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Posted

they both are registered and enabled, and I still have no idea what's wrong, the console doesn't seem to point out a problem either

 

Posted

I just got attacked by a dog and a dremora, and the dremora ended up in the middle, which seems, uh, contrary to the mod's intention. I seem to recall that when I used matchmaker to set the CMF animations off I had to zap the actors in a different order to get it to work properly, so I was just wondering if this has been taken into account for the dremora/canine attacks or if the problem is on my end. Or maybe I'm misremembering everything.

Posted
59 minutes ago, Azi01 said:

they both are registered and enabled, and I still have no idea what's wrong, the console doesn't seem to point out a problem either

 

Try just spawning in Hentai Werewolves and see if you can start a scene with them with generic mods like Matchmaker.  If you can't (example - matchmaker "fizzles") then the issue is with that race's animation registration - the FAQ for More Nasty Critters has a bunch of troubleshooting options to try in that case.

Posted
3 hours ago, Azi01 said:

they both are registered and enabled, and I still have no idea what's wrong, the console doesn't seem to point out a problem either

 

 

Sometimes things go a bit awry in SL (run into it a couple of times with Hagravens) so it's also worth resetting the SL animation registry and re-register any that don't get picked up (some of Billyy's creature animations always need a manual register through SLAL)

 

2 hours ago, Schrymp said:

I just got attacked by a dog and a dremora, and the dremora ended up in the middle, which seems, uh, contrary to the mod's intention.

 

Yes, I've seen something similar as well. I also have Dremora deactivated but it still turns up occasionally. Probably something to do with the animation's tags but it's not something I know a lot about so I'm just guessing

Posted
3 hours ago, Schrymp said:

I just got attacked by a dog and a dremora, and the dremora ended up in the middle, which seems, uh, contrary to the mod's intention. I seem to recall that when I used matchmaker to set the CMF animations off I had to zap the actors in a different order to get it to work properly, so I was just wondering if this has been taken into account for the dremora/canine attacks or if the problem is on my end. Or maybe I'm misremembering everything.

I am aware of this one... I ran into it during testing and it made me laugh pretty hard. The Dremora chases the Dragonborn down only to get bent over and violated by his own Canine companion... I thought it was comedy gold, so no, I didn't fix it yet. I may at some point though.

  • 2 weeks later...
Posted

It would be nice to add notification before attacking creatures, if at least one creature is successfully spawned.
Creatures are attacking too unexpectedly. Often from back.
With the notification will be more likely to notice them on time.

Spoiler

Like so (SLPheromonesControlScript.psc):

...

833    EnableCreatures()
          
Debug.Notification("Someone smelled your pheromones...")
834    Utility.Wait(2.0)
835    CatchPlayer()

...


When using items in inventory from "Misc" section, it writes notification "That soap was too strong!" even if it was not soap. And nothing else happens.

Spoiler

 

There are errors in the code when defining soap (SPPlayerAliasBaseScript.psc):

....
235    Int SoapChance
236    Int Dwemer
237    SoapChance = Utility.RandomInt(1, 100)
238        If (akBaseObject as MiscObject)
239            Food = akBaseObject
240            if Food == PlainSoap || RedFloralSoap || SuperiorFloralSoap || PurpleFloralSoap || LavendarSoap || BlueFloralSoap || DragonsTongueSoap
241                Debug.Notification("That soap was too strong!")
242                If Dwemer == 1
243                Pheromones.SPActiveCreatures.AddForm(Pheromones.SPBear)        

.....
 

Line 240 should probably be something like this:
if (Food == PlainSoap || Food == RedFloralSoap || Food == SuperiorFloralSoap || Food == PurpleFloralSoap || Food == LavendarSoap || Food == BlueFloralSoap || Food == DragonsTongueSoap) && SoapChance <= Pheromones.SPMCM.pheromoneschance
 

The variable "Dwemer" is only declared, but it is not assigned a value.
Probably need this:
Dwemer = Utility.RandomInt(1, 3)

 

 

On start Animation 'Billyy (Gargoyle) 3p FFC Gangbang' it is necessary that PC (Victim) was in slot 0.

Spoiler

Now starts like this:
[0]: Vampire, Female 
[1]: Player, Female (Victim)
[2]: Gargoyle Brute, Creature 

 

Posted

Oh, and a thing I also noticed is that the spawns are rather irregular, e.g. I have a few creatures enabled, though only one or two seem to spawn, and that all the time. For example, I've got, let's say, horses, dogs, wolves, werewolfes/bears, bears, dragons, etc. enabled, but only werewolves and at best dogs seem to spawn. Any ideas?

 

Posted

Design Issue

 

When you have time to come back to this mod Hugh I've run into a bit of an issue with how the mod operates. It's always been there but last night going through Irkngthand (which is a lively dungeon to say the least) I had to turn off pheromone attacks in the end.

 

The problem is that when a pheromone attack is taking place the pc is helpless while the animation is playing however other hostiles can then attack, killing the pc. Used with DCL combat surrender as a rule it's not been so much of a problem once I'd added various creature races to the FormID but as there's no provision for automatons the pc just gets ported to the nearest inn. Without DCL the pc will simply die and the player needs to reload their game.

 

If possible I'd suggest adding pacification to all nearby hostiles while the animation is playing and maybe a brief cooldown of a few seconds to allow for the blackout afterwards

Posted
On 12/28/2018 at 12:51 PM, Azi01 said:

they both are registered and enabled, and I still have no idea what's wrong, the console doesn't seem to point out a problem either

 

 

 

On 12/28/2018 at 12:36 PM, Hugh Reckum said:

Make sure you've got the animations registered in SLAL, even if you have them, they still won't play if you don't have them enabled / registered.

 

When something goes wrong with a SexLab scene call, check your console and see what it says... If it says something like 'invalid race' etc., it means that either you don't have the appropriate animations, or they aren't registered.

 

I had a problem where even if the animations were enabled, if a SLP event already failed with that race for lack of animations, no more would work.

Posted

Hello again! ?

 

Still having an issue with some mobs initiating and not starting a scene, and I think I have discovered at least part of the problem. 

 

It appears some mobs are calling inappropriate animations  

Spoiler

1012207367_enb2019_01_1914_40_41_41.thumb.jpg.5003b5858aba3ff21510b23739b5b15d.jpg

 

This single Charus is trying to start an animation that requires 4 humans.

 

So it just sits there doing nothing waiting for the necessary requirements to run the animation. 

 

Posted

I ran into the issue of this mod breaking and bloating save game size. im not fully sure how to replicate it. This time after receiving strong pheromones I kept getting the message strong pheromones wont go away notification. shortly afterwards the game slowed down and save bloated. this has happened to me twice, and the solution I have found that works is to uninstall, save, reinstall, load save. any idea on what causes this bug? maybe a debug option to remove all pheromones might fix the issue.

Posted
10 hours ago, phil01991 said:

I ran into the issue of this mod breaking and bloating save game size. im not fully sure how to replicate it. This time after receiving strong pheromones I kept getting the message strong pheromones wont go away notification. shortly afterwards the game slowed down and save bloated. this has happened to me twice, and the solution I have found that works is to uninstall, save, reinstall, load save. any idea on what causes this bug? maybe a debug option to remove all pheromones might fix the issue.

I've been using this mod since it was first released and have never seen game bloat or loss of fps, so I suspect that it may be that SP is reacting with one of the other mods you are running. As what you describe is also intermittent it would sound like it happens when both fire, though I am guessing here.

 

It will not be easy to find. If it always happened then you simply start off with vanilla and add mods one at a time until you find the cause, unfortunately intermittent problems are not so easy to find. It might be worth posting your load order (in spoilers please) so we can at least see if you're running mods that are known to be buggy.

 

Have you checked through your papyrus logs to see if you're getting stack dumps btw?

Posted

@Hugh Reckum

 

Not sure if your still working on this or not. I ran into an issue, current game is around 124 hours and suddenly the combat trigger stopped working. I thought it was the RNG at first but even when I set it to 100% the creature attack did not trigger a sex scene.

 

It's been working fine up to now and after some testing it seems that if you go through one scene with the combat mode deactivated and then reactivate the combat mode it starts working again (just untoggling and toggling back on doesn't work it needs a scene to work), though it may be safer to uninstall and clean then reinstall to be sure

 

Anyway, to get to the point, it might be an idea to add a reset (or restart) to SP at some point so the scripts are terminated then restarted afresh

Posted
On ‎1‎/‎22‎/‎2019 at 11:37 AM, Slorm said:

I've been using this mod since it was first released and have never seen game bloat or loss of fps, so I suspect that it may be that SP is reacting with one of the other mods you are running. As what you describe is also intermittent it would sound like it happens when both fire, though I am guessing here.

 

It will not be easy to find. If it always happened then you simply start off with vanilla and add mods one at a time until you find the cause, unfortunately intermittent problems are not so easy to find. It might be worth posting your load order (in spoilers please) so we can at least see if you're running mods that are known to be buggy.

 

Have you checked through your papyrus logs to see if you're getting stack dumps btw?

Ill have to check next time the problem occurs. it usually runs fine, and then kinda just breaks. Often I just reload a earlier save or reinstall pheromones. I think it has something to do with the scripts, and it could be another mod interfering. It runs great, other than the occasional break, but luckily it is super noticeable and I just reload.

Posted

So I have this issue popping up recently where the pheromone debuffs won't apply.

I get the message that I've gotten Wolf Pheromones or whatever, but the debuff won't be listed and there's no effect.

 

It works fully when starting a new game, but will then randomly break and never work again at some point.

Posted
9 hours ago, leddis3 said:

So I have this issue popping up recently where the pheromone debuffs won't apply.

I get the message that I've gotten Wolf Pheromones or whatever, but the debuff won't be listed and there's no effect.

 

It works fully when starting a new game, but will then randomly break and never work again at some point.

Yep it does fall over now and again. I've been lucky as it was around 100 hours into a game before I ran into a minor problem with the combat mode. Quickest way to fix it is remove SP, clean your save and then reinstall.

Posted
On 1/19/2019 at 8:47 PM, Corsayr said:

Hello again! ?

 

Still having an issue with some mobs initiating and not starting a scene, and I think I have discovered at least part of the problem. 

Just had this happen in my game as well. Under the effect of horse pheromones, two Arvak look-alikes spawned, but only pushed the PC around without starting a scene, even though an animation was called up. 

 

Posted
10 minutes ago, OH1972 said:

Just had this happen in my game as well. Under the effect of horse pheromones, two Arvak look-alikes spawned, but only pushed the PC around without starting a scene, even though an animation was called up. 

 

I had this recently when using the combat settings. If you take off the combat sessions the attack should then work and afterwards if you put the combat setting back on they should then still work. Alternately (to be really sure) uninstall, clean and reinstall.

 

I'm guessing, but I suspect it's caused by a script not terminating properly sometimes.

Posted
26 minutes ago, Slorm said:

I had this recently when using the combat settings. If you take off the combat sessions the attack should then work and afterwards if you put the combat setting back on they should then still work. Alternately (to be really sure) uninstall, clean and reinstall.

 

I'm guessing, but I suspect it's caused by a script not terminating properly sometimes.

Actually, I just found out the reason why it happened in my case - even though I'm positive I had enabled it before, I found that Creature Animations was disabled in SexLab. Not sure if that was a glitch resetting things or if I accidentally disabled it myself when changing some other settings. Switching that back on allowed to sex to be started even if the creature was already in pursuit.

ETA: (Though for some reason, after the sex, it didn't leave but kept running around the PC...)

  • 2 weeks later...
Posted
2 hours ago, The-Old-Demon said:

I hate to be a bother but I can't find any of the recipes that you said would cure the pheromones. 

Once you get the quest for the books you need to talk to one of the Court Wizards. This quest doesn't fire until you've been infected with your first pheromone

Posted
18 hours ago, Slorm said:

Once you get the quest for the books you need to talk to one of the Court Wizards. This quest doesn't fire until you've been infected with your first pheromone

Thank you for your help!

Posted
3 hours ago, Velis said:

Hm. Given that I have no idea how the mod is checking an area, is it possible that Unique Region Names USLEEP could interfere with places being counted as wilderness?

I don't know that mod so cannot say. However, if you switch on the debugging messages in the MCM it will tell you on screen where SP thinks you are each repeat cycle

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