darkconsole Posted February 4, 2015 Author Posted February 4, 2015 Ever thought about making creature "blacklist" i.e. MCM option to disregard some animals/animal families for the purpose of taming? I mean, I find it funny, that you get raped by 10 Draugrs and they immediatelly become your slaves... while technically not even being animals (undead Nords). Or falmers (Elves). Or vampire lords (w/e but much more intelligent than your regular wolf). before going into the effort of doing that, im going to cut out ActorTypeCreature and just test against ActorTypeAnimal. that should trim it down to more natural things only without ActorTypeCreature.
Samson Nite Posted February 4, 2015 Posted February 4, 2015 Hi darkconsole, When can PC give birth? So far, everytime pc give birthing, either no birth, saying pc is not ready to give birth(uner 0.5 day birth condition), or dead wolf baby (I tried with wolf). Why wolf bay is born dead????
ren54642 Posted February 4, 2015 Posted February 4, 2015 HI Was wondering why [ut] get and [ut] release or something to that effect keep running on the upper left corner of my screen thank you for your time
darkconsole Posted February 4, 2015 Author Posted February 4, 2015 HI Was wondering why [ut] get and [ut] release or something to that effect keep running on the upper left corner of my screen thank you for your time turn off debugging messages in the mcm.
The Matrix Prime Posted February 4, 2015 Posted February 4, 2015 Hey, don't know if someone has already mentioned it, but I wanted to let people know that the Mating call does work on dragons. However they seem to be stuck in permanent "flight" mode. Even though the dragon is on the ground, the model acts like it is still in the air. The dragon doesn't actually follow you around either, if he does manage to get air born, he simply flies off until the next time you fast travel - upon which he warps to your side (and possibly starts to set the town on fire). He also can't get aroused. If you use the "fondle" option with him, he simply stares at you, while pretending to fly with his belly on the ground. Don't know if this is suppose to work on dragons are not, but I thought I'd let people know. The mating call also works on wild werewolves! I have "Werewolves Occurring Naturally" mod which randomly adds a small change of encountering werewolves in the wilderness. I ran into one and immediately thought "I have GOT to add this guy to my pack!" There don't appear to be any issues with werewolves, thankfully. Very cool. I'm loving the speed boost you can get with this mod too! Very cool idea and a nifty feature!
Anonymous Posted February 5, 2015 Posted February 5, 2015 The mating call also works on wild werewolves! I have "Werewolves Occurring Naturally" mod which randomly adds a small change of encountering werewolves in the wilderness. I ran into one and immediately thought "I have GOT to add this guy to my pack!" There don't appear to be any issues with werewolves, thankfully. Very cool. Mating call works on pretty much everything that isn't NPC. From chickens through werewolves to dragons, as you mentioned. Werewolves won't be a thing if Darkconsole changes "creature" tag to "animal", tho. What are those tags suppose to do in the first place? I mean they have a use in case of mod like this, but do they really matter from the game's perspective?
ren54642 Posted February 5, 2015 Posted February 5, 2015 didnt think i had the debug checked but I will take a look thanks for the reply
aqqh Posted February 5, 2015 Posted February 5, 2015 How about an option to "promote" a chosen animal to be an alpha male which would be stronger than the rest of the pack? Also what might be cool would be an keybinded function in MCM to assume "on all fours" pose. Crawling is impossible (thx to skyrim engine) but assuming poses is. While in a pose you would be "inviting" hostile creatures to do something else than try to kill you. Could be made that while posing player would have some cloak spells applied with calm effect. And lastly - talking with creatures isn't exactly reliable in skyrim. It bugs. A lot. You may talk with Sky_mds (Animal Mansion author) about it. Because he was doing it like that before, but in newest version he get rid of dialogues entirely. Exactly because of that - talking with creatures is unreliable. Sometimes it works. Sometimes it isn't. What is a reason of this is anyones guess. So it might be better to control the pack entirely by spells for example (or by message buttons like in AM). PS Gave it a try to play like a pack of wolfs in aggressive role and me as a healer. That was quite an interesting play i have to admit
bbob1231212 Posted February 5, 2015 Posted February 5, 2015 shouts are not causing sexy time, nor is it charming creatures (tested with wolves). This is version 105.
darkconsole Posted February 5, 2015 Author Posted February 5, 2015 shouts are not causing sexy time, nor is it charming creatures (tested with wolves). This is version 105. im just about to push 106 with a fix for this.
KyuubiD Posted February 5, 2015 Posted February 5, 2015 What mod adds those tails in the screen shots? I think they're from HDT Tails http://www.nexusmods.com/skyrim/mods/58165/? The tail in the screen shots looks like the Matera style.
lorenar Posted February 5, 2015 Posted February 5, 2015 Hi Darkconsole, I am currently testing your mod and I really like the idea and just cannot wait for it to get even better. I have a suggestion which could fix the issues caused by the way Skyrim treats the randomly spawned beasts (the follow and the disappearance). Before I lay down the idea I have to say that I am not a modder so the actual implementation may differ from my suggestion. However I have enough experience with mods to be able to deduce some of the possibilities and the potential issues so I am confident that with a bit of planning my Idea (if deemed worthy) could be implemented without problems. The idea is to create a custom cell containing one of each supported beasts or creatures (not a random spawn, but a permanent entity). The creatures can use the vanila models which are replaced with nude or aroused models by other mods like Nude Creatures and Creature Features, but they could have diferenta names than just the labels like wolf or bear (for example 'Pack Wolf') which could eventually be changed by the name change feature of the mod. With this in place when the mating call shoulut is used on say a random wolf ingame before or after the sex scene (depending on which would be better for the modder) the wolf is removed and the Pack Wolf from the custom cell is teleported in its place and the follower spell is applied to it instead of the random spawn. That should prevent Skyrim from auto removing the creature and it will allow for implementation of some custom AI or follower framework compatibility (maybe fixing the issue where beasts could attack or be attacked in towns). Of course there are some issues which could make the whole idea impossible for implementation: 1. You can have more than one creature of the same species in your pack so what happens when you already have the pack wolf and try to use the mating call on another (the pack wolf will no longer be in the custom cell so it could not replace the random one)? Well there may be 2 solutions to that. The way I see the solution will be to implement a limit on how many beasts from one type you can have and put as many of them in the custom cell as the max number or make a script which will spawn another Pack Wolf in the custom cell if the first one is not there after certain period of time or at the time the first Pack wolf is teleported to the player. The second option may not be a good Idea as the spawned beasts may have the same behaviour as the random spawns (I do not know whether the modders can create custom spawns which are not bound to the vanilla skyrim rules). 2. What will happen if you use mating call on more than one creature from the same species at the same time? That I think also ties in to the idea of having more than one specimen from any species in the custom cell, but it also means that there will be a limit to how many of them can be recruited at any given time. Maybe that is a good thing which will allow the players to specify that max number in the MCM menu and if the mating call is used on more creatures the rest would just be calmed for a certain period of time. 3. What happens on creature dismissal? Because the creatures will be permanent if you dismiss one of them it will just stay in the cell it was dismissed (if there is no custom AI to tell it what to do). That could be a problem as for the duration of one playthrough the player may dismiss hundreds of creatures which could lead to safe file bloat, performance issues etc. One possible solution is for the dismissed creature to be teleported back to the custom cell (after it is reduced to level 1 of course), but that would mean that the cell will contain limited amount of specimens from that species which will present another issue as to what happens when one of your pack members dies (possible solution will be to make them essential, but that could detract from the fun of some players). Another option will be to just banish the creature on dismissal, but that again could present a problem if there is a limited amount of specimens in the custom cell. That is everything for now, however while I was writing it I came up with some other suggestions: 1. If possible implement an MCM slider to allow the player to select the max armor amount as 450 is not enough to play nude if you use PerMa or any other mod which increases the armor values especially on higher difficulties. Also another slider to allow the players to chose how fast that armor is accumulated (it will not be fun if it happens too fast). 2. Currently when using the mating call shout on several beasts only one of them rapes the player, but all of them are following it afterwards. That does not seem fair to some of the pack members is it. I am sure no one will mind if each of them gets turn turn (some may even like a second turn). Best regards
darkconsole Posted February 5, 2015 Author Posted February 5, 2015 How about an option to "promote" a chosen animal to be an alpha male which would be stronger than the rest of the pack? Also what might be cool would be an keybinded function in MCM to assume "on all fours" pose. Crawling is impossible (thx to skyrim engine) but assuming poses is. While in a pose you would be "inviting" hostile creatures to do something else than try to kill you. Could be made that while posing player would have some cloak spells applied with calm effect. And lastly - talking with creatures isn't exactly reliable in skyrim. It bugs. A lot. You may talk with Sky_mds (Animal Mansion author) about it. Because he was doing it like that before, but in newest version he get rid of dialogues entirely. Exactly because of that - talking with creatures is unreliable. Sometimes it works. Sometimes it isn't. What is a reason of this is anyones guess. So it might be better to control the pack entirely by spells for example (or by message buttons like in AM). PS Gave it a try to play like a pack of wolfs in aggressive role and me as a healer. That was quite an interesting play i have to admit been thinking about alpha for a while actually. right now i decided to try and see if i can get dogs to fetch loot from all the dead bodies for me. i haven't had the dialog bug happen in since 105 - i don't want to jynx myself but personally i want to believe i fixed it. i know i did some changes like adding a few delays and moving things to the finish fragment instead of the start fragment. not sure what you mean about AM though because the current version i have still has some dialog, as well as half the quests bug out half the time. problems aside, animal mansion is one of my favourites and one of them planned for this to work along side of. even then, i never saw this dialog problem in AM ever. ideally it will come out that i have solved that dialog bug and i will be praised. im not sure if the fixes will magically happen to your current pack or if it will only affect new members like the mcm "days in pack" readout. What mod adds those tails in the screen shots? I think they're from HDT Tails http://www.nexusmods.com/skyrim/mods/58165/? The tail in the screen shots looks like the Matera style. they are indeed, but the are the retextured versions i included in my Pony Pack with the script effect to keep ears and tail in sync with hair colour. Hi Darkconsole, I am currently testing your mod and I really like the idea and just cannot wait for it to get even better. I have a suggestion which could fix the issues caused by the way Skyrim treats the randomly spawned beasts (the follow and the disappearance). Before I lay down the idea I have to say that I am not a modder so the actual implementation may differ from my suggestion. However I have enough experience with mods to be able to deduce some of the possibilities and the potential issues so I am confident that with a bit of planning my Idea (if deemed worthy) could be implemented without problems. The idea is to create a custom cell containing one of each supported beasts or creatures (not a random spawn, but a permanent entity). The creatures can use the vanila models which are replaced with nude or aroused models by other mods like Nude Creatures and Creature Features, but they could have diferenta names than just the labels like wolf or bear (for example 'Pack Wolf') which could eventually be changed by the name change feature of the mod. With this in place when the mating call shoulut is used on say a random wolf ingame before or after the sex scene (depending on which would be better for the modder) the wolf is removed and the Pack Wolf from the custom cell is teleported in its place and the follower spell is applied to it instead of the random spawn. That should prevent Skyrim from auto removing the creature and it will allow for implementation of some custom AI or follower framework compatibility (maybe fixing the issue where beasts could attack or be attacked in towns). Of course there are some issues which could make the whole idea impossible for implementation: 1. You can have more than one creature of the same species in your pack so what happens when you already have the pack wolf and try to use the mating call on another (the pack wolf will no longer be in the custom cell so it could not replace the random one)? Well there may be 2 solutions to that. The way I see the solution will be to implement a limit on how many beasts from one type you can have and put as many of them in the custom cell as the max number or make a script which will spawn another Pack Wolf in the custom cell if the first one is not there after certain period of time or at the time the first Pack wolf is teleported to the player. The second option may not be a good Idea as the spawned beasts may have the same behaviour as the random spawns (I do not know whether the modders can create custom spawns which are not bound to the vanilla skyrim rules). 2. What will happen if you use mating call on more than one creature from the same species at the same time? That I think also ties in to the idea of having more than one specimen from any species in the custom cell, but it also means that there will be a limit to how many of them can be recruited at any given time. Maybe that is a good thing which will allow the players to specify that max number in the MCM menu and if the mating call is used on more creatures the rest would just be calmed for a certain period of time. 3. What happens on creature dismissal? Because the creatures will be permanent if you dismiss one of them it will just stay in the cell it was dismissed (if there is no custom AI to tell it what to do). That could be a problem as for the duration of one playthrough the player may dismiss hundreds of creatures which could lead to safe file bloat, performance issues etc. One possible solution is for the dismissed creature to be teleported back to the custom cell (after it is reduced to level 1 of course), but that would mean that the cell will contain limited amount of specimens from that species which will present another issue as to what happens when one of your pack members dies (possible solution will be to make them essential, but that could detract from the fun of some players). Another option will be to just banish the creature on dismissal, but that again could present a problem if there is a limited amount of specimens in the custom cell. That is everything for now, however while I was writing it I came up with some other suggestions: 1. If possible implement an MCM slider to allow the player to select the max armor amount as 450 is not enough to play nude if you use PerMa or any other mod which increases the armor values especially on higher difficulties. Also another slider to allow the players to chose how fast that armor is accumulated (it will not be fun if it happens too fast). 2. Currently when using the mating call shout on several beasts only one of them rapes the player, but all of them are following it afterwards. That does not seem fair to some of the pack members is it. I am sure no one will mind if each of them gets turn turn (some may even like a second turn). Best regards your first 3 items is beating a dead horse with engineering already solved over the first five releases. 1) the disappearance bug is done and solved for now. the only problem they have is that beasts cannot open doors, so they tend to not follow you into cities unless you use Call Pack. i am willing to say this is good enough for now so i can work on gameplay elements instead. im glad i didn't take that magic cell route and got rid of the actor copy crap. i personally believe the way it is as as good as we're going to get with the current state of SKSE. 2) using mating call when there are more than 1 beast around will result a result of your choice: all the beasts that heard you join your pack, but only one lucky son of a bitch will get to sex you if you have sexy time enabled. there is also an option to disable "charm all" so only the one that sexed you will join. i haven't done anything about queuing up a list of things to sex back to back. honestly i play with automatic sex off because i find sexlab delay annoying. i intend to pose no limits. 3) when a creature is dismissed i undo everything i did to it, so it is no longer permanent or has storageutil data bound to it. the engine will then delete the actor when it feels like it, or the actor will run back to whatever it was trying to do before you stolen it. the next two... 1) the "Progression" tab in MCM which currently says "TODO" is going to have sliders for things like that. 2) intended behaviour for now. i'd rather focus more on the gameplay for now.
darkconsole Posted February 5, 2015 Author Posted February 5, 2015 i found a solution for the dialog problem. this radial menu comes in UI extensions which i am already forcing you to get so you can rename the pets.
3Dmember Posted February 6, 2015 Posted February 6, 2015 Some minor glitches with this mod. However i'm sure you'll fix it all but I just wanted to say I really love this mod and your progress. Max vote/etc from me. Keep up the good work!
GraysW Posted February 6, 2015 Posted February 6, 2015 Can you make your mod compatible with Immersive Creatures ? The shout don't work with the new creatures...
darkconsole Posted February 6, 2015 Author Posted February 6, 2015 Can you make your mod compatible with Immersive Creatures ? The shout don't work with the new creatures... then immersive creatures is bad. it needs to tag the animals with ActorTypeAnimal and ActorTypeCreature depending on what it is. it will work with anymod which properly tags the actors and races. if they only used ActorTypeCreature (which would have been dumb) then you will need to enable it in my MCM. third party animals will never have sex unless they are a race sexlab already has or they added animations for it.
darkconsole Posted February 6, 2015 Author Posted February 6, 2015 I can't get the sex to trigger. I've used the mating call and the beast joins the pack and thats it. I've tried fondling in the dialog, multiple times, and the beast becomes aroused but nothing else happens. I have: v106 SKSE UIextentions skyUI FNIS w/ creatures sexlab all 4 unofficial patches CBBE more nasty critters fuz ro doh animal mansion All of these are up to date. Am i missing something, or do i have something that i shouldn't? I can't figure out what im doing wrong. is "allow creature animations" enabled in sexlab mcm?
bbob1231212 Posted February 7, 2015 Posted February 7, 2015 shouts are not causing sexy time, nor is it charming creatures (tested with wolves). This is version 105. im just about to push 106 with a fix for this. yep 106 is sweet. Thanks.
The Matrix Prime Posted February 7, 2015 Posted February 7, 2015 A suggestion/request: My horse ended up getting added into my pack, which is fine, its an animal after all. However now its attacking everything my pack of 4 werewolves attack. So I was thinking, it would be nice to have an option for "stay back" or "reserves" or something. A option that allows a beast to be part of your pack and travel with you, but won't let the beast attack anyone (unless it gets attacked directly). I also ended up absorbing a giant into my pack. I guess Skyrim must count them as "animals", but anything that wears clothes and wields weapons of its own volition can't be counted as an animal in my book. Giants, Falmer, Reiklings and such really shouldn't be effected. I don't know if it would be possible to "block" them from joining the pack in future upgrades? I know I can just dismiss them, but it gets kind a of annoying when they're accidently added.
darkconsole Posted February 7, 2015 Author Posted February 7, 2015 A suggestion/request: My horse ended up getting added into my pack, which is fine, its an animal after all. However now its attacking everything my pack of 4 werewolves attack. So I was thinking, it would be nice to have an option for "stay back" or "reserves" or something. A option that allows a beast to be part of your pack and travel with you, but won't let the beast attack anyone (unless it gets attacked directly). I also ended up absorbing a giant into my pack. I guess Skyrim must count them as "animals", but anything that wears clothes and wields weapons of its own volition can't be counted as an animal in my book. Giants, Falmer, Reiklings and such really shouldn't be effected. I don't know if it would be possible to "block" them from joining the pack in future upgrades? I know I can just dismiss them, but it gets kind a of annoying when they're accidently added. i'm actually working on the stances like "dont attack" but i am running into issues because Aggression is not kept in the save game according to creation kit [link]. so i am not sure about that yet.
ren54642 Posted February 7, 2015 Posted February 7, 2015 @darkconsole just wondering if you had any plans for the player to slowly transform into a hybrid something like sexout breeder or sexlab breeder always kinda into the transformation thing thanks for your time
a1b2c3d4e5f6h7i8 Posted February 7, 2015 Posted February 7, 2015 Hi, first of all thanks for your work. Could you make the birthing aspect optional?
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now