donttouchmethere Posted December 30, 2016 Posted December 30, 2016 hi o/ just tested your mod and its awesome even in this early stage! great loot too, i mean keys =D crazy fun with the "untamed" mod to get your personal mini riekling army (size 0.25x) ^^ your mod makes dungeons very scary (or it turns your regular dungeon into a warzone) >D off i go to test the new estrus feature yehaaaa (does the skyrim estrus mod to be activated or do you just need the animations installed?)
Guest Posted December 30, 2016 Posted December 30, 2016 hi o/ just tested your mod and its awesome even in this early stage! great loot too, i mean keys =D crazy fun with the "untamed" mod to get your personal mini riekling army (size 0.25x) ^^ your mod makes dungeons very scary (or it turns your regular dungeon into a warzone) >D off i go to test the new estrus feature yehaaaa (does the skyrim estrus mod to be activated or do you just need the animations installed?) Estrus needs to be active. Glad you're enjoying it
Green Tryst Posted December 30, 2016 Posted December 30, 2016 I had put up a post in the tech section, without success. I believe there is the possibility that this mod interferes with custom followers handled by Amazing Follower Tweaks. I had an issue with these followers returning to their point of origin, despite being recruited, and ran a whole bunch of console commands and AI-release options through MCM. Did not have the issue before this mod; when I pulled it, the problem disappeared. Mod version was one back from the most recent version as of this post.
Guest Posted December 30, 2016 Posted December 30, 2016 I had put up a post in the tech section, without success. I believe there is the possibility that this mod interferes with custom followers handled by Amazing Follower Tweaks. I had an issue with these followers returning to their point of origin, despite being recruited, and ran a whole bunch of console commands and AI-release options through MCM. Did not have the issue before this mod; when I pulled it, the problem disappeared. Mod version was one back from the most recent version as of this post. I'm not sure why this would effect custom followers. There's nothing I can think of off the top of my head that would effect them.
Jappa123 Posted December 30, 2016 Posted December 30, 2016 Hello, i have question about devious stuff: "Don't worry though, the effect is temporary and the gag will unlock itself after a short delay." Would be nice if we could adjust in mcm after how long gag and other devious stuff will unlock itself. One more question, any guide how to safely update your mod? Thx for answer/help !
Kararra Posted December 30, 2016 Posted December 30, 2016 Estrus traps are bugged as hell for me.Once triggered, they won't stop triggering. It creates a large egg above the trap, which then explodes, causing a gradual pile up of exploded eggshells. Is it supposed to do that? The spell bolt also fires in a single direction, typically causing it to miss completely unless I walk into it. Since the trap is constantly triggering, it slowly turns into a machine gun.Aela the Trapper seems to be able to trigger the various estrus traps herself for some reason. Just some of them though, not all of them... and it's kind of hard to tell which under all the eggshells.Anyway, Papyrus log ends up a few dozen megabytes large with minor variations on: [12/31/2016 - 02:48:50AM] warning: Assigning None to a non-object variable named "::temp5" stack: <unknown self>._TAPDeviousBearTrap.EstrusEffectAPI() - "_TAPDeviousBearTrap.psc" Line 68 [ (FF00176C)]._TAPDeviousBearTrap.ApplyEffects() - "_TAPDeviousBearTrap.psc" Line 144 [ (FF00176C)]._TAPDeviousBearTrap.OnTriggerEnter() - "_TAPDeviousBearTrap.psc" Line 128
donttouchmethere Posted December 30, 2016 Posted December 30, 2016 Estrus traps are bugged as hell for me. Once triggered, they won't stop triggering. It creates a large egg above the trap, which then explodes, causing a gradual pile up of exploded eggshells. Is it supposed to do that? The spell bolt also fires in a single direction, typically causing it to miss completely unless I walk into it. Since the trap is constantly triggering, it slowly turns into a machine gun. Aela the Trapper seems to be able to trigger the various estrus traps herself for some reason. Just some of them though, not all of them... and it's kind of hard to tell which under all the eggshells. Anyway, Papyrus log ends up a few dozen megabytes large with minor variations on: [12/31/2016 - 02:48:50AM] warning: Assigning None to a non-object variable named "::temp5" stack: <unknown self>._TAPDeviousBearTrap.EstrusEffectAPI() - "_TAPDeviousBearTrap.psc" Line 68 [ (FF00176C)]._TAPDeviousBearTrap.ApplyEffects() - "_TAPDeviousBearTrap.psc" Line 144 [ (FF00176C)]._TAPDeviousBearTrap.OnTriggerEnter() - "_TAPDeviousBearTrap.psc" Line 128 same problem here just couldnt see as much detail as karrara has my game freezes after a while during that strange trap explosion but its quite a show if you see that bug first time in game 0.o
donttouchmethere Posted December 30, 2016 Posted December 30, 2016 Estrus traps are bugged as hell for me. Once triggered, they won't stop triggering. It creates a large egg above the trap, which then explodes, causing a gradual pile up of exploded eggshells. Is it supposed to do that? The spell bolt also fires in a single direction, typically causing it to miss completely unless I walk into it. Since the trap is constantly triggering, it slowly turns into a machine gun. Aela the Trapper seems to be able to trigger the various estrus traps herself for some reason. Just some of them though, not all of them... and it's kind of hard to tell which under all the eggshells. Anyway, Papyrus log ends up a few dozen megabytes large with minor variations on: [12/31/2016 - 02:48:50AM] warning: Assigning None to a non-object variable named "::temp5" stack: <unknown self>._TAPDeviousBearTrap.EstrusEffectAPI() - "_TAPDeviousBearTrap.psc" Line 68 [ (FF00176C)]._TAPDeviousBearTrap.ApplyEffects() - "_TAPDeviousBearTrap.psc" Line 144 [ (FF00176C)]._TAPDeviousBearTrap.OnTriggerEnter() - "_TAPDeviousBearTrap.psc" Line 128 same problem here just couldnt see as much detail as karrara has my game freezes after a while during that strange trap explosion but its quite a show if you see that bug first time in game 0.o okay thats strange, after deinstalling TAP 0.35 and reinstalling TAP 0.30 and starting a new game i get the same bug now with 0.30 (so something seems to end up somewhere and cant be deinstalled the regular way) and it seems that the max time slider for traps in seconds doesnt remember the settings after reload or restart, shows always 1 sec / 1sec
rhino_4 Posted December 31, 2016 Posted December 31, 2016 Same thing here. Traps once triggered go on triggering over and over again and spawning egg shells like crazy. Watched one fill an entire dungeon with the shells until my game crashed.
Ekirts Ykcul Posted December 31, 2016 Posted December 31, 2016 Can confirm, eggshells spawning over and over. Triggering the trap again and again. Anyway. Thanks for this mod it adds greatly to the replayability of those old dungeons. Keep up the good work. And happy new year.
Yuni Posted December 31, 2016 Posted December 31, 2016 Crazy bug report: Step 1: Go into Broken Fang Cave. Aela the Trapper gets stuck in here a lot. Step 2: Have Pet Collar queue me to 'service' Aela the Trapper. No Pet Collar, she's not supposed to be there, hush! Step 3: Step on some kind of trap while being pulled into sex scene. Step 4: Eggs. Popping Eggs. Some egg makes a 'pop' noise over, and over, and over, and over again. The narrow passage is quickly being flooded with popping white eggshells everywhere. Step 5: Panic and flee the cave after using Sexlab "Abort" on the sex scene. Step 6: I have no Papyrus, unfortunately, because Loverslab won't let me attach files right now for some reason. Will upload later when it lets me, have the file renamed to keep it from being discarded.
donttouchmethere Posted December 31, 2016 Posted December 31, 2016 I experimented around a bit (TP 0.35), because i like the mod already and maybe it helps. Strangly enough my game doesnt freeze so quick anymore (if you just watch and dont open inventory or fight) so i can have multiple traps that go eggshell haywire without freezing. * everything can trigger the trap, at first it works as intended, after a while it goes crazy and triggers in an endless loop (always) * if you jump into the red trap ray it triggers a estrus animation, but it starts a new animation for every hit, so the animations never finish, just endless starts of animations, after a while it just spawns eggshells * i tryed to leave the the dungeon and reenter to escape the trap and the freeze, but after a while you have the same effekt again, endless eggshells * after leaving the bugged trap dungeon while the trap is triggered it starts to spawn outside of dungeons too, traplayer makes spots of multiple traps right behind you, its an awesome view if that eggshell trap explodes in a river and starts to fill the whole of skyrim * outside of a dungeon the traplayer makes sandwiches of different traps on one spot, i tryed to to delet them with jaxonz positioner only to find out that there stacks of 2-5 traps at one spot * outside of a dungeon there is no massage of "traplayer activ", just endless stacks of traps all around, eggshell everythere, would make a great apocalyptical mod (eggshell fall down waterfalls, drop from hills, filling villgaes, spawned ghost creatures rape each other with defeat ^^, reminds me of the movie "The Monolith Monsters") * after installing TAP 0.30 again its show the same bugged trap, maybe nexus mod manager doesnt installs it rigth or if i was just lucky that this trap never showed up in TAP 0.30 before or if its a corrupted save game from TAP 0.35 (i started a new game with TAP 0.30 tho)
Guest Posted December 31, 2016 Posted December 31, 2016 Gah! 1 mistyped explosion type and the whole of Skyrim explodes! Uploading a fix now
donttouchmethere Posted December 31, 2016 Posted December 31, 2016 yehaa thx MixedupJim at last skyrim is unsave again! (as if it was ever save hehe)
Kararra Posted December 31, 2016 Posted December 31, 2016 Gah! 1 mistyped explosion type and the whole of Skyrim explodes! Uploading a fix now Well, the eggsplosions were a pretty hilarious bug. Reminded me of the Sheogorath cheese mods. But in 0.36, the estrus based traps are now summoning Ash Guardians, which is vastly less amusing but also less game breaking.
Guest Posted December 31, 2016 Posted December 31, 2016 Should be all sorted in the new version Unfortunately though it seems the Estrus strip animation doesn't work on the player. The trap is working correctly and you can hear the Estrus spell being cast but nothing happens I don't think it was ever designed to work with the player as the API is actually missing the ability to call the strip spell. The option is there but it doesn't actually do anything...maybe it was something they were thinking of adding in the future? I've even had a look inside the Estrus mod and its scripts but I can't see anything obvious why the strip spell won't work on the player.
OlBenny Posted December 31, 2016 Posted December 31, 2016 Hi-ho! I love the concept of this mod: it adds a new funness to dungeons. Question, though: Creature ambushes, is it supposed to spawn creatures not native to the dungeon? For example, entering Bleakfalls Burrow (testing on a new game), it spawned several events of chaurus, flying chaurus that is only found in dwemer ruins, and those jumping exploding spiders found only in Blackreah. Additionally, I don't know if this can be done, but the frequency is a bit high. If I may suggest, could it be possible to add a MCM function that gives us the opportunity to adjust how often we encounter these events and traps?
JuliusXX Posted December 31, 2016 Posted December 31, 2016 Hi-ho! I love the concept of this mod: it adds a new funness to dungeons. Question, though: Creature ambushes, is it supposed to spawn creatures not native to the dungeon? For example, entering Bleakfalls Burrow (testing on a new game), it spawned several events of chaurus, flying chaurus that is only found in dwemer ruins, and those jumping exploding spiders found only in Blackreah. Additionally, I don't know if this can be done, but the frequency is a bit high. If I may suggest, could it be possible to add a MCM function that gives us the opportunity to adjust how often we encounter these events and traps? Happens to me also. I've got those chauruses in the Riekling caves in Solstheim.
Guest Posted December 31, 2016 Posted December 31, 2016 Hi-ho! I love the concept of this mod: it adds a new funness to dungeons. Question, though: Creature ambushes, is it supposed to spawn creatures not native to the dungeon? For example, entering Bleakfalls Burrow (testing on a new game), it spawned several events of chaurus, flying chaurus that is only found in dwemer ruins, and those jumping exploding spiders found only in Blackreah. Additionally, I don't know if this can be done, but the frequency is a bit high. If I may suggest, could it be possible to add a MCM function that gives us the opportunity to adjust how often we encounter these events and traps? Hi-ho! I love the concept of this mod: it adds a new funness to dungeons. Question, though: Creature ambushes, is it supposed to spawn creatures not native to the dungeon? For example, entering Bleakfalls Burrow (testing on a new game), it spawned several events of chaurus, flying chaurus that is only found in dwemer ruins, and those jumping exploding spiders found only in Blackreah. Additionally, I don't know if this can be done, but the frequency is a bit high. If I may suggest, could it be possible to add a MCM function that gives us the opportunity to adjust how often we encounter these events and traps? Happens to me also. I've got those chauruses in the Riekling caves in Solstheim. Mobs spawned by the trap layer will be dungeon specific so you won't see dwarven automations in a Hagraven Nest for example. The random events are not yet dungeon specific, but they will be. I have also used DLC creatures to populate non DLC dungeons so you will get the new spider types cropping up in vanilla dungeons just to add some variety. The frequency can all be controlled through the MCM which allows you to set random event timers as well as trap/mob ratio and drop rate ****UPDATE**** Fixed the stripping traps so that they will indeed strip the player. Stripping will follow the stripping setup that you've defined in SexLab and will always use the victim strip options. Some general maintenance on the MCM menu so it should now apply and store settings correctly. I have also done away with global variable usage as they are no longer needed. You will probably want to check to make sure your settings are correct in the MCM as they will probably have reverted to the default values.
Kira_of_Tilgia Posted December 31, 2016 Posted December 31, 2016 Not sure if it was this mod, or FMEA or the combination, but one of the three cause a glitch with SD+ that makes owners spam "Go Away, I already have enough slaves". Just an fyi.
OlBenny Posted December 31, 2016 Posted December 31, 2016 Mobs spawned by the trap layer will be dungeon specific so you won't see dwarven automations in a Hagraven Nest for example. The random events are not yet dungeon specific, but they will be. I have also used DLC creatures to populate non DLC dungeons so you will get the new spider types cropping up in vanilla dungeons just to add some variety. The frequency can all be controlled through the MCM which allows you to set random event timers as well as trap/mob ratio and drop rate ****UPDATE**** Fixed the stripping traps so that they will indeed strip the player. Stripping will follow the stripping setup that you've defined in SexLab and will always use the victim strip options. Some general maintenance on the MCM menu so it should now apply and store settings correctly. I have also done away with global variable usage as they are no longer needed. You will probably want to check to make sure your settings are correct in the MCM as they will probably have reverted to the default values. Oh, they can already be controlled? I didn't realize. As for the rest: huzzah! Thank you.
kplh Posted December 31, 2016 Posted December 31, 2016 I had a quick go with the mod, looks like it is progressing quite well, noticed few weird things/bugs: The bear traps will trigger even when they are in the closed state (happened with devious bear trap and the poison bear trap). If a follower steps on the trap (happened with gas and electric traps in this case), it affects the player even if the trap was activated way behind because the follower was being slow. I've seem multiple traps stacked on top of each other as the trap layer went somewhere and then returned back the same way.
tualmaril Posted December 31, 2016 Posted December 31, 2016 Is there going to be an option in the mcm to disable/enable specific traps?
donttouchmethere Posted January 1, 2017 Posted January 1, 2017 Not sure if it was this mod, or FMEA or the combination, but one of the three cause a glitch with SD+ that makes owners spam "Go Away, I already have enough slaves". Just an fyi. Its FMEA i guess just deinstalled it because i thought it messed up the TAP Traps, this wasnt the case as i know now, but since i deinstalled FMEA SD+ enslavement seems to work better in my game
Guest Posted January 1, 2017 Posted January 1, 2017 dont reccomend using with alternate start, she can spawn in the room where you create your character. "why is there a ghost in here" 5 seconds later im instantly killed by a wolf lmao also i could see aela the trapper well enough to hover over her.
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