Jump to content

Recommended Posts

Posted
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.

 

  • 3 weeks later...
Posted

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


 

 

Posted
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.

Posted

@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.

Posted
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.

Posted

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).

Posted
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.

Posted
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.

Posted
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.

Posted

@HexBolt8 is correct, the SE compatible field is blank for this Mod. It is not marked as 'yes' SSE compatible.

 

image.png.30535ced9dfa4e25b19ff84d6a6fc848.png

 

Example of Yes SSE compatible

image.png.143d42ec08d8842b675d547a2ee2dfaa.png

 

Example of No SSE

 

image.png.c41461ad95a61f0d5ff459ad705ed60e.png

 

 

Posted
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.

 

image.png.30535ced9dfa4e25b19ff84d6a6fc848.png

 

Example of Yes SSE compatible

image.png.143d42ec08d8842b675d547a2ee2dfaa.png

 

Example of No SSE

 

image.png.c41461ad95a61f0d5ff459ad705ed60e.png

 

 

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.

Posted
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. ?

Posted
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. ?

 

Posted
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.

Posted
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.

Posted
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... 

 

 

Posted

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...

Posted
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.

Posted
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.

Posted
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?

Posted
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.

Posted

 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.

 

Posted

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)

Posted
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.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...