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Posted (edited)
6 hours ago, hothot995 said:

Hi,

Thank you for your mod — it’s really great.
 

I just wanted to ask if there might be a changelog available so we can understand what’s been updated.
 

If you prefer not to post it on the webpage, even including it in the download files would be totally fine.

I’d be more than happy to download it just to read the changelog, given how good your mod is.

experimental is a wip edit to get werebears & vampire lords working.

 

1 hour ago, cetuximab said:

Hey, just noticed this after the update.  Question, the orginal mod says it "de-castrates" male werewolves, and gives the females the appropriate lady bits.  Does that mean this would replace the, "Remove Werewolves from SoS" MNC patch?  I think that was needed because female werewolves would cause a CTD when SoS tried to give them a schlong.

the original mod had meshes in it, redux removed the meshes so MNC/CF can take care of it without interference from SLWerewolves.

 

the "Remove Werewolves from SoS" patch is to forcefully stop SOS from adding its own dicks to the werewolves if turning them off in the sos mcm failed to work.

Edited by MadMansGun
Posted

ExperimentalWIP2

in theory playing as a horse, dog/wolf, or dragon should also be compatible now....in actual use i have no clue how usable the scripts are.

Posted

ExperimentalWIP3

in theory it now has all HCOS combinations in it...but chances are I've likely missed something or got a few tags wrong.

also for some creatures the button only seems to work when in first person view, no clue what that's about.

Posted

ExperimentalWIP4

tweaked the tags a bit, so hopefully it loads the correct animations now.

 

(also found a few unrelated things in other mods that need to be taken care of, so now i get to go work on those before i forget what needed fixing)

Posted (edited)

ExperimentalWIP5

i forgot to add support for my one "Frost Atronach on Flame Atronach" animation....not that i think anyone is playing as those races, but it may as well have it since it now has every other combination in the script.

 

 

also not sure if this counts as "sexlab werewolves" anymore, since it's now "sexlab fuck people as theoretically anything that moves"

Edited by MadMansGun
Posted

right, i think i've got it sorted out now (the "mating" script was causing harmless but annoying stack errors in the logs)

  • 5 weeks later...
Posted

Sorry, I’d like to ask if anyone has encountered this issue.

 

I’m using SexLab P+. After turning into a werewolf and triggering a sex scene, my normal attack (left mouse button) stops responding.

 

Has anyone else experienced this?

  • 1 month later...
Posted

maybe if you are a SE/AE user it can, but this mod is made to be compatible with ALL versions of Skyrim.

 

and changing the form version is completely pointless, SE/AE knows how to read all the way back to form 16.

Posted

When I start the animation my followers go neutral for several seconds and when animation starts they become aggressive once again and kill the npc. Am I doing something wrong?

Posted
15 hours ago, MadMansGun said:

yea, you have followers, killing things is what they do.

so that's normal behavior and nothing bugged then and there's no way to make them neutral to each other for while animation is going? I thought since SL Defeat has some options to do so(even before you tie victims) there's something in SL werewolves to make victims neutral too but gotcha. No followers for me then

  • 2 weeks later...
Posted
1 hour ago, Coolerguy2342 said:

Hey, quick question because it's been annoying me a bit, but how do you turn on Creature Integration? I think I got everything installed, but what is that setting looking for specifically?

if Horny Creatures of Skyrim is installed the setting enables creature on creature animation support.

Posted
7 minutes ago, MadMansGun said:

if Horny Creatures of Skyrim is installed the setting enables creature on creature animation support.

I seem to have the right mod, and HCOS is working, as judging by the main menu. Only issue I can think of is maybe having a wrong version of both?
image.png?ex=6a364f71&is=6a34fdf1&hm=2f6image.png?ex=6a364f71&is=6a34fdf1&hm=c85

Posted
1 hour ago, Coolerguy2342 said:

I seem to have the right mod, and HCOS is working, as judging by the main menu. Only issue I can think of is maybe having a wrong version of both?

no it goes by esp name

event OnPageReset(string page)
	if page == "$SLW_General"
		SetCursorFillMode(TOP_TO_BOTTOM)
		AddHeaderOption("$SLW_General")
		AddKeyMapOptionST("Mate_Key", "$SLW_SettingName_MateKey", MateKey)
		AddSliderOptionST("Mate_Cost", "$SLW_SettingName_MateCost", MateCost)
		if Game.GetModByName("HornyCreatures.esp") != 255
			AddToggleOptionST("GEN_CreaturesEnabled", "$SLW_SettingName_GenCreaturesEnabled", GenCreaturesEnabled)
		else
			AddTextOptionST("GEN_CreaturesEnabled", "$SLW_SettingName_GenCreaturesEnabled", "", OPTION_FLAG_DISABLED)
			GenCreaturesEnabled = false
		endIf
		AddToggleOptionST("GEN_IngnorePCGender", "$SLW_SettingName_GenIgnorePCGender", GenIgnorePCGender)

 

Posted
20 hours ago, MadMansGun said:

no it goes by esp name

event OnPageReset(string page)
	if page == "$SLW_General"
		SetCursorFillMode(TOP_TO_BOTTOM)
		AddHeaderOption("$SLW_General")
		AddKeyMapOptionST("Mate_Key", "$SLW_SettingName_MateKey", MateKey)
		AddSliderOptionST("Mate_Cost", "$SLW_SettingName_MateCost", MateCost)
		if Game.GetModByName("HornyCreatures.esp") != 255
			AddToggleOptionST("GEN_CreaturesEnabled", "$SLW_SettingName_GenCreaturesEnabled", GenCreaturesEnabled)
		else
			AddTextOptionST("GEN_CreaturesEnabled", "$SLW_SettingName_GenCreaturesEnabled", "", OPTION_FLAG_DISABLED)
			GenCreaturesEnabled = false
		endIf
		AddToggleOptionST("GEN_IngnorePCGender", "$SLW_SettingName_GenIgnorePCGender", GenIgnorePCGender)

 

image.png?ex=6a3786eb&is=6a36356b&hm=9a3
Bought a whole car and forgot the gas. I thought it would enable the ESP on install. Thank you and sorry for wasting your time.

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