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About Spirit_Shard

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    Killer Kitty
  • Birthday 10/22/1992

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    Cats, Cheescake, Watermelon, and.. um.. stuff.
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    If you're ever looking for more gaming content, check out my YouTube channel where I create Reviews and have daily Discussion style content! - https://www.youtube.com/user/michaelpstanich

    The name is Michael Stanich, Art is the trade. I'm a fun loving creative who is always stretching to create unique experiences and content. You can also check out my other creative endevours either on my Website at http://michaelpstanich.com/ !

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  1. Regal Glow level increase was a visual bug that 'should' be fixed in 4.10. For Vigilant hostility, what type of transformation is this, mod induced or is it like werewolf/lord from vanilla? (Sounds like some sort of faction/relationship change when transforming, it's most likely a visual bug with how the MCM checks for it, but I could be wrong)
  2. It's a bug with Level List based actors. These things register in script just like any other NPC but they're actually a 'list' and it spawns randomly from them based on player level, I'm working on a fix but it's currently really slow and requires way too many resources to put into release. I hope to either find another method or optimize this one to grab the actual actor (or create a temporary 'clone' actor in the save somehow) so it will always spawn the desired pet. In short - just more Skyrim weirdness >.> On another note, I've received a lot of messages lately asking about a release so I've bundle one up (I know, it's been entirely too long >.<). I had to revert some changes I was working on for it to be considered stable and playable so I'm considering it "untested" and won't be uploading it as the official version quite yet. It's available for those that want to try it out, just make sure to backup your save just in-case it's broken.. X.x Succubus Heart 4.10 DEV - https://drive.google.com/file/d/1DExEJuq8w_pPx_0ny91aMfjVSht0zmsL/view?usp=sharing Change Log :
  3. From my DEV notes, the regal glow issue is caused by some faulty update code, so it applies once but doesn't update its values properly, it's fixed in my working version (unreleased). However it can also break by having armor applied to the same 'slot' as the invisible 'regal glow' armor, can't remember what slot it is tho (don't have the reference handy >.<) so it could also stop working from an armor mod using that slot, which isn't used by the vanilla game as far as I'm aware. Also, obligatory "Yes I'm still working on the mod, just not all that often" statement. X.x
  4. is the spell that you can use to target to make the npc do you, is it suppose to work at range, i cant get it to work unless i am up close to a target, i was hoping i could aim at a taregt like a female forsworn and then she comes to me for the death sex lol

    1. pleasetryme


      join the discord i got an answer quickly

  5. where 5.0 ?? we still waiting

    1. chevalierx


      not cool you don't answe even you log

  6. The only issue I have currently with summoning multiple pets is having them actually act like allies, this is why they become temporary followers in the current version, but Skyrim's default creature follower limit is 1.... as for idea #2, more varied pet spells are planned but not for 5.0 (Which would include what you're describing, at least somewhat). I don't like "replacing" things very often as it breaks compatibility a lot of times, but a nude suit as mcnv may be possible, it's a bit out of my scope at the moment tho (another modder may be able to make a mod for this and integrate it however). In the settings you can toggle consensual drain off, which should make all non-aggressive triggers not drain NPCs, if TDF is still triggering drain then you may want to let the mod author know they're using aggressive animations in consensual scenarios. (You can also turn drain from NPCs off completely, a spell will be able to do this also in a future update for "immersion") And stacks are used in some of the passives.
  7. When I complete 5.0 there is a good chance I'll at least try to back-port it. I mostly dropped consistent LE support because I couldn't develop using Vanilla's tools and vanilla just had too many technical issues on my PC to test with. I could easily set-up creation kit to compile the new versions, but I wouldn't be able to really test it and I'd need to go through and manually re-define everything (which is a massive time sink, and a pain X.x).
  8. I'll have to look into adding follower checks to DOM so it's a bit more compatible (like teleporting followers with the player instead of trusting Skyrim to do it automatically), it's strange that they're dying if you have them set as essential but I don't think that's related to Succubus Heart (shouldn't be at least). The Calm option only works if the player is in an act because of its implementation, however people have talked about another mod that removes characters from combat during acts so that may be worth a look. Combat Seduction does have a 'cooldown' period and because of how it's implemented it can occasionally 'miss' attackers so that could explain the down+teleport without an act. The starting act - then teleporting thing - is a known issue and has to do with SexLab starting the animation before sending the event for the animation registering (in other words, not much I can really do about this) I've tried to fix it but haven't found a good workaround yet. I've been getting a lot of requests in regards to Combat Seduction lately so I've been working on updating it and adding more features (I guess more people are having issues with other Submit style mods) but at the moment it's still really basic and may not be a good replacement (yet, if ever). Anymore information on this? I can't reproduce the issue in my test saves. So Regal Armor 'sort of' works in 4.9, I found 2 issues that made things a bit confusing but I've fixed them for the next release. First off the MCM values weren't loading properly, I accidentally made it initially load the Seducer Passive values which caused it to display incorrect values. Secondly the actual rating of the armor wasn't updating properly and would only update when first applied without the bonus from BDSM rating, meaning the value was MUCH lower than it should have been (1 per rank + 1). Also, Regal Glow shouldn't be enchantable, you most likely have a mod that makes non-enchantable armors enchantable. Regal glow doesn't have a name so that it doesn't show up in the inventory (by default) since the player shouldn't really mess with it (I'll look into making it a named quest item so players can see the value, but I'll leave it alone for now).
  9. Still confused on what would need to be done, or what you're even asking to be compatible? Does it run alongside SexLab or is it without Sexlab? Succubus Heart requires SexLab's event's system to work, without it nothing would function properly, so unless it has its own (easy to hook into) events system it wouldn't really work? It appears Regal Glow's rank isn't displaying properly in the menu when re-loaded, however the rank is still increasing and kept (it's purely a cosmetic issue). As for it actually functioning, it works and increases armor in my test game but the armor itself doesn't have any armor rating. Sorry if my explanation is a bit confusing here, Regal Glow works by having an "invisible" armor with no rating applied to the player in an uncommon slot (can't remember exactly which one, been a while). This means it's stats will show as 0 until it's fully equipped, it's then modified by SKSE which changes the rating based on whatever rank Regal Glow is at plus the BDSM bonus. You can see this bonus by unequipping all armor and then hovering over an armor piece, it'll say the armor value of Regal Glow plus whatever the hovered armor would add. Keep in mind Regal Glow only works if the player isn't wearing body armor. It's possible some mod may be conflicting with it but I have no idea which ones do, if they take the same slot as Regal Glow or try to dynamically change armor values it could effect it. You may just be seeing the visual weirdness of the system tho. As for Combat Seduction, I'm working on some more enhancements to it but most people use other Submit Mods like Defeat, which I think has the features you're looking for. Combat Seduction is a bit basic and can have some bugs when SexLab scripts get dropped (which happens often when enemies die during acts or there's just too many NPCs in an area). I'll have to look into ways of fixing the calm spell (the code looks like it should work perfectly but we all know Skyrim at this point, you never know what will actually work or not...) I can probably add some additional time-based checks to check if it's still valid or something so it won't get 'stuck' at least. I am looking into having enemies get "captured" when defeated or entering 'bleedout' instead of dying when using combat seduction, but I have no ETA on that.
  10. Succubus Heart is designed like a complimentary mod and works really well when used with other SexLab mods. It can be used on its own (and even has its own basic version of a submit mod built in), but most people will want to customize and expand their experience. (Submit mods are pretty popular in combination with Succubus Heart, stuff like SL Defeat) Succubus Heart's surrender mechanic is called "Combat Seduction" but it's super basic and lacks the advance features stuff like Defeat has. (It's there for people that have issues with other submit mods, or just want the base-line experience and don't require more advanced features)
  11. I'm actually not sure on SKSE compatibility, I know people had HDT issues if versions of the mod/skse don't match (strangely), and using too old of a version means SKSE will lack features Succubus Heart needs, I just don't remember the specific number. I have no idea what Flower Girls is, so I can't say.
  12. Do you possibly have any more info on this? I have 2 theories, DOM is breaking somehow or the F4SE version in the released version is too out-of-date and is causing issues. Those are my guesses at least. (I'd recompile and release an update I've had stored away for quite a while but I don't have a working Fallout 4 install atm)
  13. New DEV version 4.9 released. Not much in this update, been busy with game projects lately, but DOM is fixed and pets should be a bit less buggy. New Passive added (Cap Excel) however it hasn't been fully tested, so back up your saves if you wana try it! (actually, just back up your saves when using Dev builds in general X.x) It shouldn't, I'm not editing any leveling lists at all. (Fun tid-bit, Death Drops are done using Succubus Heart's Dynamic Scripts in combination with an On-Death Event + it's own randomizer. Simple but effective.) Also, thanks for the faith on my beta versions, I'm not nearly that confident in myself.. X.x Even if SexLab was working properly, Succubus Heart requires SKSE to function properly, which I think VR still lacks? Once SexLab gets up and running fully Succubus Heart 'should' work right out of the gate tho! (It's all just a waiting game for SKSE features iirc)
  14. Defeat actually has a pretty good reputation (tho it can be buggy at times) so I second that recommendation. (lots of people use it in combination with Succubus Heart I've found). The Soul Pets System has been completely reworked for 5.0, you can view the changes in the DEV releases. (it no longer has pre-defined pets but instead you go out and replicate souls, or use soul stone-like items), so this has 'technically' already happened. (I'll add Vampire Lord to the "make a pet soul stone for..." list) It shouldn't block or brake anything, tho I'm not familiar with those mods so there may be overlap or something. Console Commands exist in 4.5 and below by using "Set ___ to ___" you can use "Help SuH_" to find them, they're all named accordingly. In 5.0 I'll eventually make a 'cheat menu' since console commands are a bit more complicated and require very specific knowledge. There's a Passive you can level with BDSM points that decreases the cost (leveling it to max removes the decrease status effect).
  15. Yeah, found this bug the other day when testing some features. Not sure yet why it's breaking (I don't even remember changing this section of the code at all) but it should be fixed in the next DEV release.
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