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Voodooh

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  1. Thanks for your feedback. I am going to add this in the next update. ^^
  2. Thanks for that note, totally forgot to include the changes. Should be fixed in the latest version. I didn't remove any keyword, so they should be still in there. I just started doing some long-term tests with some of my actual savefiles. So far I encountered only one bug and that one should be fixed with the latest update. You probably won't have any major bugs, but I wouldn't call it stable unless I did some more testing.
  3. Since the new effects offer much more options than the old SLA, you'll have to upgrade to take advantage of the new features. There is still the old interface so non-upgraded mods will still work. I am also adding plugins for popular mods that will include compatibility for the new features with these mod right away.
  4. I designed my changes with backwards compatibility in mind. I even wrote in the description that I want to be compatible with all popular mods. Atm it's at the very end of the description so next time when I edit it I'll make it more clear that my mod is fully compatable. It obviously doesn't make sense for a "framework" mod like SLA to break compatibility since it doesn't provide much content on its own. I got rid of a lot of unused feature but function like Get/SetExposure will stay.
  5. I just uploaded a new version. The source files can be found in src latest.zip or src 0.3.zip (both are the same right now) Just added this^^
  6. Right now I don't use Skyrim SE, but when I am done adding all the features I want, I am going to create a SE port.
  7. So far I designed all dependencies as soft dependencies, the only hard dependency will be Sexlab. Also shoutout to Monoman1 since I am using his soft dependency implementation As of right now you need both the SexLabAroused.esm and the .esp file. Esp files are just more easy to edit. Later in development when am mostly done adding new features I am going to merge these two files into one again. This effect is supposed to represent the "dischange" of sexual tension after orgasm, so I will probably scale down this effect and rename it to satisfaction or something to make this more clear. Also good idea to increase arousal based on sexlab stats/experience level. Your 'original' arousal level is 0 all arousal comes from effects. Every plugin or other mod can change or end any effects at any time. By default an effect ends when the decay reaches zero. When you add an effect that increases over time you can set an upper limit. In this case the effect doesn't stop even when the limit is reached. And yes for compatibility reasons the final arousal value will always be between 0-100. I already added some SLSO support but did not test it so far. In the next version I'll probably support it and also add an option to disable popups. This is also already in my version. With the next update I am going add a few missing notes in the description.
  8. SexLab Aroused Modular Edition View File This mod is a BETA version. I consider the current version pretty stable alhough you should probably still create a backup for your save as I cannot test all mod possible combinations myself. I just wanted to edit a few things and ended up rewriting the whole mod... This mod is a complete rewrite of Sexlab Aroused (SLAX) with the goal of to create a better, more comprehensible and customizable version of this mod. SLAX by Lupine00 with edits by Tenri and has full backwards compatibility. Major Features Better Performance - Large part of the calculations have been moved from papyrus script to a newly created SKSE plugin, which allows for More realistic calculation - By default the settings are not going to create nymphomaniac characters all over the place (Although can turn this on in the settings) Understandable arousal effects - In the MCM menu you can see all factors that influence a characters arousal including a description why this effect appears. Fully customizable - Every arousal effect has lots of customization options. This mod also includes an option to save and load your settings between different game saves. The original mod had a limited number of effects that can influence arousal. Other mods have to edit these limited effects to change arousal. For example the DD mod could change the exposure value of a character, but at the same time other mods like MME or STA could change this value as well and you as a player can't really comprehend what is happening. My mod tries to improve by introducting dynamic arousal effects. Aroused Effects The arousal of a character is equal to the sum of all arousal effects. Other mods and plugins can apply these effects. Every effect can have a function attached as an option that change the value over timer, for example reduce effect by 50% every hour. The whole calculations is written in C++ and optimized for best performance. At the moment my mod has the following effects built-in (with all number being customizable): Naked Exposure Increases arousal for seeing naked character up to 50 (15 if not preferred gender). Sex Having Sex or seeing other people having sex increases arousal. Satisfaction Reduces arousal after orgasm -(50 + enjoyment), decays fast. Exhaustion Reduces arousal after each sexlab scene Timed Increases arousal after some time without orgasm. Can be compared to the timed effect of the original mod. By default this works on a cycle which increases arousal every few hours by a higher value. (This effects also accounts for DDs Belt and Plug modifier) Trauma Decreases arousal after rape (except for very lewd characters) (Incomplete; see ingame for full effect list) For Modders Static vs dynamic effects For performance reasons there are static and dynamic effects. Static effects were designed with performance in mind. They require a plugin quest script, but offer even more advanced options than dynamic effects. Since Static effects are present on every character, so they should be used for very common effects. Dynamic effects are slow when changed often, but otherwise offer similair good performance and are way easier to implement. How to add a dynamic effect: As a reference for the static effects look at the sla_XXpluginc.psc files. Features Completly rewritten arousal model allowing more customizable effects Better Performance since all calculations are done in C++ plugin Inluding full sourcecode for the SKSE Plugin (this should be default but unfortunately isn't) Updated sexlab integration to current version More advanced Removed a lot of depricated code A LOT Requirements Sexlab v162 Soft (optional) Dependencies Devious Devices MME Installation-Notes Install like any other mod As of right now you have to enable both files SexLabAroused.esm and SexLabAroused Plugins.esp This mod should override /scripts/MME_SLA.pex when using Milk Mod Economy Development To-Do Add more mcm options for built-in arousal effects Add more soft-dependencies for other mods Implement saving/loading config values from json file I am open to suggestions to make my mod suitable for as many players as possible. So please tell what you want to see in this mod. I also want this mod to support the current version of all popular mods here on LL. If something doesn't work also tell me. Submitter Voodooh Submitted 10/20/2020 Category WIP / Beta Requires Sexlab v1.62 Special Edition Compatible
  9. While I was playing the "follower of dibella" questline from yps I noticed that lots of SLS features which should only work for female pcs according to the mod's description also occur for male pcs. That shouldn't be a big problem since you can just disable those features in the mcm. But in the 2.19 beta version disabling the toll and curfew doesn't seem to work. At least the "toll dodge" and curfew notifications still appear and I was stuck in permanent a forcegreet loop afterwards. Apart from that I had no issues with the Beta version, so good job 👍 I also like the idea of license costs scaling with level. Or you could simply add an mcm option to multiply all license costs with an input value. It would also be nice if you could see the actual costs of licenses that you cannot afford ingame.
  10. I guess your problem is caused by Slaverun_Reloaded.esp. You can find a fix here: https://www.loverslab.com/topic/52885-slaverun-reloaded-03-june-2018/page/211/?tab=comments#comment-2416703
  11. Mandatory Training View File Description This mod prevents progressing skills at certain levels unless you visit a skill trainer. It is a modified version of the Experience Multiplier mod by skepmanmods. I removed the MCM and instead added a script which automatically changes your experience gain rate to 0 at certain levels. I created this mod to combine it with SexLab Demanding Trainers by HexBolt8. The whole puropse is to add a reason for visiting a trainer even if you are short of money. Installation Install this mod like any other by adding the files to your Skyrim data directory. You can check if the mod is working by using the console command "incPCS restoration". You should get a notifycation when you exit the console. Details The default version prevents your progress at levels 24, 29, 39, 49, 59, 69, 79, 89. I also added an alternate version with fewer levels: 24, 49, 74, 89 You can also set your values by using Tes5Edit and changing the MaTr_PresistentScript Quest-Script properties "XpLockedLevels" and "SkillTierNames". Both properties have to contain the same number of entries. Submitter BSL24 Submitted 07/14/2020 Category Other Requires SKSE Special Edition Compatible  
  12. Version 1.0.0

    263 downloads

    Description This mod prevents progressing skills at certain levels unless you visit a skill trainer. It is a modified version of the Experience Multiplier mod by skepmanmods. I removed the MCM and instead added a script which automatically changes your experience gain rate to 0 at certain levels. I created this mod to combine it with SexLab Demanding Trainers by HexBolt8. The whole puropse is to add a reason for visiting a trainer even if you are short of money. Installation Install this mod like any other by adding the files to your Skyrim data directory. You can check if the mod is working by using the console command "incPCS restoration". You should get a notifycation when you exit the console. Details The default version prevents your progress at levels 24, 29, 39, 49, 59, 69, 79, 89. I also added an alternate version with fewer levels: 24, 49, 74, 89 You can also set your values by using Tes5Edit and changing the MaTr_PresistentScript Quest-Script properties "XpLockedLevels" and "SkillTierNames". Both properties have to contain the same number of entries.
  13. While I was playing Skyrim with tons of mods I noticed lots of more devious quest mods don't work that well with each other. I constantly had to disable features of certain mods to make my game playable. I am thinking about creating a mod which can dynamically change the configuration of other mods to solve this problem. My idea is to tag quest and events of others mods. Example tag list: LightBondage HeavyBondage PlayerSlave Rape ... The mod should allow interactions such as: While a quest with tag "PlayerSlave" is active prevent other quests with tag "HeavyBondage" After a event with "HeavyBondage" has ended add a 1-12 hour cooldown for these events After x hours without any events increase the chance of all quests/events The idea is to make the gameplay more diverse. Are you intrerested in such a mod and what features should it have? That said I am still new to skyrim modding. So maybe more experienced modders can tell me whether or not this is a good idea and also what I should pay attention to.
  14. I made some changes to @mushroomcap's veversion I want to share here. Instead of adding random diseases after sex, every NPC now has a random number of diseases it can spread to the player. So when you fuck the same NPC over and over again you won't get all the diseases. The chance for a npc to have at least one diseases is 20% so 1 in 5 NPCs can infect you. Beggars now have a 50% chance and followers are never infected. After 1 to 5 days the random diseases will be rerolled (mostly because there is no other way for an npc to get rid of a disease). I also added a description to all diseases so you can see their effect in the active effects menu. You should probably clear your savefile if you want to use this. SexLab STDs 1.5 edits.zip
  15. In my setup this mod crashed when loading a game. I used Tes5edit to check for error and it says there are 3 unknown properties for the web attack script. I tried to remove them and it seems to work after I also removed these lines from the script GlobalVariable Property mslZaZAPDelayInit Auto GlobalVariable Property mslZaZAPDelayUpdate Auto GlobalVariable Property mslZaZAPDifficulty Auto These values dont seem to be used at all. Are these lines there on puropse? Otherwise the mod seems to be working pretty good.
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