billypnats Posted February 28, 2016 Posted February 28, 2016 hey dark have you thought about combining this mod with your SGO mod? I feel like it could work nicely
darkconsole Posted February 28, 2016 Author Posted February 28, 2016 hey dark have you thought about combining this mod with your SGO mod? I feel like it could work nicely since i make my mods for me first and foremost i play with all my mods together. so yes they work together nicely
hadock Posted March 6, 2016 Posted March 6, 2016 when use the summon pack shout nothing happens and none of my animals show up
Bad Dog Posted March 7, 2016 Posted March 7, 2016 Just started a new Untamed playthough. Love the mod as always. One new issue: Latest SL, latest Untamed--when I do the mating call I often get more than one creature, and all the creatures start a SL animation with me, simultaneously. It's kinda cute, but of course my PC can only satisfy one and the others are humping air. Known issue? Any workaround? Or just me? One old issue: I still tend to leave pack members behind. They're in the MCM list but don't show up on Summon and don't follow (I set Summon to summon the whole pack, even those not following). I know you did a bunch of work on this. :-(
Bad Dog Posted March 7, 2016 Posted March 7, 2016 I don't know if this has been brought up, but when told to wait, your animal friends become stock still statues. They won't defend themselves if attacked, or even move arround the point they were told to wait at, which kinda makes them useless as guards, or even having your little foxes hang back if they're ambushed. Other than that, everything is spectacular. yeah the problem was if i let them fight, they would not return to where they were. so if you were gone, and they fought. and then they fought something else. adn then fought something else, they could end up miles from where you left them. ... I'd be okay with that, actually. They're wild animals, after all, and there's a summon shout to get them back. The business of not defending themselves is a real problem for me... nothing like getting told your sabrecat has been killed by a puppy because you stopped to talk to somebody. I prefer the current method, if one doesnt want there pets to die while waiting then its best to let them wait in a safe interior. What "safe interior"? I'm untamed, dammit. I'll go into a town if I must but I don't live there. And my pack is not entirely reliable around chickens and geese. And children. Flip side, I'm the only thing holding the pack together. If I get distracted for a long time and the pack disperses it's my own fault. AND, if you don't like that, you can just leave them in a safe place. Safe place = no fighting = no wandering off. You're happy, I'm happy.
Vanus Posted March 10, 2016 Posted March 10, 2016 A few things I'd like to see, with Moonlight Tales integration Saines from werebears if you have a go at one and Vampirism if you have a shag with a Vampire - mind you it would be awesome if you got Saines regardless of the condition of the were as wild encounters can be problematic, gibbering lunatic suddenly transforming back before the deed is done and no Saines but, it would be more immersive as well if one were to have a go at Arnbjorn or any of the Circle prior to cure and boom, you got Saines same for vamps in that regard viz they don't have to be in lord form for it to happen. I know that this is probably complicated as f*** to implement but, my modding experience is not that great and you've done one heck of a job so Thanks for making Untamed!
EinarrTheRed Posted March 12, 2016 Posted March 12, 2016 Quick question I couldn't find the answer too with a search. Does this mod just affect the PC or are NPC's also affected by it? Specifically if a follower or some other female NPCs has sex or is raped by an animal will that result in pregnancy the way it would a female PC?
darkconsole Posted March 12, 2016 Author Posted March 12, 2016 its PC only due to how Magic Effects fall off of NPCs when walking through loading doors. Untamed 2 will probably be able to handle NPCs though, as I will reuse the tracking system I built for Soulgem Oven 3.
billypnats Posted March 12, 2016 Posted March 12, 2016 Untamed 2? Woah when was this announced? Just now?
EinarrTheRed Posted March 12, 2016 Posted March 12, 2016 Good to hear, will look forward to giving that a try when you get it done. I remember the problems EC+ had with cell changes, seems they finally got that fixed but the chaurus hatchlings never seem to "grow up". If you can work it in, I'd request for U2 the option for such offspring, especially of NPCs and followers to be "wild" rather than friendly. That's what I'm really looking for in a mod but nobody seems to have done one. Really wanted it with EC+, that would have been perfect. The whole hostile "alien offspring" theme (I'm looking for more of a "horror" angle than a friendly/kink angle, I know that's not what Untamed was meant to be but was hoping it would sort of work for it for lack of anything else). Thanks for the reply.
darkconsole Posted March 12, 2016 Author Posted March 12, 2016 Untamed 2? Woah when was this announced? Just now? back when loverslab did the forum upgrade i had made several posts about my plans. then the forum was reverted and i forgot to copy them over, lol.
Technomagier Posted March 13, 2016 Posted March 13, 2016 Untamed 2? Maybe this would get rid of the only one thing I did not like about this mod. It works on every Player Character. I totally wish for something like profiles or the option to deactivate it on characters who don't use it via MCM. But god damn, this is the kind of mod I totally like for wilderness Characters. Non human Followers which can lvl. Yay.
darkconsole Posted March 13, 2016 Author Posted March 13, 2016 i kinda always meant to do that, but then i start a new character and by level 2 im like "yeah like im not going to fuck any animals this time"
Technomagier Posted March 17, 2016 Posted March 17, 2016 I totally understand. As said, for my wild Characters, I totally love your Mod. Dryad, Werewolf, Bandit it is so golden. But for my more "civilised" Characters, it is just off.
Yuni Posted March 18, 2016 Posted March 18, 2016 HEY. For those that want to use this version and turn off the health regen: The reason your health regenerates so fast is your actor value 'healrate' has been changed from 0.7 to 4.2 once you fuck your first animal and have a follower or something. If you want to kneecap it back down to where it belongs, use the command in the console: player.modav healrate -3.5 This reduces the extra 3.5% health regen per second that you get back down to where it is without the mod. ... I am unsure what this will do if you dismiss your animal followers, however. You might just lose health every second, but the command player.modav healrate 3.5 will fix it, if that is the case.
darkconsole Posted March 18, 2016 Author Posted March 18, 2016 if you do that once the magic effect falls off you are going to have a negative heal rate >_>
chevalierx Posted March 18, 2016 Posted March 18, 2016 if you do that once the magic effect falls off you are going to have a negative heal rate >_> no update ? i mean if possible ? and thank you very much from my hearth at end you create and fix bugs and help members good luck ,
Bad Dog Posted March 19, 2016 Posted March 19, 2016 Hey, I've got another good "goes with" mod for you--Simple Actions on Nexus. When I'm doing an Untamed playthrough, it bugs me to have to go someplace civilized to sleep in a bed or bedroll. With this mod you can sleep anywhere, such as under a bush with your pack around you.
Technomagier Posted March 19, 2016 Posted March 19, 2016 Dude. That's what MO is for. MO can mess with savegames and overall performance. I prefer the much cleaner MCM solution. A nice touch for Untamed2 would be, to exclude some beasts by choice. As example: only mundane creature, no sentient creatures, no undeads, no artificial lifeforms etc.
darkconsole Posted March 19, 2016 Author Posted March 19, 2016 MO can mess with savegames and overall performance. I prefer the much cleaner MCM solution. lol. untamed 2 is actually going to be released in episodes kind of. its not going to be a catch all at first. each animal is going to have a different way to tame and entertain. so it will first release with like bears only. then add wolves. then add sabrecats. etc. i won't be adding non-combat animals until like, the very last thing.
darkconsole Posted March 20, 2016 Author Posted March 20, 2016 http://www.loverslab.com/topic/59509-which-mod-first/
jonny0990 Posted March 26, 2016 Posted March 26, 2016 I cant get the animals to move ... The animation dosent start after i select fondle .. I am at helgen right now in front of the bear and it does nothing. and everything is set to ON in MCM menu sexlab .. plz can anybody help
Nazzzgul666 Posted March 27, 2016 Posted March 27, 2016 I cant get the animals to move ... The animation dosent start after i select fondle .. I am at helgen right now in front of the bear and it does nothing. and everything is set to ON in MCM menu sexlab .. plz can anybody help Try to turn of sexlabs no teleportation and/or scaling, that fixed some problems for me.
auradiel Posted March 31, 2016 Posted March 31, 2016 I don't know if this has been brought up, but when told to wait, your animal friends become stock still statues. They won't defend themselves if attacked, or even move arround the point they were told to wait at, which kinda makes them useless as guards, or even having your little foxes hang back if they're ambushed. Other than that, everything is spectacular. yeah the problem was if i let them fight, they would not return to where they were. so if you were gone, and they fought. and then they fought something else. adn then fought something else, they could end up miles from where you left them. completely unrelated, i wanted to leave this here since its my 2nd most active support thread. http://www.loverslab.com/topic/57803-shout-out-to-my-helpers-and-a-personal-dump Maybe adding a Guard command ( idle till attacked ) in addition to the stay, this way you can call them back with the call pack without having to bring back those you set on stay in other spots ... was feeling bad too seeing my staying furball being ambushed by wandering bandits while i was sneaking in the camp and then thought that if they were able to defend themselves they would more likely end running after those cowards and stay no idea where. I have no skill in modding so i have no idea if making this guard command is even doable or a good idea, you probably already figured this option too, and for now i just search carefully where i can put my furball to stay in a safe place before prawling in camp instead of playing a remake of Conan the Dovah. Love your mods SGO and display model are my can't play without as for untamed it depend if i choose this path or not but he is awesome too.
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