chasm Posted February 11, 2024 Posted February 11, 2024 Jaxons MCM Kicker can help with MCM load issues. There are newer mods out there that do the same, but I can't remember the names off the top of my head.
Grumbrum Posted February 12, 2024 Posted February 12, 2024 On 2/11/2024 at 8:28 PM, Tlam99 said: It's normal, that MCM may take a while. I had mods, where it took 30 min or so. Save and exit to desktop could help. Hm, for me it is definitely not normal. All the other mods (approx. 100) worked almost immediately. Saving, exit and restart did not help.
randomUser2019 Posted February 17, 2024 Posted February 17, 2024 On 11/15/2023 at 8:23 PM, NigDickRick said: What is that mod that describes the players thoughts in the left side of the screen? On 2/1/2024 at 8:16 AM, Brammer001 said: So, are the player toughts on the left, above the SLSO enjoyment bars, from this mod or some other mod? i've never seen that before. @NigDickRick @Brammer001 They are from the Apropos2 mod. Its current SSE port is a little buggy in my experience and its various features such as Wear & Tear don't work correctly, but the SL scene descriptions you see on the left do work completely as intended. There are also a few other addons you can get that correct or expand on them.
randomUser2019 Posted February 17, 2024 Posted February 17, 2024 For some reason I can't get any events from this mod to trigger. I've tried cranking up the percentages in the MCM to 100 and harvested over 50 plants but nothing has happened.
Tlam99 Posted February 17, 2024 Author Posted February 17, 2024 2 hours ago, randomUser2019 said: can't get The plants did not respawn.
randomUser2019 Posted February 18, 2024 Posted February 18, 2024 18 hours ago, Tlam99 said: The plants did not respawn. What do you mean? I was able to loot the plants so they should have been valid targets. Unless you mean they will only trigger after they've been looted and respawned?
Tlam99 Posted April 4, 2024 Author Posted April 4, 2024 On 2/18/2024 at 1:59 AM, randomUser2019 said: respawned cell reset after 30 days or so.
Tlam99 Posted April 4, 2024 Author Posted April 4, 2024 V10.3 PS: for the show, you cannot move as long as the dance is active. It end with an dress animation.
morty smith Posted April 4, 2024 Posted April 4, 2024 I play as a male character with female followers. Would this mod work for me or is it for female characters only?
Tlam99 Posted April 4, 2024 Author Posted April 4, 2024 2 hours ago, morty smith said: male If you use estrus chaurus, the attacks will be female only animations. If you got a good follower framework, which allows followers to harvest, they will be attacked. Rest doesn't matter, female or male. Maybe I make the attacks estrus genderless, like the genderless estrus bow found in Succubus Initiation Ritual. Either as master or patch. Be careful as low level. Settings 4% probability. Prepare to run, have your followers touching things, as low level. 1
morty smith Posted April 7, 2024 Posted April 7, 2024 On 4/5/2024 at 6:13 AM, Tlam99 said: If you use estrus chaurus, the attacks will be female only animations. If you got a good follower framework, which allows followers to harvest, they will be attacked. Rest doesn't matter, female or male. Maybe I make the attacks estrus genderless, like the genderless estrus bow found in Succubus Initiation Ritual. Either as master or patch. Be careful as low level. Settings 4% probability. Prepare to run, have your followers touching things, as low level. What follower framework would work best?
Tlam99 Posted April 7, 2024 Author Posted April 7, 2024 I can't say any thing about follower frameworks except the one I use. Follower live package, tweakened it a bit, e.g. throwing traps created orphaned stuff in save. Now the enemies throw gold ingots. Find a package which allows followers harvesting, free move/behaviour out of combat. FLP is quit demanding, needs proper settings. I use it for years together with MHIYH.
CutieKittie Posted April 14, 2024 Posted April 14, 2024 On 2/12/2024 at 4:23 PM, Grumbrum said: Hm, for me it is definitely not normal. All the other mods (approx. 100) worked almost immediately. Saving, exit and restart did not help. Im having same problem, trying to install for first time and i get the same empty mcm
Tlam99 Posted September 30, 2024 Author Posted September 30, 2024 V11, see screens for the follower, Fallen Star.
Tlam99 Posted October 2, 2024 Author Posted October 2, 2024 V11.1 little fix spells Fallen Star. Improved the "keep player alive" mechanics.
Tugacel Posted October 3, 2024 Posted October 3, 2024 Can you explain to me the No Earlier than / No Later than options please? One screenshot it's like this 23 / 1. Does this mean the events only happen between 23h and 1h? Two hours only? If so can I set the mod up so that events can happen at any time of the day?
Tlam99 Posted October 3, 2024 Author Posted October 3, 2024 (edited) 43 minutes ago, Tugacel said: than / No Later This adds the number in % to the base % . If base is 0%, then only the time frame set will be dangerous. If base is e.g. 4%, the it adds the %, e.g. 8%, to the base in the set not early, not later. Result 12% in during this time. So you can make a time frame very dangerous. You can set no earlier between 1 and 23, as well as not later with the sliders. The % is only correct for the specific events, like estrus. The first value is higher, as the dice is rolled up to 5 times. Like 4%, nothing - second roll 4% again. But there might he good outcomes. A good number i up to 4% for the first. Do not set too high, especially with time frame adding. It's a bit tricky to have ca 16k different events compressed into a not overwhelming MCM. I never have seen in all playtroughs all possible events. You never know what's going to happen. Edited October 3, 2024 by Tlam99
DonQuiWho Posted October 3, 2024 Posted October 3, 2024 1 hour ago, Tlam99 said: This adds the number in % to the base % . If base is 0%, then only the time frame set will be dangerous. If base is e.g. 4%, the it adds the %, e.g. 8%, to the base in the set not early, not later. Result 12% in during this time. So you can make a time frame very dangerous. You can set no earlier between 1 and 23, as well as not later with the sliders. The % is only correct for the specific events, like estrus. The first value is higher, as the dice is rolled up to 5 times. Like 4%, nothing - second roll 4% again. But there might he good outcomes. A good number i up to 4% for the first. Do not set too high, especially with time frame adding. It's a bit tricky to have ca 16k different events compressed into a not overwhelming MCM. I never have seen in all playtroughs all possible events. You never know what's going to happen. I don't mean to be at all rude, but I'm afraid that I don't understand any of that. I'm sure what you are saying is right, but the (translated?) explanation is very hard to follow For instance, at the start point, how does 0% + 4% = 8% ? And I just don't get what the rest of the notes mean at all Any chance you can set these out as formulae, please? TIA DQW
Tlam99 Posted October 3, 2024 Author Posted October 3, 2024 (edited) 6 hours ago, DonQuiWho said: For instance, at the start point, how does 0% + 4% = 8% ? If base is e.g. 4%, the it adds the %, e.g. 8%, to the base in the set not early, not later. Result 12% in during this time. did not say 0, said 4% In brief, set everything to 4% longer: you got a chance, base chance for all the specific events, like estrus, spawns, cubes etc. This is base chance for all events. Now you can make a trime frame (not earlier, before AND not later than. Lets say 15 o'clock = not earlier (not before) , 23 o'clock not later than. This means, the timeframe is between 15 and 23. During this time the additional chance set in this frame will be added to the base chance set. Now the chance to trigger will be base PLUS chance in timeframe. In my example, base = 4% and timeframe 8%. Now the chance to trigger an event will be 12% between 15 and 23 o'clock. set base to 0% and a timeframe where it's dangerous. Now one can harvest without triggering , but not in the dangerous timeframe. Or is this the safe time, don't remember. Try it by setting frame probability to 100. I did not change this settings 4% for a long time. Example, make harvesting dangerous around noon, 11 - 13 o'clock. not before set 11, not later set 13. The frame works only within a single day, I do not check the date. So 23 to 1 will not work reliable. Setting the timeframe will be the safe time. Remember, I wanted the midnight hours dangerous. e.g. setting not earlier than 1 and not later than 23 is safe, but the 2 midnight hours the % chance will add to base chance. Edited October 3, 2024 by Tlam99 1
DonQuiWho Posted October 3, 2024 Posted October 3, 2024 8 hours ago, Tlam99 said: If base is e.g. 4%, the it adds the %, e.g. 8%, to the base in the set not early, not later. Result 12% in during this time. did not say 0, said 4% In brief, set everything to 4% longer: you got a chance, base chance for all the specific events, like estrus, spawns, cubes etc. This is base chance for all events. Now you can make a trime frame (not earlier, before AND not later than. Lets say 15 o'clock = not earlier (not before) , 23 o'clock not later than. This means, the timeframe is between 15 and 23. During this time the additional chance set in this frame will be added to the base chance set. Now the chance to trigger will be base PLUS chance in timeframe. In my example, base = 4% and timeframe 8%. Now the chance to trigger an event will be 12% between 15 and 23 o'clock. set base to 0% and a timeframe where it's dangerous. Now one can harvest without triggering , but not in the dangerous timeframe. Or is this the safe time, don't remember. Try it by setting frame probability to 100. I did not change this settings 4% for a long time. Example, make harvesting dangerous around noon, 11 - 13 o'clock. not before set 11, not later set 13. The frame works only within a single day, I do not check the date. So 23 to 1 will not work reliable. Setting the timeframe will be the safe time. Remember, I wanted the midnight hours dangerous. e.g. setting not earlier than 1 and not later than 23 is safe, but the 2 midnight hours the % chance will add to base chance. Thanks for taking the time to do that I certainly haven't been playing with the mod thinking that that was what the settings did! 😋 It's fun as it is, but hopefully now that I understand better how it works, I can make it even more challenging/surprising tyvm DQW
Tlam99 Posted October 3, 2024 Author Posted October 3, 2024 Had you the different werewolf encounters ? The fata morganas ? The purse which makes you rich ? The fat rabbits ? The deer, fox stealing your gear ? The npc raping you ? The golden cubes. The heavy spider eggs ? It can take h of playtime to see all this.
DonQuiWho Posted October 3, 2024 Posted October 3, 2024 3 hours ago, Tlam99 said: Had you ✅the different werewolf encounters ? ✅The fata morganas ? ❌The purse which makes you rich ? ❌The fat rabbits ? ❌The deer, fox stealing your gear ? 🤷♂️The npc raping you ? ❌The golden cubes. ✅The heavy spider eggs ? It can take h of playtime to see all this. 👍
foxfiend Posted November 16, 2024 Posted November 16, 2024 I seem to be struggling with something. I've got estrus chaurus and estrus dwemer installed, have run fnis, and can even get the nirnroot to activate it's spit attack that strips my character as though it is getting ready to do an animation, but no animation plays. Instead I'm just standing there naked, taking some poison damage, and with some shell surrounding my character for a second before it disappears. Any idea what I did wrong?
Tlam99 Posted November 16, 2024 Author Posted November 16, 2024 Set the probability in estrus chaurus to 100. Register the animations in Estrus.
Tlam99 Posted December 6, 2024 Author Posted December 6, 2024 On 10/3/2024 at 9:34 PM, DonQuiWho said: playing Spoiler Flowers.7z Made a little video of followers picking flowers. (FLP plus some tweaks to the harvesting animation) I needed to pack 7z, otherwise no upload allowed.
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