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So, is the answer to leave everything about addiction to SLAX?

 

Or would it be expedient to make a simplistic addiction/phobia system in SLD?

It would probably only cover race categories plus bondage and skooma.

 

Race categories:

Playable races plus Reiklings (basically anything you can have a conversation with, except dragons).

Draugr

Trolls (possibly all big-dick animals in this category, so horses and stags)

Vampires

Animals (from dogs to sabrecats)

Chaurus plants + slimes (highly addictive)

Chaurus and Spider

Dragons

Monsters (everything else)

 

The grouping is more about maintaining player simplicity rather than anything else.

 

Could still keep the idea of rolling a huge aversion (phobia) over into an addiction at the "breaking point".

e.g. PC's mind snaps after endless Chaurus rapes, and they become an addicted chaurus breeder.

 

 

But it was my previous position that this kind of thing was mainly relevant to sex and arousal, and not to combat.

I didn't consider dynamic phobia modifiers in ... quite ... that way.

 

I did consider the idea that you wouldn't be able to even initiate combat against a character or race that you sufficiently fear.

e.g. You could reach a point where you can't raise a hand against your master, but it would be state that wouldn't persist for long without continuing reinforcement. Or where you're too afraid to fight a chaurus. If you have a defeat mod, you can still surrender though, and you can always run away.

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4 hours ago, HexBolt8 said:

With SLSO, I like your idea that orgasms fuel addiction, otherwise it's a phobia.  For those without SLSO (I don't use it), an MCM toggle to set whether a rape feeds phobia or addiction.  That's a crude level of control, but players seem to favor one or the other.  It would work.  I think all of this should exclude "humans".  Either way, either a slider for number of "incidents" to get one, or a probability setting that's checked for each incident.

I do really like the idea of enough configurability that the player can decide whether rapes (and orgasms) fuel phobias or addictions.  Personally I have much less interest in addictions than phobias, and I can justify having both methods feed into the same phobia mechanic (with various debuffs accumulated by rough treatment).  Either the character is too scared to fight effectively, or they are too overcome with naughty thoughts to fight effectively, which winds up the same way.  If the flexible mechanic is provided, I can readily roleplay my character.

 

 

4 hours ago, HexBolt8 said:

 

I'd like a way to set a permanent phobia or addiction, likely something from the PC's pre-game past.  The player is free to change that from Severe to Mild or from Mild to none at any time.  SLD can't possibly handle a character's personal struggle with that kind of problem and shouldn't try.  (I realize that a permanent debuff doesn't really fit SLD's model.  Perhaps this is wishful thinking on my part.  I love customizing a PC with special challenges and weaknesses.  But if you don't think it belongs here, then it doesn't belong.)

 

For an acquired phobia or addiction, a slider for number of kills of that creature to reduce the problem (severe to mild, or mild to gone).  Again this is quite crude, since slaying giants or dragons does not equate to killing spiders or draugr, but it's better than nothing.  I like the idea of facing a fear head-on to conquer it.  I don't think a phobia can really wear off over time.  The next time a troll or spider or whatever grabs you, you'll remember that time before and the memories will come flooding back.

 

Although HexBolt8 is probably more right, realistically, I think it's simple to have a time-decay on phobias that can simply be turned to zero for those who prefer that.

Personally I'd recommend the following for "curing" phobias, all with sliders:

Kills of the phobia-inducer

Time

Drunkenness (a large temporary negation, and a small permanent reduction)

Skooma intoxication (ditto)

Small effects from drinking milk, praying at temples, etc.?

 

 

4 hours ago, HexBolt8 said:

 

How about an audible indicator, like a heartbeat and/or rapid breathing?  The default could be an audio file of Skyrim's low-health heartbeat with a faster tempo.  Players could easily override that with whatever they please.  If you want to get fancy, there could be one audible cue for when the phobia kicks in, and a separate looping one that plays as long as the PC is in combat with the feared creature.  Players could replace one or both with silent audio files if they dislike that sort of thing. 

Oh my God yes.  Audible indicators are so under-used and so fantastic, and even this specific example for a default audio effect is good.  Of course for accessibility it would be nice to sometimes put some text up ... even for falls/stumbles, it's obvious when they happen, but I have multiple mods that can cause them, so I'd prefer some text feedback on what caused this particular trip.  But I'd prefer audio to text almost always.

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4 hours ago, Lupine00 said:

It could be something like a slider for each:

 

Phobia added per-rape: <-10 to +100>

Addiction added per-orgasm: <-10 to +100>

Personally, I might have phobias added per orgasm as well (I might then not play it as a "phobia", but an unwillingness/incapacity to fight).  You talk later about possibly flipping a phobia to an addiction, which could be interesting too, but as a player I'd prefer to be able to treat"number of orgasms" as another measure of trauma severity leading to phobia.

 

But I'm not sure there's a need to make that distinction.  SLD already allows buffs/debuffs to kick in on withdrawal or on "addiction" for worn items.  This proposed system looks more like SLDs worn-item system than anything else.  The "Unworn withdrawal" effect would be quite similar to "withdrawal" from a monster one is addicted to, with effect increasing over time.  Phobias would also behave  like "withdrawal", except they have maximum value right after an encounter and decrease over time (which can be configured using the current withdrawal mechanic of SLD).

 

Revision to the above: I think adding phobias to SLD (with an eye to SLAX in the future) would be an excellent "pilot project", and could re-use much of the work you've done on item addictions.  That is a great base for a simple phobia/addiction system, only missing the (hard part!) collection of trigger data.

 

 

Quote

The SLD way is to have a lot of sliders.

Hah!  Oh yes it is.

 

 

Quote

But details apart, is that a satisfactory mechanism?

Or does the mechanic for gaining phobias and addictions need to trigger of something less obvious?

 

For SLAX, I have a design for this that is more sophisticated, but this exact topic was something I wanted to address there ... and maybe that's the place I should implement the phobia and addiction tracking ... SLD could then use those values as inputs, as already suggested.

Although your sophisticated design for SLAX sounds excellent, and the listed downsides are minor or even neutral in my eyes, I don't know that it needs to be so complicated.  I do love the idea that drugs/whipping/other contextual events can improve or weaken resistance though, so a PC can be in a resilient or a fragile mental state, leading to weaker or stronger progression of phobia or addiction.

 

And with this talk of Integrity responsible for restoring Resistance, surely I'm not the only one leaping at the possible dove-tailing with DF - with this mental resilience/resistance being the same stat that affects all of these potential mental changes to the character, including willpower loss, phobia development, etc.  The idea of slave mode and Submissiveness being tracked and potentially leading to addictions would certainly make me find addictions more interesting.

 

 

For race categories, those all look fine, but if it wasn't much more work, I'd appreciate the possibility of fearing "bandits" too.  And conceivably other "person" groups, such as Imperials, Stormcloaks, or Thalmor.  But I have no idea how that would be implemented.

 

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1 hour ago, legraf said:

Although your sophisticated design for SLAX sounds excellent, and the listed downsides are minor or even neutral in my eyes, I don't know that it needs to be so complicated. 

I don't know either :) 

 

I won't go on about your comments for phobia feedback and recovery too much - basically yes, it's a great wish list to aim for - killing enemies is probably going to be the most satisfying for most players. For feedback indicators, my first thought was a sound and a screen tint. I think making everything go monochrome in phobic mode might be ok if you can disable it when it sends you nuts. Sound ... maybe an initial shriek, then heartbeat ... big sigh of relief on exit ... but again, can be annoying. Needs volume sliders I expect.

 

EC+ has a gasp of pain noise for breast growth that is a bit ... over the top for breast growth really ... maybe something like that? But I guess we'll see. I have a lot to do on SLD when I get there. Will see how quickly it goes.

 

 

The complexity of the SLAX design comes from trying to please multiple audiences and having an immersive slave training that just falls out of the mechanics.

I agree that doing something in SLD might teach some valuable lessons, but mainly about aversion.

 

Phobias have some natural "cures" or dampers (drunk or drugged) addictions don't. 

 

Existing cures (potions you make, shrines you pray at) aren't very interesting or convincing. It feels like you should trade something (somewhat) valuable for getting rid of an addiction.

Maybe some kind of challenge you have to overcome?


And what addictions would we want?

 

SLD has worn item addictions, but they are very basic. I think that's OK for items you can choose not to wear and wean yourself off, or keep wearing and deal with the consequences.

My character had a heels addiction for a long time, until SLS made her step wearing them so she could wear a full set of bikini armor.

 

The other classic addictions are skooma and alcohol. SW already handles skooma addiction. Alcohol addiction is generally badly handled by needs mods, or not handled at all.

What else?

Sex of various kinds (mainly inspired/useful for Slaverun) - vanilla, forced, oral, anal, vampires, daedric, animals, massive dicks, chaurus-plants, chaurus/spider, monsters (most other things). Chaurus, animals and monsters can be placed in the normal size or massive category... I'm thinking of that Chaurus Reaper at the end of the 3DNPC Lighthouse quest. Enormous, like it escaped from TitD.

 

  

1 hour ago, legraf said:

For race categories, those all look fine, but if it wasn't much more work, I'd appreciate the possibility of fearing "bandits" too.  And conceivably other "person" groups, such as Imperials, Stormcloaks, or Thalmor.  But I have no idea how that would be implemented.

Yes, for phobias some fine grained detail on race might be nice. I guess the question is whether doing this kind of stuff is more important than (for example) doing the Conditions system?

 

How do you recover from a sex addiction without it just being "go to NPC X and hand something in"?

 

Get rid of your chaurus-plant sex addiction by wearing full chastity and living on nothing but water for 14 days, or something harsh like that?

 

Sure, there are more involved possibilities, but they're not fitting for the kind of mod that SLD is, which is mainly about getting better consequences from other mods.

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Conditions...

 

I wanted conditions to be two different bits of functionality.

 

1) Set expressions on inputs to produce a gated input.

 

Such as:

  • Breasts > 3.0 AND Chastity Bra IS WORN FOR > 0, then debuff-set X is enabled.
  • Arousal > 90 AND Time-since-orgasm > 1 day, the debuff-set Y is enabled.
  • Time-since-orgasm > 1 day AND Chastity-belt IS WORN FOR > 1 day AND Gag IS WORN > 0, then debuff-set Z is enabled.

Where the debuff-set X has Breasts as an input and debuff-set Y takes Arousal as an input.

(First test value is always the input to the conditional debuff-set).

Number of inputs in an expression bounded by some small number like six.

Number of condition expressions bounded by some reasonable limit like sixteen.

 

2) Some extra binary tests based on all-or-nothing inputs such as:

  • Is Bimbo
  • Has bikini curse
  • In combat
  • 1H weapon is drawn
  • 2H weapon is drawn
  • Destruction magic is equipped
  • In wilderness
  • In dungeon
  • In town
  • In city
  • In inn
  • In shop
  • In palace
  • In temple
  • In dwelling
  • Is crawling
  • Is kneeling
  • In bondage furniture

etc.

 

The binary inputs would need to be put into an expression like in (1) to have a modifier set.

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7 hours ago, Lupine00 said:

So, is the answer to leave everything about addiction to SLAX?

So I thought I had way back when, when I was looking at DCL, was "why are these all part of one mod." The mod was originally just getting devices sprung on you from chests.  Now it's a million things, including big narrative arcs.  Some of the stuff is good, some just ok, some mediocre, but when I install the mod it for the loot portion, the rest is often baggage.

 

If the goal of SLAX is to be a replacement for older SLA versions is addiction part of that? SLA, in my opinion, should be dedicated to handling arousal.  So addiction seems to fit, but aversion and handing out penalties for phobia's seems to be a little bit out of the scope of the mod.

 

I think the goal of disparity was to be a handler for buffs/debuffs, so you don't get triple whammy-ed by move speed buffs and end up unable to move, or with tits the size of a house or something. There is a lot of need for that mod, but I never really thought of it as something that would be introducing new content.

 

Neither of these mods seem like the "bigger is better" type.  Maybe a small stand alone addiction mod? It could even be useful as a sort of template mod for modders wanting to learn how to hook into your frameworks?

 

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Where do creature phobias/addictions ("phobias" from here on) belong?  Good points were made by several people, including Darkwing's that a separate mod might be best.  My fear there is that it would never get done if it's split out.  I'm thinking SLD, because it has a wide variety of buffs & debuffs.  Perhaps my PC's phobia reduces attack speed and adds a chance to stumble and to drop weapon (sweaty palms).  Another player's phobia might be configured differently.  SLD already has that flexibility.

 

I just noticed Rape Chance in the MCM.  Does any mod use this right now?  It looks interesting.

 

Legraf had good observations that decay over time might not be the most realistic but should still be included since it can be set to zero.  Choice is good.  I also like the suggestions for phobia of Stormcloaks, Imperials, and Thalmor.  Nice opportunities there, especially if these can be forced on to fit the PC's origin story.  Players will probably appreciate a lot of choice, but the UI might have to use a keyword list picker or something to keep things manageable. 

 

Linking phobias to resistance would work well, affecting chance to acquire and chance to overcome.

 

Creature sex addiction might be cured with enough sex with humans.

 

Should phobias and addictions be treated as separate things rather than opposite sides of the coin?  Chance of addiction would be affected by arousal, whereas I don't see that as a factor for phobia.  Addiction would have a withdrawal effect; phobia would not.  Perhaps they are different things -- mostly (with SLSO I can see orgasms being a critical factor for driving it one way or the other).  I'm mainly interested in phobias, so it's harder to think addictions through.  However, it would be interesting to have a PC with a spider phobia and troll addiction, or Stormcloak phobia and Imperial addiction (those uniforms!).

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7 hours ago, Lupine00 said:

For feedback indicators, my first thought was a sound and a screen tint. I think making everything go monochrome in phobic mode might be ok if you can disable it when it sends you nuts. Sound ... maybe an initial shriek, then heartbeat ... big sigh of relief on exit ... but again, can be annoying. Needs volume sliders I expect.

 

EC+ has a gasp of pain noise for breast growth that is a bit ... over the top for breast growth really ... maybe something like that?

Monochrome works very well for phobia I think.  If the "start" of phobia effects is OnHit rather than entering combat for practical reasons, it's likely to be a busy and noisy time already, so the initial sound probably needs to be a little exaggerated, and a continued indicator of some sort is welcome.

 

 

7 hours ago, Lupine00 said:

The complexity of the SLAX design comes from trying to please multiple audiences and having an immersive slave training that just falls out of the mechanics.

The immersive slave training system I didn't comment on, but it's brilliant, having an inability to fight back effectively against a master.  Which sort of calls for the possibility of tracking not only groups, but one faction, the Master faction I imagine.  I love the possibility of a mighty hero who completely caves at a tap of the master's whip, or even a threatening word.  One would have to overcome that fear before being able to break free, if not rescued from outside.

 

7 hours ago, Lupine00 said:

I agree that doing something in SLD might teach some valuable lessons, but mainly about aversion.

Like, aversion to trying to please everyone?  ;)

 

 

7 hours ago, Lupine00 said:

Phobias have some natural "cures" or dampers (drunk or drugged) addictions don't. 

 

Existing cures (potions you make, shrines you pray at) aren't very interesting or convincing. It feels like you should trade something (somewhat) valuable for getting rid of an addiction.

Maybe some kind of challenge you have to overcome?

This does start to resemble DiD's trauma/addiction system, with the methods of suppressing trauma leading to other addiction.  That can certainly be true here, with skooma, alcohol, or lactacid-laced milk.  I imagined it mostly being a very slow time decay, with boosts (but small ones) from certain soothing actions and major boosts for successfully confronting the aversive factor (killing spiders!).  So long as the effects of the various therapeutic possibilities and triggers are built as configurable, the hardcore can set most to zero, and dilettantes like me can have a more rapid cycle of phobia development/healing.

 

 

7 hours ago, Lupine00 said:

My character had a heels addiction for a long time, until SLS made her step wearing them so she could wear a full set of bikini armor.

Oh, hence your question to Darkwing about bikini heels (your mod is awesome, Darkwing241)!  Of course, very few people would object to changes that support bikinis+heels I think.  I was using Immersive Fashion just for the heels addiction but threw that away when it didn't play well with DW's heels.

 

 

7 hours ago, Lupine00 said:

How do you recover from a sex addiction without it just being "go to NPC X and hand something in"?

 

Get rid of your chaurus-plant sex addiction by wearing full chastity and living on nothing but water for 14 days, or something harsh like that?

 

Sure, there are more involved possibilities, but they're not fitting for the kind of mod that SLD is, which is mainly about getting better consequences from other mods.

Good question, and ties in to Darkwing's point too.  Providing means (like the "timeworn" for chastity) that are already tracked by SLD would be convenient.  A whole lot of Frigid Wash potions to keep arousal down?  Avoiding the stimulus goes without saving.

 

2 hours ago, Darkwing241 said:

Neither of these mods seem like the "bigger is better" type.  Maybe a small stand alone addiction mod? It could even be useful as a sort of template mod for modders wanting to learn how to hook into your frameworks?

The reason I though of SLD for phobias, initially, was because of its handling of all the configurable consequences - but that is putting the cart before the horse.  Breaking out the development of phobias and addictions into their own mod, with SLD merely responding to a setting for "phobia x" as an input, does make some sense and models SLD and SLAX as frameworks, not bloatware.  But HexBolt8's right too ... breaking out a new mod probably means delay, and I want it all now!  And for a more reasonable objection, the "addiction recovery" mechanics also can come from things already tracked in SLD and SLAX, so the phobia/addiction mod would need not only to send information to SLD, but receive from the frameworks too.  Reading arousal is already routine.  But SLD doesn't seem set up to tell other mods when it's various timers and tracked values change, so the offshoot mod would need a safe access mechanism built as well.

 

 

19 minutes ago, HexBolt8 said:

Where do creature phobias/addictions ("phobias" from here on) belong?  Good points were made by several people, including Darkwing's that a separate mod might be best.  My fear there is that it would never get done if it's split out.  I'm thinking SLD, because it has a wide variety of buffs & debuffs.  Perhaps my PC's phobia reduces attack speed and adds a chance to stumble and to drop weapon (sweaty palms).  Another player's phobia might be configured differently.  SLD already has that flexibility.

The consequences absolutely should go through SLD I think.  And since a PC may be contending with multiple phobias and addictions at once, SLD would still need to be aware of the possibilities... oh wait, maybe not:

 

SLPhobias.esp tracks the various OnHit events and checks against current phobias.  If one is triggered, it sends relevant phobia data to SLD (strength of triggered phobia).

SLAddictions.esp is continuously tracking various addictions... does it send one "summed" addiction level to SLD?  Or just the current largest value?  That is, would a strength 80 addiction to skooma and a strength 30 addiction to Chaurus parasites cause "addiction 80"-level effects in SLD, or level 110?

 

Another trouble with splitting this out this way, however, is that the SLD consequences for every phobia or addiction must be the same.  That may make sense for phobias - perhaps they all crush combat statistics similarly for example.  But might not different addictions lead to different SLD-related effects?  Substance addiction, clothing addiction, sex addiction, could all plausibly have different effects.  Personally I'd rather ignore that and get a basic system running, with increasing complexity added in updates, but that's because I could get hit by a bus tomorrow, and I want to play now.  So, not a totally rational position.

 

 

19 minutes ago, HexBolt8 said:

I just noticed Rape Chance in the MCM.  Does any mod use this right now?  It looks interesting.

Rape Chance is used by SLD's own rape event only, I believe.  An event that works very well by the way - until I drastically lowered trip & fall chances it was getting impossible to go anywhere in-city without massive crowds forming and extensive sex scenes ensuing.

 

 

19 minutes ago, HexBolt8 said:

 I also like the suggestions for phobia of Stormcloaks, Imperials, and Thalmor.  Nice opportunities there, especially if these can be forced on to fit the PC's origin story.

Yes, I like the possibility of setting threshholds for some phobias to "zero triggering events" so the phobia is a starting condition that never goes away (unless the player changes settings of course).

 

19 minutes ago, HexBolt8 said:

Linking phobias to resistance would work well, affecting chance to acquire and chance to overcome.

Oh yes.

 

 

19 minutes ago, HexBolt8 said:

Should phobias and addictions be treated as separate things rather than opposite sides of the coin?  Chance of addiction would be affected by arousal ...,

I was inclined to say "no", but I think it's probably best to treat them separately after all, even if all the subsequent configurable options are the same.  Then some players can use arousal to affect both, others would not, likewise for various decay conditions.  It won't add significant load to the game, and probably makes the mod cleaner too.

 

 

19 minutes ago, HexBolt8 said:

... or Stormcloak phobia and Imperial addiction (those uniforms!).

The Imperial uniforms really are attractive with ChronoTrigger's remodeled armor, I think.

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3 hours ago, legraf said:

Oh, hence your question to Darkwing about bikini heels (your mod is awesome, Darkwing241)!  Of course, very few people would object to changes that support bikinis+heels I think.  I was using Immersive Fashion just for the heels addiction but threw that away when it didn't play well with DW's heels.

Thanks!

 

I was way into YPS when I started making my mod.  YPS was never really a smooth running mod though and I eventually phased it out of my games after development on it stopped.  So my heels never really got tested with it.  I think the NIoveride style heels should work though, troubleshooting that doesn't really belong in this thread.

 

I am working on making a bikini heels patch to replace the kind of lame tawoba boots with my stuff.  I suck at modding though so my working version ended up being an overwrite of the entire tawoba esp.  Which isn't what I thought I was trying to do. I'm working on it though.

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9 hours ago, Darkwing241 said:

If the goal of SLAX is to be a replacement for older SLA versions is addiction part of that? SLA, in my opinion, should be dedicated to handling arousal.  So addiction seems to fit, but aversion and handing out penalties for phobia's seems to be a little bit out of the scope of the mod.

That's correct. It wouldn't do anything with those values. It would simply make them available to other consumer mods.

 

I could make a mod that uses SLD to set its modifiers.

 

There are two ways - it provides inputs as a soft-dep for SLD, like MME or Apropos - in that case the mod doesn't depend on SLD.

The other way that I planned to add was allowing mods to register into SLD as modifier providers. In that case they provide a complete modifier set to SLD whenever they want to update it. Their values are totalled into SLD and bounded by SLD min-max limits, but the other mod must know the modifier order in SLD, and needs to call functions to register itself and update. It would depend on SLD (though it could be a soft-dep) not the other way around.

 

I like the latter, as in the long term it's more extensible. SLD can be used by any mod that way, and I don't have to update it.

 

However, for SLAX it's different - as that's a master - so SLD would probably have direct support for SLAX values as inputs.

 

For a standalone phobia mod though ... it would probably be the other way around. You'd manage the phobia modifiers in the phobia mod and SLD would apply them.

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6 hours ago, legraf said:

This does start to resemble DiD's trauma/addiction system, with the methods of suppressing trauma leading to other addiction.

This is why I had high hopes for DiD, but its author (CodeSerpent) doesn't want to put in the level of granularity; wants all rape to be just rape, no racial phobias, etc.

 

I had the plans I have now for SLAX ... about four years ago anyway ... so I always wanted to do it, it was just time.

For years I didn't even have my own Skyrim (I could play it, but I couldn't mod it), and I had so much pressure from family and work all I could do was follow the forums - I couldn't even post - I would just read what was happening and want to play those mods like DCL SOOOO bad.

 

So I don't really worry what anyone else does. If it is something I can use, I will use it. I don't believe DiD is going to solve any problems for me or that CodeSerpent will ever use SLAX or SLD, or that there will be any synergy between DiD and any of my mods unless I put it there myself, with no assurance that DiD won't change the next day to break it.

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On 12/21/2019 at 1:32 AM, Lupine00 said:

So, is the answer to leave everything about addiction to SLAX?

[...]

I did consider the idea that you wouldn't be able to even initiate combat against a character or race that you sufficiently fear.

e.g. You could reach a point where you can't raise a hand against your master, but it would be state that wouldn't persist for long without continuing reinforcement. Or where you're too afraid to fight a chaurus. If you have a defeat mod, you can still surrender though, and you can always run away.

 

Wouldn't it be purely a function of which mod would be more widely adopted and which would be more open to player input?

 

If that's the goal, I would think SLAX collects the data and SLD lets the player do something with it. That way, modders can use SLAX to build whatever they want, and you can use SLD to build whatever you want.

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A bit of an odd request but I have searched and found no mod that will give buffs/debuffs on the calculated sexlab stats. Is there any chance I could convince you to add sexlab stats as conditions, ie skill level for vaginal, anal, oral, foreplay, and the pure and lewd stats. With SLSO and Sexlab shrines (helps regain purity), and debuffs from here it could make an interesting balancing act.

 

Great mod.

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3 hours ago, the8one said:

A bit of an odd request but I have searched and found no mod that will give buffs/debuffs on the calculated sexlab stats. Is there any chance I could convince you to add sexlab stats as conditions, ie skill level for vaginal, anal, oral, foreplay, and the pure and lewd stats. With SLSO and Sexlab shrines (helps regain purity), and debuffs from here it could make an interesting balancing act.

It is feasible to extend the supported SexLab info without a huge amount of trouble. I'd like to add at least Lewd, and I can see a use for the skills too.

Will see how things go when I finally stop messing with DF and get onto SLD again.

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15 hours ago, nun56unn5ufg said:

Total novice here, i've been trying to convert this to SSE (for my personal use ONLY) using CK, but skyrim crashes on starting. I just open it in CK, get a few errors, then save it. If someone has opinions feel free to pm me or here

I think there is already an SSE conversion that includes recompiled plugin - which you definitely need.

Just look back a page or two in this forum.

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Lupine, I've been eyeing up this mod for a long time. I migrated to SSE before SKSE had even come out for it, and haven't looked back - so I'm excited to hear you're working on a conversion for SSE. Very much looking forward to seeing what that extensive MCM has in store in the way of features. Keep up the amazing work!

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20 minutes ago, Caco Demon said:

Lupine, I've been eyeing up this mod for a long time. I migrated to SSE before SKSE had even come out for it, and haven't looked back - so I'm excited to hear you're working on a conversion for SSE. Very much looking forward to seeing what that extensive MCM has in store in the way of features. Keep up the amazing work!

I believe there is already an SSE conversion, including recompiled plugin.

Somewhere back in the forum there's a post or two.

 

I should look it up and link to it, but I thought it would just get indexed in google, which doesn't seem to have happened.

I do intend to port it myself and keep synched eventually.

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1 hour ago, Lupine00 said:

I believe there is already an SSE conversion, including recompiled plugin.

Somewhere back in the forum there's a post or two.

 

I should look it up and link to it, but I thought it would just get indexed in google, which doesn't seem to have happened.

I do intend to port it myself and keep synched eventually.

OMG! Thanks, I've found it!

 

To make things simple for everyone, I have attached a copy of the SSE-upgraded version here.

 

Full credit goes to Lupine00 for the fantastic mod, and Fish0 for the SSE conversion of course!

Sexlab Disparity 14.4 - SSE.7z

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I'm not sure if it has already been suggested, but is it possible to include arousal in the list of potential buffs/debuffs?

 

I'd like to be able to make it so certain items increase arousal when worn, or perhaps rape increases/decreases arousal regardless of whether or not orgasm was achieved.

 

I had also wondered about the possibility of integrating pregnancy chances for applicable mods in there as well.

As an example: arousal might increase the chance of pregnancy for Hentai Pregnancy, or Soulgem Oven or something.

 

Just some ideas that came to mind :]

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30 minutes ago, Caco Demon said:

I'm not sure if it has already been suggested, but is it possible to include arousal in the list of potential buffs/debuffs?

It will happen in the next round of changes. I think there will be an event with a chance, like tripping etc.

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On 1/9/2020 at 6:55 AM, Caco Demon said:

OMG! Thanks, I've found it!

 

To make things simple for everyone, I have attached a copy of the SSE-upgraded version here.

 

Full credit goes to Lupine00 for the fantastic mod, and Fish0 for the SSE conversion of course!

Sexlab Disparity 14.4 - SSE.7z 509.86 kB · 13 downloads

Working for me on SSE although I need to study up on how all the options work. My tits got larger after installing this and I thought this only responded to changes in size, not caused them.  edit, it was SLIF causing it.

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Hello. Great mod.

 

Love that you can use the worn and unworn setting at the same time. On the same item typ

 

What im missing is to make shout recovery, magnitude (de)buff settings.

Was trying to make the armbinder/yoke and so on usable in dungeons. Like buff the mov speed, attack speed, and shout like fire breath

 

Same with collar debuffs. would be logical to get a shout debuff also.

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