Jump to content

Recommended Posts

Posted

I don't have much time for tests today, but I feel like Unbridled Nymphomania it causes endless aaf scenes. Last time I waited about 10 minutes, now even more, but the scene never finished, and since I don't see an interface, I can't forcefully stop it. I will change the settings and continue with the tests.

Posted
11 hours ago, spicydoritos said:

The method I settled on feels remarkably stupid to me.  On the upside, it's fairly simple.  Player gets a constant spell with one magic effect, conditioned on IsSwimming.  My first attempt tried to check for a keyword (attached to the MGEF) and my second checked for the MGEF itself.  Both methods always returned true regardless of whether the player was actually swimming.  So I changed the MGEF to alter a custom actor value (1 or 0), and then when I want to check player validity, I pull that value of that AV.  I think I even complained about it in my script comments.  ?

 

Not too different from what I went with in that case. I similarly have a hidden MGEF on the player conditional on IsSwimming via a long-lived potion which gets silently reapplied periodically via a timer. In my case I wanted to get the swimming duration, so I'm hooking the effect start/stop events to record the start time and then calculate the elapsed time.

Posted
2 hours ago, vranina said:

I don't have much time for tests today, but I feel like Unbridled Nymphomania it causes endless aaf scenes. Last time I waited about 10 minutes, now even more, but the scene never finished, and since I don't see an interface, I can't forcefully stop it. I will change the settings and continue with the tests.

 

Hmm, I ran a couple quick panic tests just now without any hangups.  If you want to post or send your papyrus log, I'll take a look.  There could be some combination of factors that isn't apparent in my vacuum tests.

 

Also, under the MCM Debug options, there is a button to Unstick the mod.  It may or may not work, depending on exactly what's wrong.  Probably worth a shot anyway.

Posted
1 hour ago, spicydoritos said:

 

Hmm, I ran a couple quick panic tests just now without any hangups.  If you want to post or send your papyrus log, I'll take a look.  There could be some combination of factors that isn't apparent in my vacuum tests.

 

Also, under the MCM Debug options, there is a button to Unstick the mod.  It may or may not work, depending on exactly what's wrong.  Probably worth a shot anyway.

 

I've had UN fire a few times now since the update without any problems at all

Posted
1 hour ago, Slorm said:

 

I've had UN fire a few times now since the update without any problems at all

 

I appreciate the info, at least I don't need to scramble for a general fix.  If there's some edge case that needs to be addressed I will still put out a fix as soon as possible.  I don't want my mod freezing anyone's game.

Posted
4 hours ago, vranina said:

I'm technically illiterate, but I hope I did it right. Unfortunately I'm busy and won't be able to play to see if it's my fault.

Papyrus.0.log 527.02 kB · 1 download plugins.txt 7.92 kB · 1 download

 

It's tough to narrow down a cause because there are a lot of stack errors being thrown by various mods in your save.  SS2, NAC, IAF, AAF, and this mod all try and fail to run script functions.  On my end, all I can say is that PVPK is trying to run basic functions and the engine isn't recognizing certain properties (including PlayerRef, of all things).  That points to a deeper issue, either with the mod loadout or just with the specific save. 

Posted

Sorry if I ramble a bit here but I ran into a potential issue with UN firing in regions with highly scripted events. This isn't a bug btw but an odd side effect from UN

 

I was doing the Silver Shroud story arc with SH turned off but with UN Hours set at 6 with Sex Inc Per Hour set to 100. All went well until close to the final encounter with Sinjin at Milton GH. On the floor just before the lift down to the final encounter with Sinjin, I decided to sleep for an hour and when I woke UN kicked in with two Raiders and much fun was had. Afterwards one Raider remained in the room the other walked away and I sneaked off. I then went back and killed one of the raiders and for some reason it triggered the the final confrontation with Sinjin who kills Kent before I'd gone down in the lift. Reloaded to test and killed the other raider instead and the same thing happened. Loaded an earlier save and went through quickly so that UN didn't fire and the encounter proceeded correctly.

 

I would guess from this that in highly scripted locations/encounters it probably not a good idea for UN to fire (same for SH), I would imagine it wouldn't be good if it fired at the first scripted meeting with Desdemona for instance.

 

I was wondering if a hot key to suspend UN might be a good idea for a future update or to keep the immersion maybe a chem to delay it by (say) 2 hours but which has a big downside later when it runs out (say like forcing Easy Prey).

 

Sorry, did say I'd ramble but thought I'd highlight it.

 

 

Posted
22 hours ago, Slorm said:

Sorry if I ramble a bit here but I ran into a potential issue with UN firing in regions with highly scripted events. This isn't a bug btw but an odd side effect from UN

 

I was doing the Silver Shroud story arc with SH turned off but with UN Hours set at 6 with Sex Inc Per Hour set to 100. All went well until close to the final encounter with Sinjin at Milton GH. On the floor just before the lift down to the final encounter with Sinjin, I decided to sleep for an hour and when I woke UN kicked in with two Raiders and much fun was had. Afterwards one Raider remained in the room the other walked away and I sneaked off. I then went back and killed one of the raiders and for some reason it triggered the the final confrontation with Sinjin who kills Kent before I'd gone down in the lift. Reloaded to test and killed the other raider instead and the same thing happened. Loaded an earlier save and went through quickly so that UN didn't fire and the encounter proceeded correctly.

 

I would guess from this that in highly scripted locations/encounters it probably not a good idea for UN to fire (same for SH), I would imagine it wouldn't be good if it fired at the first scripted meeting with Desdemona for instance.

 

I was wondering if a hot key to suspend UN might be a good idea for a future update or to keep the immersion maybe a chem to delay it by (say) 2 hours but which has a big downside later when it runs out (say like forcing Easy Prey).

 

Sorry, did say I'd ramble but thought I'd highlight it.

 

 

Could also maybe use Willpower from SA perhaps with the Willpower cost getting higher each time you delay UN. Maybe one kinda silly idea if you delay UN too you can blackout and wake up in a friendly settlement with a message something you don't remember what happen but you wake up sore and covered in cum.

Posted
1 hour ago, Spaceguest991 said:

Could also maybe use Willpower from SA perhaps with the Willpower cost getting higher each time you delay UN. Maybe one kinda silly idea if you delay UN too you can blackout and wake up in a friendly settlement with a message something you don't remember what happen but you wake up sore and covered in cum.

 

Yep willpower sounds a good idea. Not so sure about the blackout though as the delay is really a mechanism to stop UN firing in heavy scripted set piece scenes/locations in an immersive way, moving the pc would probably cause problems

Posted

Hello. Let me tell you, I love this mod, but I seem to have a problem with the cheap date perk, the getting more drunk part work, chugging is registered, but it is still counted as stealing, althought it maz be a mod conflict, because the first time I tested it with less mods, I remember it worked fined.

Posted
1 hour ago, 3125Balaur said:

Hello. Let me tell you, I love this mod, but I seem to have a problem with the cheap date perk, the getting more drunk part work, chugging is registered, but it is still counted as stealing, althought it maz be a mod conflict, because the first time I tested it with less mods, I remember it worked fined.

 

Easy Prey is the perk with the chug effect.  The most common conflict is with mods that let you eat/drink directly off the ground.  Advanced Needs (both 2 and 76) has options for this, but it's not the only one.  If you see an activate button that says "Chug!", you should be safe.  If it says "Drink" that's not from PVPK and might count as stealing.

 

1 hour ago, 3125Balaur said:

Oh and more more thing, how does the "you get hit on the back of the head" event work? Is it random, cause I get it after a butt slap event from SH

 

That's part of the Homewrecker perk.  If you've built up enough jealousy with a single faction, one of them might assault you if you walk too close.  The Butt Slap event from SH puts you in close proximity, so it wouldn't surprise me if Homewrecker activated after the butt slap event finished.  It shouldn't happen too often though.  If you're seeing it all the time, I'll be happy to take a look at your papyrus log and try to figure out what's happening.

Posted
1 hour ago, spicydoritos said:

 

Easy Prey is the perk with the chug effect.  The most common conflict is with mods that let you eat/drink directly off the ground.  Advanced Needs (both 2 and 76) has options for this, but it's not the only one.  If you see an activate button that says "Chug!", you should be safe.  If it says "Drink" that's not from PVPK and might count as stealing.

 

 

That's part of the Homewrecker perk.  If you've built up enough jealousy with a single faction, one of them might assault you if you walk too close.  The Butt Slap event from SH puts you in close proximity, so it wouldn't surprise me if Homewrecker activated after the butt slap event finished.  It shouldn't happen too often though.  If you're seeing it all the time, I'll be happy to take a look at your papyrus log and try to figure out what's happening.

A slap on the butt before a bang on the head is common courtesy ?
PS
I'm playing with AN2 but never noticed the eat/dring from the ground option! do you remember if it's an MCM option or automatically disabled when you set difficulty above 5 ?

Posted
42 minutes ago, lee3310 said:

A slap on the butt before a bang on the head is common courtesy ?

 

Truer words were never spoken.  ?

 

43 minutes ago, lee3310 said:

I'm playing with AN2 but never noticed the eat/dring from the ground option! do you remember if it's an MCM option or automatically disabled when you set difficulty above 5 ?

 

I haven't used AN2 in ages, but I fired it up real quick to check.  It's possible I misspoke.  I could not find an option to eat world objects directly, nor did I see such a perk when I opened the plugin.  In AN76 it's called "Worldspace Consumption" in MCM. 

Posted (edited)
4 hours ago, vaultbait said:

 

Note that besides AN76, others that I know have similar features are Eating Off the Floor and Hydrate and Eat Conveniently (I use the latter, and it does have a disable option for that activation override).

The second one is shipped with a lot of other stuff + has a condition: "will only drink it if you are at your set Min Hydration Level".
The first one only needs a little MCM or holotape to disable enable the option/perk (probably need to decompile the script/fragment ?

Edited by lee3310
  • 2 weeks later...
Posted

Just a random Observation which doesnt necessarily be caused by this mod itself:

 

After switching companions (from cait to deacon) the former one was still following me (not as an active companion, she just followed me literally) until her neglected time ran out. I noticed some similar behaviour with a non companion follower earlier too (but didnt wait until neglected status ran out).

 

Again i am not sure if this mod alone caused it, might also be an effect caused in conjuction with other mods. Not a major issue, i can wait until the debuff is gone for now :)

Posted
59 minutes ago, Heinz01 said:

Just a random Observation which doesnt necessarily be caused by this mod itself:

 

After switching companions (from cait to deacon) the former one was still following me (not as an active companion, she just followed me literally) until her neglected time ran out. I noticed some similar behaviour with a non companion follower earlier too (but didnt wait until neglected status ran out).

 

Again i am not sure if this mod alone caused it, might also be an effect caused in conjuction with other mods. Not a major issue, i can wait until the debuff is gone for now /cdn-cgi/mirage/917e7ac12f650357379e622251eafc9cc2d51e264992cad0aa73acd1e7798ef9/1280/https://static.loverslab.com/resources/emoticons/smile.png

 

Hmm... I'll have to test, but there's definitely a chance this is caused by the "no combat" package I add during Neglected.  It might be taking priority over whatever package governs "return to settlement".  As a quick fix, you could try getting the companion laid before dismissing them. 

Posted (edited)
2 hours ago, spicydoritos said:

As a quick fix, you could try getting the companion laid before dismissing them. 

Best workaround ever ? (this has to be made into a condition for dismissal)

Edited by lee3310
Posted

Would it be possible to link Carnal Compulsion chance as a percentage of arousal so if you set the chance to .1 at 100% arousal it would have a 10%.

 

Posted
19 hours ago, mikeoh74 said:

Would it be possible to link Carnal Compulsion chance as a percentage of arousal so if you set the chance to .1 at 100% arousal it would have a 10%.

 

 

It's not an unreasonable idea.  You'll have to be patient, though, as feature updates to this mod (including UN delay, dismissal polishing, etc) are a couple ranks lower in my work queue at the moment.

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...