vpoteryaev Posted July 28, 2016 Author Posted July 28, 2016 Here's an interesting idea. What about add an effect that where your bound familiar can be a follower too where having spell with it make it last longer or stay out until you cast the spell again or it dies. Where the more time you have spell with it the stronger it will get while if is alive. Technically AF do the same thing as Summon Something spell. It makes copy of Actor and moves it to PC. But AF is not limited with spell duration. About your idea, there is two variant choices, and, Soaryne, sorry - for both I have to answer NO: 1. Edit vanilla spell. I never planned and never will do that (at least will try). Contrary, I'm trying to eliminate ANY enterfere with vanilla (or another mod). Any existing edit apply limits to this mod and/or another. As example, I like ME Prostitution, but Zaira has changed DialogueFollower edits so AFT (that changes vanilla entries too) has become incompatible with ME... 2. Add new spell. Even vanilla has too much spells. Contrary, I'm trying to reduce they usage as possible - that's why i made integration to AFT/EFF - I'm lazy to manage Pets with one spell/power, then look for and switch to Humans... Kind Regards.
monsta88 Posted August 5, 2016 Posted August 5, 2016 Hello, I tried this mod recently and I have a small issue. I told a bear to Hide and now I have no idea where it is. How can I unhide it? Also I am using the EFF (4.0.2) and I installed the EFF patch and put it behind the original AF mod, overwriting it(in MO), but when I target a pet and press the Action button (E), nothing happens. EFF works fine on regular followers. Otherwise it works well, it is fun to have a lot of animal bodyguards. Edit: it would be very useful to have a "Summon Pets to character" spell or minor power. This would move (teleport) the tamed pets tothe character. This idea was based on my new problem, I lost a Wolf in a building. I told the wolves to Stay and one of them somehow disappeared, probably clipped through a wall or something. this would also help with the above lost bear problem. Thanks,
vpoteryaev Posted August 6, 2016 Author Posted August 6, 2016 Hello, I tried this mod recently and I have a small issue. I told a bear to Hide and now I have no idea where it is. How can I unhide it? Also I am using the EFF (4.0.2) and I installed the EFF patch and put it behind the original AF mod, overwriting it(in MO), but when I target a pet and press the Action button (E), nothing happens. EFF works fine on regular followers. Otherwise it works well, it is fun to have a lot of animal bodyguards. Edit: it would be very useful to have a "Summon Pets to character" spell or minor power. This would move (teleport) the tamed pets tothe character. This idea was based on my new problem, I lost a Wolf in a building. I told the wolves to Stay and one of them somehow disappeared, probably clipped through a wall or something. this would also help with the above lost bear problem. Thanks, In MCM on first page ("Main Settings") there are two options ("Add Main Command Power" and "Main Command Key"): if first adds a lesser power for doing commands to Pets and Human followers, second is just hot key for using this power to speed up making commands without using magic menu and selection. That what you need. When you use this, you'll see a menu that contains "Summon" command for Pets too - you just miss it. EFF patch is needed exactly to them - it integrates EFF's "Leader's Telepathy", so you can forget about original EFF's command and manipulate with all followers (human and animal) via one key (or LP). Command for individual follower is not "E" - it by default "2" (in MCM managed with option "Animal Follower Command Key"). If in your game you did not ramaped it to "E", but with pressing "E" doing things, then another mod is in command with your Pets. And do not forget, if you "Hide" your Pets they are in safe place, but if they are commanded to "Stay" they can die if someone more powerfull will attack them. Kind Regards
monsta88 Posted August 6, 2016 Posted August 6, 2016 Hello, I tried this mod recently and I have a small issue. I told a bear to Hide and now I have no idea where it is. How can I unhide it? Also I am using the EFF (4.0.2) and I installed the EFF patch and put it behind the original AF mod, overwriting it(in MO), but when I target a pet and press the Action button (E), nothing happens. EFF works fine on regular followers. Otherwise it works well, it is fun to have a lot of animal bodyguards. Edit: it would be very useful to have a "Summon Pets to character" spell or minor power. This would move (teleport) the tamed pets tothe character. This idea was based on my new problem, I lost a Wolf in a building. I told the wolves to Stay and one of them somehow disappeared, probably clipped through a wall or something. this would also help with the above lost bear problem. Thanks, In MCM on first page ("Main Settings") there are two options ("Add Main Command Power" and "Main Command Key"): if first adds a lesser power for doing commands to Pets and Human followers, second is just hot key for using this power to speed up making commands without using magic menu and selection. That what you need. When you use this, you'll see a menu that contains "Summon" command for Pets too - you just miss it. EFF patch is needed exactly to them - it integrates EFF's "Leader's Telepathy", so you can forget about original EFF's command and manipulate with all followers (human and animal) via one key (or LP). Command for individual follower is not "E" - it by default "2" (in MCM managed with option "Animal Follower Command Key"). If in your game you did not ramaped it to "E", but with pressing "E" doing things, then another mod is in command with your Pets. And do not forget, if you "Hide" your Pets they are in safe place, but if they are commanded to "Stay" they can die if someone more powerfull will attack them. Kind Regards Thank you very much, I indeed had the main command power disabled, now I found the pets.
vpoteryaev Posted August 6, 2016 Author Posted August 6, 2016 1.39 beta. Added support for Horny Dragons of Skyrim (by MadMansGun): currently Human On Top animations (for Wolves, DeathHounds, Sabrecats) can be used if PC or Follower is Futa. In day or two I will add "cat_on_cat", "bear_on_bear", "wolf_on_wolf" support in relax command.I do not care that in your gameplay with On Top animations Aroused (Redux) do not recognize orgasm for Futa, because I used own almost completely redone Aroused, for you I can only advise to ask Fishburger67 to add triggering orgasm for female actor if in animation she is in male position.This is test release because Relax command algorithm is redone, and I didn't test all possible supported combinations. With update just overwrite previous version, no additional actions needed. Reports about bugs with Relax command will help me a lot! Kind Regards.
vpoteryaev Posted August 7, 2016 Author Posted August 7, 2016 1.39 beta2. Added Creature-Creature animations support (if you have installed Horny Dragons of Skyrim by MadMansGun or any others) while "Sex Time" command. I tested with my DeathHounds and Wolves Pets. Works even with mixed pairs Wolf-DeathHound.Also must work, but not tested myself Sabrecat-Sabrecat, Bear-Bear.With next update planned to implement mix Wolves and DeathHounds on Female-Creature-Creature animations. Stay tuned. Bug reports are welcome. Kind Regards.
monsta88 Posted August 7, 2016 Posted August 7, 2016 Hi, I think now I found a real issue. v1.38 I'd guess it is due to scriptload, atm I'm playing a scriptheavy game. The issue is, that dead AF pets don't always disappear. They are just lying on the ground like regular dead bodies. They cannot be summoned, interacted with, etc, they are just dead. This is a problem because they still count towards the maximum pet count, so in my game now I can't get any new pets, because the old ones are dead. It would be nice to have a debug option to clear dead pets if they for some reason fail to disappear. Or the casting of the summon spell/power would check if dead pets taking up the spots and clear them. Thanks for reading,
vpoteryaev Posted August 7, 2016 Author Posted August 7, 2016 Hi, I think now I found a real issue. v1.38 I'd guess it is due to scriptload, atm I'm playing a scriptheavy game. The issue is, that dead AF pets don't always disappear. They are just lying on the ground like regular dead bodies. They cannot be summoned, interacted with, etc, they are just dead. This is a problem because they still count towards the maximum pet count, so in my game now I can't get any new pets, because the old ones are dead. It would be nice to have a debug option to clear dead pets if they for some reason fail to disappear. Or the casting of the summon spell/power would check if dead pets taking up the spots and clear them. Thanks for reading, Thanks, I will check this as soon as possible. Maybe with code clean up and chaning some parts of existing code I with my harry did something wrong... Thanks again.
vpoteryaev Posted August 7, 2016 Author Posted August 7, 2016 Hi, I think now I found a real issue. v1.38 I'd guess it is due to scriptload, atm I'm playing a scriptheavy game. The issue is, that dead AF pets don't always disappear. They are just lying on the ground like regular dead bodies. They cannot be summoned, interacted with, etc, they are just dead. This is a problem because they still count towards the maximum pet count, so in my game now I can't get any new pets, because the old ones are dead. It would be nice to have a debug option to clear dead pets if they for some reason fail to disappear. Or the casting of the summon spell/power would check if dead pets taking up the spots and clear them. Thanks for reading, To repair situation where Pet is dead but not disappeared and you can't reanimate new one, because alias is not cleared: 1. open console 2. click on dead, but not disappeared Pet. 3. type "SetConsoleScopeQuest vlk_af_main" 4. type "getisaliasref afollower01" and see result. If it is "GetIsAlias >> 1.00" then THIS pet in afollower01 alias. If not, you received "GetIsAlias >> 0.00", then continue with check afollower02, afollower03, afollower04, afollower05. One of this checks will return "GetIsAlias >> 1.00", just remember with which one afollower0N you got "1" and use it in next step. 5. type "emptyrefalias afollower0N", where N - from step 4. 6. type "disable" 7. type "markfordelete" 8. close console 9. reopen console after pair of seconds 10. type "sqv vlk_af_main" for selfcheck. You must get through lines next: "REF 'AFollower0N'->NONE". Where N from step 4. Kind Regards. ADDED: with next update i will add in MCM some options for quick repair such situations.
monsta88 Posted August 7, 2016 Posted August 7, 2016 Hi, I think now I found a real issue. v1.38 I'd guess it is due to scriptload, atm I'm playing a scriptheavy game. The issue is, that dead AF pets don't always disappear. They are just lying on the ground like regular dead bodies. They cannot be summoned, interacted with, etc, they are just dead. This is a problem because they still count towards the maximum pet count, so in my game now I can't get any new pets, because the old ones are dead. It would be nice to have a debug option to clear dead pets if they for some reason fail to disappear. Or the casting of the summon spell/power would check if dead pets taking up the spots and clear them. Thanks for reading, To repair situation where Pet is dead but not disappeared and you can't reanimate new one, because alias is not cleared: 1. open console 2. click on dead, but not disappeared Pet. 3. type "SetConsoleScopeQuest vlk_af_main" 4. type "getisaliasref afollower01" and see result. If it is "GetIsAlias >> 1.00" then THIS pet in afollower01 alias. If not, you received "GetIsAlias >> 0.00", then continue with check afollower02, afollower03, afollower04, afollower05. One of this checks will return "GetIsAlias >> 1.00", just remember with which one afollower0N you got "1" and use it in next step. 5. type "emptyrefalias afollower0N", where N - from step 4. 6. type "disable" 7. type "markfordelete" 8. close console 9. reopen console after pair of seconds 10. type "sqv vlk_af_main" for selfcheck. You must get through lines next: "REF 'AFollower0N'->NONE". Where N from step 4. Kind Regards. ADDED: with next update i will add in MCM some options for quick repair such situations. Thank you very much, if the problem appears again, I'll follow these steps. Atm installing v1.39 beta 2 fixed it.
monsta88 Posted August 15, 2016 Posted August 15, 2016 Hi, a little feedback in v1.39 b2: I'm using SPERG and the summoned elementals have some area powers. This led to some aggro between AF and SPERG pets. I could stop it by hiding the AF pets. I'm a bit unsure how pets scale with levels, but I noticed that even high level (60ish) Sabre cat can die quite easily (on Expert difficulty and I usually play on Legendary). It would be nice if the player could reach the stage where these pets could become Essential. It is not good to lose high level followers. I made 2 of my pets essential (and also renamed them) via EFF so I kind of cheated it. Thanks for the mod,
monsta88 Posted August 18, 2016 Posted August 18, 2016 Hi, maybe this is a bug in v1.39 b3: I tried to raise a Frost troll to become follower. The spell worked, the AF troll appeared, however after that, nothing happened, it just stood there. Since there was no sex, the troll didn't become a follower. Update: This issue happened only with troll, spider and draugr was OK. I'll try again when I find another troll. I also had a strange happening, but that might be unrelated to this mod. When I summoned the pets, a dead pet were summoned. I couldn't do anything with it, so I did what you suggested earlier with the dead pets. That seemed to solve the problem. How is this unrelated: I'm unsire if I tried to make this particular pet essential earlier with EFF. I might have done something wrong. Thanks,
vpoteryaev Posted August 18, 2016 Author Posted August 18, 2016 Hi, maybe this is a bug in v1.39 b3: I tried to raise a Frost troll to become follower. The spell worked, the AF troll appeared, however after that, nothing happened, it just stood there. Since there was no sex, the troll didn't become a follower. Update: This issue happened only with troll, spider and draugr was OK. I'll try again when I find another troll. I also had a strange happening, but that might be unrelated to this mod. When I summoned the pets, a dead pet were summoned. I couldn't do anything with it, so I did what you suggested earlier with the dead pets. That seemed to solve the problem. How is this unrelated: I'm unsire if I tried to make this particular pet essential earlier with EFF. I might have done something wrong. Thanks, About trolls. It seems that SexLab can't find suited animation. I do not use hentai creatures, but can advise to you for testing purposes install it and will try to initiate sex with obvious or Frost Troll. If with any other mod you can initiate sex with trolls, but AF can't, please, find a troll, kill, reanimate and after sex will fail exit game and attach to post your Papyrus log. Please, do not try to make your pets essential. If you do care about them, while in combat if you feel that your enemy is too strong, just hide your pets. I do it till my pets become enough powerfull. And sorry to all. I'm sitting on my luggage, awaiting to see Japan Sea between Vladivostok and Nakhodka. I prefer a "wild" rest, so will be out of civilization, at least electricity - sure, for two or three weeks. Kind Regards.
Snaked Snake Posted September 11, 2016 Posted September 11, 2016 Does this mod works with death hounds? I cant turn dead DH into follower
vpoteryaev Posted September 17, 2016 Author Posted September 17, 2016 Does this mod works with death hounds? I cant turn dead DH into follower By default when mod is installed only wolves are available. Go to MCM and enable all creatures that you need. By the way I prefer them too because we have foreplay animations for them and enough well looking standard sex animations (FC, FMC)... Awayting more new male-dog (male-wolf) and dog/wolf-on-dog/wolf anims from DragonAnimations also. Kind Regards.
ishmirce Posted September 19, 2016 Posted September 19, 2016 Can i ask if you plan do add sound and visual aspects to "Sex Life addon"? or make some path for custom textures,sound.
vpoteryaev Posted September 19, 2016 Author Posted September 19, 2016 Can i ask if you plan do add sound and visual aspects to "Sex Life addon"? or make some path for custom textures,sound. Everything can be asked but not every question have answers... Jokes apart... If you mean something like "Blush when aroused" or "Wet function" - NO, because too much resourse consuming and papyrus stressing. If squirting and cumshot... maybe. But there are some problems: in my gameplay I use multislot armors and for such effects a free slot must exist. But I'm not only one who use multislot gear and there may be conflict with another weared items. Anoher problem - sometimes to find suitable sound or mesh is like hell. I do not plan to use illegal copy of 3DsMax. With Blender I can "slightly" edit existing mesh and convert back to Skyrim's format. But that is not MINE - I'm in reality database designer and programmer, not 3D modeller or animator (ALAS!!!). But if really GOOD stuff for Blender will be created I do not mind to create suited for my taste animations - mainly fore- and after- sex play. But... Some thoughts about plans with SexLife addon. At that moment SexLife addon has no dependancy to AF - it may be used separately (without AF) and I'll try to let it be as possible, except some future features. Mainly I plan to realize more "real" aroused system and orgasm triggering. While AF was in beta thread on LL I posted my "SexLab Aroused" edits. Same I do at this time: Fully comapatible with mods that uses SexLabAroused_V27a. I do not plan to upload this as separate download. Also if Fishburger67 PM me with request to delete my version I will do it. I do not care for fully readable and explanatory MCM with changes that I made and do not plan to waste my time to make all tip-top. Please, understand and remember I'm just sharing with my edits and nothing else. NEW GAME required - do not install over SexLabAroused in your save!!! Also if you want to return to original SexLabAroused - start NEW GAME!!! Or try to make a clean save (but I can't imagine how if you have too much dependancies to Aroused) Major differences: 1. All values are interpreted as float instead int as in original. So you may with event transfer any values. Quote from original slamainscr.psc: ;Called by external programs using a modevent like ;int eid = ModEvent.Create("eventname") ;ModEvent.PushForm(eid, actor) ;ModEvent.PushFloat(eid, 3.5) ;ModEvent.Send(eid) but in real actions original Redoux will omit decimal part and perform actions with 3.0 only. 2. Arousals divided on seeing Naked and Sex; Foreplay exposure that is added with every stage on animation. You may disagree with me but to see naked person or sex act has difference. 3. Naked arousal performed only if NPC is seeing gender preffered person. For me if NORMAL male is seeing naked male he does not feel something. Same for females. 4. If NPC is having around not only one naked NPC, it catch ONLY ONE fully calculated Arousal increase, others naked persons affects three times less. 5. Internally simulated sex activity of NPCs (does not affect on PC and can be switched of on any NPC, for example on followers). In original Redoux if NPCs will not participate in SexLab animations too long time they Arousal will become always 100 till sex with other mod will be triggered. 6. After orgasm arousal does not reduced by N points instead it reset to zero. 7. After performed SexLab orgasm arousal will not grow some time as usually to simulate real decay. Also if NPCs were raped they arousal will not grow at all some time - simulate anticipation to sex after being raped. 8. Something else I forget. SexLabAroused_V27a vlkEdits 0_01.7z But I intend to comletely "rewrite" it and forget about compatibility with others mods - it will be only for AF mod. Other planned things: sex via dialogs with human followers and NPCs, own prostitution module. Seeding own stats for NPCs, mainly sex-related. Relationship system with followers and NPCs: simpathy, maybe voluntary slavery as in Maria Eden (that I like to play sometimes)...etc. BUT that was only plans. Real life still remains. Sometimes when I have free time I'm too lazy... What will I do?... noboby knows... Sorry for my English. Kind Regards.
ishmirce Posted September 20, 2016 Posted September 20, 2016 If you mean something like "Blush when aroused" or "Wet function" heh, my english not too good either. I was thinking of something more simple, like "Slave tats" support and i complete understand what one person cant be good at everything, and working with sound and texture(not mesh) not your thing so i was have in mind only code writing on your part. If you mod will have option of add custom texture to W&T, mmm stages or to sex fail damage (you can create all kind of variants and place blank sound/texture) than it can be done by someone else. I definitely gonna make texture, sound for my liking if such option exist. Here on LL already exist W&T mods but none to my liking, apropos have visuals but i don't like mechanic behind it. See this is as idea,if you don't like it or too lazy just forget about it Skin abuse texture on LL can be use as basic http://www.loverslab.com/files/file/835-skintextures/
monsta88 Posted September 30, 2016 Posted September 30, 2016 Hi, i'm playing a different profile atm, but I saw there was an update and I remembered I had some feedback for 1.39b(?). I found 2 things which caused a small bit of annoyance: 1) Pet speed. They move with the same speed as the original pet moves. This means I can easily leave behind a troll. If there is a fight, it won't be anywhere near to help. Please consider increasing the slower pets' running speed. 2) Entering tight corridors, caves. My character usually had 1 or more Sabre cats (because they can keep up with me, not like trolls ). When the game loads into a small corridor, I can't move, because the pets are blocking my way. Please consider scaling down the pets a bit so there is more room around them. For example SPERG uses a Sabre cat (Vladimir), which is scaled down, and never causes any issues. In case of sex, SL can scale it back to the proper size(or maybe your mod can handle that too). The ultimate solution would be to give some MCM setting for each pet type (scale, move speed), so the player could modify it. I also remember seeing a bug or issue or player stupidity. I saw there was an option for my female follower to play with the pet. The NPC says, "sure, which one?". This is the point where I don't know what should happen, because I don't get a prompt to choose pet and clicking on pets won't do anything. I use EFF, if that helps. Keep up the good work, M
Guest Posted October 2, 2016 Posted October 2, 2016 don't go with sabrecats indoors. what do you expect? and movement change, i don't know. smells like conflicts with other mods. i prefer mods simple and bug free.
Blond Posted October 6, 2016 Posted October 6, 2016 Hi, I like this mod! But... I've installed it first and there was a random sex mod, but after update, it is gone? Edit: Sorry, my mistake. It was another mod.
vpoteryaev Posted October 13, 2016 Author Posted October 13, 2016 Hi, I like this mod! But... I've installed it first and there was a random sex mod, but after update, it is gone? Edit: Sorry, my mistake. It was another mod. Download 1.43. Your troubles caused by me, probably. Sorry.
vpoteryaev Posted October 13, 2016 Author Posted October 13, 2016 Hi, i'm playing a different profile atm, but I saw there was an update and I remembered I had some feedback for 1.39b(?). I found 2 things which caused a small bit of annoyance: 1) Pet speed. They move with the same speed as the original pet moves. This means I can easily leave behind a troll. If there is a fight, it won't be anywhere near to help. Please consider increasing the slower pets' running speed. 2) Entering tight corridors, caves. My character usually had 1 or more Sabre cats (because they can keep up with me, not like trolls ). When the game loads into a small corridor, I can't move, because the pets are blocking my way. Please consider scaling down the pets a bit so there is more room around them. For example SPERG uses a Sabre cat (Vladimir), which is scaled down, and never causes any issues. In case of sex, SL can scale it back to the proper size(or maybe your mod can handle that too). The ultimate solution would be to give some MCM setting for each pet type (scale, move speed), so the player could modify it. I also remember seeing a bug or issue or player stupidity. I saw there was an option for my female follower to play with the pet. The NPC says, "sure, which one?". This is the point where I don't know what should happen, because I don't get a prompt to choose pet and clicking on pets won't do anything. I use EFF, if that helps. Keep up the good work, M Never vanilla settings will be changed. This is my taste. So read some posts back... I DO NOT include new follower races if they states are useless. Passing through doors is only feature, Never used by self except city entry. Not my way to smash all enemies at glance with my company. In my game Pets used ONLY for WILDERNESS About initiating sex, re-read OP
Blond Posted October 13, 2016 Posted October 13, 2016 Hi, I like this mod! But... I've installed it first and there was a random sex mod, but after update, it is gone? Edit: Sorry, my mistake. It was another mod. Download 1.43. Your troubles caused by me, probably. Sorry. I confused the mod. It was another mod I had installed. Had nothing to do with your mod. ;-)
nozkivoa Posted October 19, 2016 Posted October 19, 2016 Sorry m8, i'm really new with this but your mod seems amazing. Ive installed here, also check with sqv, which said that is running, but Current state: 0, priority: 0. I cant get any pet following me, tried in city, out of it, in combat, out combat, i just cant get this to work. Also checked mcm options too, but the Arousal Settings and Misc seems disabled. I have all requirements too, and i think that i have installed correctly. Sorry for bad english.
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