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Posted
1 minute ago, panthercom said:

 I don't have any gender restriction.  MCM settings are all default.

i have same problem - in console i get everytime - info that creature is not supported - but it is not a fault of pheromones mod!

simple test: just use debug spell (target)on creature, same (no) effect :/ no idea why - i found related problem in other topics
im sure that i made everything correctly :(

Posted
3 minutes ago, panthercom said:

 I don't have any gender restriction.  MCM settings are all default.

Hmmm, strange, last testing I did with NPCs they seemed to work OK. I actually got a bard who wouldn't stop singing during sex, was kinda hilarious...

 

Let me know if you have more issues and or can provide more details.

Posted
2 minutes ago, skyrimfet said:

i have same problem - in console i get everytime - info that creature is not supported - but it is not a fault of pheromones mod!

simple test: just use debug spell (target)on creature, same (no) effect :/ no idea why - i found related problem in other topics
im sure that i made everything correctly :(

What creature was it?

Posted
1 minute ago, Tyrant99 said:

What creature was it?

goat, rabbit (lol) and dwarven centurion - (not tested more) - spowned creatures follow me and that's all - i understod that something is wrong when i opened console and found lines related with fatal error from sexlab

Posted
1 minute ago, skyrimfet said:

goat, rabbit (lol) and dwarven centurion - (not tested more) - spowned creatures follow me and that's all - i understod that something is wrong when i opened console and found lines related with fatal error from sexlab

... i checked registered animations in sexlab MCM - i have two pages or more  of creature animations - all enabled

Posted
4 minutes ago, skyrimfet said:

... i checked registered animations in sexlab MCM - i have two pages or more  of creature animations - all enabled

Up to date FNIS creature pack, FNIS run, SexLab Creature Anims enabled in SexLab MCM, and SLAL packs enabled / registered. + Animations supporting those specific creatures.

 

Did you double check all this?

Posted
2 minutes ago, skyrimfet said:

goat, rabbit (lol) and dwarven centurion - (not tested more) - spowned creatures follow me and that's all - i understod that something is wrong when i opened console and found lines related with fatal error from sexlab

This sounds like Sexlab doesn't believe those creatures can animate - you can test with regular matchmaker on the "bugged" creature, if it says "the spell fizzled" then Sexlab either doesn't have animations registered for them, or the registry needs to be reset to have the new races be detected.

 

My advice would be to make sure you have all of Billyy's SLAL packs installed, and you probably will need to reset your Sexlab animation registry before all the new races Billyy's animations add can animate.

Posted
2 minutes ago, Tyrant99 said:

Up to date FNIS creature pack, FNIS run, SexLab Creature Anims enabled in SexLab MCM, and SLAL packs enabled / registered. + Animations supporting those specific creatures.

 

Did you double check all this?

im familiar with skyrim ;) ...and yes - i checked all few times - as i wrote - its not your fault - it's 95%   sexlab issue.
so: fnis, ( sexlab register/SLAL register - mixed combinations - always nothing ), sexlab creatures enabled without gander restrictions, animations for listed creatures and still nothing.

Posted
10 minutes ago, Reesewow said:

This sounds like Sexlab doesn't believe those creatures can animate - you can test with regular matchmaker on the "bugged" creature, if it says "the spell fizzled" then Sexlab either doesn't have animations registered for them, or the registry needs to be reset to have the new races be detected.

 

My advice would be to make sure you have all of Billyy's SLAL packs installed, and you probably will need to reset your Sexlab animation registry before all the new races Billyy's animations add can animate.

i instaled both packs and register all via SLAL, next time i forced sexlab to re-register all animations - everytime all animations  from both packages was listed in sexlab MCM and always sex scene was ended with same report. i tryed sexlab debug spell - always same error - not supported creature (...)

 

i will install again pheromones today and maybe i will find something in logs

 

 

EDIT AND IMPORTANT i forgot:
Horse animations works (...)  ::brainfuck::

Posted
8 minutes ago, skyrimfet said:

i instaled both packs and register all via SLAL, next time i forced sexlab to re-register all animations - everytime all animations  from both packages was listed in sexlab MCM and always sex scene was ended with same report. i tryed sexlab debug spell - always same error - not supported creature (...)

 

i will install again pheromones today and maybe i will find something in logs

This is a pretty common problem when updating with "new" creatures - Sexlab sometimes doesn't like to pick up on the fact that the new creature races now have animations and will fatal error out when mods try to animate them.

 

Madmansgun has a lot of good info on the download page of MNC SLAL Edition to try to solve problems with creature animations - https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/.  Also probably a good idea to make sure you are using a newer version of this version of MNC, since I think some older versions did not have all the creatures included.  Biggest step to try is below (somewhat excessive but hopefully it should work):

 

Quote

8. you may need to reload the animations, go to the Animation Loader's MCM and then:
8.1. click on the "Disable All" button.
8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*.
8.3. click on "Reload JSON".
8.4. click on "Enable All".
8.5. click on "Register Animations", then Wait for the message to pop up*.
*if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.

 

I find for testing, the easiest way for me to confirm if a creature race is working is spawn a "hentai" creature using console, then use the regular matchmaker spell on it.  If it animates, I know the race is working, if it "fizzles" something is wrong.

 

Good luck!

Posted
8 minutes ago, Reesewow said:

This is a pretty common problem when updating with "new" creatures - Sexlab sometimes doesn't like to pick up on the fact that the new creature races now have animations and will fatal error out when mods try to animate them.

 

Madmansgun has a lot of good info on the download page of MNC SLAL Edition to try to solve problems with creature animations - https://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/.  Also probably a good idea to make sure you are using a newer version of this version of MNC, since I think some older versions did not have all the creatures included.  Biggest step to try is below (somewhat excessive but hopefully it should work):

 

 

I find for testing, the easiest way for me to confirm if a creature race is working is spawn a "hentai" creature using console, then use the regular matchmaker spell on it.  If it animates, I know the race is working, if it "fizzles" something is wrong.

 

Good luck!

thx for your time and help - i will check it today evening!

Posted

 

18 minutes ago, skyrimfet said:

im familiar with skyrim ;) ...and yes - i checked all few times - as i wrote - its not your fault - it's 95%   sexlab issue.
so: fnis, ( sexlab register/SLAL register - mixed combinations - always nothing ), sexlab creatures enabled without gander restrictions, animations for listed creatures and still nothing.

Btw, I know you know Skyrim, I've played some of your mods. :classic_wink:

 

I have a habit of starting at the simplest possible solution and working up from there.

 

My guess is Reese's suggestion will fix your issue as the fact that horses work but not the newer creatures gives a nice clue that you may have this bug...

Posted

Minor bug report for V1.0.7 - I think a debug toggle may have been left on by accident.  Drinking alcoholic drinks triggers a "Alias Activation!" debug message (I imagine for the RND compatibility fix).

 

Other than that things seem to still be working great - the magic effect is a great addition for transparency, and the "strong pheromones" being triggered off of pheromone attacks adds an extra level of risk to not dealing with the issue early.  Thanks for taking the time to add descriptions to the effects btw.... one more cool little detail to notice while playing with the mod. :classic_tongue:

Posted
43 minutes ago, Reesewow said:

Minor bug report for V1.0.7 - I think a debug toggle may have been left on by accident.  Drinking alcoholic drinks triggers a "Alias Activation!" debug message (I imagine for the RND compatibility fix).

 

Other than that things seem to still be working great - the magic effect is a great addition for transparency, and the "strong pheromones" being triggered off of pheromone attacks adds an extra level of risk to not dealing with the issue early.  Thanks for taking the time to add descriptions to the effects btw.... one more cool little detail to notice while playing with the mod. :classic_tongue:

Heh, yeah, looks like I left one of my debug messages up...

 

I threw the flavor texts in just for fun because it was kind of boring creating like 50 magic effects... :classic_laugh: It helped to break up the monotony a bit.

 

For the book Quests, I could make them short and sweet, or, I could make it a monster sex dungeon orgy ordeal... Pondering which way to go...

Posted

Could you add dremora to the list of creatures you can get pheromones for?

Posted
12 minutes ago, letterman said:

Could you add dremora to the list of creatures you can get pheromones for?

Yes, at some point I will, I think there are some 11-12 more creatures to add, including some flyers.

 

Will have to think through how to do some of them, but Dremora should be pretty straight forward.

Posted

Just done some quick and dirty testing and I have some good news and some bad news

 

The good news is that the wolves are now working

 

The bad news is that the Hagraven still appears but doesn't do anything except follow (same as before). I also found another one, the Cow does the same (probably because it's female)

 

EDIT: I have a spare hour I'll try each of them out and see if there are any others

Posted
1 minute ago, Slorm said:

Just done some quick and dirty testing and I have some good news and some bad news

 

The good news is that the wolves are now working

 

The bad news is that the Hagraven still appears but doesn't do anything except follow (same as before). I also found another one, the Cow does the same (probably because it's female)

I tested the Hagraven and it's working.

 

The Hagravens are setup as female in the Mod, and all animations for them are setup as female by the animators, so that's correct:

 

image.png.fcb5dca9bca5a4ee231b83e9a322b54f.png

 

Check your creature gender settings, and check that you have hagraven animations installed.

 

Billyy doesn't have any btw, I think you'd need MNC.

Posted

The Hagraven animations are a bit rare, MNC is the only place I know to get them atm:

 

But here it is, triggered in the Mod:

 



 

image.png.6112d81c422b7579a99b6139739ff4c5.png

 

image.png.a51f1941e41616099bc62bec3d533958.png

 

 

Posted
17 minutes ago, Tyrant99 said:

I tested the Hagraven and it's working.

 

The Hagravens are setup as female in the Mod, and all animations for them are setup as female by the animators, so that's correct:

 

Check your creature gender settings, and check that you have hagraven animations installed.

 

Billyy doesn't have any btw, I think you'd need MNC.

Sorry that was a false alarm as it turned out. I started to work my way through and found others that were working yesterday that weren't today.

 

The problem seems to be with SL, although it was showing the animations as registered, once I reset the animation registry it all started to work properly. I must remember that for future upgrades (like resetting ZAP when POP upgrades).

 

One oddity I have noticed with SLAL and SL. MNC, Funnybusiness and Leito animations stay in the SL registry when it's reset but Billyy's always need to be re-registered again though SLAL after each reset. Not sure why but it seems consistent.

Posted
3 minutes ago, Slorm said:

Sorry that was a false alarm as it turned out. I started to work my way through and found others that were working yesterday that weren't today.

 

The problem seems to be with SL, although it was showing the animations as registered, once I reset the animation registry it all started to work properly. I must remember that for future upgrades (like resetting ZAP when POP upgrades).

 

One oddity I have noticed with SLAL and SL. MNC, Funnybusiness and Leito animations stay in the SL registry when it's reset but Billyy's always need to be re-registered again though SLAL after each reset. Not sure why but it seems consistent.

Yeah, all this creature stuff can be tricky sometimes. Forces us to learn advanced SL techniques. :classic_laugh:

Posted
24 minutes ago, Tyrant99 said:

Yeah, all this creature stuff can be tricky sometimes. Forces us to learn advanced SL techniques. :classic_laugh:

Yep you're right there. The odd thing is that Billyy's Human animations do stay in the SL registry after a reset - weird :classic_smile:

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