yurik Posted April 13, 2015 Author Posted April 13, 2015 The buff is dependent on IsSprinting conditional function that is not so fast for some reason, so the speed buff applies second after sprinting starts and fades 1-2 seconds after it ends. It would feel as a normal acceleration-deceleration if it doesn't stack with itself. But as it is, the speed part is going to be removed. Â Thanks for the report! Â Also, I'm aware of MCM issues with the new buffs and will fix them also.
ViggoUser Posted April 14, 2015 Posted April 14, 2015 A little conflict to Maria Eden, some devices, equiped for jobs, like foxtail or kittyears, are forbidden to wear.
yurik Posted April 14, 2015 Author Posted April 14, 2015 PetCollar forbids items that have this keywords: ArmorClothing / ArmorHeavy / ArmorJewelry / ArmorLight / ArmorCuirass or ClothingBody Since there's clearly no need for them there, I'd ask the Maria Eden's author to remove them. For compatibility with other mods.
Anonymous Posted April 16, 2015 Posted April 16, 2015 The buff is dependent on IsSprinting conditional function that is not so fast for some reason, so the speed buff applies second after sprinting starts and fades 1-2 seconds after it ends. It would feel as a normal acceleration-deceleration if it doesn't stack with itself. But as it is, the speed part is going to be removed. Â Thanks for the report! Â Also, I'm aware of MCM issues with the new buffs and will fix them also. Â Maybe make it a smaller general movement speed buff, instead of only sprint speed? For example Better Vampires by Brehanin doesn't seem to have any problems with that part.
yurik Posted April 17, 2015 Author Posted April 17, 2015 If you wonder why you've got the notification - it's me stealth fixing the issue when you unequip the collar but ability stays with you. I consider it a minor issue since it can always be turned off in MCM. Please excuse me for this  Just found this mod so haven't tested yet and maybe this is already implemented,but I want to suggest some kind of random activation of the collar,that way you never know when and for how long the effect will be active.That can catch any player offguard in the worst times You should try devious piercings or plugs from Devious Devices Assets / Extension Maybe I could add a feature where a "master" can manipulate his pet some way in future.  Maybe make it a smaller general movement speed buff, instead of only sprint speed? For example Better Vampires by Brehanin doesn't seem to have any problems with that part. The PC's running speed is not something I want to alter as it is a matter of personal preference. The Bethesda's 100% speed is OK for me.
darkfender666 Posted April 17, 2015 Posted April 17, 2015 I know it have been fixed buuut >.> I have a nearly immortal Lydia since i used latest version... any tip if its possible to make her back to normal? Would dispelallspells consone command work? Â
yurik Posted April 17, 2015 Author Posted April 17, 2015 If it didn't fall off itself already, you can dispel it with console. dispelallspells should work, but you can go with a more precise "dispel" command:   - target Lydia - enter: Dispel xx00ca02 * where xx is the mod's load order. Or you can get the ID with the command: help "Pet's Blessing" - the first result is what you need   Alternatively, I guess disabling the mod should remove the effect also, since it will no longer exist in the game.
darkfender666 Posted April 18, 2015 Posted April 18, 2015 Ty a lot  P.S. confirmed and totally fixed.
DrVec Posted April 19, 2015 Posted April 19, 2015 I have a problem with this collar.. 1. Equip the Pet Collar. 2. Left the Message.. (no errors!) 3. He is no longer equipped 4. i have a red collar 5. the red collar is invisible in inventory. 6. i cant the pet collar because the red collar..  Sorry for my Bad english but i hope u can understand it
yurik Posted April 20, 2015 Author Posted April 20, 2015 What is "red collar"? Seems like it's something from another mod. Let's find out!   1. remove ALL items from your inventory (either manually or with console: player.removeallitems) 2. enter player.inv to console. You should get something like this: 3. find the odd item, something mentioning 'collar' or without name. BAD EDITOR ID is OK, ignore it 4. see the first 2 numbers from the ID - it's the containing mod's load order. E.g. 'Helgen Keep Key' (00...) means that it's from the mod whose load order is first, 'Keyless Pet Collar' (51...) means it's from the mod with index 51 5. launch SaveTool (download it if you don't have one: http://www.nexusmods.com/skyrim/mods/52363/?) -> open your save file -> Mod Editor 6. see the mod name under the ID you've got. For me, 'Keyless Pet Collar' (51...) => PetCollar.esp  Additionally, SaveTool allows you to clean your saves. See the mod page for details  Â
MoonSpot Posted May 4, 2015 Posted May 4, 2015 Just started messing about with this one and have a question. I get messages that PC or follower doesn't know how to satisfy multiple people. Not sure if this is part of the mod where a pet need experience, if I'm missing animations, or some other issue. I skimmed the thread (via ctrl+F) and didn't see anyone else mention this. I MAY have an issue with more critters installation, but don't believe(based on nothing more than a guess on my part) that is it. Outside of that everything seems to be honky dory. Just thought to ask before I start ripping things apart to find a problem that might not be there.  P.S. Hentai creatures link in OP appears to be broken.
yurik Posted May 4, 2015 Author Posted May 4, 2015 There's no blocking on PetCollar's side, no progression system or anything. When it successfully scans for aroused-enough actors, it then tries to find the animations to match their number. And if it fails to find it, it drops the most distant actor and tries again with the shortened list. And every time it fails to find the suitable animation, it notifies about it. You must be missing the needed animations for your multiple-actor setup. Check if some "progression" mod blocks them or try to rebuild SexLab animations. More Nasty Critters cannot cause this - it only provides creature animations and I didn't include multiple creature support. Â PS. Thanks, fixed
chajapa Posted May 4, 2015 Posted May 4, 2015 I'm trying this out (again) and I have a couple questions about how and upon whom it works... Â I have Sofia. She's not in the vanilla follower system. Has her own. I put a collar on her and.... nothing happens. I see there's a force recruit, but if it adds her to the vanilla system, it might really fuck up her dialogues as it would add the vanilla follower dialogues and.... I've been through this before with other force recruit mods. Â So... any way to make this work with IsPlayerTeammate as well? Most of the custom followers who have their own follower system are NOT in CurrentFollower faction but they ARE testing positive for IsPlayerTeammate. So like... IsInFaction=CurrentFollowerFaction || (or) IsPlayerTeamate=1 Â AND.... I'm assuming this only works on followers (and self). I mean... you can't like throw a collar on Ysolda and then leave town... right? It would be interesting if you could do that and she'd become a fucktoy for everyone in Whiterun that happened by... Â Meanwhile... I think I'll collar Hikari and see how this works.... Â
yurik Posted May 4, 2015 Author Posted May 4, 2015 Just started messing about with this one and have a question. I get messages that PC or follower doesn't know how to satisfy multiple people. Not sure if this is part of the mod where a pet need experience, if I'm missing animations, or some other issue. I skimmed the thread (via ctrl+F) and didn't see anyone else mention this. I MAY have an issue with more critters installation, but don't believe(based on nothing more than a guess on my part) that is it. Outside of that everything seems to be honky dory. Just thought to ask before I start ripping things apart to find a problem that might not be there.  P.S. Hentai creatures link in OP appears to be broken.  You should also try to uncheck the "Use Aggressive Animation" option in the MCM. I should probably change the logic to switch to non-aggressive animation when a suitable aggressive one was not found.
yurik Posted May 4, 2015 Author Posted May 4, 2015 I'm trying this out (again) and I have a couple questions about how and upon whom it works...  I have Sofia. She's not in the vanilla follower system. Has her own. I put a collar on her and.... nothing happens. I see there's a force recruit, but if it adds her to the vanilla system, it might really fuck up her dialogues as it would add the vanilla follower dialogues and.... I've been through this before with other force recruit mods.  So... any way to make this work with IsPlayerTeammate as well? Most of the custom followers who have their own follower system are NOT in CurrentFollower faction but they ARE testing positive for IsPlayerTeammate. So like... IsInFaction=CurrentFollowerFaction || (or) IsPlayerTeamate=1  AND.... I'm assuming this only works on followers (and self). I mean... you can't like throw a collar on Ysolda and then leave town... right? It would be interesting if you could do that and she'd become a fucktoy for everyone in Whiterun that happened by...  Meanwhile... I think I'll collar Hikari and see how this works....  Here is the version with GetPlayerTeammate check instead of CurrentFollowerFaction (nothing else changed): PetCollar_v4.5.2a(GetPlayerTeammate).zip  I'd be grateful for the reports of how it works (or doesn't work) with different followers. If all is OK I'll switch the mod to scan for this condition.  And for public service. It is on my list already, just figuring how to implement it efficiently.
badhags123 Posted May 5, 2015 Posted May 5, 2015 Any possibility for an MCM toggle for a (customizable) grace period before shocking starts on armor restriction violation? Or the ability to temporarily remove equipment restriction (i.e. a once a day power that removes armor restriction for 12 hours), possibly at a price (only recharges after fucktoy sex). I think it would be a good way to allow full combat for player pets as well as open the way to having weapon/magic/shout restrictions without making combat completely impossible. Â It also seems more immersive that using incombat triggers (We're going to attack those bandits. Wait until we are actually fighting them and then quickly equip this full set of plate mail armor I was holding for you in less than a second.) and could even be tied into a punishment-reward system (the amount of time you can wear/use restricted items is proportional to how good of a pet you have been).Â
yurik Posted May 5, 2015 Author Posted May 5, 2015 Here's a version with a tweak that will stagger you the first time and only then proceeds with standard rag-doll effect: PetCollar_v4.5.2b(StaggerBeforeRagdoll).zip It still shocks, but the stagger is much less punishing in a way that it still allows control of the character. So it can be considered a grace period, I suppose If there are no complaints it'll stay in the next release version. Â About temporary disabling the restriction, I must disagree with you. The goal of the Armor Restriction is not to make the player do something to be able to wear armor... And combat is still very much possible without it, especially if you bring some followers with you and enable Streaker buffs. Again, this feature can be turned off in MCM Â By your ironic tone it's clear that you agree that equipping armor in the starting of a fight is silly. Maybe what you want is to enforce the rules only in cities? Or instead of shocking, post a bounty for committing a "crime" if some citizen sees a pet breaking the clothing rules?
badhags123 Posted May 5, 2015 Posted May 5, 2015 My idea was something along the lines of:  Follower/master "decides" that Aludin needs to die for X reason, and that their dragonborn pet should do it. So they decide to temporarily remove their armor and weapon restrictions before they head out, so that the dragonborn can fight at her best. Thus a player pet can fight using whatever style they prefer for a bit, but once the snake is dead and time is up, it's back to the same old rules. EDIT: Perhaps the best way to implement such a thing would be through a dialogue option where the player pet somehow asks permission for a temporary lift of their item ban? Opening dialogue options in combat is a good way to kill yourself.   It's true that right now, no armor isn't terribly debilitating unless you have a few difficulty mods (which is, of course, not your problem to design for) but if part of the future plans for this mod include weapon and magic restriction, doing boss battles can get to impossible levels quite quickly.  As for the MCM option, I like to play with the option that I can't fiddle with the MCM menu once I start playing. So while the MCM menu could do it, I am seeking a more immersive way of temporarily changing armor restrictions (and hopefully in the near future, weapon restrictions) in preparation for a big fight I know is coming. Though if this falls too far outside the scope/vision you have for your mod, I understand.  Know that the work you do is truly appreciated, your speedy replies and the care you put into this mod never cease to amaze me.
bathoz Posted May 10, 2015 Posted May 10, 2015 FYI. I wasn't a pet before update, but it applied anyway.
yurik Posted May 10, 2015 Author Posted May 10, 2015 Thanks for the report. I honestly didn't test this part to ever return false: Â Â Â if playerRef.RemoveSpell(petCollarAbility)Â Â Â Â Â Â playerRef.AddSpell(petCollarAbility, false) I've updated the 4.6.0 version with the fix: Â Â Â if playerRef.HasSpell(petCollarAbility)Â Â Â Â Â Â playerRef.RemoveSpell(petCollarAbility)Â Â Â Â Â Â playerRef.AddSpell(petCollarAbility, false)
dudesim Posted May 12, 2015 Posted May 12, 2015 What is hdt-hhs an where can it founded....nexus link doesn't work?
pihwht Posted May 12, 2015 Posted May 12, 2015 I've been using 4.6 with two different upper level characters characters. One's a stealth-archer who is strong in illusion. The other is a sword and shield player with a little bit of archier, but no magic to speak up. Both have been fun, but I have noticed an anomaly with both. Occasionally, and npc warns my player to be careful of that magic even though she is not doing any casting. More rarely, an npc attacks the player out of the blue. If I am slow to surrender through defeat, my immortal followers will slaughter everyone. Before reloading and running out of town quickly, most of named characters in Riverside died. I had no idea what had happened, till I tested thing by heading to the Bannered Mare alone, where that young woman who loves fighting attacked. As soon as she saw me, she pulled out her two handed sword. Most npcs don't attack, but I did have Vighar get upset when I eqipped the collare when I was close to him with another character. Next time I start the game I run over there and check him out.  After this happened twice in Riverside and the Bannered Mare, I haven't been able to reproduce it.  By the way, this same stealthy player went through to the end of the main quest. Did not contribute much to killing the final boss, but did survive and gather praise. Having gone through this several times, it was quite different wearing the pet collar.
fooku Posted May 13, 2015 Posted May 13, 2015 Is there a way to add the pet effect to custom NPCs without having the collar? I added some slaves to the game world, but they keep demanding to fuck pets.
yurik Posted May 13, 2015 Author Posted May 13, 2015 I'm not sure if I understand you correctly, but if you want to make an NPC a Pet w/o a collar, you can do it with MCM option: Target NPC ingame and open MCM -> PetCollar -> Maintenance -> Add Pet Ability to <NPC name>. And enable "Maintain Pet Effect on NPCs" option to force the game to keep the effect on it between location changes.
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