Eadoo Posted June 23, 2021 Author Posted June 23, 2021 39 minutes ago, DAZEros said: Sort of.. I've played around with these limits an spacings. What I was meaning had more to do with the editor itself that allows me to read the db descriptors for con/non-con and rewrod/modify them. As I noticed a variety of inconsistencies in some of the scenes involving living creatures being referenced as dead. An I decided I would expand or elaborate the depth of some descriptions to provide more material to digest. What happens is the word strings + synonyms in the editor, if it's too long of a sentence structure it shows a yellow marker, or red. Which usually breaks the description from even being brought up by Apropos during a scene basically skips it entirely for a different shorter message. I was mostly wondering if that limit was expandable is all, if not. It's not a big problem as there is enough room to creatively piece a shorter sentence together. I just thought if it were possible then you could build a more tantalizing message that could lend a bit more detail to the scene's. Next question. If I wanted to create a db description for a specific animation itself, rather than say a default all in one descriptor. How do I go about defining that so it would be picked up by Apropos, as well the editor?  Are you talking about the Apropos Edit editor? That might be a presumed string limit in that editor. I use Notepad++ personally - you can go on and on typing all you want, as long as you stay cognizant that your JSON has to properly parse and don't screw it up (which I have, plenty of times).  As for descriptions for specific animations, what you want there is the UniqueAnimations.txt file. For instance, ArrokOral is assign there:     "ArrokOral": true,  It has a corresponding directory, FemaleActor_ArrokOral with descriptions specific to it there.
FoxLotus Posted June 23, 2021 Posted June 23, 2021 4 hours ago, Eadoo said:  Are you talking about the Apropos Edit editor? That might be a presumed string limit in that editor. I use Notepad++ personally - you can go on and on typing all you want, as long as you stay cognizant that your JSON has to properly parse and don't screw it up (which I have, plenty of times).  As for descriptions for specific animations, what you want there is the UniqueAnimations.txt file. For instance, ArrokOral is assign there:     "ArrokOral": true,  It has a corresponding directory, FemaleActor_ArrokOral with descriptions specific to it there. Yes the Edit editor, correct. An okay that makes sense, so there's really no actual limit just that Edit editor's suggested parameter limits then?  Ah okay thank you for the insight to location for building specific animations.
Eadoo Posted July 11, 2021 Author Posted July 11, 2021 Alright, back to work. A lot of the stuff I want to work on is straight-forward to me. There are some patchup issues I'm not fully understanding right now, and if anyone had some ideas, I'd love to hear them: * Estrus animations, as currently patched in the database, show up during female masturbation scenes. They're not tagged as masturbation, so I'm not sure what the default animation selection criteria for that is. * Foreplay animations tagged as Lesbian, primarily Gunslicer's, show up in male-female animation sequences during the foreplay stages. Everything else is down the inevitability of my attention being focused on it. 1
decaluka Posted July 14, 2021 Posted July 14, 2021 Thanks for the update! Just thought I'd ask, though - if I still get stuff like references to "your cousin", "your uncle", is that normal or does that show the files didn't get installed properly?
Eadoo Posted July 15, 2021 Author Posted July 15, 2021 19 hours ago, decaluka said: Thanks for the update! Just thought I'd ask, though - if I still get stuff like references to "your cousin", "your uncle", is that normal or does that show the files didn't get installed properly?  No, the MFAMILY token is still present in this DB. The only reference directly to sex with them that I'm aware of is an accusatory statement made during rape that your partner may say (but that doesn't mean it's true - it's meant to be derogatory). There might also be a reference to something creepy they did while the speaker was sleeping. You should not, however, see things like, "your cock is so much better than my uncle's!" - I aggressively removed those. That said - in my recent playthroughs I think references to MFAMILY come up too often. I may pare them down, or dilute them with additional text of different types.
decaluka Posted July 15, 2021 Posted July 15, 2021 @EadooNow that you say it, it's true that it's usually only stuff the agressor is implied to be saying - and yeah it's a bit too frequent for my tastes too. You made some great work with your edit though, so thanks for that! 1
Papersword Posted July 18, 2021 Posted July 18, 2021 Hey! Amazing work, as always. Saw something pop up in my game; PsycheRestrictRape3p is double tagged as MF and MMF. I think it's coming from the Apropos Patchups because in SLAL it only shows MF. With both tags it gets pulled for MF scenes with only two actors. Though the Apropos descriptions are for MMF.Â
Eadoo Posted July 18, 2021 Author Posted July 18, 2021 8 hours ago, Papersword said: Hey! Amazing work, as always. Saw something pop up in my game; PsycheRestrictRape3p is double tagged as MF and MMF. I think it's coming from the Apropos Patchups because in SLAL it only shows MF. With both tags it gets pulled for MF scenes with only two actors. Though the Apropos descriptions are for MMF.  Hmm. The JSON on that one says this:     "id": "PsycheRestrictRape3p",    "name": "PsycheRestrictRape3p",    "sound": "Squishing",    "tags": "Psyche,Forced,Dirty,Sex,Vaginal,MF,Anal"  I wonder what's fixing it in your setup. The only Psyche patchups in the DB are these:     "PsycheBanditDefeatFFF": {       "AddTags": [          "Aggressive"       ]    },    "PsycheFalmerRape": {       "AddTags": [          "Oral"       ]    },  But...the good news is that I can fix it in the next DB release!
Papersword Posted July 18, 2021 Posted July 18, 2021 (edited) 5 hours ago, Eadoo said:  Hmm. The JSON on that one says this:     "id": "PsycheRestrictRape3p",    "name": "PsycheRestrictRape3p",    "sound": "Squishing",    "tags": "Psyche,Forced,Dirty,Sex,Vaginal,MF,Anal"  I wonder what's fixing it in your setup. The only Psyche patchups in the DB are these:     "PsycheBanditDefeatFFF": {       "AddTags": [          "Aggressive"       ]    },    "PsycheFalmerRape": {       "AddTags": [          "Oral"       ]    },  But...the good news is that I can fix it in the next DB release! Hmm. Well if it's not on your end I'm sorry for incorrectly attributing it to Apropos. I don't know what might be adding new tags to it. The animation is very clearly MMF; SLAL has it as MF tagged but, Sexlab shows it as both. I might be able to just edit the JSON to remove MF and add MMF to see if that fixes the issue. PS: Wait I think I see the issue. If SLAL and the JSON say it's MF but, it's clearly not then it just was incorrectly tagged from the outset. Some mod in my order must be trying to correct that but in a patchy way. Again, my apologies, it was late when I was debugging this.  PPS: Looks like manually editing it in the JSON then reloading SLAL did the trick. Now just to add Aggressive to all the Psyche Animations that have Forced. I don't know any scene creator mods that use Forced in place of Aggressive. Edited July 18, 2021 by Papersword Post script addendum
Eadoo Posted July 19, 2021 Author Posted July 19, 2021 7 hours ago, Papersword said: Hmm. Well if it's not on your end I'm sorry for incorrectly attributing it to Apropos. I don't know what might be adding new tags to it. The animation is very clearly MMF; SLAL has it as MF tagged but, Sexlab shows it as both. I might be able to just edit the JSON to remove MF and add MMF to see if that fixes the issue. PS: Wait I think I see the issue. If SLAL and the JSON say it's MF but, it's clearly not then it just was incorrectly tagged from the outset. Some mod in my order must be trying to correct that but in a patchy way. Again, my apologies, it was late when I was debugging this.  PPS: Looks like manually editing it in the JSON then reloading SLAL did the trick. Now just to add Aggressive to all the Psyche Animations that have Forced. I don't know any scene creator mods that use Forced in place of Aggressive.  Yeah, actually, I added this to the patchups earlier:     "PsycheRestrictRape3p": {       "RemoveTags": [          "MF"       ]       "AddTags": [          "MMF",          "Aggressive"       ]    },  So, you're manually making the exact changes that I intend to. I was going to audit all of the Psyche stuff and add Aggressive. Let me know if you find anything else weird in there that I should be looking at. 1
Papersword Posted July 28, 2021 Posted July 28, 2021 (edited) Repost from the NONCON Update page:  "Hey, just as a heads up, Apropos2 DB Update has changed the synonyms file in the recent version to include a new one. The NONCON Edit overwrites this. Is it as simple as merging the text files or do you need to use the Apropos Editor?"  The author of the NONCON Edit got back to me. They said they would post an update.   Edited July 30, 2021 by Papersword
agelmar Posted October 11, 2021 Posted October 11, 2021 (edited) Has this been updated since July?  Front page is saying it was updated October 2nd but still 0.6.1.9 file and the only files to download are Feb/July updates. Just a bit confused if I need to download 0.6.1.9 again or is the changelog on the front page is wrong? Edited October 11, 2021 by agelmar
waiyan Posted October 15, 2021 Posted October 15, 2021 Where can I download apropos 2 SE version? Is it stable?
Fredfish Posted October 16, 2021 Posted October 16, 2021 12 hours ago, waiyan said: Where can I download apropos 2 SE version? Is it stable? Overwrite that with the file found here  Â
PubliusNV Posted December 12, 2021 Posted December 12, 2021 On 11/22/2020 at 1:28 PM, Corsec said: I use Complete Alchemy and Cooking Overhaul and it renames healing potions and adds some new ones. I made an alternative version of WearAndTear_Consumables.txt for compatibility with CACO. It's based on the one from this mod, just adds new items to the list.  This adds 16 healing items that use CACO's naming conventions and will now heal wear and tear. Haven't fully tested it yet.  I just downloaded and installed this, and I can't see that the Weak Potion of Health and Standard Potion of Health have any effect. Those were the only potions in the list that I had, so I don't know if the others work. I know I had the file installed correctly because I also added Chaurus Eggs to the bottom of the list with an effect of 15, and eating one of those did have an effect on the wear and tear status.  Does anyone else have this mod to the mod installed and working correctly with CACO? Thanks.  BTW, this is what my modified version looks like: Spoiler {    "Skooma": 25,    "Redwater Skooma": 40,    "Double-Distilled Skooma": 50,    "Cyrodilic Brandy": 25,    "Balmora Blue": 25,    "White-Gold Tower": 25,    "Velvet LeChance": 25,    "Cliff Racer": 25,    "Boethia's Deception": 40,    "Elendr's Flask": 40,    "Leaf Skooma": 25,    "Mage's Friend": 50,    "Morgul's Touch": 40,    "Ocato's Pallatine": 40,    "Rose of Azura": 40,    "The Arch Mage": 50,    "The Contortionist": 40,    "The Second Brain": 40,    "Thiefs Delight": 40,    "Tough Flesh": 40,    "Vermina's Price": 50,    "Soul of Desire": 10,    "Soul of Experience": 10,    "Soul of Force": 10,    "Soul of Life": 10,    "Soul of Magic": 10,    "Soul of Power": 10,    "Potion of Ultimate Healing": 500,    "Potion of Extreme Healing": 300,    "Potion of Plentiful Healing": 150,    "Potion of Healing": 100,    "Potion of Minor Healing": 50,    "Consummate Potion of Health": 500,    "Grand Potion of Health": 500,    "Potent Potion of Health": 300,      "Quality Potion of Health": 150,    "Standard Potion of Health": 100,    "Weak Potion of Health":50,    "Grand Draught of Health": 500,    "Potent Draught of Health": 300,    "Quality Draught of Health": 150,    "Standard Draught of Health": 100,    "Weak Draught of Health":50,    "Grand Draught of Vitality": 500,    "Potent Draught of Vitality": 300,    "Quality Draught of Vitality": 150,    "Standard Draught of Vitality": 100,    "Weak Draught of Vitality":50,    "Spider Egg": 15,    "Chaurus Eggs": 15 } Â
Corsec Posted December 12, 2021 Posted December 12, 2021 2 hours ago, PubliusNV said:  I just downloaded and installed this, and I can't see that the Weak Potion of Health and Standard Potion of Health have any effect. Those were the only potions in the list that I had, so I don't know if the others work. I know I had the file installed correctly because I also added Chaurus Eggs to the bottom of the list with an effect of 15, and eating one of those did have an effect on the wear and tear status.  Does anyone else have this mod to the mod installed and working correctly with CACO? Thanks.  BTW, this is what my modified version looks like:  Reveal hidden contents {    "Skooma": 25,    "Redwater Skooma": 40,    "Double-Distilled Skooma": 50,    "Cyrodilic Brandy": 25,    "Balmora Blue": 25,    "White-Gold Tower": 25,    "Velvet LeChance": 25,    "Cliff Racer": 25,    "Boethia's Deception": 40,    "Elendr's Flask": 40,    "Leaf Skooma": 25,    "Mage's Friend": 50,    "Morgul's Touch": 40,    "Ocato's Pallatine": 40,    "Rose of Azura": 40,    "The Arch Mage": 50,    "The Contortionist": 40,    "The Second Brain": 40,    "Thiefs Delight": 40,    "Tough Flesh": 40,    "Vermina's Price": 50,    "Soul of Desire": 10,    "Soul of Experience": 10,    "Soul of Force": 10,    "Soul of Life": 10,    "Soul of Magic": 10,    "Soul of Power": 10,    "Potion of Ultimate Healing": 500,    "Potion of Extreme Healing": 300,    "Potion of Plentiful Healing": 150,    "Potion of Healing": 100,    "Potion of Minor Healing": 50,    "Consummate Potion of Health": 500,    "Grand Potion of Health": 500,    "Potent Potion of Health": 300,      "Quality Potion of Health": 150,    "Standard Potion of Health": 100,    "Weak Potion of Health":50,    "Grand Draught of Health": 500,    "Potent Draught of Health": 300,    "Quality Draught of Health": 150,    "Standard Draught of Health": 100,    "Weak Draught of Health":50,    "Grand Draught of Vitality": 500,    "Potent Draught of Vitality": 300,    "Quality Draught of Vitality": 150,    "Standard Draught of Vitality": 100,    "Weak Draught of Vitality":50,    "Spider Egg": 15,    "Chaurus Eggs": 15 }   There is a problem with CACO in that it makes changes to the way the character can make potions. It also uses scripts to rename player-made potions and then autosorts them in the inventory. This is why I usually save and reload after making potions and then wait a while so CACO can do it's thing.  This means that potions made by the character will have no effect in Apropos, and will not restore wear and tear. However the CACO potions autogenerated by the game will still heal wear and tear, such as the ones you get from merchants, find on NPCs or dungeon loot. I can confirm that this works ingame, I have seen it work like this in my games.  This means that the CACO potions you get from merchants or loot will heal Apropos wear and tear, but the ones you make for yourself will not. This is confusing, because autogenerated potions will have the same name as some of the ones made by a PC. You will need to remember what potions are made by the character and what are autogenerated.  Autogenerated potions have static restore attribute values, while ones made by the character have dynamic values based on skill so you can use this to help identify which potions are valid for CACO. For example I think standard potions of health should heal 5 health points per second for 10 seconds. It will differ if you used the CACO MCM to change the duration but it should still add up to a total of 50 health points.  You can test this by using uesp.net to get the EditorID of some health potions, then spawn them with the console in and see if it works. Note that they will have different names ingame due to the CACO renaming. https://en.uesp.net/wiki/Skyrim:Potions You can try "0003eadd" which is a "Potion of Minor Healing" but it won't have that name ingame. Then take it and see if it heals Apropos wear and tear. 1
donttouchmethere Posted December 12, 2021 Posted December 12, 2021 (edited) 11 minutes ago, Corsec said: to rename player-made potions Does it give those new potions always the same name? If so, just add them to Apropos's WearAndTear_Consumables.txt  It's cheating if you use normal potions for healing. Better choose something that is hard to get like Estrus+ eggs ?  Edited December 12, 2021 by donttouchmethere
Corsec Posted December 12, 2021 Posted December 12, 2021 18 minutes ago, donttouchmethere said: Does it give those new potions always the same name? If so, just add them to Apropos's WearAndTear_Consumables.txt   CACO uses a script to dynamically rename potions according to their effects and the skill level you made them with. There were too many possible combinations of names, and I'd have to use the CK to read the scripts and identify all the names, and I HATE using the CK.   20 minutes ago, donttouchmethere said: It's cheating if you use normal potions for healing. Better choose something that is hard to get like Estrus+ eggs ?  And you can use SLS to let troll cum heal wear and tear. And you can use Snopieh's Creature Overhaul to add tamed creatures, including trolls, over the world. This also means that you have to deal with SLS cum addictions. For extra fun, add the SLIF and Baka's Fill Her Up for belly bloating.  Now I wish that there was a masochist option to heal from Zaz caning (but healing effects start only after you have already been whipped a lot). 1
PubliusNV Posted December 12, 2021 Posted December 12, 2021 11 hours ago, Corsec said: This means that potions made by the character will have no effect in Apropos, and will not restore wear and tear. However the CACO potions autogenerated by the game will still heal wear and tear, such as the ones you get from merchants, find on NPCs or dungeon loot. I can confirm that this works ingame, I have seen it work like this in my games. Â Thanks for explaining. I have potions that heal 25, 21, 19, 15, and 12 point of health and they're all named "Weak Potion of Health". So maybe the 25s are game-generated and will work, while the others I created myself? It's confusing, especially since this is the first time I've used CACO, but thanks for responding.
Corsec Posted December 12, 2021 Posted December 12, 2021 (edited) 1 hour ago, PubliusNV said:  Thanks for explaining. I have potions that heal 25, 21, 19, 15, and 12 point of health and they're all named "Weak Potion of Health". So maybe the 25s are game-generated and will work, while the others I created myself? It's confusing, especially since this is the first time I've used CACO, but thanks for responding.  No problem.  Apropos reports the level of wear and tear in the status effects screen. When you are testing, keep in mind that Apropos only reports in the wear and tear in tiers. That means that if a potion reduces wear and tear, you will only see a change in wear and tear if it's value crosses a threshold and moves down a tier. So this means that a potion might reduce wear and tear but you might not see a change in the status effect because the tier didn't change.  Keep this in mind when you are testing, you may need to use a lot of weak potions to test if they actually change wear and tear. I usually just save and reload when I test potions like this because it's to compensate for the lack of integration between CACO and Apropos, savescumming is OK for something like this (I think savescumming is not OK if you suffer combat defeat without bugs, you take what you get in that case or else defeat has no meaning lol).  The CACO MCM lets you set the duration of health effects; either 1, 5 or 10 seconds. You can more easily identify valid potions if you remember that the total restore points will always be a multiple of either 5 or 10 (and also 1 but that applies to ALL possible potions lol). So for the potions values you quoted I can be sure that the valid potions are NOT the ones with a value of 21, 19 and 12. Maybe 15. I agree that 25 is the most likely to be the valid potion for Apropos.  If you use Milk Mod Economy I also have a modified file with some of the milks added. I don't remember if it works, and it should be easy to edit the file yourself if you need to.  If you are using CACO then you will be able to grind up your alchemy very quickly if you also use an autogathering mod like Autoharvest or Smart Harvest with the gathering range set to max. You will get a huge amount of ingredients very quickly just from travelling from city to city.  For gathering trips I recommend following roads and rivers and also the edges of lakes, these have the highest concentration of ingredients. Also go to wherever you see butterflies because you can collect them and they usually gather wherever there are plants. The place with the volcanic pools between Riften and Windhelm is also a goldmine for ingredients. You won't get as many ingredients wandering out in the wilderness far from anywhere, ingredients are usually either on roads, water or in dangerous locations with creature spawns. Also go into the water to catch fish and dragonflies. I usually plan out my alchemy trips by spending the afternoon following roads and water then I reach a city in the evening to make the potions.  You will actually make most of your money and experience from making massive amounts of low value potions rather than a small number of high value potions. I usually made most of my CACO money with making mass amounts of the following, you can gather enough to make hundreds of these potions each ingame day-  1).Fortify Marksman potions gathered from the juniper berry trees in the Reach and purple mountian flowers 2). Fortify Speech with tundra cotton, lavender (both in whiterun) and dragon's tongue (volcanic pools between windhelm and riften and also near Kynsegrove) 3). Restore Magicka with creep cluster (volcanic pools between windhelm and riften) and blue mountian flower  Red mountain flower, wheat, imp stool and rock warbler eggs are the easiest way to make restore health potions. Pine thrush eggs, bees and purple mountain flower for restore stamina potions. I find most eggs in the Reach in the road from Markarth to Whiterun, they are often hidden from view but the AutoHarvest mod always gets hundreds of them. I can't remember where each type of mountain flower usually is because they are spread everywhere and I get thousands of them but Whiterun has the most overall.  Also get something to increase your carry weight, and preferably a follower to watch your back and distract enemies who ambush you when you are focused on ingredients. The Floating Healthbar mod is extremely useful here because it will identify hostiles early.  You can balance the profitability of CACO potions by using the Trade and Barter mod to change buy/sell prices with one of the presets. I recommend using the second or third hardest preset for prices, don't use the default value because it is far too easy to make yourself rich this way. For gameplay balance I also recommend adding mods to give more random encounters with hostile NPCs, I can make some suggestions if you don't already have some.  You might also consider using mods to make crafting potions take time, but I found that none of them work with CACO because of the changes to the potion crafting system.  The Prosperous Alchemist mod (https://www.nexusmods.com/skyrimspecialedition/mods/33059) is an incredible quality of life mod for CACO if you are on SSE. It changes the potion crafting screen to tell you which ingredient combination will make the most valuable potion.  @donttouchmethere CACO alchemy is usually how I pay to be released from DFC deals after combat defeat, I take the Owner and go gather ingredients and make potions until I can pay the release fees. Do you ever do the same thing or do you think that makes slavery too easy? It's balanced by the fact that at low levels I usually get a hostile random encounter, get defeated and get a new DFC/sLOLA Owner that I have to pay off. Devious boots make gathering trips extremely risky because I can't outrun anyone.  I realise this was really long and you didn't specifically ask for most of what I wrote but when I start talking about Skyrim modding I just get a little carried away sometimes. There is just so much to learn to climb that learning curve when modding is involved and I wish someone had told me stuff like this when I started modding.  Edited December 12, 2021 by Corsec 1
PubliusNV Posted December 12, 2021 Posted December 12, 2021 1 hour ago, Corsec said: Apropos reports the level of wear and tear in the status effects screen. When you are testing, keep in mind that Apropos only reports in the wear and tear in tiers. Â Thanks, that was exactly what I was doing. My PC's vag was raw, and drinking those potions didn't have any effect. Whereas eating the spider egg did change it to the next lower level. SL Pheromones had led her to being gang raped twice by werewolves on the road from Markarth to Whiterun, so she was pretty banged up (pun intended). If it happens again I'll try testing potions with magnitudes that are multiples of 25.
PubliusNV Posted December 13, 2021 Posted December 13, 2021 7 hours ago, Corsec said: The Prosperous Alchemist mod (https://www.nexusmods.com/skyrimspecialedition/mods/33059) is an incredible quality of life mod for CACO if you are on SSE. It changes the potion crafting screen to tell you which ingredient combination will make the most valuable potion. Â Thanks for this recommendation. I'm on LE, and searching for the mod on Nexus revealed an out of date and broken LE version, but buried in the posts on the mod page was a mega download for the mod and two patches it needed to work. So I now have it working on LE. Â BTW, does it really give you the most valuable potion, even if it's what CACO calls an impure potion (both positive and negative effects)? I thought that CACO reduced the price in that case.
Corsec Posted December 13, 2021 Posted December 13, 2021 5 hours ago, PubliusNV said: BTW, does it really give you the most valuable potion, even if it's what CACO calls an impure potion (both positive and negative effects)? I thought that CACO reduced the price in that case.  I forgot to mention that. It isn't optimized for the changes CACO makes to potion prices and for handling positive and negative effects. It assumes prices will be based on the vanilla method of calculating prices. It doesn't integrate CACO because CACO uses scripts for it's price changes and the mod is just an .swf file that integrates with the potion crafting screen.  It will sometimes recommend that you make potions that have zero (or just a few gold) price because of CACO. However those potions will be the ones that give you the most experience, because alchemy exp gain scales with what the vanilla price would be and not the CACO price. You can temporarily remove the ingredients from your inventory to force the mod to avoid making zero price potions, or you can just go ahead and make them if you prefer to maximise experience gains over profitability  When you get higher skill you can take a CACO perk to ensure that all your potions will have only EITHER postive or negative effects but not both. However the mod doesn't take the removal of effects into account for the final price. In that case while it won't recommend zero price potions any more it will still make suboptimal recommendations.  Overall I'd say it still worth using the mod because if you remove ingredients from inventory when it recommends zero price potions you can workaround it's lack of CACO support. I find it to be overall more profitable than just choosing potions manually because player error is even more suboptimal than what the mod recommends. If you want to focus on exp gain then it's recommendations are still good ones. It's also much, much faster than choosing potions manually and will minimize the time you spend in crafting screens.  If you use Spank That Ass then I recommend that you disable the spanks in furniture or your character will be relentlessly spanked while in alchemy tables. This is an exploity way to increase your masochism score if you want to max it quickly. Also I sometimes find that NPCs will sometimes bug out and follow the NPC but never spank (it also overwrites their dialogue with forcegreets) and I need to fall back on an earlier save because it's an unfixable bug.  I'd also recommend getting the perk for the advanced laboratory ASAP. And then the perk to double potion output at the advanced lab because it's a huge increase in profitability and it's so good that it's almost broken. Combine with the perk for increasing ingredient harvesting. After you get to that point you will never lack for gold again. High level alchemy characters are just so broken (even with CACO) that you will need a gold sink to keep your gameplay balanced. I balance this with making combat defeat very expensive due to the release costs of player enslavement and also making my followers demand large wages with Devious Followers.   12 hours ago, PubliusNV said:  Thanks, that was exactly what I was doing. My PC's vag was raw, and drinking those potions didn't have any effect. Whereas eating the spider egg did change it to the next lower level. SL Pheromones had led her to being gang raped twice by werewolves on the road from Markarth to Whiterun, so she was pretty banged up (pun intended). If it happens again I'll try testing potions with magnitudes that are multiples of 25.  I find that weak potions are usually far too weak to make a difference at high levels of wear and tear except if consumed in large numbers. So I rely on standard potions at the very least. If you wanted to test then I would suggest spawning in more powerful potions. 1
Eadoo Posted December 20, 2021 Author Posted December 20, 2021 On 12/12/2021 at 12:08 AM, donttouchmethere said: It's cheating if you use normal potions for healing. Better choose something that is hard to get like Estrus+ eggs ?  Not if you're running a Sexlab Pheremones in your load order (as suggested in the main post to this). Healing W&T this way becomes extremely dangerous, since there's a chance that you're just inviting recurring rape by doing so. Not to mention that it doesn't make any sense that an egg would heal you, but a healing potion wouldn't.
donttouchmethere Posted December 20, 2021 Posted December 20, 2021 (edited) 13 hours ago, Eadoo said: Not to mention that it doesn't make any sense that an egg would heal you, but a healing potion wouldn't You mean as much sense as Pheromones? ? I didn't meant to attack anyone, just wanted to give a tactical wear and tear reducing alternative if Pheromones causes too much clusterfuck with the respective LO. Edited December 20, 2021 by donttouchmethere
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now