Krazyone Posted September 12, 2019 Posted September 12, 2019 1 hour ago, Antithegon said: It seems to me that PC should get stacking pheromones from NPC/creature acts/ejaculations. The PC will reek of sex. They do... my character was reeking of Pheromones. She had 6 different Pheromones, she was getting attacked by. Ash Hoppers in the Plains, near Whiterun. Huge, black Lurkers from Solsteim... in the mountains near Whiterun. They are seriously scary, a lot of running away. A Dwarven Automaton chasing my character for miles, on the wilderness roads. Soo many arrows to kill it... A horde of horny Druagr, that were being extreme pests. I know that is only 4, but pheromone creatures only appear in certain locations. Some of the pheromones can last 12 hours, real time. I think its 12 hours... its a long time, whatever it is... That is a feature I'd like... a Pheromone Limiter option in the MCM.
DJShamrock Posted September 29, 2019 Posted September 29, 2019 Hey @Hugh Reckum or anyone else that could help me. I'm using this mod on SSE and it just.. doesn't seem to be working- unless I'm missing something. I have the MCM and everything, seems to be enabled, and I even set the pheromone chance to 100%, have drank liquors and healing potions and have received no messages/attacks that anything is working at all. I do not have the 'stealth messages' option ticked, so I'm assuming it should be telling me as soon as I get a pheromone- is there some kind of quest I have to do before contracting any pheromones? I've tried putting this at the bottom of my load order even and it still won't work. I would really love to get this working so if anyone can help I'd be eternally grateful. Load order posted in the spoiler. Spoiler Active Mod Files: 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 Hearthfires.esm 04 Dragonborn.esm 05 Unofficial Skyrim Special Edition Patch.esp [Version 4.1.9] 06 RaceCompatibility.esm 07 Schlongs of Skyrim - Core.esm 08 SexLab.esm [Version 1.62] 09 Campfire.esm 0A CreatureFramework.esm [Version 1.1.0] 0B Devious Devices - Assets.esm [Version 2.8.3] 0C SexLabAroused.esm [Version 2.9] 0D Devious Devices - Integration.esm 0E ZaZAnimationPack.esm 0F IHarvest.esl 10 daymoyl.esm 11 Devious Devices - Expansion.esm 12 BadDogSchlongCore.esm 13 Blowing in the Wind SSE.esp 14 SMIM-SE-Merged-All.esp 15 Blowing in the Wind - SMIM Merged All Patch SSE.esp 16 Immersive Sounds - Compendium.esp 17 SkyUI_SE.esp 18 UNP Vanilla Outfits.esp 19 EnhancedLightsandFX.esp 1A Cutting Room Floor.esp [Version 3.0.2] 1B Book Covers Skyrim.esp 1C dD - Enhanced Blood Main.esp 1D Hothtrooper44_ArmorCompilation.esp 1E Hothtrooper44_Armor_Ecksstra.esp 1F SexLab Warmbodies.esp 20 SexLabDangerousNights2.esp 21 UIExtensions.esp 22 SkyRem - Grace.esp 23 SlaveTats.esp 24 SlaveTatsEventsBridge.esp 25 SOSRaceMenu.esp 26 icepenguinworldmapclassic.esp 27 YiffyAgeConsolidated.esp 28 Summermyst - Enchantments of Skyrim.esp 29 CollegeOfWinterholdImmersive.esp 2A goodbrother.esp 2B RealisticNeedsandDiseases.esp 2C Artificer - Artifacts of Skyrim.esp ++ YAImmersiveArmorPatch.esp 2D YiffyAgeDigi.esp 2E AmazingFollowerTweaks.esp 2F Andromeda - Unique Standing Stones of Skyrim.esp 30 FNIS.esp 31 HearthfireMultiKid.esp 32 HearthfireMultiKid_LastName.esp 33 MannequinStayPut.esp 34 NoBSAIProjectileDodge.esp 35 TCBM.esp 36 OpulentThievesGuild.esp 37 RaceCompatibilityUSKPOverride.esp 38 RaceMenu.esp 39 XPMSE.esp 3A RaceMenuPlugin.esp ++ Realistic Nighteye - Original.esp 3B SkyHUD.esp ++ SkyrimIsWindy.esp ++ BarenziahQuestMarkers_Droppable.esp ++ ShocksCookingSkillHF.esp 3C Thunderchild - Epic Shout Package.esp 3D Legendary Skyrim Crossbows.esp 3E Point The Way.esp [Version 2.0.5] 3F ArcheryDummyXP.esp 40 Wintersun - Faiths of Skyrim.esp 41 livofl.esp 42 sanguinesDebauchery.esp 43 Inigo.esp 44 OutlawsRefuges.esp 45 HarvestOverhaul_Redone.esp 46 ZaFromTheDeepsV2.esp 47 PrvtI_HeavyArmory.esp 48 Tentapalooza.esp 49 Hunterborn.esp 4A Frostfall.esp 4B Ars Metallica.esp [Version 2.0.5] ++ Armory & Crossbow Merge Patch.esp 4C Schlongs of Skyrim.esp ++ SkyrimIsWindy-HarvestOverhaul-Patch.esp 4D Unique Uniques.esp [Version 1.8] 4E VioLens SE.esp [Version 2.22] 4F Hunterborn - Campfire Patch.esp 50 Chesko_WearableLantern.esp 51 MoreNastyCritters.esp 52 SexLab_Dialogues.esp 53 BesEss.esp 54 TentaCave.esp 55 HornyCreatures.esp 56 The Paarthurnax Dilemma.esp [Version 2.0.1] 57 KhajiitChildren.esp 58 HatchlingChasesStarlight.esp 59 Moonlight Tales Special Edition.esp [Version 1.35] 5A Moonlight Tales - Feline Varieties.esp 5B My Home Is Your Home.esp 5C Alchemy Redone.esp 5D Optional Starting Spells.esp 5E Sneak Tools.esp 5F Arachnophobia.esp 60 Apocalypse - Magic of Skyrim.esp 61 SD Addons.esp ++ Sneak Tools Vanilla Masks.esp 62 StrangeRunes.esp 63 BetterBoundBow.esp 64 bettercompanionliving.esp 65 Bound Shield.esp [Version 1.0.0] 66 CookingInTaverns.esp 67 Veezara.esp 68 Dr_Bandolier.esp 69 DarkBrotherhoodEnchants.esp 6A Sneak Tools Vanilla Hoods.esp 6B Drachis Argonian Eyes.esp 6C SkyRem - Inez.esp 6D Smilodon - Combat of Skyrim.esp 6E Dual Wield Parrying_SKSE.esp 6F DW.esp 70 zzEstrus.esp ++ EstrusTrappedEggs.esp 71 EstrusChaurus.esp 72 EstrusSpider.esp 73 Fertility Mode.esp 74 honedmetal.esp 75 Hunterborn - Leather Tanning.esp 76 Hunterborn - Soups and Stews.esp 77 ScrimshawExpanded.esp 78 hothtrooper44_ArmorPatch.esp 79 CWICRFSEPatch.esp ++ ICOW_WICO_Patch.esp 7A Ish's Souls to Perks.esp 7B M2M_Animations_SE.esp 7C SexlabAmmoUnequip.esp 7D SexLabMatchMaker.esp [Version 7] 7E SLAnimLoader.esp 7F SexLabDefeat.esp 80 SLALAnimObjBillyy.esp 81 HentaiCreatures.esp ++ RNAD_FF_Patch.esp 82 SLAL_AnimationsByLeito.esp 83 SexLab STDs.esp 84 YiffyAgeSchlongs.esp 85 MIA.esp 86 SkyRem - Eve.esp 87 Hunterborn_RealisticNeeds_Patch_GH56.esp 88 Vokrii - Minimalistic Perks of Skyrim.esp 89 Apocalypse - Vokrii Compatibility Patch.esp 8A Vokrii - HOR Plants Patch.esp 8B Alternate Start - Live Another Life.esp [Version 4.0.1] 8C SkyRem - Lora.esp 8D SexLab-Parasites.esp 8E SexLab Pheromones.esp 8F Bashed Patch, 0.esp
Stryker1177 Posted September 29, 2019 Posted September 29, 2019 2 hours ago, DJShamrock said: Hey @Hugh Reckum or anyone else that could help me. I'm using this mod on SSE and it just.. doesn't seem to be working- unless I'm missing something. I have the MCM and everything, seems to be enabled, and I even set the pheromone chance to 100%, have drank liquors and healing potions and have received no messages/attacks that anything is working at all. I do not have the 'stealth messages' option ticked, so I'm assuming it should be telling me as soon as I get a pheromone- is there some kind of quest I have to do before contracting any pheromones? I've tried putting this at the bottom of my load order even and it still won't work. I would really love to get this working so if anyone can help I'd be eternally grateful. Load order posted in the spoiler. Hide contents Active Mod Files: Reveal hidden contents 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 Hearthfires.esm 04 Dragonborn.esm 05 Unofficial Skyrim Special Edition Patch.esp [Version 4.1.9] 06 RaceCompatibility.esm 07 Schlongs of Skyrim - Core.esm 08 SexLab.esm [Version 1.62] 09 Campfire.esm 0A CreatureFramework.esm [Version 1.1.0] 0B Devious Devices - Assets.esm [Version 2.8.3] 0C SexLabAroused.esm [Version 2.9] 0D Devious Devices - Integration.esm 0E ZaZAnimationPack.esm 0F IHarvest.esl 10 daymoyl.esm 11 Devious Devices - Expansion.esm 12 BadDogSchlongCore.esm 13 Blowing in the Wind SSE.esp 14 SMIM-SE-Merged-All.esp 15 Blowing in the Wind - SMIM Merged All Patch SSE.esp 16 Immersive Sounds - Compendium.esp 17 SkyUI_SE.esp 18 UNP Vanilla Outfits.esp 19 EnhancedLightsandFX.esp 1A Cutting Room Floor.esp [Version 3.0.2] 1B Book Covers Skyrim.esp 1C dD - Enhanced Blood Main.esp 1D Hothtrooper44_ArmorCompilation.esp 1E Hothtrooper44_Armor_Ecksstra.esp 1F SexLab Warmbodies.esp 20 SexLabDangerousNights2.esp 21 UIExtensions.esp 22 SkyRem - Grace.esp 23 SlaveTats.esp 24 SlaveTatsEventsBridge.esp 25 SOSRaceMenu.esp 26 icepenguinworldmapclassic.esp 27 YiffyAgeConsolidated.esp 28 Summermyst - Enchantments of Skyrim.esp 29 CollegeOfWinterholdImmersive.esp 2A goodbrother.esp 2B RealisticNeedsandDiseases.esp 2C Artificer - Artifacts of Skyrim.esp ++ YAImmersiveArmorPatch.esp 2D YiffyAgeDigi.esp 2E AmazingFollowerTweaks.esp 2F Andromeda - Unique Standing Stones of Skyrim.esp 30 FNIS.esp 31 HearthfireMultiKid.esp 32 HearthfireMultiKid_LastName.esp 33 MannequinStayPut.esp 34 NoBSAIProjectileDodge.esp 35 TCBM.esp 36 OpulentThievesGuild.esp 37 RaceCompatibilityUSKPOverride.esp 38 RaceMenu.esp 39 XPMSE.esp 3A RaceMenuPlugin.esp ++ Realistic Nighteye - Original.esp 3B SkyHUD.esp ++ SkyrimIsWindy.esp ++ BarenziahQuestMarkers_Droppable.esp ++ ShocksCookingSkillHF.esp 3C Thunderchild - Epic Shout Package.esp 3D Legendary Skyrim Crossbows.esp 3E Point The Way.esp [Version 2.0.5] 3F ArcheryDummyXP.esp 40 Wintersun - Faiths of Skyrim.esp 41 livofl.esp 42 sanguinesDebauchery.esp 43 Inigo.esp 44 OutlawsRefuges.esp 45 HarvestOverhaul_Redone.esp 46 ZaFromTheDeepsV2.esp 47 PrvtI_HeavyArmory.esp 48 Tentapalooza.esp 49 Hunterborn.esp 4A Frostfall.esp 4B Ars Metallica.esp [Version 2.0.5] ++ Armory & Crossbow Merge Patch.esp 4C Schlongs of Skyrim.esp ++ SkyrimIsWindy-HarvestOverhaul-Patch.esp 4D Unique Uniques.esp [Version 1.8] 4E VioLens SE.esp [Version 2.22] 4F Hunterborn - Campfire Patch.esp 50 Chesko_WearableLantern.esp 51 MoreNastyCritters.esp 52 SexLab_Dialogues.esp 53 BesEss.esp 54 TentaCave.esp 55 HornyCreatures.esp 56 The Paarthurnax Dilemma.esp [Version 2.0.1] 57 KhajiitChildren.esp 58 HatchlingChasesStarlight.esp 59 Moonlight Tales Special Edition.esp [Version 1.35] 5A Moonlight Tales - Feline Varieties.esp 5B My Home Is Your Home.esp 5C Alchemy Redone.esp 5D Optional Starting Spells.esp 5E Sneak Tools.esp 5F Arachnophobia.esp 60 Apocalypse - Magic of Skyrim.esp 61 SD Addons.esp ++ Sneak Tools Vanilla Masks.esp 62 StrangeRunes.esp 63 BetterBoundBow.esp 64 bettercompanionliving.esp 65 Bound Shield.esp [Version 1.0.0] 66 CookingInTaverns.esp 67 Veezara.esp 68 Dr_Bandolier.esp 69 DarkBrotherhoodEnchants.esp 6A Sneak Tools Vanilla Hoods.esp 6B Drachis Argonian Eyes.esp 6C SkyRem - Inez.esp 6D Smilodon - Combat of Skyrim.esp 6E Dual Wield Parrying_SKSE.esp 6F DW.esp 70 zzEstrus.esp ++ EstrusTrappedEggs.esp 71 EstrusChaurus.esp 72 EstrusSpider.esp 73 Fertility Mode.esp 74 honedmetal.esp 75 Hunterborn - Leather Tanning.esp 76 Hunterborn - Soups and Stews.esp 77 ScrimshawExpanded.esp 78 hothtrooper44_ArmorPatch.esp 79 CWICRFSEPatch.esp ++ ICOW_WICO_Patch.esp 7A Ish's Souls to Perks.esp 7B M2M_Animations_SE.esp 7C SexlabAmmoUnequip.esp 7D SexLabMatchMaker.esp [Version 7] 7E SLAnimLoader.esp 7F SexLabDefeat.esp 80 SLALAnimObjBillyy.esp 81 HentaiCreatures.esp ++ RNAD_FF_Patch.esp 82 SLAL_AnimationsByLeito.esp 83 SexLab STDs.esp 84 YiffyAgeSchlongs.esp 85 MIA.esp 86 SkyRem - Eve.esp 87 Hunterborn_RealisticNeeds_Patch_GH56.esp 88 Vokrii - Minimalistic Perks of Skyrim.esp 89 Apocalypse - Vokrii Compatibility Patch.esp 8A Vokrii - HOR Plants Patch.esp 8B Alternate Start - Live Another Life.esp [Version 4.0.1] 8C SkyRem - Lora.esp 8D SexLab-Parasites.esp 8E SexLab Pheromones.esp 8F Bashed Patch, 0.esp Sorry I'm still on LE. Question: Did you set the attack/creature option for which creatures/NPC's you can get pheromones? Normally with debug messages on you get notices the moment you drink a Health, magic, or stamina potion. The attack option you can get Pheromones from being attacked as well. There is no quest to start this at all. You should be able at 100% to get infected/covered in Pheromones. Currently there is some minor issues with these creatures and I would not recommend Werewolves, or trolls. Most all the other creatures work fine in Pheromones.
DJShamrock Posted September 29, 2019 Posted September 29, 2019 I did set all of those, and Ive tried with healing potions and alcohol- even setting the chance to 100% WITH an increased bonus from alcohol, and.... nothing. No messages.
DJShamrock Posted September 30, 2019 Posted September 30, 2019 @Hugh Reckum Upon further testing, I can see the pheromone potions in the console and was able to add/consume them via console, debug showed that they were contracted and then I had the debuff/got attacks. However it still did not work on any potions or alcohol. Kind of defeats the purpose with no risk involved, Id either have to choose to console in and give myself a pheromone or live without them- any ideas on what could be wrong? I contemplated RND or Frostfall editing vanilla alcohol to be an issue, but i literally have nothing that changes potions- theyre vanilla.
Tyrant99 Posted September 30, 2019 Author Posted September 30, 2019 On 9/29/2019 at 5:23 AM, DJShamrock said: Hey @Hugh Reckum or anyone else that could help me. I'm using this mod on SSE and it just.. doesn't seem to be working- unless I'm missing something. I have the MCM and everything, seems to be enabled, and I even set the pheromone chance to 100%, have drank liquors and healing potions and have received no messages/attacks that anything is working at all. I do not have the 'stealth messages' option ticked, so I'm assuming it should be telling me as soon as I get a pheromone- is there some kind of quest I have to do before contracting any pheromones? I've tried putting this at the bottom of my load order even and it still won't work. I would really love to get this working so if anyone can help I'd be eternally grateful. Load order posted in the spoiler. This isn't an SSE Mod bud, maybe someone can do a port.
Slorm Posted September 30, 2019 Posted September 30, 2019 Bug Report Only had this happen a couple of times but it's a bit of a problem if it happens. Creature ports in and starts scene and something kills the creature (or pc hits it just as scene starts), the creature dies and the pc is left locked rigid with no controls as the scene cannot complete (non combat settings).
DJShamrock Posted September 30, 2019 Posted September 30, 2019 10 hours ago, Hugh Reckum said: This isn't an SSE Mod bud, maybe someone can do a port. Why does it say its SSE Compatible on the file page then? Might want to fix that. Edit: I will note, I tested and creature attacks triggering pheromones seems to work as well, so thus far only consumables don't seem to trigger the pheromone effect.
Hex Bolt Posted October 1, 2019 Posted October 1, 2019 5 hours ago, DJShamrock said: Why does it say its SSE Compatible on the file page then? Might want to fix that. It's an unfortunate characteristic of this site's mod format that with labels on the left and info on the right, it can look as if the "Special Edition Compatible" label is actually a statement. It's not. Often it is left blank if the mod author isn't positive that the mod won't work with SE. Now that it's known that it doesn't, then it could worth an update to fill in the "No", but any change to the description page sends a notice to everyone following the mod that there was an update. Then the author has to answer questions about what changed when there was no change to the mod, just the description. So authors are understandably reluctant to make little page updates like that. Anyway, it's something to be aware of, since you'll probably see this kind of thing again. If it doesn't say "Yes", then it's probably not SE compatible.
DJShamrock Posted October 1, 2019 Posted October 1, 2019 2 hours ago, HexBolt8 said: It's an unfortunate characteristic of this site's mod format that with labels on the left and info on the right, it can look as if the "Special Edition Compatible" label is actually a statement. It's not. Often it is left blank if the mod author isn't positive that the mod won't work with SE. Now that it's known that it doesn't, then it could worth an update to fill in the "No", but any change to the description page sends a notice to everyone following the mod that there was an update. Then the author has to answer questions about what changed when there was no change to the mod, just the description. So authors are understandably reluctant to make little page updates like that. Anyway, it's something to be aware of, since you'll probably see this kind of thing again. If it doesn't say "Yes", then it's probably not SE compatible. But it does say yes, that's what I'm saying. Every other one I've seen that's LE either says "Regular Edition Compatible" or "Special Edition Not Compatible", never "Special Edition Compatible". Not tryin' to sound like an ass, but certainly don't scoff that someone would assume its SE Compatible when it does in fact say it is.
Tyrant99 Posted October 1, 2019 Author Posted October 1, 2019 @HexBolt8 is correct, the SE compatible field is blank for this Mod. It is not marked as 'yes' SSE compatible. Example of Yes SSE compatible Example of No SSE
DJShamrock Posted October 1, 2019 Posted October 1, 2019 2 hours ago, Hugh Reckum said: @HexBolt8 is correct, the SE compatible field is blank for this Mod. It is not marked as 'yes' SSE compatible. Example of Yes SSE compatible Example of No SSE My fault then- I've actually not seen any of the mods on here without a yes or no, so I apologize. For what its worth, the consumables recently started working (as if... literally for no reason) So I'm very curious as to why, but aside from the larger creatures bugging out and just walking into me forever and not 'latching' for animation, I can say there doesn't appear to be any other issues that I can see for SE.
General Neondaze Posted October 1, 2019 Posted October 1, 2019 36 minutes ago, DJShamrock said: My fault then- I've actually not seen any of the mods on here without a yes or no, so I apologize. For what its worth, the consumables recently started working (as if... literally for no reason) So I'm very curious as to why, but aside from the larger creatures bugging out and just walking into me forever and not 'latching' for animation, I can say there doesn't appear to be any other issues that I can see for SE. I have been using SL Pheromones (SLP) for a while now. Sometimes the creatures attracted take a while to 'perform', just walking into you and 'fighting'. As said above this can happen with some of the bigger creatures, bears is a good example. I set SLP to no combat to avoid damage because of the sometimes delay. Individual creatures can be turned of as well. Taking these 'precautions' and the mod works well. The thing to remember with consumables (drinks only) is that the chance of contracting pheromones is also controlled by the PCs arousal level. The chance of contracting pheromones from normal combat is also configurable. Apart from the little niggles I haven't noticed any game breakers, the mod works fine, and I tend to have it in most of my play-throughs for the added spice in wilderness. A quick pass through Cathedral Optimizer will sort the meshes and textures. I haven't bothered with changing to form 43. ?
General Neondaze Posted October 1, 2019 Posted October 1, 2019 Just now, General Neondaze said: I have been using SL Pheromones (SLP) with SSE for a while now. Sometimes the creatures attracted take a while to 'perform', just walking into you and 'fighting'. As said above this can happen with some of the bigger creatures, bears is a good example. I set SLP to no combat to avoid damage because of the sometimes delay. Individual creatures can be turned of as well. Taking these 'precautions' and the mod works well. The thing to remember with consumables (drinks only) is that the chance of contracting pheromones is also controlled by the PCs arousal level. The chance of contracting pheromones from normal combat is also configurable. Apart from the little niggles I haven't noticed any game breakers, the mod works fine, and I tend to have it in most of my play-throughs for the added spice in wilderness. A quick pass through Cathedral Optimizer will sort the meshes and textures. I haven't bothered with changing to form 43. ?
DJShamrock Posted October 1, 2019 Posted October 1, 2019 2 hours ago, General Neondaze said: I have been using SL Pheromones (SLP) for a while now. Sometimes the creatures attracted take a while to 'perform', just walking into you and 'fighting'. As said above this can happen with some of the bigger creatures, bears is a good example. I set SLP to no combat to avoid damage because of the sometimes delay. Individual creatures can be turned of as well. Taking these 'precautions' and the mod works well. The thing to remember with consumables (drinks only) is that the chance of contracting pheromones is also controlled by the PCs arousal level. The chance of contracting pheromones from normal combat is also configurable. Apart from the little niggles I haven't noticed any game breakers, the mod works fine, and I tend to have it in most of my play-throughs for the added spice in wilderness. A quick pass through Cathedral Optimizer will sort the meshes and textures. I haven't bothered with changing to form 43. ? That was actually one thing I was curious about- there seem to be no descriptors/explanations on any of the options and I cant find a manual or guide anywhere for the MCM- what do those arousal settings mean exactly if you choose to enable them? Its not very clear.
General Neondaze Posted October 1, 2019 Posted October 1, 2019 3 hours ago, DJShamrock said: That was actually one thing I was curious about- there seem to be no descriptors/explanations on any of the options and I cant find a manual or guide anywhere for the MCM- what do those arousal settings mean exactly if you choose to enable them? Its not very clear. The information below is what I have worked out after extensive use, and may not actually be accurate. However, the mod works as I want , so I cant see why the information would be inaccurate. I have added my settings as an example. I suggest play around and see how you get on. ? Minimal Arousal for Pheromones: The chance of the PC receiving pheromones when consuming drinks will only occur above this figure. Mine is set at 60% Arousal Percent Multiplier: The PCs current arousal is multiplied by this percentage. I believe this is to slightly randomize the PCs arousal, e.g. Arousal 56 x 10% = 61.6, now above base of 60. Mine is set at 10% Use Arousal: I have this on all the time. It is probably there for those not using SLA. Set Creature Arousal on Spawn: This is only an assumption, but I think it works in conjunction with Aroused Creatures. Set this option higher than the arousal setting in AC to act as an override. Mine is at at 80%. I should point out that Follower Support seems to affect only one follower at a time when playing with multiple followers. Which follower is random. The follower(s) do not contract pheromones. It is assumed based on your pheromone state.
Tyrant99 Posted October 1, 2019 Author Posted October 1, 2019 17 minutes ago, General Neondaze said: Minimal Arousal for Pheromones: The chance of the PC receiving pheromones when consuming drinks will only occur above this figure. Mine is set at 60% Correct. 21 minutes ago, General Neondaze said: Arousal Percent Multiplier: The PCs current arousal is multiplied by this percentage. I believe this is to slightly randomize the PCs arousal, e.g. Arousal 56 x 10% = 61.6, now above base of 60. Mine is set at 10% This works a little bit differently. There are a few factors that can influence whether the Player receives pheromones. There's the base chance of contracting, alcohol bonus if enabled, and arousal if enabled, all configurable in MCM. The arousal multiplier adds a % of current arousal to the base chance. So you can weight the chance via arousal, arousal can have a big influence, small influence, complete influence, or no influence. 24 minutes ago, General Neondaze said: Use Arousal: I have this on all the time. It is probably there for those not using SLA. 'Use Arousal' is simply if you want to have arousal levels included as one of the modifiers to help determine chance of contracting pheromones. 25 minutes ago, General Neondaze said: Set Creature Arousal on Spawn: This is only an assumption, but I think it works in conjunction with Aroused Creatures. Set this option higher than the arousal setting in AC to act as an override. Mine is at at 80%. This is basically right, having creature arousal set higher helps with AC compatibility as well as some others, for instance Apropos iirc. Also, I think the creatures will get erections while chasing the Player, adding to the immersion... 1
Tyrant99 Posted October 1, 2019 Author Posted October 1, 2019 Also, thanks for the bug reports guys. It's cool that some of you are still having some fun with this even though it's been nearly a year since I managed to get the last updates done. Ever since I got into Game Dev with ZaZ it's been hard for me to circle back on Skyrim Modding... Maybe one day... 2
Reesewow Posted October 1, 2019 Posted October 1, 2019 41 minutes ago, Hugh Reckum said: Also, thanks for the bug reports guys. It's cool that some of you are still having some fun with this even though it's been nearly a year since I managed to get the last updates done. Ever since I got into Game Dev with ZaZ it's been hard for me to circle back on Skyrim Modding... Maybe one day... IMO it just goes to show what a solid and fun idea the mod was - good mods don't really age or become irreverent. The enduring nature of modded Skyrim doesn't hurt either! Thanks for checking on the forums, and seriously best of luck with your and ZaZ's project. 3
Reesewow Posted October 1, 2019 Posted October 1, 2019 1 hour ago, General Neondaze said: Set Creature Arousal on Spawn: This is only an assumption, but I think it works in conjunction with Aroused Creatures. Set this option higher than the arousal setting in AC to act as an override. Mine is at at 80%. As I use Aroused Creatures and Pheromones together I can chime in here - you actually want this setting set *lower* than the approach level in Aroused Creatures. Before this feature, the issue was that if creatures spawned with high arousal, sometimes AC would trigger during the chase portion of Pheromones. This can conflict pretty badly - with the player being stuck in "captured" mode while the critter runs off to chase something else under AC and it might not resolve properly. Just as an example, in my game I have: Creature Framework arousal set at 40 (this is the arousal that creatures get visually aroused at) Pheromones arousal set at 45 - so they can get hard during a chase if it goes on long enough Aroused Creatures approach arousal at 50 This means that critters spawned from Pheromones can be visibly aroused, but won't be aroused enough to trigger Aroused Creatures while chasing. 1
DJShamrock Posted October 2, 2019 Posted October 2, 2019 9 hours ago, Hugh Reckum said: Correct. This works a little bit differently. There are a few factors that can influence whether the Player receives pheromones. There's the base chance of contracting, alcohol bonus if enabled, and arousal if enabled, all configurable in MCM. The arousal multiplier adds a % of current arousal to the base chance. So you can weight the chance via arousal, arousal can have a big influence, small influence, complete influence, or no influence. 'Use Arousal' is simply if you want to have arousal levels included as one of the modifiers to help determine chance of contracting pheromones. This is basically right, having creature arousal set higher helps with AC compatibility as well as some others, for instance Apropos iirc. Also, I think the creatures will get erections while chasing the Player, adding to the immersion... Awesome- thank you very much for hashing out a little more on what these mean. Purely a suggestion if you ever return to the mod in the future, but little snippets like these when mousing over the options would be hella valuable. So if I'm understanding correctly- lets say I set min Arousal at 40, and my chance from drinking is 20% with a 20% bonus from liquor. If my current arousal is 50, and I have a 50% arousal bonus, if I drink liquor I will have a 65% chance of contracting pheromones?
Tyrant99 Posted October 2, 2019 Author Posted October 2, 2019 26 minutes ago, DJShamrock said: Awesome- thank you very much for hashing out a little more on what these mean. Purely a suggestion if you ever return to the mod in the future, but little snippets like these when mousing over the options would be hella valuable. So if I'm understanding correctly- lets say I set min Arousal at 40, and my chance from drinking is 20% with a 20% bonus from liquor. If my current arousal is 50, and I have a 50% arousal bonus, if I drink liquor I will have a 65% chance of contracting pheromones? Yes, I believe that's right. 65% for alcoholic beverage, and 45% for non-alcoholic in this case.
panthercom Posted October 2, 2019 Posted October 2, 2019 I've been using this mod for a while, and it works pretty well most of the time. The biggest problems are 'frozen' chaurus that spawn and cause CTD's 100% of the time that they appear, and a female vampire with a mismatched head texture that spawns 100% of the time when being assaulted by a gargoyle. There is only one animation that works with this combo, but that doesn't stop Sexlab from triggering animations for two gargoyles instead. I never get a single gargoyle spawning.
crimsonblade13 Posted October 3, 2019 Posted October 3, 2019 my actors are not starting the animation just standing there... I can move the player and the other actor is moving, cant open the inventory or anything. i can still use favorite hot swaps and i can even kill the creature that spawned nothing happened how do i fix this? (also this is in skyrim se)
Tyrant99 Posted October 3, 2019 Author Posted October 3, 2019 On 9/10/2019 at 10:23 PM, donttouchmethere said: great mod, makes good use of all those rarely triggered SLAL creature animations =D In case of an Update: > could add a function to register SS+ as a no go zone for Pheromone driven creatures? lucky event: SLphormones does its thing in SS+ and no harm is done (happy ending is rare) not so lucky event: SLp creatures break the SS+ scene => needs reload (regular issue) often on my actual setup: CTD if SLp spawns creatures in SS+, especially if a savegame gets loaded in SS+ (100%) emergency solution: delete SLp creature as soon as possible after spawn => via console or jaxconz positioner It doesn't run in interiors, so apparently SS didn't mark their auction house as an interior cell. That would solve it. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now