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  • 2 weeks later...
On 5/6/2021 at 9:19 PM, cBirdsEyeView said:

Im running this with Paradise Halls but equipping it on a slave makes the other slaves automatically start abusing the collared npc. Is there an option to make it only possible for me the player to use the pet? Ive been looking through the MCM but I don't see an option for it, or maybe I'm missing something?

Sadly thats not possible I asked for this years ago but no avail. What you can do is lock the arousal of Slaves below the Collar treshhold in Sex Lab Aroused.

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  • 1 month later...

The newest PetCollar version merges the pet effect for NPC and PC together, which is sub-optimal if only NPC should get effected.

The last version I used was better, which effected NPC and PC separately. The idea that any collar worn by the PC can also have a pet effect is basically good.

Although now the old automatic NPC-NPC PetCollar mechanic can become a compatibility issue without workaround if also the PC can be effected anytime.

 

The Problem is that usually users have already a lot of NPC on PC approach mods installed, which makes the auto Pet effect with any collar on PC redundant.

A better idea would be to have two settings:

> Auto Pet toggle for NPC (if NPC wear any collar)

> Auto Pet toggle for PC (if PC wears any collar)

 

A typical scenario:

PC is enslaved already and has to wear a collar. This in turn already starts scenarios for NPC to PC approaches and often also limit what can be carried or be used under certain conditions. In addition PetCollars function to remove items from the player can be fatal in combinations with certain enslavement mods.

At the same time mods add many slaves to places and let them wear collars, which in turn is great for use with PetCollars automatic effects on NPC.

With the newest version there is only pet effect on for all or pet effect off for all.

 

What works well with the new version:

> The Pet effect auto toggle is great for SD+ enslavement scenarios to make escape harder and cause more approaches.

> Joyful followers and DEC adding collars makes it more interesting, especially if there would be an option to get the keyless collar more often, which could be done my an MCM setting to replace all pet collars with keyless ones.

> dDEC traps that add collars will hit the PC harder.

 

What works not so well now:

> Play enslaved slave holder ^^

> sLola or DFC where already many scenarios are added while enslaved and stuff has to be organized.

> Hydragons slave girls, SD cages, captive slaves that can be put into DDs with Corsec patches can be effected by PetCollar, but at the same time if sLola/DFC enslaved the pet auto toggle would need to be deactivated to prevent clusterfuck (situations where multiple mods want something from the PC at the same time).

 

Spoiler

1507883462_enb2022_04_0310_02_30_39.jpg.850239e6ba91a4bb610b1870a41cd4e8.jpg

 

 

Edited by donttouchmethere
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6 hours ago, donttouchmethere said:

, but at the same time if sLola/DFC enslaved the pet auto toggle would need to be deactivated to prevent clusterfuck (situations where multiple mods want something from the PC at the same time).

 

  Reveal hidden contents

1507883462_enb2022_04_0310_02_30_39.jpg.850239e6ba91a4bb610b1870a41cd4e8.jpg

 

 

 

That's helpful, since do have both sLola and Pet Collar.  I check the "auto toggle" at the beginning (when I tweak everything else), then forget about it.   Later, if I decide to be a "sub", it's instant porn vid...lol 

?

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7 hours ago, Fiend71 said:

 

That's helpful, since do have both sLola and Pet Collar.  I check the "auto toggle" at the beginning (when I tweak everything else), then forget about it.   Later, if I decide to be a "sub", it's instant porn vid...lol 

?

My main reason I asked was for the Joyful but Evil Follower mod. I thought if I fall back to a older PetCollar version (they are all still downloadable, thanks!) Joyful followers wouldn't be able to manipulate the PetCollar MCM anymore.

Turns out, it can, so my solution is just to install PetCollar 5.5.0.

 

I was never here :classic_ph34r:?

I was never here. Never. - Homer Simpson Bush | Meme Generator

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I’m having an issue where it’s extremely hard to talk to a collared follower. I only get the fuck/punish pop-up when I activate them and have to try multiple times before I somehow manage to get dialogue options. Anyway to fix this through a setting or some work around I don’t know. I figure I can turn the mod on and off but that’s a bit of a pain if there isn’t a hot key. Thanks, great mod regardless of this issue.

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  • 1 month later...
  • 1 month later...

remind me how to remove this collar when equipped via say Cursed Loot? Cuz if its equipped from a trap or random chance event not tied to another NPC, who exactly is in control of my inventory & how do I remove the collar when nothing works on it? The console, any Devious mod's device debug function, nothin works on it

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  • 7 months later...

With player as pet every time an NPC's arousal threshold is reached and a sex scene initiates with the player both are teleported to the sky above Bleakwind Basin. The sex scene happens in the sky and afterwards we fall down and get attacked by giants lmao. I'm using this mod alongside Sexlab Defeat Baka edition and Fuck em Up if it matters.

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2 minutes ago, spicybalzac said:

...sex scene initiates with the player both are teleported to the sky above Bleakwind Basin.

That's the 0,0 coordinate location on the world map.  The game moves you there when it doesn't know where to put you.  Try initiating sex in an interior cell until the problem goes away (you might have to do it more than once).

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  • 2 months later...
21 minutes ago, yurik said:

@Black714 what do you mean, conflict?

You are welcome ?

I add armor into devious device and it cause conflict (old version at that time). since I add 3 keyword to stack with mage-light-heavy perk.
maybe better use ArmorCurias, ClothingBody, ArmorGauntlet, ArmorBoots, Instead? ?
 

Edited by Black714
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@Black714 I still don't quite understand your issue.

If you don't want to get zapped for wearing armor, set the ArmorRestriction to whatever makes sense for you. Depending on the setting, the keywords it reacts to are: ArmorClothing / ArmorHeavy / ArmorLight / ArmorJewelry / ArmorCuirass or ClothingBody.

E.g. if you select ArmorRestriction to Body Armor or Clothing it would restrict ArmorCuirass or ClothingBody but not ArmorHeavy.

 

This all is written in the IMPLEMENTATION section on the mod page ?

 

Now, if you wanna allow the lockable armor to bypass the restrictions, I could add the exclusion for 'zad_Lockable' keyword into the conditions. Is this what you want? ?

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1 hour ago, yurik said:

@Black714 I still don't quite understand your issue.

If you don't want to get zapped for wearing armor, set the ArmorRestriction to whatever makes sense for you. Depending on the setting, the keywords it reacts to are: ArmorClothing / ArmorHeavy / ArmorLight / ArmorJewelry / ArmorCuirass or ClothingBody.

E.g. if you select ArmorRestriction to Body Armor or Clothing it would restrict ArmorCuirass or ClothingBody but not ArmorHeavy.

 

This all is written in the IMPLEMENTATION section on the mod page ?

 

Now, if you wanna allow the lockable armor to bypass the restrictions, I could add the exclusion for 'zad_Lockable' keyword into the conditions. Is this what you want? ?

it should work too ?. all devious device have that keyword too. seems can bypass with it.
well I use some temporary solution using enchant devious armor base the player wearing by keyword. but seems less immersive. still love an old way.

many thanks for replying my message ?

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For whatever reason, this is the only mod in my load order that just refuses to show up in the MCM. The mod works in that I get zapped when equipping armor, but I unfortunately can't configure anything. I've checked to make sure all relevant quests are running and aliases are filled. I've also tried using both setstage ski_modconfigmanager 1 and saving/reloading. I also made sure to sort my load order to make sure that everything should play nicely.

 

I've got all required mods and I'm using Mod Organizer to prevent mods from overwriting crucial data.

 

I'm at my wits end here - are there any known conflicts with this mod? Alternatively, is there any other possible way to config the settings? Thanks :) 

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5 hours ago, MyNameIsnt said:

For whatever reason, this is the only mod in my load order that just refuses to show up in the MCM. The mod works in that I get zapped when equipping armor, but I unfortunately can't configure anything. I've checked to make sure all relevant quests are running and aliases are filled. I've also tried using both setstage ski_modconfigmanager 1 and saving/reloading. I also made sure to sort my load order to make sure that everything should play nicely.

 

I've got all required mods and I'm using Mod Organizer to prevent mods from overwriting crucial data.

 

I'm at my wits end here - are there any known conflicts with this mod? Alternatively, is there any other possible way to config the settings? Thanks :) 

Similar issue. Going to add I am on Anniversary edition (which I think this mod supports, if not feel free to just let me know that)

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6 hours ago, MyNameIsnt said:

For whatever reason, this is the only mod in my load order that just refuses to show up in the MCM. The mod works in that I get zapped when equipping armor, but I unfortunately can't configure anything. I've checked to make sure all relevant quests are running and aliases are filled. I've also tried using both setstage ski_modconfigmanager 1 and saving/reloading. I also made sure to sort my load order to make sure that everything should play nicely.

 

I've got all required mods and I'm using Mod Organizer to prevent mods from overwriting crucial data.

 

I'm at my wits end here - are there any known conflicts with this mod? Alternatively, is there any other possible way to config the settings? Thanks :) 

 

+1 here. 

Legendary edition

Reset mcm -- no mcm

reload game -- no mcm

regenerated seq fle in tes5edit, new game -- no mcm

sort it so it's first mod loaded after esms, new game --  no mcm

sort it so it's last mod before bashed patch, new game -- no mcm

copied a MO profile where 5.5.1 is working, put 5.6.0 in its place, new game -- no mcm

Edit:

Took the sorted late 5.6.0 MO profile (again, no pet collar MCM), switched to 5.5.1, new game -- got the 5.5.1 pet collar MCM

Edited by stillnofunnylogin
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I had the no MCM problem as well, but then I noticed something.

In the papryus log it said:

 

petcollarconfig registered (space) at MCM

so I started a new character and then it said:

 

petcollarconfig registered PetCollar at MCM

 

Can you have do similar and see if you have the same message.

 

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7 hours ago, NubAU said:

I had the no MCM problem as well, but then I noticed something.

In the papryus log it said:

 

petcollarconfig registered (space) at MCM

so I started a new character and then it said:

 

petcollarconfig registered PetCollar at MCM

 

Can you have do similar and see if you have the same message.

 

 

On Legendary Edition - even starting a new game failed to boot MCM. I'm wondering if there's a conflict that I don't know about

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This MCM bug is so annoying ?

I found the reason. Somehow ModName property got cleared... Creation Kit never stops to amaze me.

 

Thanks you all for helping me get to the cause of this. I'm pleasantly surprised with the level of expertise you submit your feedback ?

I'm gonna push an update soon. And then another one with a new cosmetic feature that I've been working on.

 

You will have to install the mod onto a save where you did not install the 5.6.0.

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34 minutes ago, NubAU said:

Tried to force the mod to work with MCM v4 by adding the ModName property so it will appear.

Only worked for me (on SE, don't have LE) for saves that have never seen any version of the mod before (or a new character).

 

All respect to the original author

 

 

PetCollar.esp 40.8 kB · 1 download

 

EDIT: I should remind myself to always update the thread before replying ?

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