MrEsturk Posted June 17, 2023 Posted June 17, 2023 23 minutes ago, donttouchmethere said: Those are the worst ?✊? Yeah, the pet collar is such an abstract concept that multiple Simple Slavery outcomes could be assigned to it. Another outcome could be, similar to what @Anunya suggested, that if you had a follwer(s) when you were sent to auction they buy you and lock you in a pet collar as reparation. Kind of a "Submissive Lola Lite" outcome. Once again deleting all your restraint keys so you at least have to make a little bit of effort to escape the collar. 2
donttouchmethere Posted June 17, 2023 Posted June 17, 2023 (edited) 13 minutes ago, MrEsturk said: Once again deleting all your restraint keys so you at least have to make a little bit of effort to escape the collar. I like the idea of using SS++ to give the keyless collar some time in the spotlight. I wouldn't use it voluntary xD Followers can be so evil, it would make sense that they found one and only waited for the right moment to strike. I can imagine them getting a bit annoyed when they have to free the PC from slavery for the umpteenth time in a row. Or a follower that always wanted a pet buys the PC. Edited June 17, 2023 by donttouchmethere 1
Anunya Posted June 18, 2023 Posted June 18, 2023 One observation and a some questions, from my game (SE, using NFF):: OBSERVATION: If I use the restrict weapons restriction and lower my hands, enemies will not attack my PC (as described), but they will also ignore my follower (is that intended? QUESTION: The tooltip for "restrict attacking" says you can activate enemies to taunt them. How do you do the actual taunting? QUESTION: If a PC pet is restricted from spell casting and attacking, what do you actually do - gameplay wise - during combat? Do you just sit around and wait for it to finish, or do you all have any suggestions for what to do?
yurik Posted June 20, 2023 Author Posted June 20, 2023 The weapons restriction makes it so as long as there is a pet around, no one will attack. As a side effect it also enables the Fucktoy events. The attacking restriction enables you to simply tap the Activate key on a target who is in combat with someone else. And they will turn on you. There's no additional animations or effects to it. Attacking restriction enables you to tank, and the casting restriction still lets you cast effective healing as well as shout. And the magick schools other than Destruction are just shorter in duration so there's still use of them. And if you're using some perk overhauls there's also a lot of potential stuff that can be done with e.g. Alchemy or Pickpocket. The idea of these settings is to make the Pet feel weaker than their followers and depend on them in combat. I hope this answers your questions. 1
Anunya Posted June 21, 2023 Posted June 21, 2023 (edited) Yeah that makes sense, thank you Unfortunately in my own setup, casting spells (healing hands, buff others) on followers messes up their AI - not sure if it's NFF or something else that causes it. Any particular perk overhauls that you (or anyone else) has found to work well? EDIT: and just to be clear, none of those questions were intended as criticism. Just trying to get the most out of this great mod. Edited June 21, 2023 by Anunya 1
donttouchmethere Posted June 21, 2023 Posted June 21, 2023 6 hours ago, Anunya said: Unfortunately in my own setup, casting spells (healing hands, buff others) on followers messes up their AI - not sure if it's NFF or something else that causes it. I'm curious. How does it mess up their AI and how does that look like ingame? I use NFF (LE, the last version that was uploaded to LL) too and often can only help with heals and summons via BWitch. Healing doesn't effect the followers negatively (unless there is a LL mod installed that thinks heal is an attack spell ?). I use the NFF's nwsFF_NoTeamMagicDamage.esp to prevent in party combat from friendly fire. Not sure if that also helps with healing "damage". 1
Anunya Posted June 24, 2023 Posted June 24, 2023 On 6/21/2023 at 1:45 AM, donttouchmethere said: I'm curious. How does it mess up their AI and how does that look like ingame? I use NFF (LE, the last version that was uploaded to LL) too and often can only help with heals and summons via BWitch. Healing doesn't effect the followers negatively (unless there is a LL mod installed that thinks heal is an attack spell ?). I use the NFF's nwsFF_NoTeamMagicDamage.esp to prevent in party combat from friendly fire. Not sure if that also helps with healing "damage". So I don't actually know it's NFF that interacts with it badly... but in this game whenever I cast spell on a follower (I tried healing hands and spells from another mod), the the follower would get stuck in some sort of loop. They'd continually cycle the same animation - could be running, could be blocking, could be the running stance. At the same time their motion would go crazy - they'd move in a straight line, or sometimes in weird circles around some other point - but they'd do it fast (at sprinting speed I think), the movement wouldn't be aligned with the direction they were facing, and it wouldn't really have anything to do with what was happening. Now that I think about it, I don't know if it's NFF that does it... it's the first time I've used Healing Hands in forever, so I have no real clue which mod that's causing this to be honest.
Hex Bolt Posted June 24, 2023 Posted June 24, 2023 25 minutes ago, Anunya said: Now that I think about it, I don't know if it's NFF that does it... it's the first time I've used Healing Hands in forever, so I have no real clue which mod that's causing this to be honest. For what it's worth, I use Healing Hands on my follower fairly often with NFF, and I've never seen anything weird happen. 1
donttouchmethere Posted June 24, 2023 Posted June 24, 2023 (edited) 13 hours ago, Anunya said: .. but in this game whenever I cast spell on a follower (I tried healing hands and spells from another mod), the the follower would get stuck in some sort of loop. They'd continually cycle the same animation Do those followers get stuck right after casting on them or only after combat ended (all hostiles dead)? I remember an issue where followers randomly got stuck in an combat idle after combat ends. I think either hitting them with "spank that ass" (MM1's secret stuck NPC fix) or NFF's "snap out of it" worked for me. The reason was that followers might not recognized that combat ended and another script/force greet was running on them. Means they were in combat mode but also wanted to force greet. It didn't happen anymore so I can't remember what solved it at the end. (I probably have uninstalled the mod that causes those issues ^^) You could also make a save while the follower is stuck and check it for excessive active scripts and stack dumps. Could also be an LO issue, I keep all mods that add/effect followers (and NPC hirelings) above NFF unless the mod authors says otherwise. If you use DFC check it's install instructions again (it's a bit picky). (just in case: NFF offers two patch versions during installation to prevent team damage/PC > follower damage. Make sure you installed the correct one for your Skyrim version. Some mods that add new spells have NFF patches.) There was something else... AH!... NFF asks if it should overwrite all skyrim vanilla follower dialogue. I think that's not a problem until you have mods installed that need the vanilla dialogue. I don't overwrite the vanilla scripts with NFF and I saw no drawbacks so far with NFF NPC control. Devious Followers continued: "If using NFF, do not install replacements for vanilla dialogues." I doubt that has an effect on stuck followers after combat, but that's my way of exclusion procedure.) Edited June 24, 2023 by donttouchmethere
MX105 Posted June 25, 2023 Posted June 25, 2023 Anyone knows what could be causing this? I equipped the collar on my follower and when talking to her only the "fuck" option is in the message box, and the "talk to" option only appears when the follower is sitting on a chair.
swords and sandals Posted August 7, 2023 Posted August 7, 2023 Hi, yurik. I've come back to playing Skyrim for the first time in years and this was one of the mods I knew I wanted to base a playthrough around. It's just as great as I remembered. One thing I'd forgotten, though, is that animals will be selected to use the pet even if the max beast actors setting in the MCM is at 0. I'm quite often getting notifications that goats, rabbits, dogs etc need the pet's service, and they either continue to flee or run up and then leave disappointed. It doesn't seem to cause any harm, except that eligible NPCs who I want to use the pet might not get a turn. If the max beast actor setting is intended as a toggle for creature content would it be possible to check that it works? And if it isn't, would there be any chance of adding one? For the record, I'm on SE (or AE, as it seems to be these days.) Thanks.
yurik Posted August 8, 2023 Author Posted August 8, 2023 I'm glad you're enjoying the mod @merManc. The max beast actor setting is indeed a toggle. When it's 0, the non-playable races are skipped. I assume that the beasts are getting into the non-beast follower results somehow, so I've added IsPlayableRace check to the follower quest alias filter. Please see if it helps (safe to install and roll-back on an existing save). PetCollar_v5.9.1a.zip
swords and sandals Posted August 9, 2023 Posted August 9, 2023 Thanks @yurik I gave it a try, but it still isn't working. At first it seemed promising, as a cow at Battle-Born Farm outside Whiterun, and the cow inside Whiterun (who usually wants a turn when the pet is servicing the townsfolk) both didn't seem interested any more. But Stump the dog in Riverwood is still being picked. I thought maybe that meant named animals might be different from generic ones, but the carriage driver's horse at Whiterun stables also got selected (and I do have the allow horses option unselected in the MCM.) If you want a papyrus log let me know, and I'll get that set up.
Ixmore Posted September 24, 2023 Posted September 24, 2023 when I saw 3 newish images on the file page, I thought you changed the design of the collar considering one of them has a different collar design even without the glowing symbols. Did you make the other design yourself or did you get from somewhere else? If you made it yourself can you upload the meshes and if not where did you get the design?
yurik Posted October 15, 2023 Author Posted October 15, 2023 On 9/24/2023 at 9:06 AM, Ixmore said: when I saw 3 newish images on the file page, I thought you changed the design of the collar considering one of them has a different collar design even without the glowing symbols. Did you make the other design yourself or did you get from somewhere else? If you made it yourself can you upload the meshes and if not where did you get the design? It must be one of the collars from this mod: On 8/9/2023 at 9:24 AM, merManc said: Thanks @yurik I gave it a try, but it still isn't working. At first it seemed promising, as a cow at Battle-Born Farm outside Whiterun, and the cow inside Whiterun (who usually wants a turn when the pet is servicing the townsfolk) both didn't seem interested any more. But Stump the dog in Riverwood is still being picked. I thought maybe that meant named animals might be different from generic ones, but the carriage driver's horse at Whiterun stables also got selected (and I do have the allow horses option unselected in the MCM.) If you want a papyrus log let me know, and I'll get that set up. I'm still not sure what is causing your issue. If the Creatures are disabled in either SexLab (SexLab.AllowedCreature) or PetCollar (GetIsPlayableRace condition) they should not be picked. I will continue looking into this, but I'm not playing much lately so no estimations.
Hex Bolt Posted October 15, 2023 Posted October 15, 2023 1 hour ago, yurik said: It must be one of the collars from this mod [Submissive Lola the Resubmission] Submissive Lola doesn't add any new collars. The glowing collar must be from somewhere else.
yurik Posted October 15, 2023 Author Posted October 15, 2023 The glowing effect around the collar is from this mod (which is integrated into PetCollar): But all the physical metal collars are either packed with the PetCollar or the ones that are used by the Submissive Lola.
Ixmore Posted October 17, 2023 Posted October 17, 2023 On 10/14/2023 at 8:05 PM, HexBolt8 said: Submissive Lola doesn't add any new collars. The glowing collar must be from somewhere else. I'm not talking about the glow on the runic collar either, I was talking about the design of the collar of this picture itself that has a different mesh from the default one minus the glowing parts.
Hex Bolt Posted October 17, 2023 Posted October 17, 2023 1 hour ago, Ixmore said: I'm not talking about the glow on the runic collar either, I was talking about the design of the collar of this picture itself that has a different mesh from the default one minus the glowing parts. Ah, I misunderstood. I don't recognize the metal collar. It's similar to the Iron Collar in DD, but the attachment has a different shape. Spoiler It would be interesting to know where it's from. The variety of sturdy metal collars is limited.
Ixmore Posted October 17, 2023 Posted October 17, 2023 28 minutes ago, HexBolt8 said: Ah, I misunderstood. I don't recognize the metal collar. It's similar to the Iron Collar in DD, but the attachment has a different shape. Reveal hidden contents It would be interesting to know where it's from. The variety of sturdy metal collars is limited. That's why I asked Yurik because I know s/he posted another picture that had that same collar mesh
Ixmore Posted October 17, 2023 Posted October 17, 2023 On 10/14/2023 at 8:23 PM, yurik said: But all the physical metal collars are either packed with the PetCollar or the ones that are used by the Submissive Lola. I'm not seeing that collar mesh in any other versions of Submissive Lola Re submission, is it from an earlier nor do i see that mesh I just posted in Pet Collar. Was it from an earlier version Submissive Lola?
yurik Posted October 18, 2023 Author Posted October 18, 2023 (edited) @HexBolt8, @Ixmore I checked in my game where it comes from and turns out it's actually from this mod: Spoiler I think it gets injected into the list of Submissive Lola's collars as the "Iron Ring". Spoiler My apologies for misguiding you. Edited October 18, 2023 by yurik 1
Hex Bolt Posted October 18, 2023 Posted October 18, 2023 44 minutes ago, yurik said: I checked in my game where it comes from and turns out it's actually from this mod [Submissive Lola - an Extension]. I think it gets injected into the list of Submissive Lola's collars as the "Iron Ring". That's really close, but as your first screenshot shows, it's that mod's "Slave's Collar". It uses its own mesh provided by that mod (0kal_collar.nif). That collar simply uses Zaz textures, so the mesh is all a player would need. "Iron Ring" in the MCM collar list is just the Iron Collar in DD, which uses the mesh shown a few posts up. I think the mystery is solved!
Ixmore Posted October 18, 2023 Posted October 18, 2023 7 hours ago, yurik said: @HexBolt8, @Ixmore I checked in my game where it comes from and turns out it's actually from this mod: Reveal hidden contents I think it gets injected into the list of Submissive Lola's collars as the "Iron Ring". I wouldn't of known if that mod had the meshes if you hadn't told me, thank you.
Jenova23 Posted October 28, 2023 Posted October 28, 2023 If I where to add colars to npc through creation kit would that work on them? I see the option to intiate sex but I am simply using this mod to add colars to exisiting slaves in other mods so that they can be used as sex slaves by other npc. Does anyone know how to do this, as it's not working when I add it the colars to the npc outfits through creation kit.
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