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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.


What's New in Version 1.7.4

Released

  • Fixin' some bugs

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