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Posted

Stupid question maybe but....: does this mod contain sex scenes? Like quest based or trap based? 
I only still play skyrim for the kink and I love the atmoshpere of your mods. But from what I read I get the impression there is no sex inside at all?! ?

Just asking because I want to make a big run through most of your sexy mods the next weeks but I wonder if this one is really that sexy? :P

 

Posted
13 hours ago, Nymra said:

Stupid question maybe but....: does this mod contain sex scenes? Like quest based or trap based? 
I only still play skyrim for the kink and I love the atmoshpere of your mods. But from what I read I get the impression there is no sex inside at all?! ?

Just asking because I want to make a big run through most of your sexy mods the next weeks but I wonder if this one is really that sexy? :P

 

Oh yes, this mod contains sex... 2 of the girls (Sari and Aela) are crazy, and you'll get sex every time you'll meet them.

But this mod is more a amnesia one : sex is just a reward to escaped from monsters !

  • 3 months later...
Posted
On 11/15/2018 at 8:01 AM, phil01991 said:

My quest comes up with squares instead of writing. Notes got nothing written on them, just squares. Any ideas?

Texture problem, I guess. Reinstall the mod.

  • 4 weeks later...
Posted
On 3/13/2016 at 2:17 PM, mixbutterdog said:

 

 

I tried to understand how to invoke estrus animation. The zzEstrusUtil.psc was the anser.

I make a patch for the function MimicPlayer().

In this patch, first, try Estrus animation explicitly.

If it's failed (no estrus mod or some error), do SL.StartSex().


Function MimicPlayer()
		bool success = aHHInvokeEstrusEffect(Game.GetPlayer(), 2, 0, 0)
		if (!success)
			int sslid = 0
			actor[] sexActors = new actor[1]   ;its an 2 actor anim
			sexActors[0] = Game.GetPlayer()
			sslBaseAnimation[] anims = SL.GetAnimationsByTags(1, "double") 
			RegisterForModEvent("AnimationEnd_AFS", "AFS")   ;this is for hooks.
			sslid = SL.StartSex(sexActors, anims, victim = playerref, allowbed=false, hook="AFS")
			if sslid < 0
				debug.notification("Failed to start animation:" + sslid)
				sslid = SL.StartSex(sexActors, anims, allowbed=false, hook="AFS")
			endif
			if sslid < 0
				debug.notification("Failed to start animation again:" + sslid)
				debug.notification("Sorry, animation failed")
			endif
		endif
EndFunction

;;
;; EffectType : 2:Estrus Self
;; AnimType ::  0:random, 1:Estrus Tentacle, 2:Estrus Etc, 3:Estrus Machine
;;
bool function aHHInvokeEstrusEffect(Actor akTarget, Int EffectType = 1, Int AnimType = 0, Int AnimPattern = 0)

	ObjectReference zzEstrusMarker = game.GetFormFromFile(0x01016c51, "zzEstrus.esp") as ObjectReference
	if (zzEstrusMarker == none)
		return false
	endif
	Spell zzEstrusEffectForAPI = game.GetFormFromFile(0x010166e6, "zzEstrus.esp") as spell
	Spell zzEstrusEffectSelfForAPI = game.GetFormFromFile(0x01016c55, "zzEstrus.esp") as spell
	Spell zzEstrusUndressForAPI = game.GetFormFromFile(0x01016c56, "zzEstrus.esp") as spell
	Miscobject zzEstrusToken = game.GetFormFromFile(0x01012b95, "zzEstrus.esp") as Miscobject
	Actor rPlayer = Game.GetForm(0x14) as Actor
	Spell rAPI;

	if(akTarget.getItemCount(zzEstrusToken) > 0)
		akTarget.SetAnimationVariableInt("EstrusStop",1);
		return false
	EndIf

	akTarget.SetAnimationVariableInt("EstrusType",AnimType);
	akTarget.SetAnimationVariableInt("EstrusSet" ,AnimPattern);
	
	if(EffectType == 1)
		rAPI = zzEstrusEffectForAPI
	elseIf(EffectType == 2)
		rAPI = zzEstrusEffectSelfForAPI
	elseif(EffectType == 3)
		rAPI = zzEstrusUndressForAPI
	else
		return false
	EndIf

	zzEstrusMarker.MoveTo(akTarget)
	if((EffectType == 1 && akTarget != rPlayer) || (EffectType == 2 && akTarget == rPlayer))
		rAPI.cast(zzEstrusMarker,akTarget)
		Utility.wait(2)
	Elseif(EffectType == 0)
		rAPI.cast(zzEstrusMarker,akTarget)
		Utility.wait(2)
	Else
		return false
	EndIf
	
	akTarget.SetAnimationVariableInt("EstrusType",0);
	akTarget.SetAnimationVariableInt("EstrusSet" ,0);
	akTarget.SetAnimationVariableInt("EstrusStop",0);
	
	return true
EndFunction

 

 

Hi, I have tried to use this script myself but it seems there is no way to control the animation that is launched, the result is always random even if I replace the "animType" number with 1, 2 etc...  How exactly can I strictly restrict the animation to tentacles?

Posted
On 12/9/2018 at 4:18 PM, aravis7 said:

 

Hi, I have tried to use this script myself but it seems there is no way to control the animation that is launched, the result is always random even if I replace the "animType" number with 1, 2 etc...  How exactly can I strictly restrict the animation to tentacles?

Maybe using tags or anim names ?

Posted

I don't think there are anim tags for estrus (I've completely removed the sexlab part, I only want estrus animations to launch, and more specifically only tentacles).

  • 4 weeks later...
Posted
On 12/9/2018 at 9:18 AM, aravis7 said:

 

Hi, I have tried to use this script myself but it seems there is no way to control the animation that is launched, the result is always random even if I replace the "animType" number with 1, 2 etc...  How exactly can I strictly restrict the animation to tentacles?

I've been trying to figure this out too lemme know if you figure it out.

  • 3 weeks later...
Posted
On 2/2/2019 at 7:08 PM, maanu123 said:

my game crashes the moment I try to enter the manor... what are the requirements?

that i know, only sexlab 1.62,

you can use mods as more nasty critters, creature framework, estrus + as a complement

and always run FNIS generator

Posted
16 hours ago, mcdyn said:

that i know, only sexlab 1.62,

you can use mods as more nasty critters, creature framework, estrus + as a complement

and always run FNIS generator

Maybe texture or meshe problem you skyrim don't support ?

 

If not, you'll need to edit the mod yourself to find what is going on. Please understand I can't fix I don't meat... the manor doesn't crash for me.

  • 3 weeks later...
Posted
On 1/13/2019 at 12:51 AM, MookMook said:

I've been trying to figure this out too lemme know if you figure it out.

To anyone wondering, I've used this much more simple function available in the latest versions:

 

function EstrusEffectAPIEx(Actor akTarget, Int EffectType = 1, Int AnimType = 0, Int AnimPattern = 0, Int EscapeChanceStage1 = 50, Int EscapeChanceStage4 = 10, Int EscapeChanceStage6 = 5, Int EscapeChanceStage8 = 1, Int RepeatNumberStage4 = 6, Int RepeatNumberStage6 = 6, Int RepeatNumberStage8 = 12, bool onlooker = true, bool debugOn = true) global
Quote

(see zzEstrusUtil.psc in ver.240's script source folder.).

For example,

  Target: Actor akTarget (not player)

  Animation: tentacle and runs Type 1 (AnimType=1, AnimPattern=1)

  Onlooker: enabled.

  RepeatNumber: stage4/6/8 = 6/6/12

  EscapeChance(for NPC): stage1/4/6/10 = 50%/10%/5%/1%

  debugLog: enabled

=>
zzEstrusUtil.EstrusEffectAPIEx (target, 1, 1, 1, 50, 10, 5, 1, 6, 6, 12, true, true);

 

Tentacle Type 1 should now be executed on target.

And, if target is player, you need to set EffectType = 2.

 

Thanks Cotyounoyume for the advice : )  (and sorry for the little off topic)

 

  • 3 months later...
Posted

Aaaaaall right :D
 

I played through this quest the last two days, and it was a lot of fun, thank you for this mod ^^ 

Although i bugged myself out, cause at first i had Defeat and sexlab adventures (which gave sleep rape) enabled, so Aela was in the hallway with the void trigger, before i could give her the sweet roll.

But after a restard without other conflicting mods  i had a great time sneaking around and running from the hard enemies away. In the end i had to wait a loong time for the aggro to get away before i could escape, otherwise these immortal monsters would follow me into skyrim.

 

But as i said, i had a lot of fun playing this quest, really nice written and a spooky atmosphere, thank you again ^^ 

  • 4 weeks later...
Posted

Ok, so, I'm not sure if the mod is bugged, I fucked something up, or I didn't got fucked where I should've been, but, I seem to be stuck.

 

I picked up the flute that started "use your musical instrument" and well, nothing happens. I've searched all the mannor for a new trigger to continue the quest, but nada, and even tho I know it's probably not fair to ask where to go with that flute, I kinda want to because I spent 2 hours just roaming around to no avail.

  • 4 months later...
Posted
25 minutes ago, ZoneTanIsLove said:

How well does porting this to SE go? Does this quest work at all in SE?

Hello, i did port and play it whole on SE without any issues.

  • 3 weeks later...
Posted
On 11/12/2019 at 9:55 AM, Searinoxii said:

Hello, i did port and play it whole on SE without any issues.

how you do it ? I'm tryiong to convert the vanilla skyrim scripts for SE, and it fail...

 

There is also the problem of the mods collections...

Posted
22 hours ago, Delzaron said:

how you do it ? I'm tryiong to convert the vanilla skyrim scripts for SE, and it fail...

 

There is also the problem of the mods collections...

I didn't recompile script when i firtst ported it - i just coverted meshes, resaved esp and regenerated facegens.

Now when you mentioned it i went and tried to recompile scripts and it went fine, there were no errors. What exactly is not working out for you?

Posted
2 hours ago, Searinoxii said:

I didn't recompile script when i firtst ported it - i just coverted meshes, resaved esp and regenerated facegens.

Now when you mentioned it i went and tried to recompile scripts and it went fine, there were no errors. What exactly is not working out for you?

The scripts of skyrim. I need them for the installation.. They are in the BS2, but I can't extract it (nexus security check block me, so I can't download the appropriate tool).

  • 8 months later...
Posted

* Lots of lag inside the Manor, got a decent machine and Skyrim setup with constant 60 FPS elsewhere, maybe add optimized zones. For another mod "I used a feature called Occlusion Culling, where i manually put occlusion planes in some spots of the interiors to improve performance."

Also, the Chaurus that appears in the hallway, does not have MnC compatiblity for some reason.

 

UPDATE: I think spent 5 hours playing this buggy, back and forth fetch quest.... playing this mod is like BANGING MY HEAD against A WALL.
Ouch, sorry but the entire quest is too mechanical. There's too many generic Azazoth NPC's, reading the 'walkthrough' is pointless, it's not a walkthrough, it's pictures and some "blam" "pow" "oof" statements with "P:#number#" next in a list.

On page 4 the walkthrough - what mod evnen is that? That's not what I'm playing, its a ruin, not an Imperial Palace.

  • 2 months later...
Posted
On 8/30/2020 at 5:58 PM, Dojo_dude said:

* Lots of lag inside the Manor, got a decent machine and Skyrim setup with constant 60 FPS elsewhere, maybe add optimized zones. For another mod "I used a feature called Occlusion Culling, where i manually put occlusion planes in some spots of the interiors to improve performance."

Also, the Chaurus that appears in the hallway, does not have MnC compatiblity for some reason.

 

UPDATE: I think spent 5 hours playing this buggy, back and forth fetch quest.... playing this mod is like BANGING MY HEAD against A WALL.
Ouch, sorry but the entire quest is too mechanical. There's too many generic Azazoth NPC's, reading the 'walkthrough' is pointless, it's not a walkthrough, it's pictures and some "blam" "pow" "oof" statements with "P:#number#" next in a list.

On page 4 the walkthrough - what mod evnen is that? That's not what I'm playing, its a ruin, not an Imperial Palace.

glad im not the only i was wondering why my performance was tanking so bad in the house, Shame because the other mods by the same creator don't have this issue from what i played. 

  • 1 year later...
Posted
On 12/1/2019 at 10:36 PM, Delzaron said:

The scripts of skyrim. I need them for the installation.. They are in the BS2, but I can't extract it (nexus security check block me, so I can't download the appropriate tool).

Thanks for all your mods! Just stumbled into a AFS ritual cave by accident, lovely level design.

 

this mod however isnt my cup. So id like to ask advice for uminstalling without orphan script save bloat.

my save is from before entering. I allready remove the mod but had orphan scripts so i reinstalled. Map isnt updated to show the manor but i want to remove it the cleanest possible way. Console commands?

 

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