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8 hours ago, moguaeagle said:

I'm having the speedmult issue too. Also the cocoon just goes away after I'm exhausted.

my speedmult was over 3000 after multiple cocooning attempts.

still trying to work out how to reset it.

.

.

(edit) modav - the extra amount fixed it.

 

 

Don't forget to put in the new script to update the mod since it does solve the issue.

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26 minutes ago, AlexaEmber said:

Will the fix be integrated into the next update for the mod then? I am a bit dense when it comes to adding things to an existing mod. I'm not even sure what a .pex file is or how I would install it. 

.pex is a compiled papyrus script file. You have to put it in the data/scripts folder.

I've uploaded a new version now that I got confirmation the fix is working, though. So no need to hassle around in the files.

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To answer a question that was asked in the description: Yes some of us are into the spider sex animations and would love you to expand or go further into the spider molesting the player if they run out of stamina in the coccoon.

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  • 2 weeks later...
  • 3 weeks later...
On 2/16/2021 at 6:52 AM, Skitskurr said:

I'm playing on a controller myself and am using the shoulder keys, doesn't mess anything up for me. I'm even using the same keys for SLSO mappings which doesn't bring any issues, since you're never cocooned and in a sex scene at the same time.

I’m having a little glitch since the update.. as I’m using a controller and was recommended to use the shoulder buttons for the escape mini game, but once I’m cocooned and trying to escape (by using the shoulder buttons) after about 5 seconds I’m able to go into combat mode (hand to hand combat as I’m stripped of everything) and move around punching thin air.

unless I’ve messed up my load order or something, but I’m sure this never happen before the update.

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@Skitskurr

Excellent re-invention of the original.  After playing it the other night, I had a though for a cosmetic improvement.

When you get cocooned and break free, you still have the "web goo" loose strands effect over the body that dissipate over time (the same ones you get when wallking throgh cobweb doors in vanilla).

It might be a cool look if when the girl is all tied up, you can keep that effect, to give an extra visual layer. Perhaps an MCM option?

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On 3/1/2021 at 7:39 AM, Skitskurr said:

There is no setting for the chance of getting tied up. It is 100%, -1% per 2% of poison resistance. One device per five seconds you've been in the cocoon. Have you maybe unset the "Enable Player Devices" setting?

 

You can always set your speedmult back to 100 with the console. Just keep in mind that you have to drop / pickup an item after that as movement speed is only updated when carry weight changes.

  

I could implement something like that.

 

Possible yes, but takes quite some time to figure out how to do the whole scene right, and I'm rather busy with other stuff at the moment.

 

 

@CaptainJ03 @ttpt@kurokurokurokuro

I have updated the script to work with AV damage rather than setting the AVs. It works for me, but so did the old system, so not sure if it fixes your issues. Anyways if you want to test it out here's the script:

dapWebAttackScript.pex 7.86 kB · 12 downloads

I would recommend not to mess at all with the speed mult variable your mod is destroying peoples save files, since it breaks a lot of mods that add changes to speed movement based on stats and race progressions, is not as easy as going in the console and change it to 100 again since the character loses all the buffs and progress from other mods, why don't just add it as a debuff with a timer??? , like for real is much much better to slide or to have to roleplay and not move that just for that small detail have the entire save broken, I say this with all due respect.

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On 4/11/2021 at 12:00 PM, stumpy1975 said:

I’m having a little glitch since the update.. as I’m using a controller and was recommended to use the shoulder buttons for the escape mini game, but once I’m cocooned and trying to escape (by using the shoulder buttons) after about 5 seconds I’m able to go into combat mode (hand to hand combat as I’m stripped of everything) and move around punching thin air.

unless I’ve messed up my load order or something, but I’m sure this never happen before the update.

I've had this issue in some early test stages where I tried to do it with the ABXY keys by disabling menus while cocooned, but at some point B would suddenly open the menu again. I thought this was only because DD was resetting control disabling when applying blindfolds, which I'm now only equipping at the end. I have to see if I can reproduce this again.

 

 

On 4/15/2021 at 11:59 PM, Sathella said:

It might be a cool look if when the girl is all tied up, you can keep that effect, to give an extra visual layer. Perhaps an MCM option?

There have already been other request to make it last longer, but for now I have no idea how to change how long it lasts, since I didn't find any setting for that in the CK.

 

On 4/18/2021 at 7:16 AM, Aensland_src said:

why don't just add it as a debuff with a timer??? , like for real is much much better to slide or to have to roleplay and not move

The problem is that struggle by default is on WASD, and a lot of people probably prefer it that way, which would then result in you sliding around a lot. I've changed the mechanic do damage the actor value instead of setting it, so it can no longer screw up the stat.

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This mod is really not working for me. When I get hit, I get cocooned (as expected), and the struggle minigame somewhat works. The problem is, if I don't get freed after five seconds, the cocoon just disappears and I'm equipped with a random piece of web bondage gear (if even that, sometimes that doesn't do anything either). If I also run out of stamina while in a cocoon, the sex animation doesn't begin and I'm freed (presumably as a failsafe). Here is the error log in the console (and before you ask, yes, I did install both the FNIS Creature Pack and the Sexlab Creature Animation Pack):
image.png.cd786a9c47cd5f29f409ed8b93533e89.png
Have I hit the animation limit or is there some other creature animation pack I need to download? ZaZ has a simply absurd amount of animations, and I barely even use any of the human sex anims. When I go to the creature framework's MCM menu, even that is saying that none of my mods are using it.

Don't tell me you need me to make a brand new save for this to work.

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54 minutes ago, Pornucopia said:

When I get hit, I get cocooned (as expected), and the struggle minigame somewhat works. The problem is, if I don't get freed after five seconds, the cocoon just disappears and I'm equipped with a random piece of web bondage gear (if even that, sometimes that doesn't do anything either).

The cocoon has a maximum duration of 10-30 seconds, depending on the level of the frostbite spider that used the skill. Small spiders cocoons only last 10 seconds. Once the cocoon wears off you get devices equipped based on how long you were cocooned, but there is a chance to avoid that equal to half your poison resistance (per individual device, not once rolled for all). So this is more or less intended behavior. It gets more interesting when you encounter higher level spiders.

 

54 minutes ago, Pornucopia said:

If I also run out of stamina while in a cocoon, the sex animation doesn't begin and I'm freed (presumably as a failsafe).

The problem's right here:
image.png.201bfe5a7e9e6c1cc21dd0766f598a64.png

You need to enable creature animations in the SexLab MCM, otherwise no other mod can start a creature animation.

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On 4/18/2021 at 8:16 AM, Aensland_src said:

I would recommend not to mess at all with the speed mult variable your mod is destroying peoples save files, since it breaks a lot of mods that add changes to speed movement based on stats and race progressions, is not as easy as going in the console and change it to 100 again since the character loses all the buffs and progress from other mods, ...

You can't break your save with speedmult changes, unless a script is constantly tweaking the value in unpredictable way. I assume what you mean by "change it to 100" is that you would use "setav", which is nearly always a mistake. Only use "modav". Simple fix to it in any situation:

1) Get player in a situation where she's no longer hindered by anything, where things should be normal.

2) Open console, select player and navigate with Shift to see the current speedmult value, lets assume you see 60 there. Use command:

Quote

modav speedmult 40

OR (if you don't have player selected) :
player.modav speedmult 40

Now it will be changed to 100 and that adjustment is permanent. You can always make more adjustments later, as many times as you like. I use this even to speed up my followers because they have much trouble keeping up with my sprinting with only speed 100.

 

However it is always best to have MCM option to have speedmult adjustment used in mod or not.

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15 hours ago, Zaflis said:

You can't break your save with speedmult changes, unless a script is constantly tweaking the value in unpredictable way. I assume what you mean by "change it to 100" is that you would use "setav", which is nearly always a mistake. Only use "modav". Simple fix to it in any situation:

1) Get player in a situation where she's no longer hindered by anything, where things should be normal.

2) Open console, select player and navigate with Shift to see the current speedmult value, lets assume you see 60 there. Use command:

Now it will be changed to 100 and that adjustment is permanent. You can always make more adjustments later, as many times as you like. I use this even to speed up my followers because they have much trouble keeping up with my sprinting with only speed 100.

 

However it is always best to have MCM option to have speedmult adjustment used in mod or not.

Seems like you are not aware that most people that play moded skyrim use mods that overhaul races and perks, most of those mods, give different Speed mult changes to every race and some give you the option to increase your movement speed increasing stats, if you were not aware of the speed mult variable value before getting screwed you will not be able to set it to what your character had it before including the other variables other mods added, so setting reverting it to 100 will basically make the other mod changes to be lost, popular mods like SL Survival , Disparity or Worlds Dawn are an example, they change Speed mult, for some reason those will work together, maybe the implementation is not good, that is why I made the suggestion to make it as a spell debuff, it is safer. 

 

 

Small example using the mods I mentioned above, not exact but just a supposition:

Base SM: 100

Character 
Race:     Nord     SM- 5
Weight : 80         SM-10
Gender:  Female  SM+5
CarryWeight: 200 SM -5

Agility Stat 20 SM +7

Moded SM= 92

 

So then if the SM is changed to +80 (bug) or something like that and I mod SM back to 100 I will "unfairly win" 8+ SM , and if I was not constantly monitoring the stat (since is constantly changing) I would not be able to know my SM real Value considering the other mods changes(I would have to know the exact amount added and the amount I had before the bug), which breaks the point of using those changes at all, now Imagine having to do that every time you get hit by a spider web, having to fix your SM via console in any case is not reasonable, and should not be happening, also seems like the author changed the implementation already, wouldn't be able to test it since I removed the mod and I'm already playing a new save.

 

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On 2/27/2021 at 8:28 AM, ttpt said:

Luckily however there is actually a solution to the problem via console commands. If you click on your character and do "getavinfo speedmult"  you'll get a very granular list of what sort of debuffs are getting applied and what kind they are, either Temp, Perm or Damage.

 

This mod uses the Perm kind, which sounds messed up but it's actually quite easy to fix, if you do "modav speedmult -X" where X is the number on Perm. You have to do that minus since we are actually removing the amount of permanent modifier.  Forceav also modifies perm modifier but it does it in an ass backwards way and you'll up end up using modav to fix it. setav modifies the level up value and that also doesn't help.


Temp modifiers are usually applied via spell effects, so while they are not fixable vie the same set of console commands, they are still removable by using commands to remove spell effects.

 

The best kind of modifier to apply is the damage one, since to fix that one you can then use restoreav 1000 or whatever number you want, since that'll only restore up to whatever number was damaged instead of overflowing and making you super fast.

 

 

So yeah, to sum it up, perm modifier, not the end of the world, kind of tedious to fix via console, but it should take like a minute. Damage modifier, the best kind, not sure how to implement it via the CK, but actually very easy to fix via console.

 

The other question though, are the values applied the same way to NPCs too?, because then I have to be mindful of my follower's speeds occasionally too.

 

I made this post in regards to the previous implementation of the speedmult debuff, the current implementation uses damageAV and from my experience it's way more compatible.

 

 

13 minutes ago, Aensland_src said:

Seems like you are not aware that most people that play moded skyrim use mods that overhaul races and perks, most of those mods, give different Speed mult changes to every race and some give you the option to increase your movement speed increasing stats, if you were not aware of the speed mult variable value before getting screwed you will not be able to set it to what your character had it before including the other variables other mods added, so setting reverting it to 100 will basically make the other mod changes to be lost, popular mods like SL Survival , Disparity or Worlds Dawn are an example, they change Speed mult, for some reason those will work together, maybe the implementation is not good, that is why I made the suggestion to make it as a spell debuff, it is safer. 

 

 

I've gone on about this myself before, but Skitskurr did go around and changed it to a damage value which doesn't interfere with most mods and is actually incredibly easy to just use the restoreav command in case something has gone wrong. Please check my post there for more info.

 

damage actor value are useful for stuff that's temporary and I can assure you that SLSurvival's speed debuff use a different modifier so it doesn't actually interfere with it. DD uses Temp modifiers so it doesn't mess with it either.

 

The regular mods Disparity from the nexus also modifies speedmult on races in a different way, not through a damage actor value. There's a sexlabdisparity mod I think, but I don't use that so I don't know how it implements speed debuffs.

 

So yes, both SLSurvival and Disparity are completely compatible with this mod now, I should know because I have both mods in my load order and after encounter's with spider my speedmult doesn't go back to 100, it goes back to exactly the value it's supposed to have through disparity or SLSurvival speed debuff's like being barefooted.

 

 

I don't know about or world's dawn race or other  progression systems, but if they intend those buffs and debuffs to be lasting instead of temporary they it's those mods that shouldn't be using the damage actor value thing, if they do that then you should take it to their thread and tell them about your concerns in regards to compatibility with other mods.

 

Of course yeah, if another mod also used damageav because it's the safer way to do things, then they are correct in doing so and you shouldn't give them too much flack either, but from what I see if a mod intends the changes to be permanent they will use a spell effect to do that, just like you suggested, but this mod doesn't intend the speed debuff to be permanent so spell effects would just be clutter.

 

So yeah, it's my current belief that the current implementation is fairly compatible and uses the damageAV value as intended, there's combat mods that also use damageAV because it is kind of intended to be a temporary debuff not a racial and lasting debuff.

 

15 hours ago, Zaflis said:

You can't break your save with speedmult changes, unless a script is constantly tweaking the value in unpredictable way. I assume what you mean by "change it to 100" is that you would use "setav", which is nearly always a mistake. Only use "modav". Simple fix to it in any situation:

1) Get player in a situation where she's no longer hindered by anything, where things should be normal.

2) Open console, select player and navigate with Shift to see the current speedmult value, lets assume you see 60 there. Use command:

Now it will be changed to 100 and that adjustment is permanent. You can always make more adjustments later, as many times as you like. I use this even to speed up my followers because they have much trouble keeping up with my sprinting with only speed 100.

 

However it is always best to have MCM option to have speedmult adjustment used in mod or not.

 

also yeah, Zafils is right in that using setav will completely mess up with things, it's still fixable but it's a pain the ass. modav is slightly safer but still not quite the solution. DamageAV and its counterpart restoreav basically avoid most problems.

 

 

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On 3/1/2021 at 11:03 PM, ttpt said:

 

 

My regular speed is 86.875 or some stupid bullshit to begin with. so when I get cocooned by a spider the speedmult gets set to 1 as expected, using getavinfo speedmult reveal that my speedmult is getting damage by 85.875 which is correct to achieve that 1. After escaping the cocoon, using getavinfo reveals that the damage has been set to 0 and my speed has returned correctly to 86.875.

 

So yeah, you have correctly fixed any compatibility issues that may arise from any mod that may affect the speedmult. That is unless there is a different mod that applies it's speed debuff by damaging the attribute in which case the worst you'll do is just remove the debuff which if it was applied to damage wasn't meant to be long lasting anyway.

 

On 3/1/2021 at 8:39 AM, Skitskurr said:

There is no setting for the chance of getting tied up. It is 100%, -1% per 2% of poison resistance. One device per five seconds you've been in the cocoon. Have you maybe unset the "Enable Player Devices" setting?

 

You can always set your speedmult back to 100 with the console. Just keep in mind that you have to drop / pickup an item after that as movement speed is only updated when carry weight changes.

  

I could implement something like that.

 

Possible yes, but takes quite some time to figure out how to do the whole scene right, and I'm rather busy with other stuff at the moment.

 

 

@CaptainJ03 @ttpt@kurokurokurokuro

I have updated the script to work with AV damage rather than setting the AVs. It works for me, but so did the old system, so not sure if it fixes your issues. Anyways if you want to test it out here's the script:

dapWebAttackScript.pex 7.86 kB · 13 downloads

 

1 hour ago, Aensland_src said:

Base SM: 100

Character 
Race:     Nord     SM- 5
Weight : 80         SM-10
Gender:  Female  SM+5
CarryWeight: 200 SM -5

Agility Stat 20 SM +7

Moded SM= 92

 

So then if the SM is changed to +80 (bug) or something like that and I mod SM back to 100 I will "unfairly win" 8+ SM , and if I was not constantly monitoring the stat (since is constantly changing) I would not be able to know my SM real Value considering the other mods changes(I would have to know the exact amount added and the amount I had before the bug), which breaks the point of using those changes at all, now Imagine having to do that every time you get hit by a spider web, having to fix your SM via console in any case is not reasonable, and should not be happening, also seems like the author changed the implementation already, wouldn't be able to test it since I removed the mod and I'm already playing a new save.

 

 

 

Yeah, you are correct and your math makes sense, that was my problem with the mod too, and monitoring my speed was a problem but since the change and as I pointed out in the first post here, the mod isn't turning the speed back to 100 anymore, it just used a restoreAV command to reset the dynamic DamageAV. Like it really doesn't restore it back to 100 like it used to,

 

Sorry to harp on this, but your complaints are legitimate but they were the exact same complaint I had with the mod before the new implementation fixed the problems.

 

Like the easier way to test if the current arcahnophobia implementation is compatible, is to launch skyrim, select your character and do "getavinfo speemult" you should see what kind of modifiers you have between permanent, temporary and damage. If you do have a damage modifier then this mod WILL be incompatible. Most mods I think do use spell based buff and debuffs and this will actually be compatible and still work as intended, reducing your speedmult to 1 when coccooned and then back to exactly the previous value.

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19 hours ago, ttpt said:

 

 

 

 

Yeah, you are correct and your math makes sense, that was my problem with the mod too, and monitoring my speed was a problem but since the change and as I pointed out in the first post here, the mod isn't turning the speed back to 100 anymore, it just used a restoreAV command to reset the dynamic DamageAV. Like it really doesn't restore it back to 100 like it used to,

 

Sorry to harp on this, but your complaints are legitimate but they were the exact same complaint I had with the mod before the new implementation fixed the problems.

 

Like the easier way to test if the current arcahnophobia implementation is compatible, is to launch skyrim, select your character and do "getavinfo speemult" you should see what kind of modifiers you have between permanent, temporary and damage. If you do have a damage modifier then this mod WILL be incompatible. Most mods I think do use spell based buff and debuffs and this will actually be compatible and still work as intended, reducing your speedmult to 1 when coccooned and then back to exactly the previous value.

Sorry to nag about it again, but other person responded to my first post basically saying, "bruh but you can change it back in the console", which was not the point I was making at all, so I probably went overboard trying to as clear as posible xDDDDDD. I'll give it a go again once I start a new game.

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10 hours ago, Aensland_src said:

Sorry to nag about it again, but other person responded to my first post basically saying, "bruh but you can change it back in the console", which was not the point I was making at all, so I probably went overboard trying to as clear as posible xDDDDDD. I'll give it a go again once I start a new game.

 

Yeah, the console stuff would be unreasonable, and not a good idea long term. Keeping track of the speedmult AV would be a chore especially if you have a mods like SLSurvival, DD, or even needs and combat mods that dynamically alter your speedmult all over the place. It is possible that some mods that also damage value might still cause incompatibilities but most spell based mods that modify values should be safe.

 

I think SL survival has a specific toggleable mechanic to keep a minimum AV for Speed, that was implemented to complement stuff like RND and DD reducing your speed so much so as to make you immobile, for such a situation, SLsurvival will cause you to slide around in Arachnophobia, since it's overriding the speed dynamically. After you get free from the cocoon even in such situations your speed will actually return to the correct modified value, since arachnophobia's damage value gets removed and SLSurvival's spell modification also get removed, If you do want to prevent sliding around in that situation, minimum AV is a toggle in survival.

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  • 2 weeks later...

Great mod, but I seem to have a problem with a part of the gear. When my characters gets into webbed bondage, the body turns invisible (testing a female with CBBE's body). The armbinders and everything else works, but the body is invisible.

ScreenShot0.png

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