Jump to content

Recommended Posts

Posted
On 9/10/2020 at 2:04 PM, Wolfram64 said:

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?

yes!

Posted

would be fun if the pheromone effect on it would make the X animal around you get attracted to you, like example

Player caught Horse pheromones from X potion
all horses around the player would try to start a scene with the player and follower, if no horse is present, the mod spawns it
that would imo make the pheromones more dangerous to have with you than having a 2 hour + cooldown between attacks

 

Posted
10 hours ago, Anonymoustaco said:

yes!

That means that a "incident" didn't finish the way it suppose too. For example ,the mod spawns 3 attackers ,but you don't have a animation that involve player +3 attackers ,then the animation can't start and the attacker just run around like mad.. if you kill them ,then the system will go bad for 2 cycles ,then reset itself.. for example if you have 2 game hours ,between each cycle ,you wait 2 hours.. then it tries to start a new cycle ,but can't because of the incident.. then after 2 more ingame hours ,it will reset itself and hopefully restore the controls. (found out by having the mod showing what's happening ,there's a setting for that.. :) The mod does not look at what anims you have or not ,it just spawns and then try to find a suitable animation.

Posted

I don't know if this bug has been reported, but...

 

Eating the "Ash Hopper Pheromones" sold by RiSaad gives me Argonian Pheromones instead. I wonder if disabling pheromones for certain species in the list messes with what phero potion gives what? I'll experiment.

 

Note: The notification "You've ingested Ash Hopper pheromones!" still pops up, but my *status* menu says Argonian Pheromones instead. Like, the Active Effects screen.

 

Edits for testing: Active effects list Argonian Pheromones. Checking debug notifications.

If in Wilderness: "Starting creature spawn" "Current location wilderness" "Current creature blank" "Evaulating forms"
If in Town: "Current location habitable area" "npcs only"
(neither situation causes an attack)

... is it calling Ash Hopper Pheromones "Argonian Pheromones" just in the menu, restricting them to spawning in towns because of it, then being unable to spawn ash hoppers because towns only do npcs?

 

Edit 2: Saving and reloading removes the Argonian Pheromones. Odd.

Edit 3: Upon disabling Argonian Pheromones in the menu, Ash Hopper pheromones still provide Argonian Pheromones in the Active Effects page.

Edit4: New testing cycle, attempting a location on Solstheim, to maybe allow Ash Hoppers to spawn. "Player Location: Invalid". Huh. Is it because I used the console to get here? Wilderness near Moesring Pass.

Edit 5: Tested the area south of LakeView Manor. With "Argonian" (ash hopper) and Dwarven Ballista Pheromones, Ballista spawned successfully.

 

I hope this provides enough data.

 

Edit 6: I rolled Ash Hopper Pheromones from random drinks, and it lists as Ash Hopper Pheromones under Active Effects, so it's likely just the consumable potion from the Khajiit trader that's bugged.

Posted
2 hours ago, shoni89 said:

is there a reason why whenever my character gets pheromones jizz effects appear on its body like post sex?

It's like a notification that u got pheromones... For example if you don't use the text warning.. The cool thing without the text ,is that you know you got some ,but you don't know what..

Posted

hey every one i have an issue with the mod I'm not sure if i haven't installed it properly or if its a bug/glitch.

when ever i contract pheromones and wait a while to allow the animals to spawn they appear run in and it initiates the anims but doesnt play the anims instead they just walk against me.

 

does anyone have a idea on what it may be?

any help will be appreciated :D

 

PS: i have never gotten it working

Posted
1 hour ago, geforcegtx1050ti said:

hey every one i have an issue with the mod I'm not sure if i haven't installed it properly or if its a bug/glitch.

when ever i contract pheromones and wait a while to allow the animals to spawn they appear run in and it initiates the anims but doesnt play the anims instead they just walk against me.

 

does anyone have a idea on what it may be?

any help will be appreciated :D

 

PS: i have never gotten it working

Hello.

Dit  you forget to enabled Creatue animation  in SexLab?

Posted
17 hours ago, Shep67 said:

Hello.

Dit  you forget to enabled Creatue animation  in SexLab?

i have been looking and i haven't been able to find Creature Animation?

is it in sexlab, sexlab pheromones, or under sexlab aroused?

and heres my load order if i am missing something.

 

image.png.3ca8fd74fc2a8048412462dd1335d9fd.png

Posted
2 hours ago, geforcegtx1050ti said:

i have been looking and i haven't been able to find Creature Animation?

is it in sexlab, sexlab pheromones, or under sexlab aroused?

and heres my load order if i am missing something.

 

image.png.3ca8fd74fc2a8048412462dd1335d9fd.png

In game you open the SL settings and look at the Animation section ,there you will find the tick for creature animations on/off ,and also the gender setting..

Settingsjpg.jpg

Posted

OH THANK YOU!!! i now realise that my Skse is out of date and sexlab wont allow those menus to show due to the version.

so i now have to fix the skse reinstall sexlab and it should work.

 

and sorry for taking so long to reply i am usually very busy.

 

again thanks

Posted

Is there any possible to add a option to prevent strip player/NPC to nake after pheromone attack.

quite annoy that I need to re-dress my follower after every attack.

Posted

Does this mod work in SE? (have read through many of the pages, but haven't seen an absolute / clear answer yet)  If not, is there an SE version (or one planned)?

 

Looks interesting to be sure :)

  • 1 month later...
Posted

Is there a way of adding drinks added by other mods to SP?

 

I'm thinking specifically iNeed waterskins - water drunk from MiniNeeds waterbottles gave me pheromones as expected but I switched to iNeeds recently (for better interaction with Sexlab Survival) and that obviously does something differently since I can gulp down gallons of water now without 'fear' of contracting anything ;) 

 

I noticed this was mentioned way back on page 1 or 2 of this thread but I couldn't find if it was ever addressed.

 

Love the mod in general, just trying to find a way to work it with a needs mod in a way that I can enjoy the risk of pheromones without having to get drunk all the time, since apparently "non-alcoholic liquid" is a non-sequitur in Skyrim :)

Posted

Hey Tyrant I always wondered if it were possible to make a plugin that removes the spawning of creatures and uses Sexlab Aroused Creatures to handle the rape. The pheromones would make the chance of a creature trying to assault the player through Sexlab Aroused Creatures 100%. I don´t really like the spawns and would really favor the enviornment I´m in/the creatures around influencing what assaults me and where. Would this be possible / a good idea ? This is actually how i imagined the mod to work before i first tried it out.

Posted
15 hours ago, Chunk McBeefsteak said:

Is there a way of adding drinks added by other mods to SP?

 

I'm thinking specifically iNeed waterskins - water drunk from MiniNeeds waterbottles gave me pheromones as expected but I switched to iNeeds recently (for better interaction with Sexlab Survival) and that obviously does something differently since I can gulp down gallons of water now without 'fear' of contracting anything ;) 

 

I noticed this was mentioned way back on page 1 or 2 of this thread but I couldn't find if it was ever addressed.

 

Love the mod in general, just trying to find a way to work it with a needs mod in a way that I can enjoy the risk of pheromones without having to get drunk all the time, since apparently "non-alcoholic liquid" is a non-sequitur in Skyrim :)

It should work with INeed waterskins, but check the MCM and make sure you have compatibility added.

 

12 hours ago, AkiKay said:

Hey Tyrant I always wondered if it were possible to make a plugin that removes the spawning of creatures and uses Sexlab Aroused Creatures to handle the rape. The pheromones would make the chance of a creature trying to assault the player through Sexlab Aroused Creatures 100%. I don´t really like the spawns and would really favor the enviornment I´m in/the creatures around influencing what assaults me and where. Would this be possible / a good idea ? This is actually how i imagined the mod to work before i first tried it out.

I don't think that it would be too reliable. One of the main features of this Mod is to have animations with multiple actors trigger, it would be pretty rare for this to happen in the wild. i.e. - Multiple creatures of the same type would need to be close to the player in order to trigger multi-actor animations, making the conditions for triggering these animations harder to come by.

Posted
3 hours ago, Tyrant99 said:

I don't think that it would be too reliable. One of the main features of this Mod is to have animations with multiple actors trigger, it would be pretty rare for this to happen in the wild. i.e. - Multiple creatures of the same type would need to be close to the player in order to trigger multi-actor animations, making the conditions for triggering these animations harder to come by.

Oh well I could indeed see that as a problem. Not a lot of mods use animations with over 2 actors AND let followers even join in on the fun , so there is no need to possibly break that. I stopped using your mod a while ago due to the spawns but I think you just convinced me to install it again using some kind of salesman strategy picking all the right arguments to do so! ?

 

Thanks for the answer!

Posted
On 11/18/2020 at 3:23 PM, Tyrant99 said:

It should work with INeed waterskins, but check the MCM and make sure you have compatibility added.

Thanks for the reply.

 

Where in the MCM am I looking for compatibility?  I can't see anything in either Pheromones or iNeed regarding compatibility settings?

Posted

Well, how to get rid of Real Time timer? Now I need to spent 24h in a game actually to get rid of the effect of the pheremon.

Also, you should have added explanation what X settings does and switch from Real Time clock to game's clock (or switch hours to minutes) in my opinion. 

  • 3 weeks later...
Posted

Hello, I've just downloaded this mod. Some things apparently work on Skyrim Special Edition (I don't know if it has already been said), for now the only thing that doesn't seem to work is that when I drink any potion, with 100% of chances to get a pheromone, I don't get any pheromone at all. I'm not sure if it has already been said about that problem on the Oldrim, but I wanted to share it here and also maybe hoping to find how to solve this problem ^^"

 

  • 2 weeks later...
Posted
On 12/12/2020 at 3:54 PM, FurDraco said:

Hello, I've just downloaded this mod. Some things apparently work on Skyrim Special Edition (I don't know if it has already been said), for now the only thing that doesn't seem to work is that when I drink any potion, with 100% of chances to get a pheromone, I don't get any pheromone at all. I'm not sure if it has already been said about that problem on the Oldrim, but I wanted to share it here and also maybe hoping to find how to solve this problem ^^"

 

Works in SE for me.

 

One thing I changed was the container lists such that merchants would have only two of each pheromone instead of 750.

Posted

If you somehow lose the books, I don't think there's any way to get replacements except via the console.   Maybe make them weightless and quest items?  Or maybe add a dialog for more books and perhaps only if they don't have the books in inventory.

Posted
On 12/27/2020 at 3:59 PM, MikeWander said:

Works in SE for me.

 

One thing I changed was the container lists such that merchants would have only two of each pheromone instead of 750.

If I download this mod, does it work well for me in the SE or is it better to wait for someone to convert it?

Posted
21 hours ago, zarza said:

If I download this mod, does it work well for me in the SE or is it better to wait for someone to convert it?

 

I think I just did the typical two things:

(1) Load in creation-kit and re-save -- this is really only needed if you plan to edit the esp or merge the esp; I always do it anyway.  Other people don't.    That said, you should almost never directly edit an esp; it's better to create a patch esp (which can almost always be ESL-flagged).

(2) Run Cathedral Assets Optimizer on the folder to convert the meshes and textures if needed.

 

Doing a conversion can often take only 5 minutes.  More info at the LoversLab SSE Conversion Tracking page.

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...