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Posted

Here's the new version:

PetCollar_v5.0.0rc3.zip

  • (for devs) added SendModEvent support (for equip / unequip)
  • (for devs) added RegisterGenericDevice support
  • added option to equip / unequip Pet Collar to targeted NPCs / PC from the MCM
  • changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog. If Fucktoy "Consumer" is in dialog with Player (does not matter if Player is Pet or not), he/she is ignored (but if Consumer is Player, or if Player is Pet, the Fucktoy event should still start a 30-sec timeout to finish the dialog and then initiate the Fucktoy event)
  • fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, only one Fuctoy event should fire

I would be glad for any feedback, so I can decide if I can publish this version or fix / change anything else.

 

Posted

Here's the new version:

attachicon.gifPetCollar_v5.0.0rc3.zip

  • (for devs) added SendModEvent support (for equip / unequip)
  • (for devs) added RegisterGenericDevice support
  • added option to equip / unequip Pet Collar to targeted NPCs / PC from the MCM
  • changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog. If Fucktoy "Consumer" is in dialog with Player (does not matter if Player is Pet or not), he/she is ignored (but if Consumer is Player, or if Player is Pet, the Fucktoy event should still start a 30-sec timeout to finish the dialog and then initiate the Fucktoy event)
  • fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, only one Fuctoy event should fire

I would be glad for any feedback, so I can decide if I can publish this version or fix / change anything else.

Hi yurik. Installed this v5 on a clean save and still getting the issue with an npc being serviced by 2 pets at the same time. This time they were all in the same bed, each doing their own thing. Haven't fully tested the issue with the pet interrupting a scene or a conversation. The multiple requests for the player firing at the same time seems to be better. Also you might want to check the "maintain pet effect on npc's" option. Some time it works, other times there is a long lag and you have to remove/add pet status again for it to kick in. (I have 4 slaves with pet status enabled set up at the house in one room)

 

On a different note, I noticed the "add pet collar to npc" option. This is probably a stupid question but what is the difference between a pet having a pet collar and one just having the pet status. Seems to me they both just make a pet available for sex.

 

Thanks for all your work on this mod yurik. Still one of the "must have" mods in the game.  :shy:

 

Edit: Well, I was setting up a scene with my spouse (Spouses Enhanced) and while the scripts were trying to initiate my spouse disappeared. Sure enough there she was having sex with two pets, flying back and forth. No notification at all this time. Also, I was in the middle of using the arcane enchanter when I was notified to fuck a pet. I clicked no and had to refuse five times before the message went away.

Posted

Hi chadorjan.

I'm afraid it'll take more time then. I could not reproduce neither of the issues, but I haven't tested it with 5 pets at the same time in a continuous play session yet...

As for the new "Add Pet Collar to NPC" option, I mainly put it as a test of the new API functionality. There is no difference between having the Pet Ability with or without the Pet Collar equipped, except that the Collar makes it impossible to remove the Pet Ability (even with console commands like dispelallspells or removespell, it'll keep it in place).

 

Thanks for the appreciation, it is very motivating :)

Posted

A new version, with a more consistent approach to multiple Pets handling: PetCollar_v5.0.0rc4.zip

 

Release notes:

  • (for devs) added SendModEvent support (for equip / unequip)
  • (for devs) added RegisterGenericDevice support
  • added option to equip Pet Collar to targeted NPCs / PC from the MCM (it utilizes DD framework and thus takes some time to filter and apply, around 10 sec in my game)
  • added option to unequip Pet Collar from targeted NPCs / PC from the MCM (it didn't work in RC3)
  • changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog
  • fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, Fuctoy events should fire with a 15 sec delay from one another
  • fixed Maintain Pet Effect on NPCs to trigger on game load (before it only fired on cell change), and made it work more reliably
Posted

Love this mod, i kept trying to get a simple "npc wants to use my character, they use them" mod without any bells and whistles and this is perfect, but i do have 1 question

 

When you get the message "So and so requires your service" i find that rather lackluster, how would i go about edited that to say something different, i'm using CK and Tesvedit to try to find that specific line but so far i cant

Posted

Thanks, that was exactly my reasoning when creating this.

I just put a most generic message I could come up with so I could track what's going on with my mod.

It's hard coded in PetCollarFucktoyEffect script (PetCollarFucktoyScript.psc), line 80. You should be able to compile it without installing any additional dependencies:

if pet == SexLab.PlayerRef
    if sexActors.Length > 2
        Debug.Notification(sexActors.Length - 1 + " people need your service")
    else
        Debug.Notification(sexActors[1].GetDisplayName() + " needs your service")
    endif
else
    if sexActors.Length > 2
        Debug.Notification(sexActors.Length - 1 + " people need " + pet.GetDisplayName() + "'s service")
    else
        Debug.Notification(sexActors[1].GetDisplayName() + " needs " + pet.GetDisplayName() + "'s service")
    endif
endif

If not, I'll compile it for you ;)

Posted

I've never done any real modding, how do i compile it? I ended up figuring out where to find it in the scipts and editted with Notepad++, but the game crashes when i try to load. I guess that means i have to compile it rather than just save the changes in notepad++ hehe

Posted

 

A new version, with a more consistent approach to multiple Pets handling: attachicon.gifPetCollar_v5.0.0rc4.zip

 

Release notes:

  • (for devs) added SendModEvent support (for equip / unequip)
  • (for devs) added RegisterGenericDevice support
  • added option to equip Pet Collar to targeted NPCs / PC from the MCM (it utilizes DD framework and thus takes some time to filter and apply, around 10 sec in my game)
  • added option to unequip Pet Collar from targeted NPCs / PC from the MCM (it didn't work in RC3)
  • changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog
  • fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, Fuctoy events should fire with a 15 sec delay from one another
  • fixed Maintain Pet Effect on NPCs to trigger on game load (before it only fired on cell change), and made it work more reliably

 

Thank you very much for this yurik. The latest was Lydia (she's always horny) trying to bang three pets at once. I'll try this out and let you know how it works.  :)

Posted

I've never done any real modding, how do i compile it? I ended up figuring out where to find it in the scipts and editted with Notepad++, but the game crashes when i try to load. I guess that means i have to compile it rather than just save the changes in notepad++ hehe

 

Open the PetCollarEffect in CK, notice 'Scripts' section in the lower right corner, right-click on the PetCollarEffectScript -> Edit.

Once changed, press Ctrl+S and it should compile the script. There will be notification in the status panel saying whether all is OK or if an error happened.

If you've edited the psc file in Notepad, the new text should already be there, but you must compile it into pex file to make any changes in game.

 

Now I just remembered that there are also localization apps able to directly modify the compiled scripts, you could also use them for the purpose.

Posted

Hi yurik,

I installed the rc4 version, set up my four pets in one room and let Pet Collar run for one day and one night (game time). For the most part npc's showed single prompts, a few multiple prompts as well but they resulted in single animations. Only once did an npc show multiple prompts that resulted in two pets servicing the same npc. So it still happened (once) but this is much improved from before when it was quite frequent.

 

While in conversation with an npc my player still got interrupted with multiplle prompts, about four or five in a row. The maintain pet effect on npc's seems to be working fine for me now.

 

I'll let you know if I find anything else. Outdoors and on the road everything is working perfectly.  :shy:

 

Edit: Further testing. The 15 second delay on prompts is definitely not working. Both npc's and player receive multiple prompts firing rapidly one after another. One npc getting serviced by two pets continues.

Posted

Thanks chadorjan, it was very helpful!

The "multiple prompts" issue is actually a feature where multiple Pets are "ready to serve". In the current design state if I remove it, there will be no possibility for player to get service.

I'm afraid I have to leave it for v.5.0.0. But instead I'll add a feature to directly request Pet's service, along with doing other things to them, in the next version.

The current "Fuck the Pet" notification will stay for the cases when there's a party of N aroused recipients, where N is below the max number of "Human Actors Max Count" and there's still a place for an aroused player.

About the conversation, I have to clarify it a bit: while you're in a conversation, requests are going to happen but if you accept it (or if you're a Pet - then you have no choice), you get a 150 sec of time to finish it. Then you'll get interrupted with sex.  And the NPC currenty in conversation with you will continue the conversation and ignore the calls for sex :)

 

This version is most probably the final RC and goes into release:

PetCollar_v5.0.0rc5.zip

  • (for devs) added SendModEvent support (for equip / unequip)
  • (for devs) added RegisterGenericDevice support
  • added option to equip/unequip Pet Collar to targeted NPCs / PC from the MCM (it utilizes DD framework and thus takes some time to filter and apply, around 10 sec in my game)
  • changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog
  • fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, Fuctoy events should fire with a 15 sec delay from one another
  • fixed Maintain Pet Effect on NPCs to trigger on game load (before it only fired on cell change), and made it work more reliably
  • hopefully fixed the "one Pet, two scenes" issue
Posted

 

Thanks chadorjan, it was very helpful!

The "multiple prompts" issue is actually a feature where multiple Pets are "ready to serve". In the current design state if I remove it, there will be no possibility for player to get service.

I'm afraid I have to leave it for v.5.0.0. But instead I'll add a feature to directly request Pet's service, along with doing other things to them, in the next version.

The current "Fuck the Pet" notification will stay for the cases when there's a party of N aroused recipients, where N is below the max number of "Human Actors Max Count" and there's still a place for an aroused player.

About the conversation, I have to clarify it a bit: while you're in a conversation, requests are going to happen but if you accept it (or if you're a Pet - then you have no choice), you get a 150 sec of time to finish it. Then you'll get interrupted with sex.  And the NPC currenty in conversation with you will continue the conversation and ignore the calls for sex :)

 

This version is most probably the final RC and goes into release:

attachicon.gifPetCollar_v5.0.0rc5.zip

  • (for devs) added SendModEvent support (for equip / unequip)
  • (for devs) added RegisterGenericDevice support
  • added option to equip/unequip Pet Collar to targeted NPCs / PC from the MCM (it utilizes DD framework and thus takes some time to filter and apply, around 10 sec in my game)
  • changed Fucktoy to ignore NPCs currently in dialog with player so to not interrupt the dialog
  • fixed multiple Fucktoy requests firing simultaneously. If there are multiple Pets, Fuctoy events should fire with a 15 sec delay from one another
  • fixed Maintain Pet Effect on NPCs to trigger on game load (before it only fired on cell change), and made it work more reliably
  • hopefully fixed the "one Pet, two scenes" issue

 

Thanks again for all your work yurik. Even if there are a few issues remaining I know I'm still going to enjoy this mod.  :shy:

Posted

 

Thanks again for all your work yurik. Even if there are a few issues remaining I know I'm still going to enjoy this mod.  :shy:

 

 

I'm enjoying this mod too, by the time I finished my last playthrough I had half the population of Skyrim wearing pet collars and the other half were fucking the shit out of them, the dogs and horses were joining in too courtesy of Aroused Creatures which has settings to target npcs wearing collars.

 

You should see the fun in dungeons too, a few collared followers + Random Attack running, set to a 100% creature participation and the Falmers and Draugr can't get to them fast enough, they come running from everywhere to get in on the action, plus they're kind enough to just hang around waiting for their turn while I sit back and pick them off one by one with my bow. :lol:

Sometimes I take pity on them and wait till they've had their fun before killing them... :rolleyes:

Posted

 

 

Thanks again for all your work yurik. Even if there are a few issues remaining I know I'm still going to enjoy this mod.  :shy:

 

 

I'm enjoying this mod too, by the time I finished my last playthrough I had half the population of Skyrim wearing pet collars and the other half were fucking the shit out of them, the dogs and horses were joining in too courtesy of Aroused Creatures which has settings to target npcs wearing collars.

 

You should see the fun in dungeons too, a few collared followers + Random Attack running, set to a 100% creature participation and the Falmers and Draugr can't get to them fast enough, they come running from everywhere to get in on the action, plus they're kind enough to just hang around waiting for their turn while I sit back and pick them off one by one with my bow. :lol:

Sometimes I take pity on them and wait till they've had their fun before killing them... :rolleyes:

 

Ha ha, sounds like a lot of fun. I don't have creatures installed but I'll have to think about it. Between this mod and Mia's Lair one can have all the action you could possibly want. Kind of makes Skyrim into one big brothel.  :D

Posted

Hi yurik, sorry to bother you yet again. Installed the rc5 version. The good news is it looks like the 'npc serviced by two pets' is not happening, but I only ran the mod a short time so let's keep our fingers crossed. The bad news is my player is not getting serviced. I gave the pet ability to four pets (they're all on x-crosses set up in one room) set max player count to 2 and let it run. My player got the first prompt and I clicked ok. The pet got off the cross then immediately got back on it and nothing happened. I received 3 more prompts for the other pets but the same thing happened. When I refused a prompt one of my followers stepped in and the scene played out. So all my npc's got serviced but not the player. I had one of the pets follow me, we went outside, just the two of us. Got the prompt, accepted but nothing happened.

 

On a different note, I've been having problems with my npc's changing their height (they shrink by about 6 inches) and I can't for the life of me figure this out. In console I set them to 1.00 but eventually they all end up around 0.94. Now this is the weird stuff, when I got the prompt to 'fuck the pet' the first thing that happened was that the pet shrunk by about six inches, got off the cross and then got back on. The same thing happened with the other pets and they all stayed at the lowered height. I've been thinking that it must be SexLab but I have all scaling turned off and anyway, no animation was started when I accepted the prompt. Any ideas, this has been driving me crazy.  :dodgy:   (I have another npc on an x-cross in the house, she is not a pet and she is staying at the 1.00 height, so I don't think it's the furniture)

Posted

Thank you for testing it, you are greatly helping me and other players that use this mod to make it better!

For the height issue, the only place I can think of is the SexLab's "Even Actors Height" setting. This mod doesn't modify any actor values directly.

The Pet interrupted before starting sex with the player is strange. I haven't tested it with Zaz furniture yet, might be behavior packages conflict between the mods...

Are your NPC's your followers? If there multiple followers with the player, the player always has last priority. So if the "Human Actors Max. Count" is below the number of Player + Followers, the player will not get into the party.

Posted

Thank you for testing it, you are greatly helping me and other players that use this mod to make it better!

For the height issue, the only place I can think of is the SexLab's "Even Actors Height" setting. This mod doesn't modify any actor values directly.

The Pet interrupted before starting sex with the player is strange. I haven't tested it with Zaz furniture yet, might be behavior packages conflict between the mods...

Are your NPC's your followers? If there multiple followers with the player, the player always has last priority. So if the "Human Actors Max. Count" is below the number of Player + Followers, the player will not get into the party.

Thanks yurik. I've been using every version of Pet Collar going all the way back to v 4.7.4 and I never had issues with Zaz furniture. When I accept the prompt the pet gets off the cross and wants to have a go, but then something fizzles and the contact ends. This of course didn't happen with rc4.

 

The npc's are my followers, yes. The funny thing is, inside the house the player always got priority but on the road the npc's got first crack. Probably has to do with them actually following me on the road but not in the house. That and maybe proximity. Don't forget that I did have a pet follow me outside, just the two of us, got the prompt, accepted and nothing happened. Something between rc4 and rc5 has changed.

 

As far as the scaling, SexLab has the "Even actors height" (greyed out, not selected) and also a "Turn off all internal scaling within SexLab" option that is turned on. Still, I think you're right, it's probably a SexLab issue. I'll figure it out eventually.

Posted

Hi yurik, sorry to bother you yet again. Installed the rc5 version. The good news is it looks like the 'npc serviced by two pets' is not happening, but I only ran the mod a short time so let's keep our fingers crossed. The bad news is my player is not getting serviced. I gave the pet ability to four pets (they're all on x-crosses set up in one room) set max player count to 2 and let it run. My player got the first prompt and I clicked ok. The pet got off the cross then immediately got back on it and nothing happened.

...

This should've been fixed in the release version. The event was aborting preemptively since I ran the SexLab's "IsInAction" condition on the Pet instead of on the Player.

 

Is there way to craft the pet collar? One can be found in the the Companions' halls.

No, but I'm now thinking I could make it disenchantable... Thanks for the idea :)

Posted

 

Hi yurik, sorry to bother you yet again. Installed the rc5 version. The good news is it looks like the 'npc serviced by two pets' is not happening, but I only ran the mod a short time so let's keep our fingers crossed. The bad news is my player is not getting serviced. I gave the pet ability to four pets (they're all on x-crosses set up in one room) set max player count to 2 and let it run. My player got the first prompt and I clicked ok. The pet got off the cross then immediately got back on it and nothing happened.

...

This should've been fixed in the release version. The event was aborting preemptively since I ran the SexLab's "IsInAction" condition on the Pet instead of on the Player.

Installed 5.0.0 and it all works.  :shy:  Thanks once again yurik.

 

btw. In case you're interested that scaling issue I had was because of the XPMS skeleton. Apparently it auto scales the body to somewhere below 1.00. I installed XPMSE which doesn't do that, so far it looks good.

Posted

For some unknown reason, with the latest version of Pet Collar installed, Aroused Creatures no longer recognises the Pet Collar as a valid collar, so that's put an end to my hobby of watching the mayhem when I  take my followers past a stable. :(

 

Ah well time to just slap a simple slave collar or a Hentai collar on them if I want some dog or horse fun at the low arousal levels Aroused Creatures has for collar wearers. :-/

 

Also, one other thing I've noticed with version 5 release is that I no longer get the "You slip the collar around their neck and it closes with a click" (I can't remember the exact words) message when I manually place a Pet Collar on a follower instead of using the MCM option.

Posted

Dispose of the old collar and get the new one. Seriously, it should help.

 

Do you mean the latest version? as it's the latest version that's giving me this problem, or do you mean the collar in Jorvaskr that my new install will have placed there?

Posted

I meant the armor peace :) Sell or throw it away, then get the new one. It's a known issue, I even put it in the "Known Issues" section: sometimes scripts just fall off the item after update. I'm not sure what's causing it, but I experienced it with this mod and with DD Integration mod.

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