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SexLab Deadly Drain SE Enhanced - BETA


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Posted

I love it. Thanks for this mod:)

 

I started with Newgame and was able to absorb energy in the previous save, but now the hotkey does not work.

I reinstalled the mod again and confirmed that I can now absorb it in English.

I then translated it and it seems to be working correctly.

I don't know much about it.
Is there a script that breaks when translated?

Posted

Hello, I'm using SLDD with PSQ and find that the drain of SLDD does not affect PSQ values. After looking at the log I found a log message says "[DD] : PSQ drain value multipler has been detected as 0.000000", is this normal?

 

By the way, can you share the script source please? So I can figure out the problem by myself.

  • 2 weeks later...
Posted
On 7/5/2022 at 1:12 PM, Someone92 said:

Huh?!

Are you planned to add some kind of transformation to drainers?

 

If so, you might want to take a look at this mod:

https://www.loverslab.com/topic/125569-lewdmarks

 

Not SLDD specific. I'm rebuilding my Miyu in Succubus race.
I also have lewd marks, but I do want the lewd tattoos to appear based on arousal and transformation, Not entirely sure on how to do that just yet so im looking at mods like blush when aroused to see where i can start

Posted
On 7/6/2022 at 4:22 PM, Selky said:

Hey sorry to ask again, is the weight gain with 3ba is fixed?

Not sure what the exact issue is, ive done nothing with body draining at this time. I did restore it to 1.7 functionality,

Posted
On 7/8/2022 at 3:12 AM, inCHOK said:

Hello, I'm using SLDD with PSQ and find that the drain of SLDD does not affect PSQ values. After looking at the log I found a log message says "[DD] : PSQ drain value multipler has been detected as 0.000000", is this normal?

 

By the way, can you share the script source please? So I can figure out the problem by myself.

 

Is your PSQ value 0.00 in its MCM? What SLDD does is grab the value from PSQ, store it, then set it to 0 just before climax stage to prevent the timer from taking your HP (and killing the victim). It SLDD runs its PSQ functions. Then it should reset the value as the scene has ended(either automatically or manually). Is that the ONLY log you see relating to that functionality?

 

I can share my code snippet for PSQ if needed. But if all you are seeing is that one log then perhaps there is a defect.

Posted (edited)
On 7/13/2022 at 6:41 AM, Skata20 said:

Hello, just wanted to ask before installing this mod. I am currently using Scion, are there gonna be incompatibilities?

 

I'd recommend just installing the standard version of this mod. I've made no version specific updates for Scion. You may or may not be able to trigger vampire feeding events correctly but the other functions should work.

Edited by 777sage
Posted

Quick update log:

-RND phase 1 competed

-Sunhelm phase 1 completed

-MME Nursing works for RND and Sunhelm.

 

  • Sacrosanct seems to use time as a form of progression tracking. Each victim adds on the time based on some factors (still trying to work this out. ) There seems to be a lot of global variables involved. I have not quite narrowed it down to a simplistic format. But I'll keep testing

Looking at: 

  • Soul Gem Oven
  • Skill drain blocking based on added effect, timer of 1 in game day once a victim is fed on
  • Adjusting some dialogue based on Nursing status
     
Posted
On 7/29/2022 at 8:24 AM, A|one said:

Will there be succubus energy in this mod?  Or something similar to make sex necessary for the player

 

I have been thinking about a sexual feeding system for the player and specified NPCs. But nothing as of right now. But if you are looking for that, mods like Player Succubus Quest could be what you are looking for. For now, all I can think of is to revamp the essence drain system to start decaying after a few days. Perhaps set the buffs as a magic effect instead of direct manipulation of actor attributes. I have been brainstorming how I would make this happen in CK. This naturally has me considering a new drainer rank for drainer enemies. All of this would have to be planned out and coded.

Posted
On 4/16/2022 at 6:16 AM, southpawrc said:

Hi there, excellent work on the mod, I'm enjoying it! I have a small request, and I understand you may not have time for it, but is there a possibility to add detection for Soul Gem Oven so that your mod detects milk from SGO to nurse followers?

 

dse-soulgem-oven-vbeta7.zip 32.81 MB · 10 downloads

 

So I believe I have found key scripts and functions to interact with in SGO. Beta 7 seems to be detected by milk mod economy. So regarding the nursing part, would you be asking that SLDD cover SGOs specific milking system? As in, SGO is installed, but NOT MME? I had been having trouble getting SGOs milking system to run but had to uninstall MME and start a new game.

Posted

Thanks for the great drain life:)

"Drain Value Multipliers" numbers are 0.00, which is causing a problem.

 

For example, you set it at 1.00, but before you know it, it's back to zero.

Can't figure out why?

Posted (edited)
53 minutes ago, a117 said:

Thanks for the great drain life:)

"Drain Value Multipliers" numbers are 0.00, which is causing a problem.

 

For example, you set it at 1.00, but before you know it, it's back to zero.

Can't figure out why?

 

 

I think I have figured out the problem, and will retest the solution. Basically, I think the initial var clean up is catching that the SLDD stored value is NOT -1.0. This can happen when Sexlab ends abruptly or the var just sits in SLDD script, this in turn can cause issues when there is excessive script lag. I need to test and try to reproduce. SLDD should only set it to 0 when entering the semi final stage of a sex scene, and immediate restore it back once the scene ends either naturally or when the user ends the scene. Honestly I'll probably just end up trying to prevent PSQ from killing the victim in a different way if possible.

Edited by 777sage
Posted
On 8/2/2022 at 12:07 PM, 777sage said:

 

 

I think I have figured out the problem, and will retest the solution. Basically, I think the initial var clean up is catching that the SLDD stored value is NOT -1.0. This can happen when Sexlab ends abruptly or the var just sits in SLDD script, this in turn can cause issues when there is excessive script lag. I need to test and try to reproduce. SLDD should only set it to 0 when entering the semi final stage of a sex scene, and immediate restore it back once the scene ends either naturally or when the user ends the scene. Honestly I'll probably just end up trying to prevent PSQ from killing the victim in a different way if possible.

When thePC drain enhancements was turned off, the numbers did not change

Posted (edited)
On 8/4/2022 at 5:53 AM, a117 said:

When thePC drain enhancements was turned off, the numbers did not change

 

That makes sense, there is a check that runs only when the user wants the newer drain features active. If you dont have it active then SLDD will treat you as a legacy drainer, simply put the functions from the original mod is as far as you get.

 

Im adjusting the code such that the "reset" stage doesnt happen for PSQ's MCM at the start of the scene anymore. If anything gets stuck SLDD should just grab whatever is there and run with it, then reset it back to whatever it was once the scene ends. This way, hopefully, forced value to 0 should no longer be an issue. I'm actually working on getting the build more complete so I can just post it up. Its been months since I have made an update, and crunch at work aint helping things.

Edited by 777sage
Posted

Anyone in this thread familiar with dynamic magic effect scripting? I am trying to see if it is possible manipulate and maintain magnitudes of them via scripting. The best I have thus far is "SetNthEffectMagnitude". Since I have been planning the revamp of essence drain (attribute draining), this has lead me to experiment with manipulating the benefits of drainers and their favored victim during runtime. This could lead to development of a need system native to SLDD. But I am fearful of just how hectic that could become if I attempted to manage such effects on NPCs as they are not always with the player nor 3D rendered. And I think it would have to be managed every game load since it will not persist. Meaning storage and maintenance of the states of player made drainers we need to be consistent and monitored.

 

I feel like that is a project on its own, if I can at least get it working work for persistent player buffs in some places I'd be happy with that.

Posted
On 8/6/2022 at 4:34 PM, 777sage said:

Anyone in this thread familiar with dynamic magic effect scripting? I am trying to see if it is possible manipulate and maintain magnitudes of them via scripting. The best I have thus far is "SetNthEffectMagnitude". Since I have been planning the revamp of essence drain (attribute draining), this has lead me to experiment with manipulating the benefits of drainers and their favored victim during runtime. This could lead to development of a need system native to SLDD. But I am fearful of just how hectic that could become if I attempted to manage such effects on NPCs as they are not always with the player nor 3D rendered. And I think it would have to be managed every game load since it will not persist. Meaning storage and maintenance of the states of player made drainers we need to be consistent and monitored.

 

I feel like that is a project on its own, if I can at least get it working work for persistent player buffs in some places I'd be happy with that.

If I'm not mistaken SGO 4 uses this method for health and magicka gain from gems. Could look into that if you haven't already.

Posted
On 8/9/2022 at 1:21 PM, Someone92 said:

https://www.nexusmods.com/skyrimspecialedition/mods/72911

 

This might save you some hassle with vampire feeding.

 

Oh that looks interesting. I was considering the creation of a vampire mod hosting script which calls the vampire overhaul mods separately in their own dedicated scripts set. The only thing I'd have to do then is make changes to a certain function call between SSE and LE. 

 

Oh by the way, I finished testing the magic effect on victims that prevent their skills from being drained after sex. The effect should remain for the entire game day, this is assuming the timescale of the game is at 20. (20 minutes in game is 1 minute in IRL by default.) In the following update I may change the effect duration to be handled via a script that grabs the timescale and adjusts it accordingly.

Posted
On 8/13/2022 at 6:31 PM, Bobguy0 said:

If I'm not mistaken SGO 4 uses this method for health and magicka gain from gems. Could look into that if you haven't already.

 

Oh my, it does. I see how its done. But I need to check if a single spells magnitude could be dynamic across multiple actors. From what I can tell, it could very well do that but the magnitudes for the feature I have in mind have to be managed in a separate script. Thanks for the info!

Posted

quick log:

 

  • Added additional logic for essence drain where if the victim is unique, the chance for drainer gains attributes from them is pretty much guaranteed. I am also contemplating changing how this works outright. I'd take advantage of the character page, to include the player and up to 20 unique NPC drainers the player creates to manage buffs, and allow the user to reset their states or remove them outright. I always thought the character page was pretty.... empty?
  • Actors who have had their skill drained will gain a debuff that will prevent the player from gaining any additional skills from that actor 1for 1 ingame day.  Testing is done,  added the option to enable or disable this debuff. (time is calculated based on in game timescale too so it should accurately determine how long day is in your game)
  • Have removed a PSQ pre-check. Now whenever sex starts with PSQ active, SLDD should no longer try to reset its local variable at the start of the sex scene. Instead it should just grab and store whatever PSQ has in its MCM, set that to 0, and restore it after.
  • If actively nursing a favored victim, climax stage should only have one orgasm at climax stage.
  • Fixed an issue in the UI, where if you set the drain button it wouldnt work until you reloaded the plugin. I discovered that the state was missing function calls to updated the Keys. My mistake.

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