Tyrant99 Posted November 30, 2018 Author Posted November 30, 2018 25 minutes ago, sfeile said: Yes, that is correct. Sorry I forgot to put that in there. Ok, maybe try this out, this resets creature arousal right after sex if the Aroused Creatures Mod is installed. Let's say they 'blew their load'... SLPheromonesControlScript.pex (Shouldn't need a clean save) 1
Slorm Posted November 30, 2018 Posted November 30, 2018 18 hours ago, Hugh Reckum said: @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 You're a genius it works perfectly Test 1 - used wolf pheromones conjured atronach. Atronach attacks wolves, wolves attack me put me in sex scene and atronach no longer attacks Test2 - sex chance set at 0%, drank wolf pheromone and let HP drop to 0. HP and wolves carried on attacking again until I killed them. Absolutely spot on 1
Tyrant99 Posted December 1, 2018 Author Posted December 1, 2018 @Slorm Ok, perfect, I guess I'll do a little update then since these are some nice fixes. Thx for doing the testing! 1
Monkito Posted December 1, 2018 Posted December 1, 2018 Thanks for the continuelsy updates, really love this mod
Guest Posted December 1, 2018 Posted December 1, 2018 Question: Will this mod work with male PCs as well?
Tyrant99 Posted December 1, 2018 Author Posted December 1, 2018 9 hours ago, Monkito said: Thanks for the continuelsy updates, really love this mod Thx! 15 minutes ago, GoldSword-09 said: Question: Will this mod work with male PCs as well? It should, don't know how many creature animations are suited to Male PCs though, so you might need to use your imagination a bit...
Beef Cheeks Posted December 2, 2018 Posted December 2, 2018 Does this mod require all animations present from the two listed SLAL packs? I have modified the json's of those packs to lower the animation count by removing animations I didn't like. I just needed to know if the mod expects every animation from those mods to be present.
Tyrant99 Posted December 2, 2018 Author Posted December 2, 2018 5 minutes ago, XenoDrake said: Does this mod require all animations present from the two listed SLAL packs? I have modified the json's of those packs to lower the animation count by removing animations I didn't like. I just needed to know if the mod expects every animation from those mods to be present. If there are animations that you don't have or don't want to play, I'd suggest disabling the creature in the MCM. For instance, if you didn't have hagraven animations or removed them all, toggling hagravens off in Pheromones MCM should prevent you from running into issues.
Beef Cheeks Posted December 2, 2018 Posted December 2, 2018 4 minutes ago, Hugh Reckum said: If there are animations that you don't have or don't want to play, I'd suggest disabling the creature in the MCM. For instance, if you didn't have hagraven animations or removed them all, toggling hagravens off in Pheromones MCM should prevent you from running into issues. Well I've kept at least a number of animations for every creature, but I've removed, say, all the animations that have 5+ actors.... which add a LOT of anims to FNIS. Are you saying if I've modified any creature, I have to disable that creature entirely?
Tyrant99 Posted December 2, 2018 Author Posted December 2, 2018 33 minutes ago, XenoDrake said: Well I've kept at least a number of animations for every creature, but I've removed, say, all the animations that have 5+ actors.... which add a LOT of anims to FNIS. Are you saying if I've modified any creature, I have to disable that creature entirely? There's also a global toggle for disabling multiple creatures so only singles would spawn. But you'd probably have to do one or the other.
Beef Cheeks Posted December 2, 2018 Posted December 2, 2018 10 minutes ago, Hugh Reckum said: There's also a global toggle for disabling multiple creatures so only singles would spawn. But you'd probably have to do one or the other. Alright thanks.
sfeile Posted December 5, 2018 Posted December 5, 2018 On 11/29/2018 at 11:48 PM, Hugh Reckum said: Ok, maybe try this out, this resets creature arousal right after sex if the Aroused Creatures Mod is installed. Let's say they 'blew their load'... SLPheromonesControlScript.pex (Shouldn't need a clean save) Sorry I didn't get back to you sooner, but this works great. Thank you!
PubliusNV Posted December 5, 2018 Posted December 5, 2018 I have SL Pheromones 1.3.3 installed, and started a new game with it. I turned on the support for followers, and then while being followed by Jenassa into Bleak Falls Barrow my PC contracted draugr pheromones. Twice she and Jenassa were attacked by draugrs, and both times my PC was stripped, the draugrs moved into position, but the animation was cut short for her as only Jenassa got the full sexlab animation. By cut short, I mean the SL animation never really started, she got the message about being overcome and went into the kneeling staggered animation. In addition, the draugrs that attacked Jenassa didn't despawn and followed for a while. One actually followed all the way to the word wall and stood there while we fought the boss battle. Turning off follower support seemed to restore things to normal, as my PC was attacked again shortly after exiting the barrow and had a normal gang bang animation that was not cut short. Anybody else seen anything like that?
Slorm Posted December 8, 2018 Posted December 8, 2018 @Hugh Reckum A few update suggestions but it's all very small stuff, tweaks really. 1/ Decouple the creature toggle from the chance to get a pheromone from an attack pheromone. This would allow the player to avoid ingesting certain pheromones as at present but still allow the pc to pick up an untoggled pheromone from a creature attack. This seems a logical step due to the pc being in physical contact with the creature and anyone not wanting it can simply set the chance to 0% in the attack options. 2/ I use Trade & Barter to up all the prices but I think the principle still holds at lower prices. If the price of a pheromone was lower than the price of a Cure Disease potion then it would make sense to use them instead. I think at the minute (with T&B) a pheromone is about twice the price of a Cure Disease potion so there's not much point in buying them. 3/ Just follows from 2 really though I'm in two minds on this one, maybe have alchemists stock pheromones as well, or maybe just alchemists friendly to the pc (sort of under the counter sales, nudge nudge wink wink) As I said all pretty small tweaks 2
Tyrant99 Posted December 9, 2018 Author Posted December 9, 2018 @PubliusNV Not sure, haven't been able to reproduce it in testing, if other people run into it, maybe some more details would make it possible to isolate. @Slorm Nice suggestions. I was considering adding a 'chaos mode' scenario in the next update, like having a chance for all possible pheromones to be applied at once by some evil person while the Player is sleeping... Or something like this... What do you guys think?
PubliusNV Posted December 9, 2018 Posted December 9, 2018 3 hours ago, Hugh Reckum said: @PubliusNV Not sure, haven't been able to reproduce it in testing, if other people run into it, maybe some more details would make it possible to isolate. I'm wondering if perhaps my laptop with its current mod configuration doesn't have enough horsepower to run two sexlab animations at once. Might well have nothing to do with SL Pheromones at all.
phil01991 Posted December 9, 2018 Posted December 9, 2018 I noticed some major save bloating with this file. My character was freezing every few seconds and the save was 180mb. After disabling freezing stopped and down to ten mb. Any ideas for solutions?
Slorm Posted December 9, 2018 Posted December 9, 2018 11 hours ago, Hugh Reckum said: @Slorm Nice suggestions. I was considering adding a 'chaos mode' scenario in the next update, like having a chance for all possible pheromones to be applied at once by some evil person while the Player is sleeping... Or something like this... What do you guys think? Mmm, now that sounds interesting could be that some nasty person has infected the pc's bedding. Maybe add an extra chance for sleeping outdoors (could be attached to the vanilla and RND bedroll)
Tyrant99 Posted December 9, 2018 Author Posted December 9, 2018 3 hours ago, phil01991 said: I noticed some major save bloating with this file. My character was freezing every few seconds and the save was 180mb. After disabling freezing stopped and down to ten mb. Any ideas for solutions? There's some multithreading going on because it makes the script functions more stable (Papyrus has some dropping problems). But, in order to clear out all threads, the PC needs to have a cycle with all pheromones removed and they will clear/recycle automatically. - You can see the recycle happening if debug messages are turned on. So, if pheromones are applied constantly to the PC without ever allowing for a cleaning cycle, it could stack up threads which may result in some bloat... That's my best guess. I'd suggest periodically clearing the pheromones to allow for a cleaning cycle to take place. A cleaning cycle will see the Mod's thread count reset back to 0.
Slorm Posted December 9, 2018 Posted December 9, 2018 I suspect it may be something else Hugh, I've been using SP pretty much from the beginning from before the cleaning cycle, and aside from PDT reporting the thread size increase I never saw game bloat at the sort of size reported by phil01991. Usually the filesize increase is around a few hundred Kb which drops a little after the cleaning cycle
Tyrant99 Posted December 9, 2018 Author Posted December 9, 2018 2 minutes ago, Slorm said: I suspect it may be something else Hugh, I've been using SP pretty much from the beginning from before the cleaning cycle, and aside from PDT reporting the thread size increase I never saw game bloat at the sort of size reported by phil01991. Usually the filesize increase is around a few hundred Kb which drops a little after the cleaning cycle Ok, so you're saying that you haven't seen this type of bloat with Pheromones? I know that you do some careful save-game monitoring, so that's helpful to know. Honestly, I think that it would take a loooooooot of threads to cause much bloat, probably it would take many dozens of them which would take hours and hours (or maybe days) of gameplay of stacking them and never clearing them to accumulate... It's unlikely that they could be stacked that high... But, I think that I'll implement a cap on the next update to maybe something like 3 threads, that seems reasonable. In that case, we can keep the stability of multithreading, but it would also ensure that the Mod would maintain a light resource footprint on the savegame regardless of whether a cleaning cycle happens... The usual culprit for bloat from what I've seen are badly implemented registerforupdate functions and cloaking spell scripts. I use exactly 0 of those in Pheromones, I stay away from them like the plague actually, cloak polling is atrocious imo... I don't even use registerforsingleupdate unless I absolutely have to because I've had too many bad experiences with it. - So yeah, none of that stuff in Pheromones scripts...
phil01991 Posted December 9, 2018 Posted December 9, 2018 I disabled, waited 31 days, and then enabled and the file has been more stable. Maybe a debug tool that allows for pheromone removal or cleaning cycle. I know there is a quest to do this.
spyke123 Posted December 10, 2018 Posted December 10, 2018 Not getting the NPC function of this mod to work. (while having creatures completely disabled)… If I get for example Nord pheromones, an the mod kick in while standing next to a nord, PC freezes, (I lose player controls), but then nothing happens… PC just stands there for an eternity… Is perhaps the mod looking for a specific animation that I dont have ?
Tyrant99 Posted December 10, 2018 Author Posted December 10, 2018 @spyke123 What does your Sexlab log say when you check the console? It isn't specific animations, any valid NPC animation should work.
spyke123 Posted December 10, 2018 Posted December 10, 2018 43 minutes ago, Hugh Reckum said: @spyke123 What does your Sexlab log say when you check the console? It isn't specific animations, any valid NPC animation should work. last entry is a bunch of "Notice: Validate actor xxxx TRUE HIT"... or something similar…
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