Guest Posted January 4, 2021 Posted January 4, 2021 11 minutes ago, MikeWander said: 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. honestly I don't know anything about that haha, really sorry, but I'm the typical person who admires and supports mods but knows absolutely nothing about how they are made. By any chance, could you pass me the version that works in SE?
PubliusNV Posted January 4, 2021 Posted January 4, 2021 I'm using v1.3.3 on SE and all I did was to run CAO on it, like MikeWander said. I didn't need to convert it in the creation kit.
ercramer69 Posted January 4, 2021 Posted January 4, 2021 Well I've got it on SE, didn't do anything but install it via MO2 and its been working with no issue for me. At least so far, I've only been using SE for a few days.
Arcane Wanderer Posted January 4, 2021 Posted January 4, 2021 3 hours ago, ercramer69 said: Well I've got it on SE, didn't do anything but install it via MO2 and its been working with no issue for me. At least so far, I've only been using SE for a few days. The textures and meshes in oldrim mods don't always cause SSE to crash. At least, I don't think so. But, the oldrim files often cause a crash... So, I'd suggest always running CAO on LE mods before using them on SE. It's pretty much point-n-click. Install it as a normal app, outside of MO or Vortex or whatever. As for settings, you can use the following (which are probably the defaults): Meshes tab - "necessary optimization" Textures tab - "necessary optimization"; "compress textures" Animations tab - "necessary optimization" Then, just point it at the mod's folder and press "run" If you decide to skip CAO, you might want to install the Skyrim .Net Framework - it *sometimes* tells you which oldrim texture/mesh is causing your consistent repeatable crashes. It only detects the bad file if it's loose though - it can't figure out which file in a BSA might have caused a crash. (But after finding out that you have an oldrim NIF file that causes a crash, you have to go get CAO anyway in order to fix the meshes and textures...)
Tyrant99 Posted January 4, 2021 Author Posted January 4, 2021 This mod only has scripts, so there is no need to worry about meshes, textures, animations, etc. for conversion to SSE.
TheLoverLabCriminal Posted January 21, 2021 Posted January 21, 2021 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. did u convert it ?
decaluka Posted January 28, 2021 Posted January 28, 2021 Is this mod stable, has anyone played with it on a save for a long time? The idea interests me but I'd like to hear your experiences
thedarkone1234 Posted January 28, 2021 Posted January 28, 2021 20 minutes ago, decaluka said: Is this mod stable, has anyone played with it on a save for a long time? The idea interests me but I'd like to hear your experiences I had it on for a long while and I don't recall having too many technical trouble. There are some unfixed bugs such as creatures attacking the player and possibly killing her before the rape triggers (I am looking at you, lurkers and giants!) when the combat mode is off, or creatures such as chickens and bunnies spawning but running away when combat mode is on because they can't attack. In these cases I reloaded the save to make sure the mod doesn't keep tracking them forever or something. Another problem might be when creatures spawn in dungeons and get killed by traps on their way to get you before the sex starts (This is a generic sexlab problem when an actor dies during animation selection though). Overall if you go on the safe side and reload when edge cases happen, this mod will not be the one to break your save. Personally I stopped using it eventually because it felt a bit distruptive gameplay-wise. I mean, when you are in a dungeon and a lurker suddenly jumps you is fun in the first couple of gameplay days but eventually you realize you barely fit other things in between (probably unless this is the only sex mod you have in the game)
decaluka Posted January 28, 2021 Posted January 28, 2021 @thedarkone1234 thanks, that clears things up!
Tyrant99 Posted January 28, 2021 Author Posted January 28, 2021 1 hour ago, thedarkone1234 said: I had it on for a long while and I don't recall having too many technical trouble. There are some unfixed bugs such as creatures attacking the player and possibly killing her before the rape triggers (I am looking at you, lurkers and giants!) when the combat mode is off, or creatures such as chickens and bunnies spawning but running away when combat mode is on because they can't attack. In these cases I reloaded the save to make sure the mod doesn't keep tracking them forever or something. Another problem might be when creatures spawn in dungeons and get killed by traps on their way to get you before the sex starts (This is a generic sexlab problem when an actor dies during animation selection though). Overall if you go on the safe side and reload when edge cases happen, this mod will not be the one to break your save. Personally I stopped using it eventually because it felt a bit distruptive gameplay-wise. I mean, when you are in a dungeon and a lurker suddenly jumps you is fun in the first couple of gameplay days but eventually you realize you barely fit other things in between (probably unless this is the only sex mod you have in the game) When creatures get out of a certain radius, the mod won't track them, so with bunnies etc. Bunnies have no combat animations in the base game so there is no way for them to even attack, if they try it would just freeze the creature/npc. As for giants killing the player, this is a Beth bug. Damage is turned off, but they will still sometimes kill the player anyway randomly. This one can't really be fixed by a modder afaik because it's an issue with the engine.
Sgt. Marge Posted February 7, 2021 Posted February 7, 2021 On 1/7/2019 at 6:52 AM, Asertyp said: 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. Hide contents 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. Hide contents 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. Hide contents Now starts like this: [0]: Vampire, Female [1]: Player, Female (Victim) [2]: Gargoyle Brute, Creature I took a stab at fixing the message "That soap was too strong!" which as described above was showing up every time I interacted with the misc inventory. I'm not sure about adding the Dwemer value as I'm not a programmer and am unable to fully understand the code at the moment. If I run into a problem with it I'll try and take another look as it would be easier to troubleshoot then. Many thanks to Asertyp for the code suggestion Here's a pex file for the soap message fix. Be sure to backup the original file or just rename it just in case, but I have been playing with this file for a few hours today and haven't encountered the message and it seems fine. In my case, I'm using Mod Organizer 2 so I just put the file into the \overwrite\scripts folder. SPPlayerAliasBaseScript.pex 2
Cock Sucker Posted March 5, 2021 Posted March 5, 2021 Up till the other day didn’t have any issues, but on this current game play I’m doing a “beast” only run, I’ve turned off all npc interactions but every so often 2 beasts would spawn in with a male dremora tainting my character is there something I’m missing to stop him as well? thanks
Hex Bolt Posted March 5, 2021 Posted March 5, 2021 25 minutes ago, KM100z said: every so often 2 beasts would spawn in with a male dremora As I recall, the mod sometimes intentionally gives you mixed spawns, so a "wolf" spawn might include something else.
WhatRules Posted April 20, 2021 Posted April 20, 2021 Can someone please explain how the "Arousal Percent Multiplier" in MCM is used by the mod?
Slorm Posted April 21, 2021 Posted April 21, 2021 19 hours ago, Intronacious said: Can someone please explain how the "Arousal Percent Multiplier" in MCM is used by the mod? Working from memory here, as I set it up ages ago. If you set Chance for Pheromones (same for strong) to 0, and set Arousal Percent Modifier to a value, the chance of catching a pheromone will be based your arousal multiplied by the Arousal Percent Multiplier (APM). Some figures speak a thousand words: Arousal = 100 APM = 30 This gives a 30% chance of a pheromone Arousal = 50 APM = 30 This gives a 15% chance of a pheromone Arousal = 50 APM = 20 This gives a 10% chance of a pheromone HTH 1
Guest Posted April 22, 2021 Posted April 22, 2021 On 3/5/2021 at 11:02 PM, Cock Sucker said: Up till the other day didn’t have any issues, but on this current game play I’m doing a “beast” only run, I’ve turned off all npc interactions but every so often 2 beasts would spawn in with a male dremora tainting my character is there something I’m missing to stop him as well? thanks It's because you forgot to turn off the male to male option in official places.
Cock Sucker Posted April 22, 2021 Posted April 22, 2021 1 hour ago, BannedCan said: It's because you forgot to turn off the male to male option in official places. It’s my char is female though, and official places?
Guest Posted April 22, 2021 Posted April 22, 2021 2 hours ago, Cock Sucker said: It’s my char is female though, and official places? LL where you show no respect vs the majority of the community. Just because you're gay doesn't mean you have to show it off.
Omnishade Posted May 21, 2021 Posted May 21, 2021 Is time between attacks measured in minutes and is there a cooldown? The max is 8 so if I set the duration to 1 hour that would still mean a lot of attacks. I'm playing with apropos so my character would get worn out pretty fast with this mod if that's the case.
s709 Posted June 11, 2021 Posted June 11, 2021 Holy Talos 2 huge ass spiders spawned in my of face in a cave (Skyrim VR) and made me wet my pants. Than they made love to me.
tonykiryu23 Posted June 20, 2021 Posted June 20, 2021 i got dump question is there SE vers ? thad not CAO it will make me crash with other mods when i us cao
ercramer69 Posted June 21, 2021 Posted June 21, 2021 10 hours ago, tonykiryu23 said: i got dump question is there SE vers ? thad not CAO it will make me crash with other mods when i us cao Well I've got it on SE, didn't do anything but install it via MO2 and its been working with no issue for me. 1
tonykiryu23 Posted July 3, 2021 Posted July 3, 2021 ok i got mod working on SE but i still have one proplem abut the mod i mean it good mod but... i have hug proplem if i have double creadurs attack one of the mobs is vamp lady(werewolf and vamp lady,garyolore and vamp lady,vamplord and vamp lady,draugh and vamp lady soo i am asking is there to turn it off becous it is drvining me mad for soo many years
effrenatus Posted July 27, 2021 Posted July 27, 2021 (edited) Is there a model for the Ash Hopper for Creature Framework? I can not find the Ash Hopper in the CF mcm and it has no penis-like thing, so the animations seem strange. Can someone point me to a mod with an appropriate "action"-model, please? EDIT: It looks like MNC contains a file for the Ash Hopper, but it does not seem to get appiled... no "penetrator" is getting brought in position if u know what I mean. Edited July 31, 2021 by effrenatus
Strattos Posted August 5, 2021 Posted August 5, 2021 On 10/23/2018 at 2:17 AM, Tyrant99 said: Yes, that randomizes one of the 9 different 3 cum combos from SexLab... The passout function does the final strip: Hide contents Function PassOut() FadeToBlackImod.Apply() debug.SendAnimationEvent(PlayerRef, "BleedOutStart") Utility.Wait(1.0) FadeToBlackHoldImod.Apply() CastSexlabSpell() If SPFlyerAlias.GetActorReference() != None SPFlyerAlias.GetActorReference().Disable() SPFlyerAlias.Clear() SPFlyerAlias.GetActorReference().Delete() EndIf Sexlab.StripActor(PlayerRef, VictimRef = PlayerRef, DoAnimate = false) ClearDisableAliases() Utility.Wait(4.5) FadeToBlackHoldImod.Remove() Utility.Wait(1.5) MadeItWorse() debug.SendAnimationEvent(PlayerRef, "BleedOutStop") If !SPWizardQuest.IsRunning() SPWizardQuest.Setstage(10) Utility.Wait(5.0) EndIf EndFunction So if you wanted, you could just comment out the Sexlab.StripActor line. Yeah, there's not a whole lot of MFC animations, it should handle them though, at least it did in my testing handle MFC and FFC correctly. Make sure you have handle creature genders checked in Sexlab anim options though. Could somebody please compile this script (SLPheromonesControlScript.psc) with the Sexlab.StripActor line commented out? I'm newb at modding and can't for the life of me get any compilator to work.
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