Guest Posted December 13, 2018 Posted December 13, 2018 i bet this has been suggested before, but what about catching pheromones from a creature after having sex with it?
Celedhring Posted December 14, 2018 Posted December 14, 2018 On 12/8/2018 at 6:01 PM, 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. @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? YES to the suggestion of all possible pheromones to be applied at once.
Celedhring Posted December 14, 2018 Posted December 14, 2018 On 12/13/2018 at 3:35 PM, letterman said: i bet this has been suggested before, but what about catching pheromones from a creature after having sex with it? I'd like to see this..but make it toggleable though.
Guest Posted December 15, 2018 Posted December 15, 2018 Yeah, exactly. Regarding chaos mode, maybe you could also have a toggle in the MCM that automatically enables all attacks (that are toggled on in the MCM). This mod would be the best if you did.
Tyrant99 Posted December 15, 2018 Author Posted December 15, 2018 1 hour ago, Bobbert6996 said: Is there a mod event to apply pheremones? Not a Mod event exactly, but there is a potion for each pheromone, so for instance, in Treasure Hunter Whore, I added script like the following: ;In the MCM, checks for Mod installed on startup and sets a bool: Function CheckExternalMods() if Game.GetModByName("SexLab Pheromones.esp") == 255 installed_SexlabPheromones = false else installed_SexlabPheromones = true endif EndFunction ;And then can use that bool to apply pheromones like this: Function ApplyWolfPheromones() If Config.installed_SexlabPheromones == True Potion WolfPotion = Game.GetFormFromFile(0x01F4C2, "SexLab Pheromones.esp") as Potion PlayerRef.EquipItem(WolfPotion) EndIf EndFunction Function ApplyGargoylePheromones() If Config.installed_SexlabPheromones == True Potion GargoylePotion = Game.GetFormFromFile(0x01F48E, "SexLab Pheromones.esp") as Potion PlayerRef.EquipItem(GargoylePotion) EndIf EndFunction Each pheromone has its own potion, so it's pretty easy to tap into this way.
Corsayr Posted December 19, 2018 Posted December 19, 2018 Hi! Me again... ? I know MCM changes are extra not fun, and this one isn't like totes emergency level stuff, but would it be possible at some point to add an MCM feature to control the (like on-off or maybe a clear) graphic facial texture put on you when you drink or eat a pheromone? * I was trying to take some nice holiday pictures and I accidentally drank some water tainted with Raindeer pheromones and they turned out like this... Spoiler oh well, maybe next year! But seriously it got me thinking there is an immersion issue here if these pheromones are orderless colorless and tasteless, why do they leave this? ? *Yes I know it comes off if you take a bath, but bathing is a lot harder now thanks to monoman1 I can't take a bath in front of people and my house is crawling with people! ? 2
Tyrant99 Posted December 19, 2018 Author Posted December 19, 2018 @Corsayr Merry Christmas! Made me laugh... You know, those aren't necessarily 'bad' Christmas pics for the LL crowd. The fact that you happened to get reindeer pheromones, who knows, maybe it could even be a Christmas miracle... (Sometimes you have to lean into this stuff). Your suggestion is good and would no doubt be possible. I'm a little out of commission at the moment with Skyrim modding due to Windows 10 did me dirty and wiped out my Skyrim install. But, I'll add it to the list and will add something for it when I get back to Skyrim... Currently, my energy is elsewhere as I'm collaborating with ZaZ on a Unity project. 1
Stryker1177 Posted December 20, 2018 Posted December 20, 2018 Hi I have been encountering an issue periodically. The Werewolf and wolf Pheromones were active. The first encounter with Werewolves was normal. The second one had Wearbears and a Vampire show up for the scene. I couldn't find anything in the Papyrus log other than a one line reference that the Werewolf was alias to Wearbear. Once this occurs only Wearbear and the Vampire would show up for scenes, but the animation would not run correctly since the Vampire is a invalid actor for the only animation file chosen. I loaded up a fix that I hadn't thought made any difference to game play but it does. Once I loaded the Sexlab Alias fix. The animations started working normally with werewolves showing up instead of wearbears. I did have one with all wearbears but no vampire so animations worked normally. I was wondering if you might be able to add something that prevents the Wearbears from showing up and just have werewolves instead of their alias Wearbears?
Celedhring Posted December 20, 2018 Posted December 20, 2018 I'd like to offer a suggestion. It'd be called "Persistent Pheromone Stalker" In the MCM you could toggle a single creature or NPC to set it as your "stalker" You'd have to have the specific pheromone for that creature/NPC plus Strong Pheromones and it'd stalk you and try to catch your PC, impregnate and possibly enslave her by hooking into SD+ or apply a collar or something like that and perhaps take her back to it's lair.
Tyrant99 Posted December 20, 2018 Author Posted December 20, 2018 5 hours ago, Stryker1177 said: Hi I have been encountering an issue periodically. The Werewolf and wolf Pheromones were active. The first encounter with Werewolves was normal. The second one had Wearbears and a Vampire show up for the scene. The Werewolf spawning with a female Vampire was intentional as a variant, but it only happens if you have Anubs animations installed. Anubs creature pack has a FFM Werewolf animation (that would also work with werebear). - So make sure you grab the latest anub creature pack if you don't have it already. The werebear are variants of werewolves, controlling variants is functionality that hasn't been added yet, but you could disable a creature type. 1 hour ago, Celedhring said: I'd like to offer a suggestion. It'd be called "Persistent Pheromone Stalker" In the MCM you could toggle a single creature or NPC to set it as your "stalker" You'd have to have the specific pheromone for that creature/NPC plus Strong Pheromones and it'd stalk you and try to catch your PC, impregnate and possibly enslave her by hooking into SD+ or apply a collar or something like that and perhaps take her back to it's lair. Nice suggestion. ?
Celedhring Posted December 21, 2018 Posted December 21, 2018 @Hugh Reckum If you lost your Skyrim install in a hard drive crash...perhaps you could save it to a thumb drive and install it. That is what I do..I keep a base Skyrim game (plus all installed mods) backed up on a thumb drive in the event of an catastrophe.
Stryker1177 Posted December 22, 2018 Posted December 22, 2018 On 12/20/2018 at 12:21 PM, Hugh Reckum said: The Werewolf spawning with a female Vampire was intentional as a variant, but it only happens if you have Anubs animations installed. Anubs creature pack has a FFM Werewolf animation (that would also work with werebear). - So make sure you grab the latest anub creature pack if you don't have it already. The werebear are variants of werewolves, controlling variants is functionality that hasn't been added yet, but you could disable a creature type. Nice suggestion. ? Is there a way to disable that function? All FFM werewolf animations run with just the werewolf and the vampire having sex. The PC and follow just stand around.
Stryker1177 Posted December 22, 2018 Posted December 22, 2018 On 12/4/2018 at 10:27 PM, PubliusNV said: 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? I have encountered the same. The animation will start for both the PC and follower. but when the animation ends for the PC and the creatures despawn, the follower is still in a SL animation. When the animations ends for the follower the creature doesn't despawn. They continue to follow around for a while and may engage the PC or follower again via Aroused Creatures. Not sure if you could add wait timer or a check to wait until the follower SP animations ends. Could just force the follower animation to end when the PC finishes regardless if their finished or not. I was wondering if at the end of the SL animation for the PC, could the follows SL animation be forced ended as the start of the black out creature despawn? Another occurrence the SP scene will start but the creatures loose interest in the PC, but do engage the follower in the scene. None of these creatures despawn until a new SP cycle starts. I do see a message say the creature has lost interest in the PC. The creature continues to attack the PC with no damage. Papyrus-122118.log
Slorm Posted December 22, 2018 Posted December 22, 2018 Bug Report @Hugh Reckum Not sure how you can tackle this one Hugh (or if it can be fixed at all), it's something we touched on earlier. This is a new game so I was heading up to High Hrothgar and was infected with wolf pheromone from an attack. I then got further up and had an altercation with an Ice Wolf who got the better of the argument and the DCL combat surrender routine kicked in. As the ice wolf was having some fun a wolf from SP ported in which attacked me once though on this occasion it didn't break the animation (it doesn't matter either way for this though). At the end as I didn't have hardcore in DCL on, I was only teleported a short way away so went back and killed the ice wolf but the SP wolf was tame and wouldn't attack. Now, I don't know if this was caused because of DCL running a script or whether it was the result of having teleported So we potentially have three issues two relating to the SP wolf in that it was friendly and I didn't test it but would assume it wouldn't despawn now. The main issue though is SP triggering while another animation is playing, I don't know if there's anything you can check to see if that's happening and suspend SP until the running animation ends. The other alternative I guess is for the script to check if the DCL Combat Surrender script is running (and perhaps Defeat as well as I believe it's still used widely) but ideally if it's possible to check if an animation is running, that would be the best solution as it would then work for all mods EDIT: Just ran into this again with DCL sleep/rape, I was rudely awoken by a bandit pulling me out of bed and three draugr turned up while he was having fun, they hit me once then when the scene was over just stood around and were non hostile
General Neondaze Posted December 22, 2018 Posted December 22, 2018 1 hour ago, Slorm said: Just ran into this again with DCL sleep/rape, I was rudely awoken by a bandit pulling me out of bed and three draugr turned up while he was having fun, they hit me once then when the scene was over just stood around and were non hostile I have experienced this a number of times, not just related to pheromones. I have SL Adventures installed which has a very good debug tab in the MCM. Looking at that tab I have discovered that the 'passivity' of such NPCs can be related to stuck animations/scripts. Using the rest button solves this and will turn NPCs hostile. Either kill or run. ?
Slorm Posted December 22, 2018 Posted December 22, 2018 Another question Hugh, I was wondering why there isn't a fox pheromone, there is a fox animation in MNC iirc?
Stryker1177 Posted December 23, 2018 Posted December 23, 2018 On 12/22/2018 at 10:45 AM, Slorm said: Bug Report @Hugh Reckum Not sure how you can tackle this one Hugh (or if it can be fixed at all), it's something we touched on earlier. This is a new game so I was heading up to High Hrothgar and was infected with wolf pheromone from an attack. I then got further up and had an altercation with an Ice Wolf who got the better of the argument and the DCL combat surrender routine kicked in. As the ice wolf was having some fun a wolf from SP ported in which attacked me once though on this occasion it didn't break the animation (it doesn't matter either way for this though). At the end as I didn't have hardcore in DCL on, I was only teleported a short way away so went back and killed the ice wolf but the SP wolf was tame and wouldn't attack. Now, I don't know if this was caused because of DCL running a script or whether it was the result of having teleported So we potentially have three issues two relating to the SP wolf in that it was friendly and I didn't test it but would assume it wouldn't despawn now. The main issue though is SP triggering while another animation is playing, I don't know if there's anything you can check to see if that's happening and suspend SP until the running animation ends. The other alternative I guess is for the script to check if the DCL Combat Surrender script is running (and perhaps Defeat as well as I believe it's still used widely) but ideally if it's possible to check if an animation is running, that would be the best solution as it would then work for all mods EDIT: Just ran into this again with DCL sleep/rape, I was rudely awoken by a bandit pulling me out of bed and three draugr turned up while he was having fun, they hit me once then when the scene was over just stood around and were non hostile Maybe add a check to run after 3-4 minutes to see if SP spawned creatures(not sure if they are tagged in some way or not) are still active and despawn them, if they are not involved in a SL animation? Just a thought. I was wondering if at the end of the SL animation for the PC, could the follows SL animation be forced ended as the start of the black out creature despawn?
the8one Posted December 23, 2018 Posted December 23, 2018 I am almost certain that SL kidnapped has some sort of check that will detect if in a current sexlab scene, if that might be of any interest.
Tyrant99 Posted December 23, 2018 Author Posted December 23, 2018 Thanks for the reports guys, sounds like there's a few things to work on... Once I get my Skyrim setup back, I may circle back and squash a few more of these bugs. It gets a little tricky when other Mods are goofing with my AI and stuff though... For now, I do have it setup so even if something goes wrong, it should reset back to normal after it goes through another cycle or two.
Slorm Posted December 24, 2018 Posted December 24, 2018 On 12/9/2018 at 4:11 PM, Hugh Reckum said: 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... Just to finally zap this one Hugh. I've started a new game (having dropped Touring Carriages) which has resulted in a lot more "action" in the game. Having got a dose of strong pheromones and a lot of others as well I was up to 80 threads with zero evidence of game bloat. Current save size is around 10.2Mb which is about spot on for a game a little over 20 hours old with my load order
Slorm Posted December 24, 2018 Posted December 24, 2018 I got some exact figures Hugh, now it's been through a clean cycle Before (80 threads): 10,418 Kb After (3 threads): 10,004 Kb So the effect is negligible 1
Slorm Posted December 24, 2018 Posted December 24, 2018 Bug Report This is rather obscure with a fairly low probability. I was sneaking up to a fort when SP ported in two wolves. I killed both of them but one of them must have reached it's successful attack roll, so I ended up with both wolves dead but completely unable to move as the paralysis effect prior to a sex scene was in effect. This locks the game as there's no way the scene can complete. I would guess it needs a check to ensure at least one of the ported SP creatures is still alive, so the scene can complete
Tyrant99 Posted December 24, 2018 Author Posted December 24, 2018 6 hours ago, Slorm said: I got some exact figures Hugh, now it's been through a clean cycle Before (80 threads): 10,418 Kb After (3 threads): 10,004 Kb So the effect is negligible Thx Slorm 2 hours ago, Slorm said: This is rather obscure with a fairly low probability. I was sneaking up to a fort when SP ported in two wolves. I killed both of them but one of them must have reached it's successful attack roll, so I ended up with both wolves dead but completely unable to move as the paralysis effect prior to a sex scene was in effect. This locks the game as there's no way the scene can complete. I would guess it needs a check to ensure at least one of the ported SP creatures is still alive, so the scene can complete It does check for living / dead actors before starting a sex scene, but there could be a tiny bit of lag from SexLab as it iterates through what animation to play... So I'm not sure how this would happen exactly, did you have a damage over time or something that killed one of the actors after the scene was queued to start? Might be able to add one more check right at the player controls section...
Slorm Posted December 24, 2018 Posted December 24, 2018 14 minutes ago, Hugh Reckum said: Thx Slorm It does check for living / dead actors before starting a sex scene, but there could be a tiny bit of lag from SexLab as it iterates through what animation to play... So I'm not sure how this would happen exactly, did you have a damage over time or something that killed one of the actors after the scene was queued to start? Might be able to add one more check right at the player controls section... I suspect it was just bad timing (seen similar things with DCL combat surrender). I suspect I just got a hit in which killed the wolf just as the routine was about to start, though I guessing here. And I have a Bug Report (serious one I'm afraid) If infected with rabbit pheromone it doesn't work with the combat settings enabled, the rabbit doesn't attack just follows the pc. It also jams up the repeat cycle so it wouldn't run anymore effectively breaking the mod once the rabbit has spawned. I've tested on a new game and got the same result I'll uninstall and reinstall for now but is there a console command to stop and restart the mod?
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