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Your description ofnthe correlation between arousal and energy irritates me a little: I am using Sexlab Arousal Redux, so my arousal is constantly changing due to many different influences. Did you now connect it with the energy? Will I have issues?

 

 

Edit: May I ask a wish? :) I want more use of the energy as a source, for example for spells or unique abilities...

 

Edit2: Installing PSQ Tweaks, I see that it overwrites playersucxubusquestscript.pex from Sexlab Inflation Framework, which overwrote the one from PSQ original. o.o

What should I do?

 

A: Yes, your arousal will, irrespective of every other factor, be directly inverse to your energy. So, at 75% energy, you have 25% arousal and at 25% energy, you have 75% arousal. This is to accomplish the starvation effects as seen in the original Vampire of which this is based, as a vampire, the longer you go without feeding, the more you start to show it, until people become hostile. It's intended to be used with the "Arousal force transform" option and the "Hostile to Crime Faction" option to achieve the same effect.

 

I know that's a bit constraining and overrides features of the arousal mods, but I still don't know enough about MCM to make a toggle for it. Soon, though.

 

B: What do you mean? The succubus spells already use energy... and you can use energy to get magicka for everything else. I did consider coding it in such a way where energy replaces magicka altogether but that seems difficult.

 

C: playersuccubusquestscript is the primary script running most of the functions in both PSQ and this. I don't know why SexLab Inflation Framework has a version of it, but you definitely need to use this mod's version of the script for anything to work. If the inflation framework does actually modify the script in any way, then it's incompatible with this, unless you're savvy enough to make a patch in Tes5Edit.

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  • 2 weeks later...

 

Your description ofnthe correlation between arousal and energy irritates me a little: I am using Sexlab Arousal Redux, so my arousal is constantly changing due to many different influences. Did you now connect it with the energy? Will I have issues?

 

 

Edit: May I ask a wish? :) I want more use of the energy as a source, for example for spells or unique abilities...

 

Edit2: Installing PSQ Tweaks, I see that it overwrites playersucxubusquestscript.pex from Sexlab Inflation Framework, which overwrote the one from PSQ original. o.o

What should I do?

 

A: Yes, your arousal will, irrespective of every other factor, be directly inverse to your energy. So, at 75% energy, you have 25% arousal and at 25% energy, you have 75% arousal. This is to accomplish the starvation effects as seen in the original Vampire of which this is based, as a vampire, the longer you go without feeding, the more you start to show it, until people become hostile. It's intended to be used with the "Arousal force transform" option and the "Hostile to Crime Faction" option to achieve the same effect.

 

I know that's a bit constraining and overrides features of the arousal mods, but I still don't know enough about MCM to make a toggle for it. Soon, though.

 

B: What do you mean? The succubus spells already use energy... and you can use energy to get magicka for everything else. I did consider coding it in such a way where energy replaces magicka altogether but that seems difficult.

 

C: playersuccubusquestscript is the primary script running most of the functions in both PSQ and this. I don't know why SexLab Inflation Framework has a version of it, but you definitely need to use this mod's version of the script for anything to work. If the inflation framework does actually modify the script in any way, then it's incompatible with this, unless you're savvy enough to make a patch in Tes5Edit.

 

sexlab imflation use psq script to manage the inflation indeed and it work perfectly w/o your tweak mod.maybe u should update the tweak to work with slif too.

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  • 4 weeks later...

 

Your description ofnthe correlation between arousal and energy irritates me a little: I am using Sexlab Arousal Redux, so my arousal is constantly changing due to many different influences. Did you now connect it with the energy? Will I have issues?

 

 

Edit: May I ask a wish? :) I want more use of the energy as a source, for example for spells or unique abilities...

 

Edit2: Installing PSQ Tweaks, I see that it overwrites playersucxubusquestscript.pex from Sexlab Inflation Framework, which overwrote the one from PSQ original. o.o

What should I do?

 

A: Yes, your arousal will, irrespective of every other factor, be directly inverse to your energy. So, at 75% energy, you have 25% arousal and at 25% energy, you have 75% arousal. This is to accomplish the starvation effects as seen in the original Vampire of which this is based, as a vampire, the longer you go without feeding, the more you start to show it, until people become hostile. It's intended to be used with the "Arousal force transform" option and the "Hostile to Crime Faction" option to achieve the same effect.

 

I know that's a bit constraining and overrides features of the arousal mods, but I still don't know enough about MCM to make a toggle for it. Soon, though.

 

B: What do you mean? The succubus spells already use energy... and you can use energy to get magicka for everything else. I did consider coding it in such a way where energy replaces magicka altogether but that seems difficult.

 

C: playersuccubusquestscript is the primary script running most of the functions in both PSQ and this. I don't know why SexLab Inflation Framework has a version of it, but you definitely need to use this mod's version of the script for anything to work. If the inflation framework does actually modify the script in any way, then it's incompatible with this, unless you're savvy enough to make a patch in Tes5Edit.

 

Yeah, you can easily make a tweak in your code to support SLIF's functions without necessarily requiring SLIF. That way it will be compatible both with and without SLIF.. SLIF provides a more seemless way to manage nodes when you have large amounts of mods changing NiOverrides all over your body. It's a staple mod in all of my SexLab loadouts. It is so helpful. You really should consider supporting it. The author even provides ample documentation to support his mod. All his mod does is patch scripts (with permission of course) to plug them into his API, but it's a lot easier on him for the original mod author of a mod, which he would normally have to support, to make a couple code changes that make SLIF optional but supported, and just forget about it... instead of him having to download your mod, modify the script to add the code every time, and release an update to his framework. That way he won't ever have to make a patch again, AND after you add the code you should never have to keep track of his changes as he keeps the functions the same. It's a Win-Win situation!

 

Here's the documentation.

 

Also, if you need help, I'm sure asking on his forum thread would get you answers.

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  • 3 weeks later...

 

 

Your description ofnthe correlation between arousal and energy irritates me a little: I am using Sexlab Arousal Redux, so my arousal is constantly changing due to many different influences. Did you now connect it with the energy? Will I have issues?

 

 

Edit: May I ask a wish? :) I want more use of the energy as a source, for example for spells or unique abilities...

 

Edit2: Installing PSQ Tweaks, I see that it overwrites playersucxubusquestscript.pex from Sexlab Inflation Framework, which overwrote the one from PSQ original. o.o

What should I do?

 

A: Yes, your arousal will, irrespective of every other factor, be directly inverse to your energy. So, at 75% energy, you have 25% arousal and at 25% energy, you have 75% arousal. This is to accomplish the starvation effects as seen in the original Vampire of which this is based, as a vampire, the longer you go without feeding, the more you start to show it, until people become hostile. It's intended to be used with the "Arousal force transform" option and the "Hostile to Crime Faction" option to achieve the same effect.

 

I know that's a bit constraining and overrides features of the arousal mods, but I still don't know enough about MCM to make a toggle for it. Soon, though.

 

B: What do you mean? The succubus spells already use energy... and you can use energy to get magicka for everything else. I did consider coding it in such a way where energy replaces magicka altogether but that seems difficult.

 

C: playersuccubusquestscript is the primary script running most of the functions in both PSQ and this. I don't know why SexLab Inflation Framework has a version of it, but you definitely need to use this mod's version of the script for anything to work. If the inflation framework does actually modify the script in any way, then it's incompatible with this, unless you're savvy enough to make a patch in Tes5Edit.

 

Yeah, you can easily make a tweak in your code to support SLIF's functions without necessarily requiring SLIF. That way it will be compatible both with and without SLIF.. SLIF provides a more seemless way to manage nodes when you have large amounts of mods changing NiOverrides all over your body. It's a staple mod in all of my SexLab loadouts. It is so helpful. You really should consider supporting it. The author even provides ample documentation to support his mod. All his mod does is patch scripts (with permission of course) to plug them into his API, but it's a lot easier on him for the original mod author of a mod, which he would normally have to support, to make a couple code changes that make SLIF optional but supported, and just forget about it... instead of him having to download your mod, modify the script to add the code every time, and release an update to his framework. That way he won't ever have to make a patch again, AND after you add the code you should never have to keep track of his changes as he keeps the functions the same. It's a Win-Win situation!

 

Here's the documentation.

 

Also, if you need help, I'm sure asking on his forum thread would get you answers.

 

 

Sorry, I completely forgot that this conversation was going on... I've patched it now, for what it's worth...

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Hey, been casually following this file since it first appeared and it looks like it's turning into something really neat.  I know you say that an MCM menu is in the works but I just want to make my plea heard that I'd really, really like a mcm option that allows you to customize how the drain/kill feature works.  My idea of how a succubus functions is more along the lines of their portrayal in the witcher video game series, where it's possible for them to kill through sex but it's something that rarely happens.  If you add at option to return the kill on drain function to the way it functions in PSQ i'd download this mod next time I'm starting a new game, but I'd really like it if there was a MCM threshold that determines when the victim is drained to completion and killed after sex.  So, like say if your character is above 90 arousal then they kill their victim and drain them completely instead of just partially.  Just an idea. Keep up the good work.  

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Hey, been casually following this file since it first appeared and it looks like it's turning into something really neat.  I know you say that an MCM menu is in the works but I just want to make my plea heard that I'd really, really like a mcm option that allows you to customize how the drain/kill feature works.  My idea of how a succubus functions is more along the lines of their portrayal in the witcher video game series, where it's possible for them to kill through sex but it's something that rarely happens.  If you add at option to return the kill on drain function to the way it functions in PSQ i'd download this mod next time I'm starting a new game, but I'd really like it if there was a MCM threshold that determines when the victim is drained to completion and killed after sex.  So, like say if your character is above 90 arousal then they kill their victim and drain them completely instead of just partially.  Just an idea. Keep up the good work.  

 

There actually should be an MCM menu, it just won't show up in-game and I've not yet bothered to figure out why.

 

However, the one thing you are requesting is one of two toggleable features that are actually available. Given that I altered the way people are affected after sex, the "Enable Captivate Victim" option in default PSQ wasn't really relevant anymore, so I changed it to toggle whether or not you are able to drain people without killing them. With this mod enabled, if you go to the "Drain Settings" menu and disable that option, that would enable you to drain without killing. For once, that's actually a thing that's possible.

 

Now, enabling killing over a certain arousal is something I've never actually considered, but it sounds like a good idea, I'll see if I can make that happen somehow.

 

 

Is it possible to make "transformation" usable once a day, and last for like 5 min? Like werewolf transformation. If anyone knows how to do it, plz share.

Sorry for my English

 

 

You can transform at will already, so I'm not really sure why I'd need to do anything to make that possible... If you're worried about the "Can't change back without having sex" clause, that will only actually occur if you've enabled my altered arousal settings via the "Is Arousal Locked" option. Otherwise, it follows the default behaviour and you can go back and forth as much as you fancy.

 

But, if you want it, here you go. It should work just like the werewolf, where you transform for three minutes and every person you fuck during that time adds half of what you drain from them to the time. Make sure you load it after PSQTweaks, and let me know if anything doesn't work.

PSQTweaksWerewolfTransform.zip

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There actually should be an MCM menu, it just won't show up in-game and I've not yet bothered to figure out why.

 

However, the one thing you are requesting is one of two toggleable features that are actually available. Given that I altered the way people are affected after sex, the "Enable Captivate Victim" option in default PSQ wasn't really relevant anymore, so I changed it to toggle whether or not you are able to drain people without killing them. With this mod enabled, if you go to the "Drain Settings" menu and disable that option, that would enable you to drain without killing. For once, that's actually a thing that's possible.

 

Now, enabling killing over a certain arousal is something I've never actually considered, but it sounds like a good idea, I'll see if I can make that happen somehow.

 

 

 

Gah, now that you mention it I do vaguely remember glancing over something about that in the mod description, how embarrassing.  One last question/concern about this mod which I thought of after my last post.  I love the idea that you are stuck in your succubus form until you feed on someone however I know that some of my mods have compatibility problems with PSQ succubus form.  I've gotten around these issues by just using the transform hotkey to fall out of succubus form around the other mod's events that would cause conflict.  Would this feature disable the functionality of the transform hotkey?  

 

for those curious about what mods have that conflict: 

I can't remember exactly which of my mods have this conflict but I think it's DD (devious devices) related mods like cursed loot so I just fall out of the transformation around DD events(i.e. cursed loot, deviously enslaved, prison overhaul, etc.).  

 

Edit: I'm a moron, got overexcited and didn't read the rest of your post about how you can already disable the transformation thing, I can just use self control to simulate this mod feature anyway.  Just crossing out my dumbness because it's important to acknowledge mistakes in a public forum. 

 

Edit 2: now that I'm about to install this mod I'm starting to read things more closely, am I correct in my understanding that the "Optional Spell Drain" package makes all spells (even those added by other mods) use succubus energy instead of magika(can't remember how weird that stats spelling gets)?  So that essentially makes magika a useless stat to upgrade for a succubus?  Wow that's neat.  How does this work balance wise?  Would a succcubus mage build still be viable through an entire playthrough(early, mid and late level)?

 

Edit 3: Did a quick and dirty install (just normal install, leaving the esp at the bottom of the load order before re ordering) to test core functionality and I noticed some... interesting things.  Wanted to check if they were bugs with this mod before I mess more with my other mods.  First off, I tested it on my old save and noticed that the seduction spell would cause my framerate to drop to below 1 fps after about 5-10 min or so.  In hindsight I'm guessing it's because of some conflict with my custom follower in combination with the vanilla follower system.  Next I started a new game through alternate start mod and spawned a npc into the cell after initializing sexlab (and ofc infecting player with succubus curse).  With the new npc I noticed that seduction no longer reduced framerate but after seduction and after sex I didn't get any additional dialogue options with the victim.  Maybe I'm misunderstanding the mod description but I feel like there should be.  I didn't notice the 'siren song' spell either, maybe that's a spell learned after leveling up your succubus?  Then I noticed that I can only willfully transform back from my succubus form if sexlab aroused's "Is Arousal Locked" option was checked.  I thought it was supposed to be the other way around?  Finally, I think this mod conflicts with PCEA2 (FNIS Player Exclusive Animations 2).  When this mod is installed, my PC's custom spell casting animations are reverted to what I think are the vanilla animations (I haven't seen them in so long that I wasn't sure but they surely aren't my PCEA2 animations).  Anywho, these are quite a few conflicts/bugs/errors and they may be due solely to my unique mod setup but I'm not going to go through the long process of messing with my other mods to check it for sure for some time.  I'm mostly just posting this so if other people come across the same issues then they know it's not just them.  When I do rebuild some of my other mods to test if it's that issue, then I'll edit this post... yet again... stating what I found.

 

Anyways, take care.  (mod author, if none of these problems seem like they'd come from your mod and no one else has reported them then just ignore the edit as there's a greater than average chance it may be due to my weird mod setup but I don't have the hours I need today to rebuild my weird mods and check for sure and I may not for a week+) 

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Gah, now that you mention it I do vaguely remember glancing over something about that in the mod description, how embarrassing.  One last question/concern about this mod which I thought of after my last post.  I love the idea that you are stuck in your succubus form until you feed on someone however I know that some of my mods have compatibility problems with PSQ succubus form.  I've gotten around these issues by just using the transform hotkey to fall out of succubus form around the other mod's events that would cause conflict.  Would this feature disable the functionality of the transform hotkey?  

 

for those curious about what mods have that conflict: 

I can't remember exactly which of my mods have this conflict but I think it's DD (devious devices) related mods like cursed loot so I just fall out of the transformation around DD events(i.e. cursed loot, deviously enslaved, prison overhaul, etc.).  

 

Edit: I'm a moron, got overexcited and didn't read the rest of your post about how you can already disable the transformation thing, I can just use self control to simulate this mod feature anyway.  Just crossing out my dumbness because it's important to acknowledge mistakes in a public forum. 

 

Edit 2: now that I'm about to install this mod I'm starting to read things more closely, am I correct in my understanding that the "Optional Spell Drain" package makes all spells (even those added by other mods) use succubus energy instead of magika(can't remember how weird that stats spelling gets)?  So that essentially makes magika a useless stat to upgrade for a succubus?  Wow that's neat.  How does this work balance wise?  Would a succcubus mage build still be viable through an entire playthrough(early, mid and late level)?

 

Edit 3: Did a quick and dirty install (just normal install, leaving the esp at the bottom of the load order before re ordering) to test core functionality and I noticed some... interesting things.  Wanted to check if they were bugs with this mod before I mess more with my other mods.  First off, I tested it on my old save and noticed that the seduction spell would cause my framerate to drop to below 1 fps after about 5-10 min or so.  In hindsight I'm guessing it's because of some conflict with my custom follower in combination with the vanilla follower system.  Next I started a new game through alternate start mod and spawned a npc into the cell after initializing sexlab (and ofc infecting player with succubus curse).  With the new npc I noticed that seduction no longer reduced framerate but after seduction and after sex I didn't get any additional dialogue options with the victim.  Maybe I'm misunderstanding the mod description but I feel like there should be.  I didn't notice the 'siren song' spell either, maybe that's a spell learned after leveling up your succubus?  Then I noticed that I can only willfully transform back from my succubus form if sexlab aroused's "Is Arousal Locked" option was checked.  I thought it was supposed to be the other way around?  Finally, I think this mod conflicts with PCEA2 (FNIS Player Exclusive Animations 2).  When this mod is installed, my PC's custom spell casting animations are reverted to what I think are the vanilla animations (I haven't seen them in so long that I wasn't sure but they surely aren't my PCEA2 animations).  Anywho, these are quite a few conflicts/bugs/errors and they may be due solely to my unique mod setup but I'm not going to go through the long process of messing with my other mods to check it for sure for some time.  I'm mostly just posting this so if other people come across the same issues then they know it's not just them.  When I do rebuild some of my other mods to test if it's that issue, then I'll edit this post... yet again... stating what I found.

 

Anyways, take care.  (mod author, if none of these problems seem like they'd come from your mod and no one else has reported them then just ignore the edit as there's a greater than average chance it may be due to my weird mod setup but I don't have the hours I need today to rebuild my weird mods and check for sure and I may not for a week+) 

 

 

1: Not really sure what you mean by "fall out"... as in, transform you back? If you have the transform back at certain arousal or whatever it's called on then any mod which forces your arousal below that level will cause you to switch back.

 

2: Yeah. It actually still uses magicka because that's a hard-coded game mechanic, but every spell you cast will drain succubus energy. I think the ratio is two magicka to one energy or something along those lines, and it gets more efficient the higher your succubus level. Ideally, as you level up as a succubus, you get a larger energy pool, and it uses less energy to cast spells, so you should get stronger and be able to cast higher level spells as you progress. Of course, that being said, my current focus on this mod is actually creating an entire spell set unique to the succubus, as the whole point of this mod is to take what's already a pretty awesome system and turn it into a completely unique playstyle, different from the mages of old.

 

3: First off, siren song is called "(S) Seductive Whispers" as "siren song" isn't something a succubus would do because a succubus isn't a siren and we take our lore seriously in this house.

 

That's a rather strange issue. If you're using the vanilla follower system, or basically anything other than EFF, I can't guarantee that it'll actually work correctly because I use EFF when I build the mod and I've not done enough testing in the vanilla system. I have a future plan to actually build a quick and dirty follower system into the mod so as to make it independent from the vanilla system entirely but that's further down the road. In any case, it absolutely could be problem with the vanilla system. The "Follow Me" spell should just add the target as a follower the same as just asking a normal follower, but I guess that's not always the case.

 

You can only willfully transform back if either A) You're arousal is locked, B) You have the "Force Transform Back" option on and you fall below the threshold, or C) You have sex at least once. If option C isn't working then I've messed something up again. Do you have "Enable Drain" on?

 

I don't even know where to begin with animations. I certainly haven't touched them, and I haven't the slightest idea what of my mod could possibly be altering them...

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  • 2 weeks later...

I still don't know how to enthrall an npc (trying to enthrall several futanari girls but ended with failure), and people still attack me after having sex for once a day later when showing my true form. Also is there a conflict between this mod and deadly drain? On the other hand maybe consider adding a multi sex option after charming more than one npc?

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Hey

 

Is it possible to revert the "succubus energy instead of mana" thing ? I tried replacing the files but it did not work.

 

Edit: I think i found a bug (?) - if you add the "energy instead of mana" thing and then remove it, even if you start a new game you still keep the option on, even if you change the scripts files.

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  • 2 weeks later...

Optional spell drain does not seem to have the 75% as succubus queen benefit, and they should also benefit from succubus spell booster (replacing or in addition to fortify abilities). That and also a proper guide to create say permanent thralls.

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i dont see 'optional spell drain' working in game at all.

 

comparing the orignal and altered psqplayeralias scripts, they appear to be exactly the same.

 

5f5b5263f69b336d7f701ab34fcb19b5.png

It would seem the orginal mod has it instead. At level 1, casting several concentration spells causes my Succubus to drop to 10 percent, and then dies.

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<p>

File Name: PSQ Tweaks<p>File Submitter: Skipper2100</p>

File Submitted: 22 Dec 2016

File Category: OtherRequires: PlayerSuccubusQuest

Special Edition Compatible : No

 

 

 

UPDATE 1.7.4: Bugfixes. 1.7.3: Added support for quotsafan's SexLab Inflation Framework.

UPDATE 1.7: Reworked seduction system. Now, when you use the Seduction spell, you will begin to kiss your victim, slowly raising their arousal. When their arousal reaches certain thresholds, they will become calmed, then they will become dazed and follow you around blindly, then they will become charmed and you can command them for a short time, and then it will trigger a sex animation. Turns out, the automatic sex thing with the seduction spell is super annoying in game. So, I added a little dialogue that asks you whether you actually want to fuck them. Consent is key. Also, a new spell, Siren Song, was added. Work in progress, essentially functions the same as the "Lure" except it's a concentration spell you cast on one person. Use it to drag an enemy away from a group so you can deal with them alone.

Remember, use the spell giving spell to see new content. Enter the console and type:

 

player.addspell XX01a6db Where the "XX" is the number of the mod in your load order.

 

There's another new thing, too, the "Optional Spell Drain", which reworks the system so that instead of having a set of succubus spells that use energy, all your spells will use succubus energy. As you increase in Rank, the spells become cheaper, until level 8 where they're a quarter the cost. While it does make the succubus spells essentially useless, it makes a lot more sense to me that it would work this way, and provides a nice challenge. It's optional, because I don't everyone would agree with me. Make sure you install it after the base mod.

 

This is a collection of my various edits and tweaks to ojanen's PlayerSuccubusQuest (http://www.loverslab...est-for-sexlab/). Originally created while the author was on hiatus to fix bugs, it grew so much that, now that the author is back in business, I've decided to continue it in tandem. This does not intend to supersede PSQ, it only changes various aspects that I found underwhelming or could be more challenging. As such, you still need PSQ for this to function.

 

Optional version for EFF users, get EFF here: http://www.nexusmods.com/skyrim/mods/12933/?

 

In the works:

  • MCM menu for features. I know how it works now, it's just a pain to build.
  • Pimping out the Seduction Spell, so that it A) Lasts longer, however has a random chance that the victim breaks free, B) Makes the victim passive so they can't be ordered to do anything beyond following you around, standing places, and opening things, and C), the most outlandish, make it triggered in the same way that the "Kiss me." drain animation is triggered.
  • Kanashibari will be changed to only work on sleeping NPCs as it was originally intended to. Maybe works now???
  • A bunch of fleshing out around Thralls, potentially making the process of getting them more challenging, but also adding more to do with them once you have them and maybe, just maybe, making it so that every time they get hit fighting for you there's a chance they break free.
  • Given that I've made the succubus spells essentially useless with the Optional Spell Drain patch, I'm coming up with a bunch of more specific succubus spells that aren't just energy-consuming versions of preexisting spells. Currently I'm reworking the three drain spells. The Drain Health spell will be nerfed to be way way weaker than it's vampire equivalent, but will instead drastically raise arousal, and be more powerful than the vampire equivalent when you use it on thralls. Once your enemies hit 100 arousal, they'll be calmed and probably fap or something I dunno. The Drain Stamina spell is going to be remade into the primary combat spell for the succubus, becoming more powerful, raising arousal, and downing your enemies for far longer. The rest is going to be more immersive stuff, probably mostly Illusion spells given the nature of the succubus... Lots to do.
Feedback is appreciated.

 

The changes are:

  • Mostly to do with the draining mechanics, I found it very underwhelming to have my succubus' abilities tied to an energy source that was infinitely replenishable. So now, when you drain someone, you'll only actually get the energy if you go all the way and kill them.
  • Plus, when you do kill them, they disintegrate! How cool! Still can't stop them from flying away though.
  • When you bang people and don't kill them, they don't immediately become your follower, but instead become your "thrall", this essentially means they become your bestest friend and will never attack you, and will even sometimes defend you, if they're brave enough. They also won't report you for crimes.
  • Reflecting this, I've added a whole bunch of powers that allow you to do various things with your followers. Such as,
  • Command: As it says on the tin. Lets you give them an order like a follower.
  • Open Inventory: Lets you see deep into their souls and pasts. No, just kidding. It lets you take their stuff.
  • Follow Me & Dismiss: Allows you to turn any thrall into a follower. If using vanilla followers, you can only have one, and that includes the default followers. If using EFF, go wild. Raise an army. Do it.
  • The 'Horny-o-vision' has been reworked so that you can keep track of who's who. Basically, normal folks will start out white and slowly get redder as they become more aroused, and all thralls will show up pink.
  • Note: The ability to drain people without killing them can be toggled via the "Enable Captivate Victim" option in the "Drain Setting" menu of the PSQ MCM menu. When it's on, you can't drain without killing, when it's off, you can. This is a workaround until I can make MCM happen.
  • Also added a little ability to open the inventory of seduced blokes so you can nab their stuff.
  • The "Transform arousal" function makes more sense now because your character's arousal is inversely proportional to your energy. The lower your energy, the higher your arousal. Note that the "Is Arousal Locked" option must be on for your character in the SexLab Aroused menu or this will not work. Incidentally, that also serves as a nice toggle for it. If you would rather your succubus energy to not affect your arousal, simply turn "Is Arousal Locked" off. If you choose to have your transformed form be considered hostile, this basically replicates the vampire counterpart in that if you get too low on juice you'll be forced into transforming and fighting people, making it quite difficult to find someone to fill up on.
  • Also, if you keep the option to transform back into a human at a certain arousal off (Which you should), there's an added difficulty in that once you transform into succubus form, you'll be unable to transform back until you've boned at least one person. The succubus form can give you a whole lot of power, so it's a reasonable drawback. Just remember to make sure to keep the last bandit in the dungeon alive or else you'll have a hard time making it back to civilization.
  • Added a "Restore Health" counterpart to "Restore Magicka". It made sense.
  • Added ability to increase Skills in the Energy Conversion - Fortification menu. Note that it won't increase your character's level. Don't thing that's possible in the engine, but I'm looking into it.
  • I vaguely recall making the Paralyze spell more powerful at some point... Though I don't remember so you'll just have to find out for yourself.
  • Added a set of spells that allow you to use Energy to fill Soul Gems without needing to faff about with the pregnancy mechanics. Also comes with a counterpart set of spells to consume soul gems to gain energy, however there are diminishing returns and when you do you won't get an empty soul gem back.

download.png

Click here to download this file

Can you try to implement support for SLSO
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Arousal transform not working for me :(

 

not fixed :It works by using patch posted few posts before but I turn into human has succubus in loop without stop , i thinx it is a problem with scripts

 

Hey

 

Is it possible to revert the "succubus energy instead of mana" thing ? I tried replacing the files but it did not work.

 

Edit: I think i found a bug (?) - if you add the "energy instead of mana" thing and then remove it, even if you start a new game you still keep the option on, even if you change the scripts files.

 

Optional spell drain does not seem to have the 75% as succubus queen benefit, and they should also benefit from succubus spell booster (replacing or in addition to fortify abilities). That and also a proper guide to create say permanent thralls.

 

i dont see 'optional spell drain' working in game at all.

 

comparing the orignal and altered psqplayeralias scripts, they appear to be exactly the same.

 

Would be great to have competibility with SLSO.

 

 

Hi, just replying to say that I've made note of all of these. However, I'm incredibly busy at the moment and won't be able to actually get around to fixing problems until the end of the month, though if I happen upon any spare time I'll try to do what I can. Sorry.

Link to comment

 

Arousal transform not working for me :(

 

not fixed :It works by using patch posted few posts before but I turn into human has succubus in loop without stop , i thinx it is a problem with scripts

 

Hey

 

Is it possible to revert the "succubus energy instead of mana" thing ? I tried replacing the files but it did not work.

 

Edit: I think i found a bug (?) - if you add the "energy instead of mana" thing and then remove it, even if you start a new game you still keep the option on, even if you change the scripts files.

 

Optional spell drain does not seem to have the 75% as succubus queen benefit, and they should also benefit from succubus spell booster (replacing or in addition to fortify abilities). That and also a proper guide to create say permanent thralls.

 

i dont see 'optional spell drain' working in game at all.

 

comparing the orignal and altered psqplayeralias scripts, they appear to be exactly the same.

 

Would be great to have competibility with SLSO.

 

 

Hi, just replying to say that I've made note of all of these. However, I'm incredibly busy at the moment and won't be able to actually get around to fixing problems until the end of the month, though if I happen upon any spare time I'll try to do what I can. Sorry.

 

 

Thanks, will delete that message right now.

I do believe the source code for PSQ x SLSO is included. The other thing is the PSQ Tweak includes Optional Spell drain script and optional spell drain zip has the PSQ script, which drain way too much and have some problem with concentration spell. I died rank 1 using flames five times.

Bug report:

Shouting deplete all your energy instantly. (optional spell drain script in Main Package)

There is also the thing with Inflation Framework which recently added support for PSQ with SLSO script, so you have to bind all three in addition to PSQ's tweaks own feature such as calm spell and disintegration after death which hopefully is optional.

By the way which version of EFF was it based on? 4.0.2 is a bit buggy, but it seems only this version have EFF core?

Can Seduction possibly trigger threesome or even four? Or implement it in the future?

The Idea is that once you charmed one person and they follow you, you can charm another which give you the option to either enter a threesome or even better a foursome with two charmed.

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  • 4 weeks later...

So how are things coming along?

By the way I think I find the problem with the spell drain script. Also please include Werewolf transformation inside the download page.

Also succubus werewolf like mode should have a mannual trigger but remove the transform spell after going into succubus form.

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  • 3 weeks later...

<p>

File Name: PSQ Tweaks<p>File Submitter: Skipper2100</p >

File Submitted: 22 Dec 2016

File Category: OtherRequires: PlayerSuccubusQuest

Special Edition Compatible : No

 

 

 

UPDATE 1.7.4: Bugfixes. 1.7.3: Added support for quotsafan's SexLab Inflation Framework.

UPDATE 1.7: Reworked seduction system. Now, when you use the Seduction spell, you will begin to kiss your victim, slowly raising their arousal. When their arousal reaches certain thresholds, they will become calmed, then they will become dazed and follow you around blindly, then they will become charmed and you can command them for a short time, and then it will trigger a sex animation. Turns out, the automatic sex thing with the seduction spell is super annoying in game. So, I added a little dialogue that asks you whether you actually want to fuck them. Consent is key. Also, a new spell, Siren Song, was added. Work in progress, essentially functions the same as the "Lure" except it's a concentration spell you cast on one person. Use it to drag an enemy away from a group so you can deal with them alone.

Remember, use the spell giving spell to see new content. Enter the console and type:

 

player.addspell XX01a6db Where the "XX" is the number of the mod in your load order.

 

There's another new thing, too, the "Optional Spell Drain", which reworks the system so that instead of having a set of succubus spells that use energy, all your spells will use succubus energy. As you increase in Rank, the spells become cheaper, until level 8 where they're a quarter the cost. While it does make the succubus spells essentially useless, it makes a lot more sense to me that it would work this way, and provides a nice challenge. It's optional, because I don't everyone would agree with me. Make sure you install it after the base mod.

 

This is a collection of my various edits and tweaks to ojanen's PlayerSuccubusQuest (http://www.loverslab...est-for-sexlab/). Originally created while the author was on hiatus to fix bugs, it grew so much that, now that the author is back in business, I've decided to continue it in tandem. This does not intend to supersede PSQ, it only changes various aspects that I found underwhelming or could be more challenging. As such, you still need PSQ for this to function.

 

Optional version for EFF users, get EFF here: http://www.nexusmods.com/skyrim/mods/12933/?

 

In the works:

  • MCM menu for features. I know how it works now, it's just a pain to build.
  • Pimping out the Seduction Spell, so that it A) Lasts longer, however has a random chance that the victim breaks free, B) Makes the victim passive so they can't be ordered to do anything beyond following you around, standing places, and opening things, and C), the most outlandish, make it triggered in the same way that the "Kiss me." drain animation is triggered.
  • Kanashibari will be changed to only work on sleeping NPCs as it was originally intended to. Maybe works now???
  • A bunch of fleshing out around Thralls, potentially making the process of getting them more challenging, but also adding more to do with them once you have them and maybe, just maybe, making it so that every time they get hit fighting for you there's a chance they break free.
  • Given that I've made the succubus spells essentially useless with the Optional Spell Drain patch, I'm coming up with a bunch of more specific succubus spells that aren't just energy-consuming versions of preexisting spells. Currently I'm reworking the three drain spells. The Drain Health spell will be nerfed to be way way weaker than it's vampire equivalent, but will instead drastically raise arousal, and be more powerful than the vampire equivalent when you use it on thralls. Once your enemies hit 100 arousal, they'll be calmed and probably fap or something I dunno. The Drain Stamina spell is going to be remade into the primary combat spell for the succubus, becoming more powerful, raising arousal, and downing your enemies for far longer. The rest is going to be more immersive stuff, probably mostly Illusion spells given the nature of the succubus... Lots to do.
Feedback is appreciated.

 

The changes are:

  • Mostly to do with the draining mechanics, I found it very underwhelming to have my succubus' abilities tied to an energy source that was infinitely replenishable. So now, when you drain someone, you'll only actually get the energy if you go all the way and kill them.
  • Plus, when you do kill them, they disintegrate! How cool! Still can't stop them from flying away though.
  • When you bang people and don't kill them, they don't immediately become your follower, but instead become your "thrall", this essentially means they become your bestest friend and will never attack you, and will even sometimes defend you, if they're brave enough. They also won't report you for crimes.
  • Reflecting this, I've added a whole bunch of powers that allow you to do various things with your followers. Such as,
  • Command: As it says on the tin. Lets you give them an order like a follower.
  • Open Inventory: Lets you see deep into their souls and pasts. No, just kidding. It lets you take their stuff.
  • Follow Me & Dismiss: Allows you to turn any thrall into a follower. If using vanilla followers, you can only have one, and that includes the default followers. If using EFF, go wild. Raise an army. Do it.
  • The 'Horny-o-vision' has been reworked so that you can keep track of who's who. Basically, normal folks will start out white and slowly get redder as they become more aroused, and all thralls will show up pink.
  • Note: The ability to drain people without killing them can be toggled via the "Enable Captivate Victim" option in the "Drain Setting" menu of the PSQ MCM menu. When it's on, you can't drain without killing, when it's off, you can. This is a workaround until I can make MCM happen.
  • Also added a little ability to open the inventory of seduced blokes so you can nab their stuff.
  • The "Transform arousal" function makes more sense now because your character's arousal is inversely proportional to your energy. The lower your energy, the higher your arousal. Note that the "Is Arousal Locked" option must be on for your character in the SexLab Aroused menu or this will not work. Incidentally, that also serves as a nice toggle for it. If you would rather your succubus energy to not affect your arousal, simply turn "Is Arousal Locked" off. If you choose to have your transformed form be considered hostile, this basically replicates the vampire counterpart in that if you get too low on juice you'll be forced into transforming and fighting people, making it quite difficult to find someone to fill up on.
  • Also, if you keep the option to transform back into a human at a certain arousal off (Which you should), there's an added difficulty in that once you transform into succubus form, you'll be unable to transform back until you've boned at least one person. The succubus form can give you a whole lot of power, so it's a reasonable drawback. Just remember to make sure to keep the last bandit in the dungeon alive or else you'll have a hard time making it back to civilization.
  • Added a "Restore Health" counterpart to "Restore Magicka". It made sense.
  • Added ability to increase Skills in the Energy Conversion - Fortification menu. Note that it won't increase your character's level. Don't thing that's possible in the engine, but I'm looking into it.
  • I vaguely recall making the Paralyze spell more powerful at some point... Though I don't remember so you'll just have to find out for yourself.
  • Added a set of spells that allow you to use Energy to fill Soul Gems without needing to faff about with the pregnancy mechanics. Also comes with a counterpart set of spells to consume soul gems to gain energy, however there are diminishing returns and when you do you won't get an empty soul gem back.

download.png

Click here to download this file

Please consider working on PSQ Tweaks, it's a great addition.

 

 

I used the decompiler and find some mistakes.

 

The problem here is that instead of multiplying drain multiplier by 8, you divide it by 8, which goes back to multiply by 8 in the end. Also where is the spell cost reduction by succubus rank (in another script?)? Don't know if concentration can be fixed, though I guess repeated self calling via a helper function with a using spell check if that is possible. Also you might want to write something specific for shout or prevent energy consumption entirely by blocking out in the top level if? Would also appreciate changing Conjuration to be more costly than the rest.

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  • 2 weeks later...

Ok. I need some help understanding what to do gameplay wise. If Im fighting an enemy. What steps would I need to take in order to stop him from fighting me, seduce him, have sex with him and then enthrall him? If thats not possible then what is the path to fighting an enemy and then having sex and draining him? 

I think theres more of a mod issue after testing things.

When the option to feed comes up I click on it and nothing happens.

I went to an in and tried sneak feeding on a sleeping person. Nothing happens

I then used sleep paralysis and nothing happens. 

I do use better vampires and sexlab deadly drain. I'm not sure if those conflict somehow

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