that the first item that this mod adds looks like an error, an unresolved reference to an object in mod index 05, SexLab.esm. Is that a mistake, or possibly something wrong with my installation? It seemed worth pointing out in case it's a problem.
Tyrant99 Posted November 19, 2018 Author Posted November 19, 2018 Can you give me a snip of what you're seeing? Sexlab.esm doesn't do anything with those merchant chests afaik... Check for errors in Tes5 also returns 0 errors:
Hex Bolt Posted November 19, 2018 Posted November 19, 2018 12 minutes ago, Hugh Reckum said: Can you give me a snip of what you're seeing? Sexlab.esm doesn't do anything with those merchant chests afaik... You are correct. Your screen imagine helped me track down what I was seeing, a problem with HearthFires on my end, nothing to do with this mod. I try to be careful before reporting a problem but I goofed this time. I sincerely apologize for the inconvenience.
Tyrant99 Posted November 19, 2018 Author Posted November 19, 2018 12 minutes ago, HexBolt8 said: You are correct. Your screen imagine helped me track down what I was seeing, a problem with HearthFires on my end, nothing to do with this mod. I try to be careful before reporting a problem but I goofed this time. I sincerely apologize for the inconvenience. Ok, no worries.
Nazzzgul666 Posted November 19, 2018 Posted November 19, 2018 Not sure if it's something with my game, but it keeps spamming "Strong pheromones don't come off". It's little wonder they don't come off, the effect has 9 more hours and i get the message every 5-10 seconds. For now i've turned off notifications, but if it actually checks every 5-10 seconds that would be a waste of my rare CPU power.^^ Plus, i'd actually like to have the notifs.
Slorm Posted November 19, 2018 Posted November 19, 2018 22 hours ago, Hugh Reckum said: That's a good point, I guess it could be played a bit like one of those 'increased enemy spawn' Mods, but with possible gangbangs. I haven't had a chance to test it yet but it will probably cause an issue if using the Robbery option in DCL or Defeat if it kicks in due to the pc losing all HP's, as the creature will despawn after the event and the pc's gear will be permanently lost. It's not a bug but a rather punishing feature and could occur if the slider is set very low and it's a couple of bears EDIT: Tested but I realised before I started that I'd had an attack of numpyitis, as you issue the dhlp_suspend so combat surrender doesn't start in any case. I did see one slightly odd effect though (I was using wolf pheromone for this, damage on and 0% chance of sex). DCL Combat Surrender sets the pc as essential, so when at zero she then regenerates back to full health, at that point the two wolves that spawned don't do anything more, they just stand there and the pc can kill them easily in one blow each. I tested to make sure nothing was disrupted in SP and advanced the time to the next cycle and that worked normally. So I would conclude this routine will work fine with all mods that respect the dhlp_suspend flag, however I think there would be a problem with Defeat as I can't remember if it uses it or not (from memory I think Srende had to write in a routine for Defeat in DH but without trawling through the scripts I can't be sure.). Someone wanted the binds removal time reduced to be added to my DH patch so I'll have a look when I have some time (LOL not sure when that will be the way rl is atm) Now my OCD will go into overdrive trying to decide where to set the slider, time to get the spreadsheet methinks
MasterMarbles Posted November 19, 2018 Posted November 19, 2018 I've been having quite an issue with this mod lately. It worked fine when I first installed it, but now NONE of the pheromones seem to work. No matter how many pheromones I ingest, where I am, or what pheromones I get specifically. Not a single creature would spawn. Plus, whenever I try to disable or uninstall it, my game just CTD's on load. If you have any idea what might be causing this, please tell me. I'm completely stumped on this one.
Slorm Posted November 19, 2018 Posted November 19, 2018 12 minutes ago, MasterMarbles said: I've been having quite an issue with this mod lately. It worked fine when I first installed it, but now NONE of the pheromones seem to work. No matter how many pheromones I ingest, where I am, or what pheromones I get specifically. Not a single creature would spawn. Plus, whenever I try to disable or uninstall it, my game just CTD's on load. If you have any idea what might be causing this, please tell me. I'm completely stumped on this one. Switch on the debug messages in the MCM as often what looks like wilderness isn't and the debug will tell you what's going on. Are you using an old version of SP and if you've updated it have you cleaned your game? Permanently removing a mod even with a cleaner is likely to break your save in the long term though it's usually safe if you're just doing an upgrade (unless there are AI changes which get baked into the save). You shouldn't ctd just by removing SP but it may be upsetting your load order in some way, so maybe make an empty placeholder mod in CK to keep any lower mods in their same place
MasterMarbles Posted November 19, 2018 Posted November 19, 2018 Ok.... Not sure if I did something or not, but I got a scene to start. First attempt was Khajiit, I might have ran too far from the town, so nothing happened. Second attempt was an Ash Hopper, was in the plains outside of Whiterun, when it just happened immediately. Thanks regardless, I have no clue what I did, but I'm ok with it.
Tyrant99 Posted November 20, 2018 Author Posted November 20, 2018 19 hours ago, Nazzzgul666 said: Not sure if it's something with my game, but it keeps spamming "Strong pheromones don't come off". It's little wonder they don't come off, the effect has 9 more hours and i get the message every 5-10 seconds. For now i've turned off notifications, but if it actually checks every 5-10 seconds that would be a waste of my rare CPU power.^^ Plus, i'd actually like to have the notifs. It is set to run once on 'magiceffectend', but if you have a bunch of pheromones active, it may be getting displayed multiple times. It should be a limited number though that corresponds to the number of pheromones effects that you have active. I'll add something in so it will only display once though regardless of how many effects get refreshed. 14 hours ago, Slorm said: I haven't had a chance to test it yet but it will probably cause an issue if using the Robbery option in DCL or Defeat if it kicks in due to the pc losing all HP's, as the creature will despawn after the event and the pc's gear will be permanently lost. It's not a bug but a rather punishing feature and could occur if the slider is set very low and it's a couple of bears That would be a bit harsher than intended, but since it respects the dhlp flag, it should be fine. - Might have to check on defeat though. 14 hours ago, Slorm said: I did see one slightly odd effect though (I was using wolf pheromone for this, damage on and 0% chance of sex). DCL Combat Surrender sets the pc as essential, so when at zero she then regenerates back to full health, at that point the two wolves that spawned don't do anything more, they just stand there and the pc can kill them easily in one blow each. I tested to make sure nothing was disrupted in SP and advanced the time to the next cycle and that worked normally. Ahh yeah, I guess I was thinking Player would die when health hit 0 (silly me! ) Ok, so I've added a persistent enemy faction to the SP creatures that they will get put in during combat mode. I did some testing with DCL and this seemed to resolve the issue you mentioned. Also, display for strong pheromones is fixed among some other things. - See notes for 1.3.2a
Schrymp Posted November 20, 2018 Posted November 20, 2018 Quick question (sorry if it's been asked before): If you disable a creature in the creatures menu only, can you still get pheromones from attacks by that creature?
Slorm Posted November 20, 2018 Posted November 20, 2018 19 hours ago, Hugh Reckum said: Ok, so I've added a persistent enemy faction to the SP creatures that they will get put in during combat mode. I did some testing with DCL and this seemed to resolve the issue you mentioned. Also, display for strong pheromones is fixed among some other things. - See notes for 1.3.2a Thanks Hugh. I'm away for work for the next couple of days, I'll test when I get back. 2 hours ago, Schrymp said: Quick question (sorry if it's been asked before): If you disable a creature in the creatures menu only, can you still get pheromones from attacks by that creature? Quick way to check is to set one of the creatures you've toggled off to 100% attack and use the console to spawn one in and see what happens
Tyrant99 Posted November 20, 2018 Author Posted November 20, 2018 5 hours ago, Schrymp said: Quick question (sorry if it's been asked before): If you disable a creature in the creatures menu only, can you still get pheromones from attacks by that creature? If a creature is toggled off, it disables catching pheromones for that creature from consumables and from creature attacks.
Reesewow Posted November 21, 2018 Posted November 21, 2018 While they only have two animations, it seems Ice Wraiths have been officially added to the perverted creature club thanks to Billyy.
N.Gamma Posted November 21, 2018 Posted November 21, 2018 Hello, I think your mod is really great. Will there be another localized version of the mod to download, like the one you uploaded at the beginning?
Schrymp Posted November 21, 2018 Posted November 21, 2018 21 hours ago, Slorm said: Thanks Hugh. I'm away for work for the next couple of days, I'll test when I get back. Quick way to check is to set one of the creatures you've toggled off to 100% attack and use the console to spawn one in and see what happens 18 hours ago, Hugh Reckum said: If a creature is toggled off, it disables catching pheromones for that creature from consumables and from creature attacks. Thank you both!
Tyrant99 Posted November 21, 2018 Author Posted November 21, 2018 13 hours ago, Reesewow said: While they only have two animations, it seems Ice Wraiths have been officially added to the perverted creature club thanks to Billyy. Cool, new stuff from Billyy, I'll have to update a little later. 11 hours ago, AreaGamer said: Hello, I think your mod is really great. Will there be another localized version of the mod to download, like the one you uploaded at the beginning? CGI was doing that, probably I need to build in all the USLEEP compatibility and maybe he'll do an update.
N.Gamma Posted November 21, 2018 Posted November 21, 2018 2 hours ago, Hugh Reckum said: Cool, new stuff from Billyy, I'll have to update a little later. CGI was doing that, probably I need to build in all the USLEEP compatibility and maybe he'll do an update. I hope so, that would be great.
Slorm Posted November 23, 2018 Posted November 23, 2018 @Hugh Reckum Right, I'm back and had a chance to test v1.3.2a The combat works well to a point with DCL in that if the pc surrenders the DCL routine kicks in as normal. Unfortunately when I tested by setting the sex chance to 0% with a couple of wolves once I reached zero HP the same thing happened as before I was healed but the the wolves just stood around again. I'm just wondering if a fix might be to move the dhlp_suspend to where the SP animations begin, that way DCL would kick in normally if the pc reaches zero HP but wouldn't if SP was running
Slorm Posted November 23, 2018 Posted November 23, 2018 @Hugh Reckum I found another one, I killed a couple of wolves and got infected with wolf pheromone. I then had two wolves port in attack and start a sex scene but the Flame Atronach I had previously conjured then started attacking the wolves The wolves survived as the atronach dissipated but it broke the animation. It looks like the creatures need the enemy faction removed once the player is defeated
Tyrant99 Posted November 24, 2018 Author Posted November 24, 2018 10 hours ago, Slorm said: @Hugh Reckum I found another one, I killed a couple of wolves and got infected with wolf pheromone. I then had two wolves port in attack and start a sex scene but the Flame Atronach I had previously conjured then started attacking the wolves The wolves survived as the atronach dissipated but it broke the animation. It looks like the creatures need the enemy faction removed once the player is defeated Ok, thanks for letting me know. I'll have to circle back and take another crack at solving it... Suddenly I got very busy, lol.
ercramer69 Posted November 24, 2018 Posted November 24, 2018 8 hours ago, Hugh Reckum said: Ok, thanks for letting me know. I'll have to circle back and take another crack at solving it... Suddenly I got very busy, lol. I think I had a similar issue I had draugr pheromones and a follower, two draugr appeared and I was hit. While the sex assault was preparing to start my follower killed the draugr that hit me but then was stripped and used by the other draugr. Should that have happened?
QuinXen Posted November 24, 2018 Posted November 24, 2018 i'm having an issue where "the strong pheromones aren't wearing off" message constantly gets spammed (it's been doing that for the past 30 mins or so) which while annoying, could be fixed by just getting rid of the pheromones. except i can't. i created the required cures (first time using it so i tried drinking riekling and goat cures because those were the ones i have on me even though i also had extra added onto me from one of the rieklings) so i created an extra strong cleanser, which got rid of the strong pheromones, and then i drank another riekling and goat cure. the notification said it got rid of some pheromones but they're still there and i'm still getting spammed. i'm having to start a new game because i really have no clue on what to do. could there maybe be a debug option somewhere to stop all scripts and end all effects (or maybe something less drastic) in case weird situations happen?
Tyrant99 Posted November 26, 2018 Author Posted November 26, 2018 @QuinXen Were you running the latest versoin on a clean save?
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