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Posted

1. NPCs do not work. The player stands like a pillar, the NPC stands nearby and is silent. Then load the save.

SexLab does not start on logs.

2. Why undress a player after every attack?

  • 4 weeks later...
Posted

Any thought of adding harvest ingredient from enemy (e.g. hagraven feathers) to causing affliction?

 

Anyone using an autoconsume alcohol or potion mod to encourage afflication? If so, which ones?

 

Thanks!

  • 2 weeks later...
Posted

Would anyone happen to have their load order for this mod, I cant seem to get it to work. Only the bear pheromones seem to work occasionally. Thinking I have something in the wrong spot. Thanks!

Posted
9 hours ago, kovu8888 said:

Would anyone happen to have their load order for this mod, I cant seem to get it to work. Only the bear pheromones seem to work occasionally. Thinking I have something in the wrong spot. Thanks!

Put it towards the bottom of the list.

Posted

It is buggy in general because what it does is ignore your surroundings and summon a random kind of creature which might be 20000 levels above you and decide to hit you once before the sex, killing you XD

Posted

You can turn attack damage and combat mode off in MCM. The creatures are flagged in CK to do no damage and there's also an auto poison cure and heal effect for stuff like chauruses. If it's something like a netch with a special lightning attack and you're too low level to handle it, just turn netches off as a possibility in MCM since it's possible to control each type of creature that has a chance to spawn. Random stuff only spawns in the wilderness. Location is always a condition to determine spawns.

Posted

Among other issues are the lack of hooking which often causes interactions to fail and thereby requiring you to kill whatever mobs spawned, as well as it forcing the fade to black (that one is more an annoyance than a bug), and what is likely just the lack of QoL in the fact that you get stripped and the script never re equips you afterwards. That one is pretty exhausting. 

Posted
5 hours ago, Tyrant99 said:

You can turn attack damage and combat mode off in MCM. The creatures are flagged in CK to do no damage and there's also an auto poison cure and heal effect for stuff like chauruses. If it's something like a netch with a special lightning attack and you're too low level to handle it, just turn netches off as a possibility in MCM since it's possible to control each type of creature that has a chance to spawn. Random stuff only spawns in the wilderness. Location is always a condition to determine spawns.

If combat mode is turned off, still, the creatures might attack you if they reach you before an animation is selected. I got a giant. He caught me, stood there for a sec and then hit me straight on the head with his club, killing me in one hit

Posted
44 minutes ago, Yuonda said:

will this mod still work? I got an error upon starting this up with the game saying it was out of date.

Are you on SE or LE? It works fine for me on LE.

Posted

Does this mod even check what animations that are active in SL?? I have only single and 3P animations (CCF) ,but still it shows up both 3 and 4 creatures... And then it goes to...well.. the dogs.. :)

Posted

It's not animation specific because there's lots of animations from many different authors and they are not all tagged the same way. Checking by names would not be feasible because that would make it not support future animations very well. Another issue is that in combat mode, some creatures may be killed, so the group sizes can change on the fly. The mod supports group animations universally, including future ones that do not yet exist, but, notice that Leito and Billy packs are listed in the mod requirements. - The mod was designed so it should be able to handle all the group configurations that those packs can throw at it, and you can add any additional anim packs that you want.

 

You can't have too many animations, but it is possible to have too few. I take it that you don't at least have those packs listed in the mod requirements. Alternatively, you can turn off groups in MCM.

 

Posted

Looks like a notification for SexLab - which is not this Mod. SexLab is the base framework that this mod (and most other mods on this site) works with.

 

It seems to indicate that your Skyrim install is an outdated version. What version of Skyrim are you running? - Solution would be to update it.

Posted
On 8/14/2020 at 4:23 PM, Tyrant99 said:

It's not animation specific because there's lots of animations from many different authors and they are not all tagged the same way. Checking by names would not be feasible because that would make it not support future animations very well. Another issue is that in combat mode, some creatures may be killed, so the group sizes can change on the fly. The mod supports group animations universally, including future ones that do not yet exist, but, notice that Leito and Billy packs are listed in the mod requirements. - The mod was designed so it should be able to handle all the group configurations that those packs can throw at it, and you can add any additional anim packs that you want.

 

You can't have too many animations, but it is possible to have too few. I take it that you don't at least have those packs listed in the mod requirements. Alternatively, you can turn off groups in MCM.

 

Good to know ,have now added all the anims needed for the mod not to overdo the number of attackers , have also noticed that if i for one reason or the other have to kill the attackers ,all menues are locked until 2 cycles has passed.. A force reset option in console?? But tha mod is good :)

Posted
On 8/14/2020 at 5:33 PM, Tyrant99 said:

Looks like a notification for SexLab - which is not this Mod. SexLab is the base framework that this mod (and most other mods on this site) works with.

 

It seems to indicate that your Skyrim install is an outdated version. What version of Skyrim are you running? - Solution would be to update it.

know which sexlab is the up to date version? my skyrim is up to date itself.

  • 2 weeks later...
Posted

A weird glitch has been happening recently. (This is on a clean save new game) when a creature comes after me and the character stops to get ready for an animation sometimes it plays fine, sometimes it thinks for a bit, then I regain movement but I have a wired crosshair (the move companion one) and I cannot interact with objects anymore (anything on A button) I have to reload a save before the attack.  it didn't seem like it's creature specific, is dragur sometimes work but mostly don't. Any idea what's causing this?

  • 2 weeks later...
Posted
On 8/30/2020 at 3:30 AM, Anonymoustaco said:

A weird glitch has been happening recently. (This is on a clean save new game) when a creature comes after me and the character stops to get ready for an animation sometimes it plays fine, sometimes it thinks for a bit, then I regain movement but I have a wired crosshair (the move companion one) and I cannot interact with objects anymore (anything on A button) I have to reload a save before the attack.  it didn't seem like it's creature specific, is dragur sometimes work but mostly don't. Any idea what's causing this?

You mean you can move normally ,but not interact with anyhing or enter doorways or caves.. And the crosshair is kinda blinking in a fast motion?

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