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Posted
16 hours ago, NotRGBJackal said:

I think im still getting the MCM bug, its not showing up. 

 

*Update* 5.7.1 just dropped, will test this again

 

Update #2, MCM still bugged (Special Edition)

Did you update on top of a game with a saved 5.6.0 by chance? 5.6.0 had an empty ModName property so if you install on a new game it will never show up.

If that's the case, then you will have to install the mod onto a save where you did not install the 5.6.0.

 

Alternatively, you could change the property inside your save with ReSaver

Spoiler

Find this empty string:

image.png.17d8f9f0eeef75ad6efe86152b5308f7.png

 

Type in PetCollar and save

image.png.18bf661ce4819b0ec092278ee1c5c1a4.png

 

If you're on LE and ReSaver does not work for you, use Save Cleaner and delete every PetCollar script instance from your save.

 

Or install PetCollar from a game where 5.6.0 was never installed.

Posted

 

On 4/26/2023 at 11:02 AM, bubba999 said:

Looks like the glow effect is interfering with Facelight somehow. It no longer works even after turning off the glow effect.

 

Try to add the spell manually, it worked for me.

Spoiler

facelight.jpg.f491b230f4c77c6f6b563a9d5bd9b89c.jpg

It also persists through equipping / unequipping so it might be a good workaround.

Posted
On 5/3/2023 at 2:55 PM, yurik said:

Did you update on top of a game with a saved 5.6.0 by chance? 5.6.0 had an empty ModName property so if you install on a new game it will never show up.

If that's the case, then you will have to install the mod onto a save where you did not install the 5.6.0.

 

Alternatively, you could change the property inside your save with ReSaver

  Reveal hidden contents

Find this empty string:

image.png.17d8f9f0eeef75ad6efe86152b5308f7.png

 

Type in PetCollar and save

image.png.18bf661ce4819b0ec092278ee1c5c1a4.png

 

If you're on LE and ReSaver does not work for you, use Save Cleaner and delete every PetCollar script instance from your save.

 

Or install PetCollar from a game where 5.6.0 was never installed.

That worked, thanks! 

 

Now that the mcm is working, I have another problem now :(

When I turn the pet effect on, my character becomes semi-transparent. Anybody else have this issue?

Posted

Heya I'm testing this mod out in my new load order and I really like what I see :)

 

One thing - after the effect is equipped on the player character, the MCM option for removing the collar is greyed out. When I used a generic DD collar with the auto-trigger effect on it, the Pet effect continues even after I remove the DD collar.

 

So... it seems like once the Pet effect is on, there's no way to make it go away? Is that the intended effect? Am I missing something sort of obvious? Or do I have something broken in my setup?

 

Thanks!

Posted
2 hours ago, Anunya said:

So... it seems like once the Pet effect is on, there's no way to make it go away? Is that the intended effect? Am I missing something sort of obvious? Or do I have something broken in my setup?

 

I couldn't figure out how to turn it off either.

Posted
3 hours ago, Anunya said:

it seems like once the Pet effect is on

As far I remember you need to ask a follower to remove it.

However, long time ago.

Posted (edited)
14 hours ago, NotRGBJackal said:

That worked, thanks! 

 

Now that the mcm is working, I have another problem now :(

When I turn the pet effect on, my character becomes semi-transparent. Anybody else have this issue?

In the last update the Streaker Weapons Restrictions manipulates the Invisibility actor value. I suppose that's causing it. I'm gonna replace this implementation with something else.

 

 

12 hours ago, Anunya said:

Heya I'm testing this mod out in my new load order and I really like what I see :)

 

One thing - after the effect is equipped on the player character, the MCM option for removing the collar is greyed out. When I used a generic DD collar with the auto-trigger effect on it, the Pet effect continues even after I remove the DD collar.

 

So... it seems like once the Pet effect is on, there's no way to make it go away? Is that the intended effect? Am I missing something sort of obvious? Or do I have something broken in my setup?

 

Thanks!

I'm glad you're enjoying it.

To remove the Pet effect if you're wearing any other collar other then Pet Collar, you'd need to enable Auto Pet toggle for Player or equip and unequip Pet Collar. I'm gonna enable the functionality of removing the Pet Ability from MCM menu if you're not collared in the next update.

Edited by yurik
Posted

I'll have to update when I've tried out 5.8, maybe it's the fix you mention about transparency, but when I tried using the standard 5.7 a while back I was getting a really weird issue where the character's entire body looked like it was covered in static, like it replaced skin textures with static.

 

Wasn't really sure what the issue was tbh but I had to revert back to the specific 5.7 LE version you put out before you standardized them into one version. Could be that it's fixed in 5.8 or might have been some really weird conflict with other mods.

 

Will update at some point in the future when I've tested 5.8, just wanted to put this out there

Posted
8 hours ago, HomeScreen503 said:

I'll have to update when I've tried out 5.8, maybe it's the fix you mention about transparency, but when I tried using the standard 5.7 a while back I was getting a really weird issue where the character's entire body looked like it was covered in static, like it replaced skin textures with static.

 

Wasn't really sure what the issue was tbh but I had to revert back to the specific 5.7 LE version you put out before you standardized them into one version. Could be that it's fixed in 5.8 or might have been some really weird conflict with other mods.

 

Will update at some point in the future when I've tested 5.8, just wanted to put this out there

Thanks for the feedback. I'm not sure how your character's skin could get covered in static, PetCollar doesn't use such shader. Maybe I used it 9 years ago when I was experimenting with it. Could it be some other effects replacement mod? ?

 

For the 5.7_LE version, the new 5.7 (standard) version is the old 5.7_LE version. I only re-uploaded the exact same package with the new name.

  • 2 weeks later...
Posted

Very excited about the new summoned creature follower feature! Does it only work with atronachs or do familiars and other conjuration spell creatures trigger it as well?

Posted
1 hour ago, blahity said:

Very excited about the new summoned creature follower feature! Does it only work with atronachs or do familiars and other conjuration spell creatures trigger it as well?

Yes, they most certainly should work.

Posted

I'm having issues getting summoned creatures to interact with the pet. Everytime the mod triggers a notification that they "don't know how to have sex with x creature" appears, and they being masturbating over and over. This is odd because other bestiality mods work fine, including mods that have events using the exact same creature types that are summoned. Draggur spawned from Sexlab Pheromones or encountered by Sexlab Defeat Baka Edition play animations just fine.

Posted (edited)

So, odd bug and no idea what's going on with it. If I untoggle use aggressive animations, with chance set to 0 it keeps triggering the pet masturbation anyway for the PC, like it's set to 100.

Edited by Xiaron
Posted (edited)
15 hours ago, Xiaron said:

So, odd bug and no idea what's going on with it. If I untoggle use aggressive animations, with chance set to 0 it keeps triggering the pet masturbation anyway for the PC, like it's set to 100.

Yes, I see how it could happen. It's unrelated to the masturbation setting but the bug results in a single actor being sent to the SexLab framework.

 

I'm gonna fix all that in the next version. Thanks for the report!

Edited by yurik
Posted
On 5/20/2023 at 8:46 PM, blahity said:

I'm having issues getting summoned creatures to interact with the pet. Everytime the mod triggers a notification that they "don't know how to have sex with x creature" appears, and they being masturbating over and over. This is odd because other bestiality mods work fine, including mods that have events using the exact same creature types that are summoned. Draggur spawned from Sexlab Pheromones or encountered by Sexlab Defeat Baka Edition play animations just fine.

That's weird. I tested it in my game when I was playing with atronachs, but I'm gonna look into it again. What summoned creatures specifically? I only tested it on vanilla Flame/Storm/Ice Thralls.

If the Pet is a male, have you tried to turn Force Female Role off?

Posted
On 5/24/2023 at 4:00 AM, donttouchmethere said:

Petcollar v5.8.1 goes well together with SD+ creature enslavement. ?

The new visual effects are awesome. ?

That's great ? I was worrying that the glow might be too bright but I'm glad that you enjoy it.

Kudos to @Frayed for allowing me to do it.

Posted

Mhm, this mod actually got me to play more with SD+ again .. it helps add that something the mod had lost. So thanks and kudos!

Posted (edited)
4 hours ago, yurik said:

That's great ? I was worrying that the glow might be too bright but I'm glad that you enjoy it.

Kudos to @Frayed for allowing me to do it.

The opposite is true. The glow rocks, I like shiny things.

I don't use an ENB so it's great to see glowing the effect works well anyways, especially in dark dungeons.

The pulsating collar effect is great to see that the PetCollar effect is at work, especially if you wear enslavement collars form other mods and just add your effect, onto them it's good so have visual confirmation that it does it's thing.

I like to add the effect to followers too that got SD enslaved with me , because I want to share the *cough* fun ?

Also it makes sense that strong magic glows if it's at work.

 

The best looking enslavement/effect collars so far:

Sexlab Survival collar tattoo (glows and because it's a tattoo great for compatibility with other mods, might be something for petcollar too)

PAHE collar (looks cool)

PetCollar (you are here ^^)

 

(DD ones too, but I wanted to list the ones that are unusual)

Edited by donttouchmethere
Posted
15 minutes ago, donttouchmethere said:

The opposite is true. The glow rocks, I like shiny things.

I don't use an ENB so it's great to see glowing the effect works well anyways, especially in dark dungeons.

The pulsating collar effect is great to see that the PetCollar effect is at work, especially if you wear enslavement collars form other mods and just add your effect, onto them it's good so have visual confirmation that it does it's thing.

I like to add the effect to followers too that got SD enslaved with me , because I want to share the *cough* fun ?

Also it makes sense that strong magic glows if it's at work.

 

The best looking enslavement/effect collars so far:

Sexlab Survival collar tattoo (glows and because it's a tattoo great for compatibility with other mods, might be something for petcollar too)

PAHE collar (looks cool)

PetCollar (you are here ^^)

 

(DD ones too, but I wanted to list the ones that are unusual)

I agree, it's good to be able to keep track of all the pets. And from the RP perspective it also adds the humiliation bonus of everyone being able to clearly identify them even if the collar is hidden with hair or clothes.

I haven't tried the SexLab Survival yet but you can similarly have the PetCollar effect on you even if not wearing any collar. If you add the Pet Ability through MCM it will just glow around your neck on its own.

  • 2 weeks later...
Posted

I'd love for Pet Collar to work as an outcome for @HexBolt8's Simple Slavery Plus Plus. Is this something you'd consider supporting?

 

I'm guessing it'd require some sort of "assign a follower, put collar on, and activate Pet Collar" element to the mod for SS++ to hook into.

Posted

One suggestion: give followers and the general NPCs their own separate Arousal Threshold setting in the MCM menu. It can be difficult finding an Arousal Threshold low enough so the town NPCs don't almost ignore you outright but high enough to where your followers aren't demanding service so much the gameplay slows down to a crawl.

Posted (edited)
On 6/10/2023 at 5:18 PM, Anunya said:

I'd love for Pet Collar to work as an outcome for @HexBolt8's Simple Slavery Plus Plus. Is this something you'd consider supporting?

 

I'm guessing it'd require some sort of "assign a follower, put collar on, and activate Pet Collar" element to the mod for SS++ to hook into.

 

I've thought of an interesting Simple Slavery outcome event for the pet collar: after being purchased you black out. You wake up in one of several abandoned locations with a keyless pet collar locked around your neck (that ruined house on the path between Whiterun and Falkreath comes to mind as an example). Apparently whoever bought you was a kinky prankster who just wanted to leave you to fend for yourself while locked in a naughty cursed device for the lulz (similar to several of the Deviously Cursed Loot Simple Slavery outcomes).

 

EDIT: For added fun all your lockpicks and restraint keys get taken away too, making it more of a chore to free yourself.

Edited by MrEsturk

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