Pupkin Posted March 23, 2019 Posted March 23, 2019 9 minutes ago, HexBolt8 said: This is the "Passion" effect. After the master has sex with the pet, Passion provides a scaling buff to health and health regeneration. It's not permanent but it lasts a good while. I found it to be unbalancing, but play styles vary widely and you might very well like it. Thanks. This might be pretty useful as I play a healer in one of my saves who just refuses to hurt others and relies on her follower to do the killing, but it gets really tough on higher levels of difficulty. If it works like that, this will the first mod I have found to boost the follower's combat stats by having sex with him.
yurik Posted March 24, 2019 Author Posted March 24, 2019 It also transfers pet's health to master when it drops below 50%. Like, blood magic auto-healing.
yurik Posted March 24, 2019 Author Posted March 24, 2019 On 3/23/2019 at 2:17 PM, SleepyJim said: I noticed something when starting a new game with the latest version. The pet effect doesn't seem to be added when either applying it to the player through the MCM - which is what I usually do - or equipping one of the collars. I get the "Pet Added" message at the top left, but never see the "Your servitude has started" or any other messages afterwards. (Messages were set to active, and I tried toggling them off and on.) I couldn't find any way to get the mod to recognise my character as a pet. When starting a new game with the previous version I used (5.2.5) and then updating to 5.3.1 on an existing save everything worked. Might just be something in my set up, but has anyone else had this issue? That's because I broke it when I changed some internal details of the arousal threshold, and didn't test it on a new game ? It uses a global variable and I wanted to make it so that it cannot be modified with console (other mods can still modify if via a PetCollarConfig's public property). Please update to the v5.3.2. And thanks for the bug report! 1
tarak5557 Posted March 31, 2019 Posted March 31, 2019 @yurik I don't know if you're aware of this or know of a work around, but when using EFF, talking to the pet pulls up both the EFF and Pet menus, and the pet menu only gives the options to fuck or punish and is impossible to dismiss without selecting one.
Dovahbear91 Posted March 31, 2019 Posted March 31, 2019 Does this mod work with SD+? Can I get the masters to use this collar instead so I can set the paramiters?
SleepyJim Posted April 1, 2019 Posted April 1, 2019 5 hours ago, Dovahbear91 said: Does this mod work with SD+? Can I get the masters to use this collar instead so I can set the paramiters? You can use the MCM to apply the PetCollar effect to your character without wearing a collar at all if you want. I don't use SD+ so I can't test it myself, but I would think they should work well enough together. 1
Xiaron Posted April 2, 2019 Posted April 2, 2019 On 3/31/2019 at 3:56 PM, Dovahbear91 said: Does this mod work with SD+? Can I get the masters to use this collar instead so I can set the paramiters? Or opposite that, have PetCollar given the ability to recognize any DD collar on the PC and not just NPC. I suggested this before, but I have no idea how hard it would be to implement. 3
Dovahbear91 Posted April 2, 2019 Posted April 2, 2019 7 minutes ago, Xiaron said: Or opposite that, have PetCollar given the ability to recognize any DD collar on the PC and not just NPC. I suggested this before, but I have no idea how hard it would be to implement. I mean, technically itll just the script to equip this instead of the dd collar. There is nothing further from there other than the remove at the end of slavery script
donttouchmethere Posted April 6, 2019 Posted April 6, 2019 Updated to PetCollar 5.3.2. and all petcollar effects on hydragon slaves (and my PAHE slaves) stopped working Does newest PetCollar version not recognize ZAZ collars and PAHE leash collars anymore? Or does 5.3.2 need a new game so NPCs with collars get recognized again? Adding manually the pet effect on NPCs still works
SleepyJim Posted April 7, 2019 Posted April 7, 2019 8 hours ago, donttouchmethere said: Does newest PetCollar version not recognize ZAZ collars and PAHE leash collars anymore? Zaz dependency was removed from version 5.3.1 according to the change log.
donttouchmethere Posted April 7, 2019 Posted April 7, 2019 3 hours ago, SleepyJim said: Zaz dependency was removed from version 5.3.1 according to the change log. I read that, but hoped there would be some "magical" solution and I thought it might be an issue on my setup (updated on a running game) Okey lets test if regular DD collars will get recognized now and this is great: Changed Fucktoy Public Service to pick only those aroused actors that are detecting the pet
SleepyJim Posted April 7, 2019 Posted April 7, 2019 It might still be possible to recognise Zaz collars without a Zaz dependency, assuming the mod looks for keywords. I've put the SexLabNoStrip keyword on a few items in personal clothing mash-ups, so they won't ever be stripped for animations, and I did it without making SexLab itself a requirement. I just added a new keyword to my mod with the same exact name as the one used in SexLab. If I don't have SexLab installed then the keyword does nothing. If I do, SexLab recognises it and doesn't strip the item for animations. So, if PetCollar used to look for the zbfCollar keyword (I think that's the one) it could still recognise that if it included a keyword of the same name and was changed back to check for items using it. Zaz wouldn't be a dependency but would still get picked up for those who use it. That would be entirely up to yurik, of course, but might be an idea to think about. Personally, my character is usually the only one who becomes a pet, and I apply it through the MCM so she can wear a custom collar. 2
donttouchmethere Posted April 8, 2019 Posted April 8, 2019 On 4/7/2019 at 3:31 PM, SleepyJim said: It might still be possible to recognise Zaz collars without a Zaz dependency, assuming the mod looks for keywords. I've put the SexLabNoStrip keyword on a few items in personal clothing mash-ups, so they won't ever be stripped for animations, and I did it without making SexLab itself a requirement. I just added a new keyword to my mod with the same exact name as the one used in SexLab. If I don't have SexLab installed then the keyword does nothing. If I do, SexLab recognises it and doesn't strip the item for animations. So, if PetCollar used to look for the zbfCollar keyword (I think that's the one) it could still recognise that if it included a keyword of the same name and was changed back to check for items using it. Zaz wouldn't be a dependency but would still get picked up for those who use it. That would be entirely up to yurik, of course, but might be an idea to think about. Personally, my character is usually the only one who becomes a pet, and I apply it through the MCM so she can wear a custom collar. okey DD collars work just fine, so no issues with my PAHE slaves my concern was more about hydragons slavegirls, would need to select each of them to add pet collar effect on the other hand, gives me more control where my followers fuck around xD
mkess Posted April 8, 2019 Posted April 8, 2019 Updated to V 5.32. "Access Only Gold" stashes away the items, except favorites and equiped ones. Only "disable" stops the malfunction. Function is unusable that way for me. Pity. I will try it in a new save game again. This time I only made a clean save game with Fallrim. P.S: It seems you have to remove all 50 scripts of the plugin. I did use the Fallrim tool v4.01 alpha to remove all scripts from plugin. It seems to work now. Consider this the sollution. If you only remove the 18 orphaned ones, it did not work at all. Another tiny problem. I am not able to remvove the collar via. menu ...not that I care for that char ... but which Devious Device versions do you use? The newest version 4.2 cause problems, equiping sometimes the wrong items in my game, so I use the old V4.1.
sagasujin Posted April 9, 2019 Posted April 9, 2019 Would it be possible to make someone the pet of a faction instead of followers with this mod? I'm vaguely thinking about doing a runthrough as property of the Imperial Army.
DocClox Posted April 9, 2019 Posted April 9, 2019 23 hours ago, donttouchmethere said: my concern was more about hydragons slavegirls, would need to select each of them to add pet collar effect A patcher would be possible. You could write something to go through the load list looking for collars with the ZaZ collar keyword and adding PetCollarEffectKeyword to the records. Might not even be too hard with zedit - there are a few patchers written that could serve as templates. [edit] Of course, what we really want is a unified resource for keywords and factions. Something that both Zaz and DD could depend on, and whihc would allow the rest of us to write code that interacted with both of them without having to depend on either. In a perfect world, that's how you'd do it. 1
CPC47 Posted April 30, 2019 Posted April 30, 2019 sorry if this is already covered somewhere here, I looked for about 1/2 hour but got lazy so now I'm just asking... I want to put the collar on 3 witches I've subdued with SL Defeat, then take them to my castle and have my way with them in my dungeon. problem is, i can get the collar on each of them, and put them in armbinders and gags, but my "normal" followers and other friendly NPCs will attack and kill them on sight. I think because they are still an enemy faction, even though I have forced them to be followers in EFF. Any ideas on how to mitigate this?
Hex Bolt Posted April 30, 2019 Posted April 30, 2019 50 minutes ago, CPC47 said: sorry if this is already covered somewhere here, I looked for about 1/2 hour but got lazy so now I'm just asking... I want to put the collar on 3 witches I've subdued with SL Defeat, then take them to my castle and have my way with them in my dungeon. problem is, i can get the collar on each of them, and put them in armbinders and gags, but my "normal" followers and other friendly NPCs will attack and kill them on sight. I think because they are still an enemy faction, even though I have forced them to be followers in EFF. Any ideas on how to mitigate this? That's a question for SL Defeat, not Pet Collar. Pet Collar isn't doing anything with your captives' faction. In my experience, captives from Defeat are only good short term. You can have your way with them or sell them but that's about it. It sounds like you might be looking for a mod that lets you make NPCs into slaves. Pet Collar doesn't do that. 1
stillnofunnylogin Posted May 4, 2019 Posted May 4, 2019 Playing with 5.3.2 with a new game. (DD 4.2) Previous versions of Pet Collar would apply the fucktoy effect to 5 NPCs. NPC checkbox is checked. Arousal threshold was -1, reset to 90. I added five Pet Collars to inventory via console, then snuck up and applied them to five NPCs. The disrobing effect seems to work, but no NPCs are interacting with the collared NPCs. The arousal threshold is all the way down to 1. The NPCs are neither followers nor potential followers. Is this a change in Pet Collar, or has my game managed to break stuff? Thanks EDIT 001: I loaded up the game to see if I get the "use the pet" options if I tried talking to the collared NPCs. I did. I selected "punish," and each collared NPC was approached by another NPC exactly once each. I approached an NPC a second time, the fuck dialog option worked, but the collared NPC was not approached by another NPC.
donttouchmethere Posted May 4, 2019 Posted May 4, 2019 I made some odd observation. ? since 5.3.2: if I add a pet collar to a NPC in one cell => and leave the cell => the effect seems to pull everyone that is aroused enough back to the cell I had equipped the petcollar to a NPC for example: adding petcollar to a slave in a cellar (yes, yes cilche^^) while my followers are around and than changing to an outside cell or even fast travel somewhere else => followers will be pulled back to that cell a petcollar was equipped, if they are aroused enough it's like the petcollar checks for effects in the last cell I added a pet collar to a NPC unrelated where the PC and followers are after equipping the collar. means: it feels like petcollar checks are always one cell behind (cell it checks depends on the last added pet collar to an NPC) my update time settings in petcollar MCM are pretty high, maybe I should lower them... a lot (atm: arousal needed 90; check times: 450sec/900sec) doesn't happen all the time, but than again, arousal isn't always high enough (petcollar was updated on a running game)
stillnofunnylogin Posted May 6, 2019 Posted May 6, 2019 On 5/4/2019 at 1:59 AM, stillnofunnylogin said: Playing with 5.3.2 with a new game. (DD 4.2) Previous versions of Pet Collar would apply the fucktoy effect to 5 NPCs. NPC checkbox is checked. Arousal threshold was -1, reset to 90. I added five Pet Collars to inventory via console, then snuck up and applied them to five NPCs. The disrobing effect seems to work, but no NPCs are interacting with the collared NPCs. The arousal threshold is all the way down to 1. The NPCs are neither followers nor potential followers. Is this a change in Pet Collar, or has my game managed to break stuff? Thanks EDIT 001: I loaded up the game to see if I get the "use the pet" options if I tried talking to the collared NPCs. I did. I selected "punish," and each collared NPC was approached by another NPC exactly once each. I approached an NPC a second time, the fuck dialog option worked, but the collared NPC was not approached by another NPC. This seems to be a mix between a mod-added NPC and another LL mod. The NPC has an insanely high aggro radius, especially for a floor-mopping totally unarmed maid, so the game kept toggling me into a combat state. All the polite sexlab mods were suspending themselves for combat, which left the other mod to spam threads, pushing the suspended mods onto the suspended stack. In order for the polite mods to fire, the other mod had to finish its threads and combat had to off long enough for the polite mods to fire their events. Manually suspending the other mod, and using tcl to travel through walls to console-disable the homicidal janitorial staff, allowed pet collar events to fire.
llokii70 Posted May 29, 2019 Posted May 29, 2019 Does anyone know what happened to the se version of this. What the mod author has listed on the SE page is actually the 525 version from here or he forgot to change the header in the esp problem is i cant try that until i fix my ck which i have a post on here for as ck says supposedly it is missing the constructionsetnetwork.ini
Guest Posted May 31, 2019 Posted May 31, 2019 Is there an easy way to change the collar? I would like to use a different collar (from the zaz pack)
Hex Bolt Posted June 1, 2019 Posted June 1, 2019 On 5/31/2019 at 3:30 PM, jujoco said: Is there an easy way to change the collar? I would like to use a different collar (from the zaz pack) The Pet Collar uses the meshes in the Meshes/PetCollar folder. Copy the meshes that you want to use to there, and rename them to match the petcollar file names.
TheOrcInHeels Posted June 19, 2019 Posted June 19, 2019 It would be great if the pet's bag was integrated into the general stores auto sorter mechanism. PetCollar could try to move the contents from the bag to the auto sorter "chest" every 60 secs, i.e.
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