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Posted

Hello,

 

I think I have the same issue as alduing with lust stuck at 0. More specifically stuck at -0.2 according to the log. I have nympho(4), insatiable and masochist perks.

 

Your character has a negative lust multiplier, and as long as that is the case lust won't rise. Things affecting the lust multiplier are listed here. Apart from some drugs, the big negatives are withdrawal from any addiction, as well as the rape penalty, which does take some time to reset, depending on the "days to recover" option.

 

Posted

Hey again, one more question. I'm having an issue with the lust value not changing now. First when I had both Lust and Spunk something seemed weird, like lust didn't decrease after rape, and when I removed Lust (I did a clean save with both disabled first) then lust didn't change at all, up or down. Now I'm about to try readding Lust and disabling lust and arousal through Spunk to see it that works, but... any advice on why lust might stop working or how I can get it to start again?

 

Edit - Nope, still nothing. Any hints on how I can get it working again?

Posted

Keep Lust away from Spunk.

Turn spunk's lust tracking off and then on again under "general" in the mcm menu. Most of the main features should clean up after themselves if you turn them off. You do need to be in gamemode for 5-10 seconds between turning off and on.

Posted

I'm not a modder and I hardly understand scripting so I can be wrong but I think I have found something wrong with the masochist perk.

 

 

 

After quite some time playing I have noticed my character arousal value was far beyond zero (around -1M). I tried to find the reason in the scripts and found these formulas in the SpunkSPArousalScpt :

 

1) let fArousal += (3 * fRapePen * fXPFactor * fArMult * fTimer / fDurAvg)

 

If I understand correctly fTimer is the time since last orgasm, and fArMult an arousal multiplier. In my game the fTimer value was around 20k (~5 days) and my fArMult was negative. As a result this made my arousal go exponentialy below 0 (since fTimer increase over time).

 

2) if HasPerk SpunkPerkMasochist
        let fArMult += ((100 - GetAV Health) / 100)

 

My base fArMult seems to be 1,2 so when my health is above 220 the modified fArMult is negative. This led to an arousal value of a million below zero (or "desperately frigid curse") as a result of keeping my health high enough for a long time.

 

Maybe a formula like this for the masochist modifier could prevent issue : ( ( health(max) - health(current) ) / health(max) ) ?

 

I'm confused because removing the perk had no effect on my arousal multiplier so I can be complety wrong :/

 

 

Posted

You got a point with the perk, I'll see what I can do.

fTimer should never be that high; it's not the time since last orgasm but the time in seconds since the start of the act. The var should be erased when the spell is dispelled, but I'll add some extra safety. :-/

Posted

Spunk is invisible for me, though I could somehow (don't know how) thrpogh equiping and enequpinig make it visible until I came through door. Should I do something or no?

Posted

Update: 0.76

 

fixes some stuff to arousal tracking (failing to abort, stupid implementation of the masochist perk),

adds the proper use of perk ranks where they matter, needs nvse 4.5.7 or higher

Posted

Spunk is invisible for me, though I could somehow (don't know how) thrpogh equiping and enequpinig make it visible until I came through door. Should I do something or no?

 

Semen visibility can be affected by going into menumode. Sadly, this also includes going into dialogue, and a lot of sexout mods have dialog callbacks. I have a script that monitors this and reapplies the effect if it detects menumode, and it mostly works, but there's always the possibility it doesn't. I'm also not sure how the visibility of semen is affected by switching perspectives or going in and out of VATS.

 

Semen visibility is also never guaranteed, for the simple fact that it requires enough semen on the body (see the MCM Settings).

 

Posted

OK just two quick things besides that I'm really enjoying Spunk and how its turning out.

 

First, in MCM for Spunk, the drop down Sub-menus don't function in my game. Spunk itself in fully functional from what I can tell, but clicking on the Spunk sub-menus just default back to main menu. Are they not functional yet in current build or is it my MCM?

 

Second - I understand that Spunk and Lust really shouldn't work together... but somehow mine has been, sorta. I think I have Spunk lower on my load order but I have no idea if that even matters. But the two haven't blown up my game yet.

 

I'm finding really hard to pull away from Lust for two reasons. Perks and a pull out button. I saw that the last revision of Spunk added the perks originally from Lust. Groovy. But I sorta find myself preferring the lust versions. Just a personal taste thing, but I haven't seen your reimplementation of Masochist yet which is a critical perk for all of my characters.

As for the Pull Out button, its something that is really little more then a convenience, but I hated not having once I disabled Lust.

 

Something else that just popped into my head, in Spunk, is sex still treated as a drug?  

 

Thanks :)

Posted

Spunk has the pullout button and from my experience that one works a bit more reliable than the one from lust. The MCM menues work for me (spunk from September 28. and "newest" MCM). You can have both spunk and lust active but then you should deactivate lust tracking for spunk. Had both active with not so recent Versions and both spunk and lust had its lust buffs/debuffs shown but only one of them could reduce lust and arousal. The other one was staying at max lust forever :wub: .

Posted

Yea it turned out being an outdated MCM that wasn't allowing me to access the sub menus to Spunk. So thanks for heads up there. Now that I have full access to the mod, I think I'll just recreate some of the lust perks with some of my own twists and finally retire it.

  • 2 weeks later...
Posted

Okay, this may be a kinda stupid question, but what are all of the perk console codes? I'm kinda anal about having all the perks (major game cheater) even if some cancel each other out. I was trying to get the Nymphomaniac perk, and I already had Frigid to max rank, but it wasn't showing up. If you need a screen shot, tell me.

Posted

If you open a plugin in TESsnip (included with FOMM), FNVEdit or GECK, and expand the 'perk' section you can find all the form ids.

Posted

If you open a plugin in TESsnip (included with FOMM), FNVEdit or GECK, and expand the 'perk' section you can find all the form ids.

 

Thanks, that'll help me a lot.

Posted

Hmm.  I just had a PC blow a super mutant for the first time recently thanks to prides update.  Afterwards she as covered in green glowing spunk which I thought was pretty darn nifty.  Is this an intentional effect?  And if so, does it hint at SM spunk being radioactive?  If that's the case, why not add some rads to the effect as well?  I actually checked my rad levels when I saw it, expecting a small dose.  Just an idea.

Posted

I don't know if it's just me but I've been having some weird stuff with the latest update just wondering if it's related to the mod; here's a bit of background, using the previous version, thing slowly but surely started to get hectic, like when I launch the game; everything runs smooth and dandy, but once my pc humps an npc, things start to get buggy, and little by little the game becomes unplayable (game hangs every 2 seconds).

 

and So I started disabling mods but my candidates were the ones that are script heavy; Tryouts, Crowds and Spunk, and sure enough it was spunk that caused the stutter; things went back to normal again after disabling the "Semen Tracking" function in MCM. Anyways, check on here and behold! an update with Fixes! :D

 

I downloaded the latest update, installed it and ran the game, now I have some more weird stuff going on:

1- Why do my character glow "Green/yellowish" when "Spunked"? this happens when screwing mutants and some other npcs as well.

2- Spunk stopped working properly later on up to a point where I launch the game, hump an npc, get spunked, a minute later the shaders disappear and spunk stops working. Enabling and disabling options in MCM randomly seems to temporarily fix this until My pc gets laid again and it stops.

 

Here is the log dump if you're interested:

 

 

 

 

 

I apologize if I was over/under descriptive with the above, regardless, your mod is a keeper and I don't want to stop enjoying it, great work man :)

Posted

Lol, people are now spotting the colored shaders I put in about... 9 months ago?

"Hey doc, what's with this new shit here?"  :lol:

So ehm, yeah, muties, glowing ghouls & spore carriers are supposed to have *sparkly* spunk.

 

@NismoMan: there's some stuff going on there that shouldn't. I see an arousal script on an actor got stuck & is still adding up a timer from around 10 minutes before your log started, sexcooldown spells on another that's no longer involved either, and a few acts being tracked that are long over, compounding the problem because the "tracked acts" array is consulted by a variety of other scripts. It also doesn't clean itself up properly when the act ends, instead cleaning out the previous stuck act instead of the one it's supposed to, perpetuating the whole thing. The array IDs assigned to spunk's library arrays are also unusually high, wtf.

 

Not sure what caused all this; your best bet is to do a clean save. I'd also reduce your number of loaded mods, just to be sure.

Posted

Lol, people are now spotting the colored shaders I put in about... 9 months ago?

"Hey doc, what's with this new shit here?"  :lol:

So ehm, yeah, muties, glowing ghouls & spore carriers are supposed to have *sparkly* spunk.

 

@NismoMan: there's some stuff going on there that shouldn't. I see an arousal script on an actor got stuck & is still adding up a timer from around 10 minutes before your log started, sexcooldown spells on another that's no longer involved either, and a few acts being tracked that are long over, compounding the problem because the "tracked acts" array is consulted by a variety of other scripts. It also doesn't clean itself up properly when the act ends, instead cleaning out the previous stuck act instead of the one it's supposed to, perpetuating the whole thing. The array IDs assigned to spunk's library arrays are also unusually high, wtf.

 

Not sure what caused all this; your best bet is to do a clean save. I'd also reduce your number of loaded mods, just to be sure.

 

 

LOL, alright... ok radiated sperm, got it :P

 

It's just that I've just recently started a new play through with Spunk, and Yesterday I witnessed my PC's first encounter with a Mutie, so... the whole glowing thing is intentional you say? Erm. Is there a way I can turn the effect off? with my ENB it's nearly blinding and unstable, lol

 

And as for the clean install, not sure if this would work but I'll give it a spin tonight and will report back. Thanks mate :)

Posted

LOL, alright... ok radiated sperm, got it :P

 

It's just that I've just recently started a new play through with Spunk, and Yesterday I witnessed my PC's first encounter with a Mutie, so... the whole glowing thing is intentional you say? Erm. Is there a way I can turn the effect off? with my ENB it's nearly blinding and unstable, lol

 

 

That's hilarious. lol  I see it as a benefit.  With interior lighting rooms can get pretty dark, especially with monitor glare.  With this, you can see with no detection penalty for turning on your piplight.  I wonder how many bj's it would take to get through say.... Primm Sewers for instance?

 

Posted

I have really no control over or idea of how any visual effect interacts with things like ENB. The same goes for imagespace modifiers & the like which I used in SOFO - might go well with some, less with others. I suppose I could add yet another mcm option somewhere to turn it off, sometime.

Posted

If you open a plugin in TESsnip (included with FOMM), FNVEdit or GECK, and expand the 'perk' section you can find all the form ids.

If I remember somewhere you had a way to export/dump these ids from the GECK, correct? If so how. It might be useful for some here to be able to just extract those ids from teh games they they like/need and use it.

 

Hmm.  I just had a PC blow a super mutant for the first time recently thanks to prides update.  Afterwards she as covered in green glowing spunk which I thought was pretty darn nifty.  Is this an intentional effect?  And if so, does it hint at SM spunk being radioactive?  If that's the case, why not add some rads to the effect as well?  I actually checked my rad levels when I saw it, expecting a small dose.  Just an idea.

Nice.. I't would have to be very small in case you are using some mod that captures the NPC and then rapes them over and over.. Larger doses would easily kill in hard mode.

Posted

Darn, clean save and no go. I keep getting a message in the top-right corner saying that Faction Smells and Visual Cum are disabled, although they're ticked in and enabled in MCM alright :(

 

 

Posted

Darn, clean save and no go. I keep getting a message in the top-right corner saying that Faction Smells and Visual Cum are disabled, although they're ticked in and enabled in MCM alright :(

 

That's just an SCR message, I think. Nothing to worry about.

 

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