Jump to content

Recommended Posts

5 minutes ago, Tyrant99 said:

The SendModEvent("dhlp-Suspend") / Resume, I believe is just a toggle for Deviously Helpless compatibility to ensure that Deviously Helpless events don't trigger when you don't want them to.

Yep, that's the one - while it was probably intended just for Deviously Helpless compatibility other mods have gone ahead and made use of it, so it seems to be a fairly commonly used marker for DD scenes that shouldn't be interrupted by other mods.  Devious Followers and Deviously Cursed Loot both respect that event and use that event themselves so other mods respect their scenes. 

 

I'm not sure if Defeat has a similar event that can be detected or not, altho I've never seen Aroused Creatures/Devious Followers/Cursed Loot trigger a scene during a Defeat event, so those mods seem to be fairly good at detecting Defeat.

Link to comment
3 minutes ago, Reesewow said:

Yep, that's the one - while it was probably intended just for Deviously Helpless compatibility other mods have gone ahead and made use of it, so it seems to be a fairly commonly used marker for DD scenes that shouldn't be interrupted by other mods.  Devious Followers and Deviously Cursed Loot both respect that event and use that event themselves so other mods respect their scenes. 

 

I'm not sure if Defeat has a similar event that can be detected or not, altho I've never seen Aroused Creatures/Devious Followers/Cursed Loot trigger a scene during a Defeat event, so those mods seem to be fairly good at detecting Defeat.

Ok, probably worth while to add in.

 

Thanks!

Link to comment
9 hours ago, Tyrant99 said:

Glad it's working for you, guess your PC got so dizzy she forgot how to spell... :classic_laugh:

 

This Mod doesn't directly control how long it would take to start a SexLab Scene, it simply matches up certain actors under certain conditions and then sends a call to some SexLab functions to let SL do its thing.

 

How many animations you have installed for SexLab to sort through, how robust your computer is, if you're running heavy script mods, or if you have some dirty scripts that are polling a lot, those could all have an impact on the performance...

Its what I kinda figured... but Sexlab in itself is very script heavy and taxes skyrim engine itself, most mods I run are script heavy but the game is very stable as I rarely crash anymore.

And I do have a custom pc for games, but skyrim wont let more than what? 2.5 or so gigs of vrm?  My pc has one TB of vm. I might have too many animations activated. Let me deselect a hundred or so and I will post back later.

 

Link to comment
3 minutes ago, smashling177 said:

Its what I kinda figured... but Sexlab in itself is very script heavy and taxes skyrim engine itself, most mods I run are script heavy but the game is very stable as I rarely crash anymore.

And I do have a custom pc for games, but skyrim wont let more than what? 2.5 or so gigs of vrm?  My pc has one TB of vm. I might have too many animations activated. Let me deselect a hundred or so and I will post back later.

 

Well, there's always ENB to break through the Skyrim memory cap and optimize memory much better.

 

If you're using heavy Mods but don't have ENB setup, might be worth considering.

Link to comment
2 hours ago, Tyrant99 said:

Well, there's always ENB to break through the Skyrim memory cap and optimize memory much better.

 

If you're using heavy Mods but don't have ENB setup, might be worth considering.

Really? where can I get this ENB setup? if you would please. I have aprox 371 mods but none that change the environment or towns.

And THANKS!

Link to comment

 You should have a few of your characters from your Whiterun Brothel mod make

a few cameo appearances. While I didn't find the brothel fitted my playing style,

it did have some fine looking ladies with interesting personalities. Maybe one or

two of them have been up to no good, adulterating food or potions with some

ulterior motives beyond simple pranks.

 

Link to comment
5 minutes ago, panthercom said:

 You should have a few of your characters from your Whiterun Brothel mod make

a few cameo appearances. While I didn't find the brothel fitted my playing style,

it did have some fine looking ladies with interesting personalities. Maybe one or

two of them have been up to no good, adulterating food or potions with some

ulterior motives beyond simple pranks.

 

That's not a bad idea. :classic_wink:

 

I had actually considered splitting up the Brothel Mod and modularizing it. The base mod would simply be a character pack, and then those characters could be used in a variety of different places in different mods...

 

Would take a bit of work though.

Link to comment

Couple of suggestions for addition (though the second may be a bit too much, not sure)

 

RND has a drink from stream option so it would be good if that could be added to the triggers if it's straightforward to do.

 

This one may be a problem, but maybe have a soft dependency (if possible) to SLA so that at a high enough arousal either, the chance of getting a pheromone goes up, or otherwise a chance of a random pheromone being applied. The logic here is that at a high arousal the pc would herself be giving off a pheromone. Just an idea to play with.

 

Thanks to Reesewow for comments on SLAL, handy to know it's not just me with the SL registry issue

Link to comment
51 minutes ago, Slorm said:

Couple of suggestions for addition (though the second may be a bit too much, not sure)

 

RND has a drink from stream option so it would be good if that could be added to the triggers if it's straightforward to do.

 

This one may be a problem, but maybe have a soft dependency (if possible) to SLA so that at a high enough arousal either, the chance of getting a pheromone goes up, or otherwise a chance of a random pheromone being applied. The logic here is that at a high arousal the pc would herself be giving off a pheromone. Just an idea to play with.

 

Thanks to Reesewow for comments on SLAL, handy to know it's not just me with the SL registry issue

I've added all of the consumables from RND, there's around ~38 of them in 4 Form Lists that will be recognized. That's all the RND custom consumables including all bottled items and waterskin items.

 

The drinking from streams etc. doesn't appear to be straight forward to add as it is not in any form list or listed as an ingestible object. Since it's a unique mechanic, it's probably all handled with custom script functions, and that makes it not as easy to access for doing side-ways compatible stuff with it. So, I think adding that particular functionality is either not possible, or would involve too much trouble to make it worth it...

 

55 minutes ago, Slorm said:

This one may be a problem, but maybe have a soft dependency (if possible) to SLA so that at a high enough arousal either, the chance of getting a pheromone goes up, or otherwise a chance of a random pheromone being applied. The logic here is that at a high arousal the pc would herself be giving off a pheromone. Just an idea to play with.

SLA would be possible to do, but, I'm not sure if I could get all the functions that I need without making it a Master. Making it a Master would probably simplify things in any case if I was trying to access a variety of things in it's API...

 

So I guess that's the question, if having SLA as a requirement would be worth while to get some of that kind of functionality...

Link to comment
39 minutes ago, Tyrant99 said:

So I guess that's the question, if having SLA as a requirement would be worth while to get some of that kind of functionality...

I use SLA myself so it's not an issue for me if it's a master, and a lot of other mods also need it as well. Still, it might be best to see what views other Pheromone users have on this rather than just my opinion.

Link to comment
1 hour ago, Tyrant99 said:

So I guess that's the question, if having SLA as a requirement would be worth while to get some of that kind of functionality...

Well, SLA is already basically a requirement of Creature Framework/MNC, so I think the vast majority of your user base would already have it as a master file.  The only exception I'd see is if someone used this mod as "only" a humanoid animation starter *and* had no other mods that require SLA as a master (including the entire DD library).  I don't think you should have much pushback from adding SLA as a master file.

 

That being said I'm sure there's a significant portion of users that may have SLA installed but not configured well for their games - these users may not enjoy it if Pheromones started behaving badly because of their SLA stats.  Some examples may people who use lots of DD bondage items and are therefor stuck at 100 arousal most of the time, or people with characters that bang so often that their time rate is off the charts and never bother to adjust it.  So I think it definitely may be a good idea for SLA integration to be an MCM menu toggle.

 

I think SLA integration could be great however since as a user of Cursed Loot I'm already very mindful of arousal levels for my PC, and it could tie in well with that gameplay.

 

 

On skooma/alcohol drinking:

 

Minor happy compatibility accident to report - the "get drugged" events in Cursed Loot very likely can cause pheromones exposure without any modding effort.  I believe DCUL functionally adds a skooma potion to the players inventory and has them "drink" it to produce the effect - I got drugged in a solicitation scene and saw the "Alias Activation!" message pop up, so I wouldn't be surprised if the gas traps could do the same thing. 

 

Leads me to a possible feature request - could there be a bonus chance for pheromones in "adult" beverages like alcohol and skooma, since they are already being treated differently for RND compatibility?  Because if this was a thing, I'd crank skooma's chance to trigger pheromones up to 75% or so and make DCUL gas traps a major way to get pheromones in my game.  As I don't use a eat/drink needs mod, I'm finding that unless I get into combat situations where I'm guzzling potions I'm going out of my way to drink some ale to trigger pheromones, which isn't very immersive.

Link to comment

I agree SLA is already a requirement of half mods here on LL, most people won't notice at all if there's another one... and i'm one of those guys who don't really bother to adjust anything there, i considered it way easier to adjust cursed loot to value arousal less.^^

So for this mod i wouldn't oppose it but i'd really want to be able to make settings here as well. Something like "above arousel X, there is a Y% chance to add random pheromones." with allowing to turn it off entirely.

To adjust SLA itself i considered it too difficult to find proper settings still fitting all mods using it, or to put it better: for a couple of reasons i want to run around with high arousal most of the time. I'm not very eager to find alternatives to all of this. ;)

 

Link to comment

1.0.8 Out:

Thanks to you guys for various suggestions.

  • Some new content added with 3 new Recipe Books.
    • The Books provide a reference guide to check to see what ingredients you need for any type of pheromones that you might catch wherever you are.
    • The Books will need to be in the Player's inventory when they open the cooking window if they want to craft the recipe at a cooking station.
    • There is a short quest to get the books after you catch your first Pheromones.
  • Added some compatibility with Deviously Helpless, if you have the DH Mod installed, it will suspend DH and reactive it at the appropriate times to avoid conflicts.
  • SexLab Aroused is now a requirement.
    • Added an MCM option where Arousal can be used to add to the chance of getting Pheromones. If active, 40% of Player's base arousal will be added to the Pheromones chance.
  • New MCM feature where bonus chance can be added by Alcohol, Skooma, MME Milks etc.

 

The possibilities with new MCM options are, you could have Pheromones only trigger based on arousal, or only trigger if the Player is drinking Skooma / Alcohol etc.

 

The bonus chance from Skooma, Alcohol, Breast Milk etc. adds to the base chance of Pheromones. For instance

 

Some Math:

 

 

MCM Settings:
Chance of Pheromones = 50

Allow Bonus for Skooma and Alcohol = Yes

Skooma and Alcohol Base Chance = 50


 

This would result in a 50% chance of getting pheromones if Player drinks water or health potions, and a 100% chance of getting Pheromones if Player drinks Alcohol or Skooma (50% + 50%)

 
MCM Settings:
Chance of Pheromones = 0

Allow Bonus for Skooma and Alcohol = Yes

Skooma and Alcohol Base Chance = 25


 

The Player has a 0% chance of getting Pheromones from Water, Potions and a 25% chance of getting it from Alcohol, Skooma

 
MCM Settings:
Chance of Pheromones = 0

Allow Bonus for Skooma and Alcohol = No

Add 40% of Arousal to Roll = Yes

Skooma and Alcohol Base Chance = 0


 

The chance for getting Pheromones would be fully from Player Arousal. At Arouasal 100, there would be a 40% chance to get Pheromones.

 
MCM Settings:
Chance of Pheromones = 10

Allow Bonus for Skooma and Alcohol = Yes

Add 40% of Arousal to Roll = Yes

Skooma and Alcohol Base Chance = 20


 

Let's say Player Arousal = 80

80 x 40% = 32

So Player has a 42% chance of getting Pheromones from Water, Potions

Player has a 62% chance of getting Pheromones from Alcohol, Skooma (10 + 20 + 32)


 

 

Link to comment
16 hours ago, Reesewow said:

Minor happy compatibility accident to report - the "get drugged" events in Cursed Loot very likely can cause pheromones exposure without any modding effort.  I believe DCUL functionally adds a skooma potion to the players inventory and has them "drink" it to produce the effect - I got drugged in a solicitation scene and saw the "Alias Activation!" message pop up, so I wouldn't be surprised if the gas traps could do the same thing. 

 

Leads me to a possible feature request - could there be a bonus chance for pheromones in "adult" beverages like alcohol and skooma, since they are already being treated differently for RND compatibility?  Because if this was a thing, I'd crank skooma's chance to trigger pheromones up to 75% or so and make DCUL gas traps a major way to get pheromones in my game.  As I don't use a eat/drink needs mod, I'm finding that unless I get into combat situations where I'm guzzling potions I'm going out of my way to drink some ale to trigger pheromones, which isn't very immersive.

Added your alcohol feature. :classic_wink:

 

And yes, DCUR is just grabbing items from Skooma Whore, this Mod tracks when a Skooma Whore drink is drunk, and so DCUR could trigger this mod vicariously. (Also with the Ale gagtalk).

 

13 hours ago, Pandapunk said:

Just wondering if it's normal for a bukkake texture to be applied after my character eats or drinks anything. I don't know if it's supposed to be like that or I installed it wrong or something. It's weird being covered in semen after drinking some water.

It should just trigger if you get pheromones.

 

3 hours ago, EndlessRoad said:

I don't think this mod plays well with SLSO.

 

Love the mod by the way, about time we had a way to initiate 3p+ animations more seamlessly 

What issues did you run into with SLSO?

Link to comment
1 hour ago, Tyrant99 said:

Added your alcohol feature. :classic_wink:

 

And yes, DCUR is just grabbing items from Skooma Whore, this Mod tracks when a Skooma Whore drink is drunk, and so DCUR could trigger this mod vicariously. (Also with the Ale gagtalk).

Awesome, thanks for that.  Just did a quick proof of concept test on a clean save by forcing a skooma trap event with alcohol settings over 100%, and sure enough I got troll pheromones and the starter quest as a result.

 

I think these changes will make for some fun gameplay-based consequences for me - high arousal makes cursed loot traps more common, while at the same time changes potions from a fairly safe item to one more likely than not to contain pheromones.  As a player the only "adult' beverage I ever drink by choice is skooma for its apropos wear and tear healing benefits - now if I want to use it for that I need to weigh the near guaranteed pheromones hit or simply use it when already under the effects of pheromones....  and if those pheromones are some of the bigger critters, my poor PC is likely to need the wear and tear healing more often.

 

 

Minor observation that I'm not sure can/should be changed - giants spawned with pheromones seem to only do their slow walk rather than running animation, making them easily dodged (to the point you almost need to run into them spawning to get caught by surprise).  It might be a pathfinding/navemesh issue or it just might be the vanilla behavior of giants to never run unless they are trying to actually attack something.

 

 

Feature recommendation - while likely adding lots of extra complexity for a purely visual effect, possibly it would be worth looking at how Sailing Rebel's Aroused Creatures mod implements its "0 damage creature attack animation that staggers the PC" feature.

 

That feature could add a bit of extra "oomph" to the pheromones attacks by having the creature(s) that catch the player do an attack animation as if subduing them, rather then have them run up and then stand around quietly while Sexlab builds a scene.  It works perfectly for me in Aroused Creatures as long as I don't turn it on for creature/NPC attacks (which aren't a thing in Pheromones anyway), and it adds a lot of visual/audio effect to the event.  A horse running up and rearing back while neighing angrily makes a lot more sense as a prelude for a reluctant handjob than a horse running up and then standing stock-still.... well in porn mod logic anyway.

 

Also, Aroused Creatures is a great code-bank with clear permissions and fully commented scripts (altho you may know this already) - I know of a few modders that have used it to help build more complicated mod scenes.  It does a lot of fiddly stuff with Sexlab scenes to make it work better in gameplay, such as have scenes be broken by the player entering combat or a creature being hit.  Not sure if you want to code that much detail into your mod, but might be interesting to check out at least if you haven't.

Link to comment
37 minutes ago, Reesewow said:

Minor observation that I'm not sure can/should be changed - giants spawned with pheromones seem to only do their slow walk rather than running animation, making them easily dodged (to the point you almost need to run into them spawning to get caught by surprise).  It might be a pathfinding/navemesh issue or it just might be the vanilla behavior of giants to never run unless they are trying to actually attack something.

Yeah, I noticed this as well. The AI packs are all set to run, and most creatures do, Giants for some reason only seem to run if they are actually in combat. It must be somewhere deep in the vanilla behavior files.

 

I could take a look at doing attacks with no damage AI and see how it works in this mod as a substitute for the current AI. It's not hard to set up, I've used that sort of AI for other things. Re: Sloot Ninjas or the Spanking Party in WRB...

 

37 minutes ago, Reesewow said:

Feature recommendation - while likely adding lots of extra complexity for a purely visual effect, possibly it would be worth looking at how Sailing Rebel's Aroused Creatures mod implements its "0 damage creature attack animation that staggers the PC" feature.

 

That feature could add a bit of extra "oomph" to the pheromones attacks by having the creature(s) that catch the player do an attack animation as if subduing them, rather then have them run up and then stand around quietly while Sexlab builds a scene.  It works perfectly for me in Aroused Creatures as long as I don't turn it on for creature/NPC attacks (which aren't a thing in Pheromones anyway), and it adds a lot of visual/audio effect to the event.  A horse running up and rearing back while neighing angrily makes a lot more sense as a prelude for a reluctant handjob than a horse running up and then standing stock-still.... well in porn mod logic anyway.

 

Also, Aroused Creatures is a great code-bank with clear permissions and fully commented scripts (altho you may know this already) - I know of a few modders that have used it to help build more complicated mod scenes.  It does a lot of fiddly stuff with Sexlab scenes to make it work better in gameplay, such as have scenes be broken by the player entering combat or a creature being hit.  Not sure if you want to code that much detail into your mod, but might be interesting to check out at least if you haven't.

I actually haven't looked at Aroused Creatures. Usually I can just code whatever I want to code... But, it's certainly possible that there could be some good ideas in there or maybe something that I haven't thought of...

 

 

 

Link to comment
8 minutes ago, Tyrant99 said:

I actually haven't looked at Aroused Creatures. Usually I can just code whatever I want to code... But, it's certainly possible that there could be some good ideas in there or maybe something that I haven't thought of...

Would highly recommend it if only to look at the source code files - even as someone with a completely rudimentary understanding of coding I find I can usually follow what it is doing because of the comments. 

 

It has some really powerful features that aren't super obvious as they are side things you wouldn't really expect in a mod who's main point is to have horny dogs and horses chase the player and NPCs around. 

 

For instance it has the possibility of sex scenes between members of enemy factions - unfortunately you'd almost never see it in normal gameplay as there are very few vanilla enemy factions that have creature allies, and even when mods add them usually they will be in combat with the player and unlikely to have the required arousal to start a scene (since they were just loaded and npcs are "probably" clothed).  However I did once test hiding in a rock with TCL after naked modded forsworn had summoned animal familiars, and sure enough after enough exposure the started sex scenes... the interesting part is as soon as my PC got back in visual range of them, Aroused Creatures instantly broke the sexlab scene so they could attack rather than be stuck in the scene until it was completed. 

 

Not necessarily something you'd use for Pheromones, but I could totally see something cool like a sex-fiend dungeon where all the enemies are screwing until they detect a player in WWB.

Link to comment
1 hour ago, Reesewow said:

Would highly recommend it if only to look at the source code files - even as someone with a completely rudimentary understanding of coding I find I can usually follow what it is doing because of the comments. 

 

It has some really powerful features that aren't super obvious as they are side things you wouldn't really expect in a mod who's main point is to have horny dogs and horses chase the player and NPCs around. 

 

For instance it has the possibility of sex scenes between members of enemy factions - unfortunately you'd almost never see it in normal gameplay as there are very few vanilla enemy factions that have creature allies, and even when mods add them usually they will be in combat with the player and unlikely to have the required arousal to start a scene (since they were just loaded and npcs are "probably" clothed).  However I did once test hiding in a rock with TCL after naked modded forsworn had summoned animal familiars, and sure enough after enough exposure the started sex scenes... the interesting part is as soon as my PC got back in visual range of them, Aroused Creatures instantly broke the sexlab scene so they could attack rather than be stuck in the scene until it was completed. 

 

Not necessarily something you'd use for Pheromones, but I could totally see something cool like a sex-fiend dungeon where all the enemies are screwing until they detect a player in WWB.

Interesting functionality...

 

I guess one could expand it and turn Skyrim into one giant orgy... lol

 

I think the next big push for this Mod would be to add the rest of the creatures in, including all the flyers and Dragons and stuff... I would need a fresh round of inspiration for that though as it's quite a bit of work, not feeling it atm.

 

I think I might just leave this Mod alone for awhile. 8 updates in 10 days isn't bad... Maybe some people are getting tired of too many updates though.. lolz

Link to comment

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...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use