Slorm Posted November 26, 2018 Posted November 26, 2018 Bug Report There's a problem with the strip after a sex event as it removes the cursed Hircine's ring in the quest 'Ill Met by Moonlight' which should not be removable. I don't know if it breaks the quest or not as I reverted to an earlier save and switched off attacks (just in case). Hircine's ring trips up nearly all mods that have a strip routine as it's pretty obscure
Tyrant99 Posted November 26, 2018 Author Posted November 26, 2018 @Slorm Hmmm, Pheromones uses SexLab Framework's strip function, it just calls it from SexLab API. One way to add compatibility would be to add 'SexLab NoStrip' keyword to that ring in Tes5.
Slorm Posted November 26, 2018 Posted November 26, 2018 50 minutes ago, Hugh Reckum said: @Slorm Hmmm, Pheromones uses SexLab Framework's strip function, it just calls it from SexLab API. One way to add compatibility would be to add 'SexLab NoStrip' keyword to that ring in Tes5. Yep easy enough to do, though it could be argued it should be added to SL itself as it will affect a number of mods Quick workaround would be to untoggle the slot in SL when running Ill Met by Moonlight
Slorm Posted November 26, 2018 Posted November 26, 2018 @Hugh Reckum Got another for you though I don't know if this is even fixable. Out of curiosity I bought a horse to see what happens. In the non-combat attacks there's a problem as the creature can't reach the pc so the scene can't start but the player is stuck in the captured mode so can't do anything. With combat mode on the creature can't hit the pc until the pc dismounts but it works fine otherwise. If possible, maybe test for being mounted on a horse and forcing a dismount. I don't know how many people use horses (I use the Touring Carriages cart myself) so it may not be worth spending any time adjusting SP for this
Tyrant99 Posted November 26, 2018 Author Posted November 26, 2018 30 minutes ago, Slorm said: @Hugh Reckum Got another for you though I don't know if this is even fixable. Out of curiosity I bought a horse to see what happens. In the non-combat attacks there's a problem as the creature can't reach the pc so the scene can't start but the player is stuck in the captured mode so can't do anything. With combat mode on the creature can't hit the pc until the pc dismounts but it works fine otherwise. If possible, maybe test for being mounted on a horse and forcing a dismount. I don't know how many people use horses (I use the Touring Carriages cart myself) so it may not be worth spending any time adjusting SP for this Ok, checking for mount should be pretty straight forward. Try this out and let me know if it solves it (shouldn't need a clean save). SLPheromonesControlScript.pex
Nazzzgul666 Posted November 26, 2018 Posted November 26, 2018 38 minutes ago, Slorm said: If possible, maybe test for being mounted on a horse and forcing a dismount. I don't know how many people use horses (I use the Touring Carriages cart myself) so it may not be worth spending any time adjusting SP for this Not really related, but i use horses sometimes, never tried touring carriages because i've read they're much more problematic. Do you have any advice, some does and dont's if i'd try it?
Slorm Posted November 26, 2018 Posted November 26, 2018 32 minutes ago, Nazzzgul666 said: Not really related, but i use horses sometimes, never tried touring carriages because i've read they're much more problematic. Do you have any advice, some does and dont's if i'd try it? It works fairly well though it does have a tendency to mow down NPC's on the road, there's a cow catcher effect on the front but it doesn't always work. There is also a major flaw in that Mages will attack the player (Fort Amol and Fort Snowhawk) as the ride is one long animation if the pc gets hit it breaks the animation at the end and the pc is left in the sky at the centre of the cell she has travelled to. Aside from that it works pretty well though I'm using v2.3.1 I think there was a bit of a falling out with Arthmoor (USLEEP) over the signposts in the later versions so I've never tried them out. One other thing if you do use it you need the physics fix or the cart goes all over the place https://www.nexusmods.com/skyrim/mods/46703
Slorm Posted November 26, 2018 Posted November 26, 2018 1 hour ago, Hugh Reckum said: Ok, checking for mount should be pretty straight forward. Try this out and let me know if it solves it (shouldn't need a clean save). SLPheromonesControlScript.pex It part works. The non-combat versions works and forces the pc off the horse, the combat version leaves the pc stuck on the horse with no control though. I haven't timed it but it seems to take a lot longer from when the creature appears (Hagraven in this case) to the attack starting
Slorm Posted November 26, 2018 Posted November 26, 2018 @Hugh Reckum Update I did some further testing using wolves instead of the Hagraven and the combat worked correctly and there was no delay in the creature attack, so it looks like something specific with the Hagraven
Tyrant99 Posted November 26, 2018 Author Posted November 26, 2018 10 minutes ago, Slorm said: It part works. The non-combat versions works and forces the pc off the horse, the combat version leaves the pc stuck on the horse with no control though. I haven't timed it but it seems to take a lot longer from when the creature appears (Hagraven in this case) to the attack starting Oh, my bad, I thought you said that it was non-combat version that wasn't working. This should fix the combat version: (Don't need clean save). SPPlayerAliasOnHitScript.pex
Slorm Posted November 26, 2018 Posted November 26, 2018 24 minutes ago, Hugh Reckum said: Oh, my bad, I thought you said that it was non-combat version that wasn't working. This should fix the combat version: (Don't need clean save). SPPlayerAliasOnHitScript.pex Hmm, I'm not sure it's helping as the creatures either do not attack or when they do they don't seem to be hitting (had combat sex start at 100%). Tested on both the Hagraven and Wolves.
Slorm Posted November 26, 2018 Posted November 26, 2018 Just some info for Beeing Female users with SP: If you have the creatures toggled in BF so you can't get pregnant by them, then watch out for Seekers as they are classed as Daedra so can still impregnate you (like Dremora). Just useful to know if you're into a bit of character micro-management and want to avoid an unpleasant surprise
Tyrant99 Posted November 26, 2018 Author Posted November 26, 2018 7 hours ago, Slorm said: Hmm, I'm not sure it's helping as the creatures either do not attack or when they do they don't seem to be hitting (had combat sex start at 100%). Tested on both the Hagraven and Wolves. Ok, if it's better to dismount before combat starts, try this. SLPheromonesControlScript.pex
QuinXen Posted November 27, 2018 Posted November 27, 2018 On 11/26/2018 at 3:39 AM, Hugh Reckum said: @QuinXen Were you running the latest versoin on a clean save? i was. This new character hasnt had any strong pheromoes applied yet however, so i don't know if this save has the problem too or not. i've also thought of a possible addition. the ability to "milk" a creature. for the crazies that actually *want* this happening to them. Update: I gave myself pheromones through the console, then set the chance for normal and strong pheromones to 100% in the MCM and waited for an attack. I got the extra strong ones and after waiting for the full duration, i got the notification once and no spam after that. weird. i'm happy the problem is gone, though. 1
Slorm Posted November 27, 2018 Posted November 27, 2018 20 hours ago, Hugh Reckum said: Ok, if it's better to dismount before combat starts, try this. SLPheromonesControlScript.pex Thanks Hugh, I'll test it in a few minutes and let you know. I've reinstalled the latest version so I'll test without the newer SPPlayerAliasOnHitScript.pex
Slorm Posted November 27, 2018 Posted November 27, 2018 @Hugh Reckum It's spot on Hugh, works perfectly for both combat and non-combat
Tyrant99 Posted November 27, 2018 Author Posted November 27, 2018 3 hours ago, QuinXen said: Update: I gave myself pheromones through the console, then set the chance for normal and strong pheromones to 100% in the MCM and waited for an attack. I got the extra strong ones and after waiting for the full duration, i got the notification once and no spam after that. weird. i'm happy the problem is gone, though. Ok, thanks for confirming. I did a fix for this in a previous release, but maybe you needed a clean save to get the effect, so glad it's gone for you now. 3 hours ago, Slorm said: It's spot on Hugh, works perfectly for both combat and non-combat Awesome, thanks for testing! I'll have to update a bit more and add in support for the new Ice Wraith animations (courtesy of Billyy) once I get a little more time at my disposal...
Slorm Posted November 28, 2018 Posted November 28, 2018 21 hours ago, Hugh Reckum said: Ok, thanks for confirming. I did a fix for this in a previous release, but maybe you needed a clean save to get the effect, so glad it's gone for you now. Awesome, thanks for testing! I'll have to update a bit more and add in support for the new Ice Wraith animations (courtesy of Billyy) once I get a little more time at my disposal... Can you look at the atronach/follower attacking when a scene has started as well when you have a moment (and the placement of the dhlp_suspend) (posts 810 and 811). In the meantime, I'm off to buy a Hoss in my main game
Tyrant99 Posted November 29, 2018 Author Posted November 29, 2018 5 hours ago, Slorm said: Can you look at the atronach/follower attacking when a scene has started as well when you have a moment (and the placement of the dhlp_suspend) (posts 810 and 811). In the meantime, I'm off to buy a Hoss in my main game Ok, so this removes the enemy faction and calls for the creature to stop combat right before entering the sex scene... Might do the trick... (Shouldn't need a clean save). SPPlayerAliasOnHitScript.pex SLPheromonesControlScript.pex
raliou Posted November 29, 2018 Posted November 29, 2018 On 11/25/2018 at 8:34 AM, QuinXen said: 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. Yes have experienced this too (with a new character on latest version). "The extra strong pheromones won't wear off!" would show up every few seconds to no avail. Looking at this thread I tried the super cleanser, this removed the strong pheromone active effect, but the message kept showing. Then trying the relevant pheromone cure (riekling & troll), these wouldn't work (if I drank a super cleanser and then a cure, I would see "You've removed some pheromones!" but it didn't clear anything from active effects (this screenshot is after strong cleanser and drinking riekling/ troll cures - strong pheromone effect cleared, but double troll debuffs, there wasn't double troll debuffs before drinking these, so that could be related). Anyway all good I'll roll back a save and set the strong pheromone chance to 0.
Slorm Posted November 29, 2018 Posted November 29, 2018 19 hours ago, Hugh Reckum said: Ok, so this removes the enemy faction and calls for the creature to stop combat right before entering the sex scene... Might do the trick... (Shouldn't need a clean save). SPPlayerAliasOnHitScript.pex SLPheromonesControlScript.pex I'm afraid it doesn't work, tried the following: Set sex chance to 100% took wolf pheromone and conjured flame atronach: Test 1: only 1 wolf appears it hit me as atronach killed. PC was stuck unable to move after debug message saying sex scene starting Tests 2 and 3 yielded the same results, hit by wolf which starts sex scene atronach initially holds off but then begins to attack and kill the wolves while the sex animation is playing I know this can be done as both Defeat and DCUR combat surrender handle pacification of followers/atronachs so might be worth looking through DCUR scripts to save some effort Test 4 Set sex chance to 0% took wolf pheromone. Result was the same as before, once pc reaches 0 HP the pc is restored by DCUR combat surrender but the wolves just stand there doing nothing. Sorry not to have better news
Tyrant99 Posted November 30, 2018 Author Posted November 30, 2018 @Slorm Ok, made some changes: Not only do the creatures get removed from a Player enemy faction, but they get added to a Player friend faction before sex starts. Checks if follower alias is filled and stops combat and combat alarm. Added all vanilla summoned creatures to a formlist and it will check if the alias exists and also stop combat and combat alarm if it does. Summoned creatures will also adopt an 'ignore combat' AI pack while in the alias. The previous changes of removing the creature enemy faction and stopping creature combat and combat alarm are still in place. Hopefully this will be enough to settle everybody down... lol QF_SPPheromones_07000D62.pex SLPheromonesControlScript.pex SexLab Pheromones.esp 1
sfeile Posted November 30, 2018 Posted November 30, 2018 There is a little bit of a different thing that I have encountered. Not game breaking that I've noticed for sure, but it does confuse it for a bit. I get pheromones just fine, I get attacks/encounters like I should, but that's where it gets a little weird. After an attack/encounter has finished the sex scene, it immediately tries to do an arousal rape because I have it set fairly low for creatures and the pheromones creatures spawn in higher than the required amount. The issue is that they instantly disappear before the scene can fully start. So it will leave an open scene in sexlab even though my character gets control back. I can solve it by either ending scenes in sexlab's MCM or starting a different one through matchmaker, but I was wondering if there was an easy(ish) way to make them check for an additional scene before they just bugger off. If not, I can always adjust their spawn arousal rate, but I was curious.
Tyrant99 Posted November 30, 2018 Author Posted November 30, 2018 @raliou I'm getting conflicting reports on this one as it appeared to have been solved earlier in the thread 14 minutes ago, sfeile said: After an attack/encounter has finished the sex scene, it immediately tries to do an arousal rape because I have it set fairly low for creatures and the pheromones creatures spawn in higher than the required amount. For the arousal rape I assume that you're using the Mod in conjunction with Aroused Creatures Mod?
sfeile Posted November 30, 2018 Posted November 30, 2018 1 hour ago, Hugh Reckum said: @raliou I'm getting conflicting reports on this one as it appeared to have been solved earlier in the thread For the arousal rape I assume that you're using the Mod in conjunction with Aroused Creatures Mod? Yes, that is correct. Sorry I forgot to put that in there.
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