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SexLab Enchantress SE

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SexLab Enchantress SE

 

What does this mod do?

SexLab Enchantress modifies the Vanilla Skyrim spells from the Illusion magic school so they would trigger sex scenes. This mod's aim is to do this without breaking Role Playing Immersion and maintaining Vanilla's Game Balance. The spells will still only affect creatures of limited levels (Calm affects up to level 9 for example), and with the illusion tree perks you can increase the levels your spells will affect (Dual-cast Calm with all Illusion perks taken will affect creatures up to level 59, just like in normal Skyrim). The spells will affect all beasts and creatures supported by SexLab, though you need to take the Master of the Mind perk to affect Draugr.

 

What are the new spell effects?

  • Calm - Your calmed target will have sex with you if no other targets are attacking you. Other calmed targets will patiently wait for the sex to end, with the durations of their calm effects refreshed on climax. If the sex lasted at least 30 seconds the Calm's effect duration will double. If it lasted for 60 or more seconds the duration will double again, to 120 seconds. Sex will only start with beasts and low intelligence creatures by default (can be toggled in the MCM. It's creatures only by default because there's enough good mods out there to provide sex with playable races like SexLab Romance and Radiant prostitution. Also the spells affecting playable races being AoE only gives the mod a more "chaotic magic" feel).
  • Pacify - Same as Calm, except it affects playable races as well, and might get your character into a threesome or gangbang scene with the targets caught in it's area of effect.
  • Harmony - Same as Pacify, except it could trigger a full orgy with up to nine characters involved.
  • Call to Arms - If used on a target you've had enchanted sex with, that target will become your temporary enchanted follower for 10 minutes. Only happens if you don't have a follower with you already.
  • Frenzy - If you travel with a follower, the targets of this spell will attempt to ravage them, perhaps dragging them into a gangbang.
  • Fear - Dismisses enchanted followers. They will make their way back home, unhostile for 30~60 seconds.
  • Animal Allegiance Shout - If you shout all three words of Animal Allegiance, one of the animals hit by the shout will have sex with you, and become your temporary animal follower afterwords. Duration depends on how long the sex lasted, with a maximum of 4 minutes for 60 seconds of sex. Only grants you the animal as a temporary follower if no other animals follow you at the time.
  • Command Animal Racial Ability - Wood Elves using their Command Animal racial ability could enchant an animal follower in the same way Animal Allegiance works. Only available once per day just like in Vanilla Skyrim, of course. Also only grants you the animal as a temporary follower if no other animals follow you at the time.

 

Did I just get a rested buff after sex?

Having enchanted sex with certain creatures for more than 30 seconds will give you a special rested buff. None of the +% Skill experience parts of the buffs stack with one another, or with the normal Rested buff from vanilla. The possible rested buffs are:

  • Beast Lover's Comfort - Your skills advance +5% more quickly and you receive +10% disease resistance for 8 hours.
  • Insect Lover's Comfort - Your skills advance +5% more quickly and you receive +10% poison resistance for 8 hours.
  • Monster Lover's Comfort - Your skills advance +5% more quickly and you receive +10 Stamina for 8 hours.
  • Necrophile's Comfort - Your skills advance +5% more quickly and you receive +5% frost resistance.
  • Sanguine's Favor - Your skills advance +15% more quickly. Triggered by taking part in a 9 people orgy with the Harmony spell.

 

Why do the spells have target level limits?

My aim with the mod is to spice up the vanilla Illusion tree, but keeping Skyrim still playable as a game. This means more challenge in lower levels, more powerful abilities later on. I've been very careful to avoid giving spells more power than they have in Vanilla Skyrim. Call to Arms and Harmony are very costly mana sinks which require unlocking illusion tree perks so their effects are much stronger. By the time a player can use Call to Arms or gets the third word of the Animal Allegiance shout, getting the target as a follower will not be any more powerful than travelling with a follower of your choosing. The one ability that gets much more powerful is Wood Elf's Command Animal racial ability, but it's only useable once per day and isn't as powerful as Orc's and Argonian's racial abilities anyway.

 

How do I install this Mod?

You can use a mod organizer or alternatively unpack the 7z file and drag the contents of either the '01 English' or the '01 German' folder into your ...\Skyrim\Data\ folder.

 

How do I uninstall this Mod or upgrade from an older version?

Make sure you don't have any of the mod's rested buffs active in magic effects (Beast Lover's Comfort, etc) and that there aren't any NPCs under your Enchantress spell effects. If in doubt wait 8 in-game hours. Save your game. If you wish to uninstall the mod open the MCM afterwords, check Uninstall SexLab Enchantress, close the MCM, save, quit the game, and delete SexLab Enchantress.esp from your data folder.

 

Known Issues:

The threesome animation 'Arrok Devil's Threeway' is bugged in SexLab Framework - it will act oddly but only for the first time it plays. For some mods this means on the first time this animation is played your character will be thrown to the sky, then teleported back to the sex scene. For Enchantress it means the NPCs will be thrown to the sky.

There's two ways to deal with this: The first is to disable Arrok Devil's Threeway animation. The second is to activate Arrok Devil's Threeway with a different SexLab mod like Matchmaker... After the first time the animation plays, it will work fine with Enchantress as well. The issue seems to be caused by this specific animation's first time positions setup being screwed up.

 

Possible Conflicting Mods:

The 'SexLab Stop Combat' mod seems to break most of Enchantress' spells.

The 'Automatic Variants' line of mods might cause Enchantress' spells not to work on some of the creatures it replaces.

Version 2.4 is compatible with most other spell mods. It might or might not be compatible with SkyRe (Skyrim Redone), I'm getting conflicting reports about this, use Enchantress with SkyRe at your own risk.

It also might conflict with Dragon Shout mods that modify the Animal Allegiance shout. If you are using one and know the third word of Animal Allegiance, open the MCM and choose the Disable Animal Allegiance Shout option to avoid any issues.

 

Big thanks to:

CGi for creating an NMM/MO installer and for the german translation.

Ashal for creating the SexLab Framework and SexLab MatchMaker.

Someone92 for creating SexLab Zzz, a great tool for learning how to create SexLab mods.

jbezorg and h38fh2mf for script advice.

sillybear for reminding me to repackage Enchantress as an SE port.


  • Submitter
  • Submitted
    07/14/2019
  • Category
  • Requires
    SexLab Framework 1.63
  • Regular Edition Compatible
    Yes

 

Posted

To be clear:

The LE and SE versions are identical, I tested the mod on SE and it has no issues. The only difference in this SE port is that it contains the original loose script files instead of the packed BSA file.

In other words if you already have Enchantress with the BSA extracted then you don't need to download this version, there's no difference between the two.

Posted

Can you please show me how to put this on my xbox one? Pretty please with a cherry on top? Also if you do decide to help me, let's talk through email. My email is trueblair16@gmail.com 

 

Posted

Can you please show me how to put this on my xbox one? Pretty please with a cherry on top? Also if you do decide to help me, let's talk through email. My email is trueblair16@gmail.com 

 

Posted
6 minutes ago, Trueblair16 said:

Can you please show me how to put this on my xbox one? Pretty please with a cherry on top? Also if you do decide to help me, let's talk through email. My email is trueblair16@gmail.com 

 

I'm afraid I have absolutely no clue how to apply mods to xbox one.

Posted
1 hour ago, Liuli said:

I'm afraid I have absolutely no clue how to apply mods to xbox one.

You have to upload them via Bethesda.net, but they disallow adult mods, so this would probably be quickly taken down if it was uploaded there.

Posted
3 hours ago, Trueblair16 said:

Can you please show me how to put this on my xbox one? Pretty please with a cherry on top? Also if you do decide to help me, let's talk through email. My email is trueblair16@gmail.com 

 

modding on xbox need official, bethesda approved mods, which basically means this entire site isnt going to be available. if you wanted, you could try to upload them to bethesda.net yourself (with creator permission) and try your luck, but i wouldnt recommend it. 

 

in saying that, this mod *technically* doesnt have adult content in it, but it requires adult mods to function as it describes (you need sexlab for the spells to work to begin with), so even if you can get this running it wont do anything 

Posted

Thanks for porting!

 

If you ever get a hankering to add to it,

 

What if the enchantress had a staff that kind of did two things...

 

1) did an aoe thing that causes those hit to do the frisky..

2) drained their health as they did it... you know, to punish them for not keeping their genitals in their pants :P

3) perhaps not hit you or companion?  

 

basically, an aoe succubus type thing.

 

 

 

Posted
On ‎7‎/‎24‎/‎2019 at 7:40 AM, sillybear said:

Thanks for porting!

 

If you ever get a hankering to add to it,

 

What if the enchantress had a staff that kind of did two things...

 

1) did an aoe thing that causes those hit to do the frisky..

2) drained their health as they did it... you know, to punish them for not keeping their genitals in their pants :P

3) perhaps not hit you or companion?  

 

basically, an aoe succubus type thing.

 

 

 

I created the mod years ago so it's unlikely I'll add to it. I'll basically have to relearn how Bethesda scripts work. :)

 

1) This already exists! Pacify and Frenzy can result in threesomes while Harmony can result in a 9 characters orgy. They're all higher level illusion spells on purpose, to promote investment in Illusion perks.

2) This one goes against Enchantress's design as an 'alternative to fighting' mod.

3) This one also goes against the idea behind Enchantress which aims for more of a magical primal lust feel that can't be aimed or controlled. There are mods that let you play the role of a puppet master, Enchantress isn't one of them.

 

That said it's not too hard to use Enchantress's scripts as a base for another spell mod, if I remember right mods like Beastess used Enchantress as a base for some scripts. I left the source files in the mod on purpose. I do think my mod makes for a good base to build sexlab spell mods on due to Enchantress's toggleable gender sorting option (Which supports even a 9 character orgy).

Posted

I have Skyrim VR.  The Calm spell works perfectly on low level creatures, they are calmed and then engage in the act.  But Pacify only seems to work on humanoids - when I use it on creatures, I get a text message about "Sanguine imbues you" or something similar, but the creatures don't engage.  This limits my use of Enchantress because Calm doesn't work on higher level creatures.   Any ideas?  Thanks for your work here.

Posted
56 minutes ago, Cristhalion said:

I have Skyrim VR.  The Calm spell works perfectly on low level creatures, they are calmed and then engage in the act.  But Pacify only seems to work on humanoids - when I use it on creatures, I get a text message about "Sanguine imbues you" or something similar, but the creatures don't engage.  This limits my use of Enchantress because Calm doesn't work on higher level creatures.   Any ideas?  Thanks for your work here.

You can increase the level of creatures affected by Calm and other spells by investing in Illusion perks. The 'illusion dual casting' perk will also make your spell work on creatures of a x2.2 levels higher. With a fully upgraded illusion tree a dual cast of Calm can affect creatures who are level 40~60.

 

As for Pacify I'm not sure what the issue is exactly. The spell worked on creatures when I last tried, though admittedly that was a while ago. I'd try using it a bunch of times to see if it doesn't work at all for you or if it only works some of the time. I'd also try getting a direct hit with the spell vs just catching an animal in it's aoe radius.

  • 3 weeks later...
  • 1 month later...
Posted

Hello. Was going to test this mod out, as I rarely use the spells it affects, so as to give some incentive to actually use them from time to time.

 

I see this can potentially be ESL-flagged, but form IDs would need to be compacted. Any idea if this will work, or possibly break the mod? I'll give it a try and let you know how it goes (or doesn't), but perhaps you already have an answer?

 

Thanks!

Posted
10 hours ago, PepperDog017 said:

Hello. Was going to test this mod out, as I rarely use the spells it affects, so as to give some incentive to actually use them from time to time.

 

I see this can potentially be ESL-flagged, but form IDs would need to be compacted. Any idea if this will work, or possibly break the mod? I'll give it a try and let you know how it goes (or doesn't), but perhaps you already have an answer?

 

Thanks!

I have no idea if it can be flagged or not, I never use too many mods at one time so it didn't cross my mind to check. I'm reading that not too many form IDs is a requirement. I think the mod doesn't have many form ideas. Some of the scripts are medium length though, I don't know if it affects the possibility of ESL flagging or not.

Posted

for some reason the spells only trigger the annimations on humans/playable races. When i use pacify on draugr, wolfs, horses or other creatures nothing happens except for its vanilla effect. I also do not seem to have any error messages.

Posted
54 minutes ago, pfnollSTAR said:

for some reason the spells only trigger the annimations on humans/playable races. When i use pacify on draugr, wolfs, horses or other creatures nothing happens except for its vanilla effect. I also do not seem to have any error messages.

If your talking about no sexual relations happening, 

   Please verify that you have the requisite stuff for creature love to happen, installed and working properly.

 

I cant remember all of them, but for example

FNIS - creature packs

Under sexlab, there is an option about enable creature animations..

etc...

Posted
11 hours ago, Sillius_Maximus said:

If your talking about no sexual relations happening, 

   Please verify that you have the requisite stuff for creature love to happen, installed and working properly.

 

I cant remember all of them, but for example

FNIS - creature packs

Under sexlab, there is an option about enable creature animations..

etc...

yes, i have all requirements. It did used to work but around 2 weeks ago it just stopped working.

Posted
On 10/10/2019 at 3:38 AM, pfnollSTAR said:

yes, i have all requirements. It did used to work but around 2 weeks ago it just stopped working.

(i dont mean to sound like I think your dumb or anything, my sincere apologies if it comes off that way. I just know sometimes I forget to check the more obvious things like is the mod installed and activated, etc  hell, one time I got pissed because I started oldrim, thinking i started SE lol..)..

 

Have you added / removed / changed load order / updates   since around 2 weeks?

 

If so, perhaps try to revert back to that?

Also, (and this is beyond my level) but if you can find your papyrus logs? that may help others understand what is going on with your build.

Posted
On 10/11/2019 at 6:10 PM, Sillius_Maximus said:

(i dont mean to sound like I think your dumb or anything, my sincere apologies if it comes off that way. I just know sometimes I forget to check the more obvious things like is the mod installed and activated, etc  hell, one time I got pissed because I started oldrim, thinking i started SE lol..)..

 

Have you added / removed / changed load order / updates   since around 2 weeks?

 

If so, perhaps try to revert back to that?

Also, (and this is beyond my level) but if you can find your papyrus logs? that may help others understand what is going on with your build.

dont worry i dont take offense to that. Currently i just decided to completly reset everything and start from the very beginning. so just vanilla and start modding from the very start. May be exhausting but at least like this it might work and maybe i will even see what i did wrong previously

  • 5 weeks later...
Posted

Hey i have installed all the steps and the animations work fine with the calm spell on a single target, but the pacify and harmony does not do anything does someone have this issue?

  • 2 weeks later...
Posted
On 11/11/2019 at 10:14 PM, alepontie said:

Hey i have installed all the steps and the animations work fine with the calm spell on a single target, but the pacify and harmony does not do anything does someone have this issue?

Are you using SexLab SE 1.63 ( Beta 8 ), or the older SexLab SE Lite?

  • 4 months later...
Posted
1 hour ago, NorseDude said:

Any way to customize which spells/shouts have the effect, i.e having Calm with the effect, but not Frenzy?

I would think going into the ESP with Tessedit you could probably change a good bit,  but also depends on what is scripted.....  If the entire thing is scripted, then it might be more difficult than if the scripts are simply    "When a player casts this spell, do ___"  basically, does the script rework the entire spell, or merely execute when the vanilla spell is cast.

Posted
16 hours ago, NorseDude said:

I believe the spells are changed directly, since the description of the spells themselves are changed when installing the mod. I could probably take a look, but I would love to see a new feature in the MCM where you could toggle which spells are active and not.

The spells aren't changed, they're replaced with copies that have the same name to give the mod an immersive feel. This is an old mod so I'm not going to mess with it by adding spell specific toggles. I didn't make one for two reasons: The illusion school was barely used by anyone with the exception of muffle and illusion, and because I tried to instill a chaotic feeling in the mod (when you use magic to affect creature's minds you can't be sure how they'll react).

 

If you wish to edit your copy of the mod you just need to change a single script that initially loads it - The script replaces the illusion spells with their copies. You can remove lines for spells that you don't want replaced. Then use the MCM to uninstall and reinstall the mod.

Posted
On 4/14/2020 at 1:58 PM, Liuli said:

The spells aren't changed, they're replaced with copies that have the same name to give the mod an immersive feel. This is an old mod so I'm not going to mess with it by adding spell specific toggles. I didn't make one for two reasons: The illusion school was barely used by anyone with the exception of muffle and illusion, and because I tried to instill a chaotic feeling in the mod (when you use magic to affect creature's minds you can't be sure how they'll react).

 

If you wish to edit your copy of the mod you just need to change a single script that initially loads it - The script replaces the illusion spells with their copies. You can remove lines for spells that you don't want replaced. Then use the MCM to uninstall and reinstall the mod.

So we practically then have two spells of each, a vanilla spell and the same spell but with your extras? Or is the vanilla spell completely gone? It would be nice to have both available.

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