yurik Posted June 9, 2015 Author Posted June 9, 2015 Â Â My current player got the petcollar through deviously enslaved. She asked me to tell you that I would be very nice if you would not remove crafting materials for piotions, and smithing. In particular, she felt that she was getting quite good at making potions. She could remove the collar, but she doesn't want to just yet, because she enjoys her followers attentions. She is level five and was an escaped Immerslave who escaped from the Forsworn, made her way to Solitude, and earned enough making potions to pay her way. When she turned down a rather rude advance by a patron in the Inn, he blessed her with the pet collar. Â Anyway, petcollar is a lovely mod. Â I'm glad she enjoys it Does she finds the necessity to constantly ask her followers for the Bug too cumbersome? Is there possibly an option to make it less so -- without allowing to carry any ingredients -- that you can think of? Because limiting pet's property was specifically intended. Maybe disabling the Inventory Control feature would suffice? Â Â Our solution, which seems to work pretty well, is to disable the pet collar function and open the stash when we need to smith or potion things, distribute or sell our products, and the re-enable pet status. Â Now I shall go try out the new version. Â Â Â I just re-read our conversation and noticed she does have followers. That made me extremely curious of why doesn't she use the standard way to access the stashed items (crouch -> activate any follower or horse -> "Get Bag")? Â Â
pihwht Posted June 9, 2015 Posted June 9, 2015    My current player got the petcollar through deviously enslaved. She asked me to tell you that I would be very nice if you would not remove crafting materials for piotions, and smithing. In particular, she felt that she was getting quite good at making potions. She could remove the collar, but she doesn't want to just yet, because she enjoys her followers attentions. She is level five and was an escaped Immerslave who escaped from the Forsworn, made her way to Solitude, and earned enough making potions to pay her way. When she turned down a rather rude advance by a patron in the Inn, he blessed her with the pet collar.  Anyway, petcollar is a lovely mod.  I'm glad she enjoys it Does she finds the necessity to constantly ask her followers for the Bug too cumbersome? Is there possibly an option to make it less so -- without allowing to carry any ingredients -- that you can think of? Because limiting pet's property was specifically intended. Maybe disabling the Inventory Control feature would suffice?   Our solution, which seems to work pretty well, is to disable the pet collar function and open the stash when we need to smith or potion things, distribute or sell our products, and the re-enable pet status.  Now I shall go try out the new version.    I just re-read our conversation and noticed she does have followers. That made me extremely curious of why doesn't she use the standard way to access the stashed items (crouch -> activate any follower or horse -> "Get Bag")?     The difficulty with using the standard way of accessing items like herbs or iron ingots, is that the bag grabs them very quickly. On the one hand with the herbs, Shift-click tends to consume them. I wanted to make potions with them instead of equipping them. If I get a stack of flowers and butterfly wings transferred, potions created tend to pop back to the bag before they can be sold or distributed to the followers. I can grab a pile of gold to buy something, but if I take just a little too long to speak to the merchant, the money has disappeared. By turning off the pet effect for a few minutes, I can carry out normal useful processes like smithing with no stress: access the bag, get what I want, process it, and when we are all finished, reactivate the pet ability.  I was using it the other day with SD+. Didn't need the pet collar to enable the pet ability, which added flavor to the SD+, but needed to turn it off when the Mistress started demanded food or items. Â
yurik Posted June 9, 2015 Author Posted June 9, 2015 The money and any other items are grabbed when you move too far away from the follower (~2 meters) you got the Bag from. While holding the bag though, all items stay with you (the stashing effect is off). I guess 2m may be too short..? Here's the version with doubled distance (4.7.0, nothing else changed): PetCollar.esp
Vaukalak Posted June 9, 2015 Posted June 9, 2015 What`s new in 4.7 compared to 4.6.2? It isn`t in the change log.
pihwht Posted June 10, 2015 Posted June 10, 2015 The money and any other items are grabbed when you move too far away from the follower (~2 meters) you got the Bag from. While holding the bag though, all items stay with you (the stashing effect is off). I guess 2m may be too short..? Here's the version with doubled distance (4.7.0, nothing else changed): PetCollar.esp  I'll try it out.
MoonSpot Posted June 10, 2015 Posted June 10, 2015  --snip--  Second one seems like a bug to me. Speed was not intended to scale with level, the formula is following: petCollarHorseBuff.SetNthEffectMagnitude(1, petArousal * 0.8). Also, it is indeed should've been only for horses. I'll look into this asap, thanks for the report.  --snip--   Okay. New install. New character. Issue persists (v4.5.1 as per meta.ini). Updating now to 4.7, and this post is just an FYI on the chance that the logic is the same. This time using a standard race (imperial) and again experienced the stamina/speed boost being applied to PC rather than the horse. I'm actually able to jog faster than the horse is able to sprint, and sneaking at high speed is not as great as I would have thought before hand. I'm able to get some nice close ups of LOD images by dashing to another grid since the computer can't keep up and actually load the elements before PC has come and gone. Fortunately the buff does not persist through a save and reload.   Images because why not    Â
Lauralin Posted June 10, 2015 Posted June 10, 2015 I'm think I found a bug in the follower search quest/script. If the actor that gets picked for the FollowerAny alias is not aroused enough, it is no longer possible to get the max sex actors in a scene, even if the max actors is just 2. I think, if you relaxed the condition on the FollowerAroused2-4 that checks sexActorsMaxCount by 1 and then checked the sexActors array length before adding another actor in the script, that would fix it. You would also need to add a FollowerAroused5 alias to get 5 total actors when FollowerAny is excluded. Â Let me know if that doesn't make sense.
yurik Posted June 10, 2015 Author Posted June 10, 2015 You are absolutely correct! Thanks once again, Lauralin. I updated the logic with your fix:   And made some additional changes as well, like moving some verifications to reference alias conditions. Scriptname PetCollarFollowersSearchScript extends QuestReferenceAlias property enemyNearbyAny autoReferenceAlias property followerAny autoReferenceAlias property followerArousedCreature autoReferenceAlias property followerAroused1 autoReferenceAlias property followerAroused2 autoReferenceAlias property followerAroused3 autoReferenceAlias property followerAroused4 autoPetCollarConfigScript property petCollarConfig autoSexLabFramework property SexLab autoFaction property arousedFaction autoFaction property sexLabAnimatingFaction autoMessage property petCollarFuckPetMessage autoActor property anyEnemyNearby auto hiddenActor property anyFollower auto hiddenActor[] property sexActors auto hiddenFunction Refresh(Actor pet) Start() anyEnemyNearby = enemyNearbyAny.getActorReference() if !anyEnemyNearby anyFollower = followerArousedCreature.getActorReference() if anyFollower && SexLab.AllowedCreature(anyFollower.GetRace()) sexActors = new Actor[2] sexActors[0] = pet sexActors[1] = anyFollower else anyFollower = followerAny.getActorReference() sexActors = new Actor[1] sexActors[0] = pet if anyFollower Actor arousedFollower = followerAroused1.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(anyFollower, sexActors) arousedFollower = followerAroused2.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) arousedFollower = followerAroused3.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) arousedFollower = followerAroused4.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) endif endif endif endif endif if pet != SexLab.PlayerRef && sexActors.length < petCollarConfig.sexActorsMaxCount && petCollarConfig.promptPlayerToFuckThePet && !SexLab.PlayerRef.IsInFaction(sexLabAnimatingFaction) && SexLab.PlayerRef.GetFactionRank(arousedFaction) >= petCollarConfig.petCollarArousalThreshold.GetValue() && petCollarFuckPetMessage.Show() == 0 sexActors = sslUtility.PushActor(SexLab.PlayerRef, sexActors) endif endif endif Stop()EndFunction  PetCollar_v4.7.1a.zip I haven't tested it yet, but it should fix: - picking max sex actors if first one is not aroused - horse buffs on PC (if PC is not a horse)  If someone is willing to take an effort, please tell me of your results. UPD: this one is bugged
Lauralin Posted June 11, 2015 Posted June 11, 2015 On line 38 of PetCollarFollowersSearchScript, anyFollower should be arousedFolower.
nameless701 Posted June 11, 2015 Posted June 11, 2015 Idea for an adventure ,to remove the collar...  -the collar disable fasttravel and you have not enough money for a carriage -ask Eorlund in whiterun for help...he send you to winterhold to bring him an magic artefact (ask the magican in the inn?) -the magican need a special potion...you get it in solitude/Angeline's Aromatics...bring it to the magican -bring the magic artefact to Eorlund  ...this is a long way (in a cold area)...nice with frosfall
yurik Posted June 11, 2015 Author Posted June 11, 2015 On line 38 of PetCollarFollowersSearchScript, anyFollower should be arousedFolower.  Fixed: PetCollar_v4.7.1d.zip   Scriptname PetCollarFollowersSearchScript extends Quest ReferenceAlias property enemyNearbyAny auto ReferenceAlias property followerAny auto ReferenceAlias property followerArousedCreature auto ReferenceAlias property followerAroused1 auto ReferenceAlias property followerAroused2 auto ReferenceAlias property followerAroused3 auto ReferenceAlias property followerAroused4 auto PetCollarConfigScript property petCollarConfig auto SexLabFramework property SexLab auto Faction property arousedFaction auto Faction property sexLabAnimatingFaction auto Message property petCollarFuckPetMessage auto Actor property anyEnemyNearby auto hidden Actor property anyFollower auto hidden Actor[] property sexActors auto hidden Function Refresh(Actor pet) Start() anyEnemyNearby = enemyNearbyAny.getActorReference() if !anyEnemyNearby anyFollower = followerArousedCreature.getActorReference() if anyFollower && SexLab.AllowedCreature(anyFollower.GetRace()) sexActors = new Actor[2] sexActors[0] = pet sexActors[1] = anyFollower else anyFollower = followerAny.getActorReference() sexActors = new Actor[1] sexActors[0] = pet if anyFollower Actor arousedFollower = followerAroused1.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) arousedFollower = followerAroused2.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) arousedFollower = followerAroused3.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) arousedFollower = followerAroused4.getActorReference() if arousedFollower sexActors = sslUtility.PushActor(arousedFollower, sexActors) endif endif endif endif endif if pet != SexLab.PlayerRef && sexActors.length < petCollarConfig.sexActorsMaxCount && petCollarConfig.promptPlayerToFuckThePet && !SexLab.PlayerRef.IsInFaction(sexLabAnimatingFaction) && SexLab.PlayerRef.GetFactionRank(arousedFaction) >= petCollarConfig.petCollarArousalThreshold.GetValue() && petCollarFuckPetMessage.Show() == 0 sexActors = sslUtility.PushActor(SexLab.PlayerRef, sexActors) endif endif endif Stop() EndFunction    Also, deleted the "isHorse" variable so there's absolutely no chance to get horse buffs. Unless some other file overwrites the script, or you play a horse:   Scriptname PetCollarFucktoyScript extends activemagiceffect ... Event FollowerBuff(string eventName, string argString, float argNum, form sender)    if petArousal > 0       sslThreadController controller = SexLab.HookController(argString)       Int duration = (controller.TotalTime * 60) as Int          if sexActors[1].GetRace() == horseRace          petCollarHorseBuff.SetNthEffectDuration(0, duration); Stamina          petCollarHorseBuff.SetNthEffectDuration(1, duration); Speed          Int magnitude = petArousal * 2 + petArousal / 10 * SexLab.PlayerRef.GetLevel()          petCollarHorseBuff.SetNthEffectMagnitude(0, magnitude)          petCollarHorseBuff.SetNthEffectMagnitude(1, petArousal * 0.8)          petCollarHorseBuff.Cast(sexActors[0], sexActors[1])                   if sexActors[0] == SexLab.PlayerRef             petCollarHorseBuffPlayer.SetNthEffectDuration(0, duration)             petCollarHorseBuffPlayer.SetNthEffectMagnitude(0, magnitude)                      petCollarHorseBuffPlayer.Cast(SexLab.PlayerRef, SexLab.PlayerRef)          endif       else          petCollarFollowerBuff.SetNthEffectDuration(0, duration); Health          Int magnitude = petArousal + petArousal / 20 * SexLab.PlayerRef.GetLevel()          petCollarFollowerBuff.SetNthEffectMagnitude(0, magnitude)          petCollarFollowerBuffPlayer.SetNthEffectDuration(0, duration)          petCollarFollowerBuffPlayer.SetNthEffectMagnitude(0, magnitude)          Int index = 1          while index < sexActors.Length             petCollarFollowerBuff.Cast(sexActors[0], sexActors[index])             index += 1          endwhile          if sexActors[0] == SexLab.PlayerRef             petCollarFollowerBuffPlayer.Cast(SexLab.PlayerRef, SexLab.PlayerRef)          endif       endif    endif    UnregisterForModEvent("OrgasmEnd_PetCollar") EndEvent ...    Changes: - picking max sex actors if first one is not aroused - horse buffs should never be applied on non-horse actors - player should not be given "horse info" dummy buff when not a pet - correct filtering of aroused companion creatures if horses are disabled - travel packages should be applied correctly if PC is not a pet - player is only dismounted when among sex actors  This version is going to be released as soon as I am able to test it and make sure that it doesn't break anything. Which won't be any time too soon. Meanwhile you can play with it and (hopefully) confirm that everything is OK. Or not.  UPD: outdated. Please get new version from the Downloads page. And don't forget to reapply the effect if you have it.
volfin Posted June 16, 2015 Posted June 16, 2015 Trying this mod for the first time. I put the collar on my character, and I set the arousal level to 50. But every 60 seconds it says "your service is not needed" even when everyone around me is at 100 arousal. It just never seems to trigger ever.
yurik Posted June 16, 2015 Author Posted June 16, 2015 There might be several reasons for this. Do you have required animations? If you enabled "Use Aggressive Animations", make sure you have them for your setup (I'm not sure there are any aggressive animations for more than 2 people). Try with "Max Human Actors" option set to 2. Might be that the scripts in PetCollar cannot do their work. They are relatively light and fast, but if there are too many scripts already running, they might fail due to script latency. Try to wait some more time in a different location... Also, make sure you're using 4.7.1 version from the Downloads page. I just tested it on a clean game and everything was fine (with Ralof, on Helgen Keep starting quest). Â Please say if this helps.
badbat111 Posted June 16, 2015 Posted June 16, 2015 after reading the op its not my style i thought it was a new collar that could be put into cursed loot where the collar would attract animals to the wearer sort of like a hormone signal thing you know like male dogs can smell a bitch in heat from a long distance that sort of thing
volfin Posted June 17, 2015 Posted June 17, 2015 There might be several reasons for this. Do you have required animations? If you enabled "Use Aggressive Animations", make sure you have them for your setup (I'm not sure there are any aggressive animations for more than 2 people). Try with "Max Human Actors" option set to 2. Might be that the scripts in PetCollar cannot do their work. They are relatively light and fast, but if there are too many scripts already running, they might fail due to script latency. Try to wait some more time in a different location... Also, make sure you're using 4.7.1 version from the Downloads page. I just tested it on a clean game and everything was fine (with Ralof, on Helgen Keep starting quest). Â Please say if this helps. Â I got it working. I had to remove it, and clean my save, then reinstall. Not sure what was wrong. Thanks. Â
DustyLusty125 Posted June 19, 2015 Posted June 19, 2015 Nice idea but a bugger. I don't want the Devious devices stuff honestly, just the whole collar idea here.
yurik Posted June 19, 2015 Author Posted June 19, 2015 I'm not happy about huge dependencies either, but there are reasons for keeping DDx requirement: - compatibility with other DD mods, for those of us who do use other DD mods - I very much like the scripts that come with the framework - I plan to extend PetCollar to use some of the devices in future  So, sorry
Blackness blackness is... Posted June 19, 2015 Posted June 19, 2015 I'm not happy about huge dependencies either, but there are reasons for keeping DDx requirement: - compatibility with other DD mods, for those of us who do use other DD mods - I very much like the scripts that come with the framework - I plan to extend PetCollar to use some of the devices in future  So, sorry no need to be sorry. you can always decide to make them optional or an addon. if people dislike them this much.
djkman12 Posted June 21, 2015 Posted June 21, 2015 Can someone tell me the console command for getting this please?
Fredfish Posted June 21, 2015 Posted June 21, 2015 Open console and type  help "pet collar"  That will return the IDs for both collars (XX000d65 and XX007929). XX will depend where the mod is in your mod list and will be different for everyone. Pick the one you want and type  Player.additem XX000d65 1  The last number, 1 in this example, is the number of items you want  Â
darkfender666 Posted June 21, 2015 Posted June 21, 2015 I'd have a small request...if you like it. Could be a couple lines of (non interactive) dialogue added when pet collar triggers...  For example changing "XXX needs your services", to something more appropriate and possibly with 2-3 different sentences.  ty
Yuni Posted June 22, 2015 Posted June 22, 2015 Yuni's Suggestion Hour: Â Okay, here I am, with another simple suggestion. Sometimes, ya just don't want an important scene interrupted by someone needing service, then a sudden cock down your throat. I love the ability to add and remove the pet ability at will in the MCM. Â A hotkey to add or remove it from the player would be very convenient though. Sometimes, ya start talking to Jarl Balgruuf, only to see that his Housecarl is kind of having a groin bulge, and if you don't do something fast, it's gonna be a very awkward speech Balgruuf gives while you're polshing his Housecarl's knob. Â Just one of my usual suggestions as I think of a possible feature. A hotkey that enabled or disabled fucktoy would be the same effect. Â Sidenote: My mannequins-don't-rape-me-anymore trick has had VERY mixed results. Sometimes putting them in that faction fixes it, but on one of my recent save files, it's stopped fixing it. I'm not sure why. Will give more info when I figure it out, but the mannequins that repeated-offender'd got markfordelete'd and disable'd. Not like I used them anyways.
alexvkj Posted June 22, 2015 Posted June 22, 2015 Is it actually possible to make the collar work on a Demonica character?
ParadoxNine Posted June 22, 2015 Posted June 22, 2015 Is there anyway to get the enchantment for a collar that doesn't require the DLCs? Both of the options given for the meshes require one or more.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now