Jump to content

SexLab Deadly Drain SE Enhanced - BETA


Recommended Posts

Posted (edited)
On 6/29/2024 at 10:47 AM, Cicro72 said:

I also see this behavior after some scenes. I haven't investigated if this mod is the culprit.

Yea it's weird. When I posted that report it was happening 100% of the time (Public Whore + Dirty Deeds missives, probably played 50+ scenes between guards, tavern patrons, and a lot of others; every single time with climax drain they stayed nude after the scene). Now, it feels like it's maybe 20-30% of the time. Started looking for other possibilities but so far zilch. Absolutely no clue why it's happening at this point (unless script lag, which is the only thing I haven't fully looked into yet).

Edited by HalcyonAndOn
  • 2 weeks later...
Posted

Since there was just a new release of Sexlab P+ ... when can we expect a compatible Deadly Drain version?

Does it work partially? Can it be made to work partially? What is the status?

 

What kind of help do you need to get this going?

Posted

I talked to some friendly folks on discord and here's what they say the first part of the problem is:

 

Function OnInit()

    ;SEXLAB EVENTS
    EventTypes = new string[5]
     EventTypes[0] = "Sync"
     EventTypes[1] = "Prepare"
     EventTypes[2] = "Reset"
     EventTypes[3] = "Strip"
     EventTypes[4] = "Orgasm"
    
    RegisterForModEvent(Key(EventTypes[0]+"Done"), EventTypes[0]+"Done")
    RegisterForModEvent(Key(EventTypes[1]+"Done"), EventTypes[1]+"Done")
    RegisterForModEvent(Key(EventTypes[2]+"Done"), EventTypes[2]+"Done")
    RegisterForModEvent(Key(EventTypes[3]+"Done"), EventTypes[3]+"Done")
    RegisterForModEvent(Key(EventTypes[4]+"Done"), EventTypes[4]+"Done")
    RegisterForModEvent("HookOrgasmStart", "ThreadActorsHadOrgasm")

    Debug.Trace("[DD] OnInit Runs. (Thread): " + ThreadNumber);

EndFunction    

This here is the "issue", instead of going PrepareDone() etc. it should register for the AnimationStart hook

 

Apparently Sexlab P+ does not send PrepareDone anymore, so SLDD is never told a scene started.

 

Posted (edited)

Chipping in, SLP+ doesn't send "Strip" or "Reset" either. You're better off relying on the hooks here. If you're looking at the source, make sure to look at the `animation` branch. Furthermore, should DD want to access SexLab internals, don't. P+ restricts that behavior and it's ill-advised.

Edited by Miss Corruption
Posted

HoSLDDThread.pscHoSLDDThread.pex

 

I did some haphazard poking around to get some functionality working with Sexlab P+.

The extended draining period does not work and probably won't be easily fixed.

But with these changes you can get basic draining to work.

 

SLSO does not exist for P+ because its functionality was pulled into P+ itself (but without the minigame and the graphs). SLDD detects SLSO by the existance of SLSO.esp, so for my game I made an empty one and flagged it ESL with sseedit.

 

I'm currently using legacy style orgasms (one at the end of the scene) so I don't really know of my ruse works with SLSO orgasms enabled in P+.

 

One word of warning: P+ disables the regular UI during scenes, which means you won't see the notification messages that normally show up in the top left screen corner. This includes the one from SLDD telling you what you just set the toggle hotkey to. You'll have to wing that part from memory, I'm afraid.

 

Posted (edited)

Sorry if Reposting a question, but I had the drain working for a 3BA body at least draining npcs. But now I cannot physical drain their parts or grow my own. Do i need to add certain advanced nodes in the dd editor? Also the drain and enable/disable drain hotkeys work but "Toggle Physical Drain Hotkey" does not have a popup....

Edited by LeeFoster2
Posted

Can someone help me. Draining is not working for me. I have SLSO installed and is not using Sexlab P+

I have tried reinstalling mod, started new game reinstalled this mod dependicies but still can't make it to work. I even tried setting NPC and Beast as drainers and even they are not working.

Posted

In the MCM you need to enable "Enhanced NPC draining" and / or "Enhanced PC draining" or something along those lines. Have you done that?

Also "not working" is not a very helpful problem description.

Posted
4 hours ago, Someone92 said:

In the MCM you need to enable "Enhanced NPC draining" and / or "Enhanced PC draining" or something along those lines. Have you done that?

Also "not working" is not a very helpful problem description.

I have tried every possible way. Enabling only enhanced pc drain, then npc ... Nothing worked for me. It happened when i updated Deadly drain in May after about 8 months of absence. I updated some other mods too but since it did not worked waited for a patch thinking it may be a known issue and will be fixed soon. But it seems i am the only one facing this issue. I have added log for refernce.

Papyrus.0.log

Posted
On 5/29/2024 at 7:22 PM, Bunniie said:

Im trying to get this mod to work well with Children of lilith, I have PSQ installed and have the drain effect off and keep the CoL drain effect toggled off (I was deadly draining features but only using Children of Lilith for the transformation as their system is really easy to set up and PSQ/DD is difficult). Everything seems to be working but my character is dying after being forced by SL defeat. Any idea what would be causing this?

Ok that is strange, I was trying out Defeat but didn't have the issue you explained. But if you could enable and share your trace/logs it could be reviewed. I have had almost no time as of late.

Posted
On 6/2/2024 at 4:47 PM, alain31 said:

Hi,

 

I have a problem with the drain to death option.
I checked desiccated in the fec mcm but it almost never works.
Most of the time the npc dies without any effect; sometimes it becomes invisible and one time out of twenty it works (it turns into a draugr).
I'm on se 1.5.97, I'm using fec version 5.1.
I'm using the latest version of your mod. What could be wrong that it doesn't work every time?
In your description, you say that you have to change this option in fec "Be sure to have Drain until Skeleton on and set your intended effect" for drain but there is not this option in the mcm of fec; there are just desiccated corpses or age rapidly.

 

Enable drain until skeleton on the main menu. Then go to Mod utility and scroll down towards the bottom for the FEC options. Dessication, combustion, and elctrocution are the options selectable. Then check FEC settings.

Posted
On 5/30/2024 at 10:30 AM, sportsfan said:

Spent time going through the thread and patch notes but still somewhat confused with the NPC drainer functions. On a base level it looks like the NPC can drains HP from their sexual partner with a chance to kill depending on their drainer level. If the PC survives this does it leave a debuff or just the missing HP that needs to be healed?

 

Same question for energy drain when used on the PC?

 

With NPC on PC essence drain does it permanently lower the PC's stats or just debuff the PC for a set time?

 

Are NPC drainers able to drain skills or is that only a player drainer ability?

 

Sorry for all the questions, just debating if I want to go through with re-downloading and setting up Skyrim for the 11 billionth time... Looking to see if I could set up a run so the PC is a stat & combat slave to a Succubus (either through SubLola or Devious Follower) and how that interaction would work if using SLDDSE.

 

 

Doesn't debuff the player or victim. Simply damages them, they can still recover. Applies to bother NPC and PC. It depends on your setup, either heal over time or drink a potion. Or be nursed by a drainer that likes you.

Only player can drain skills. But both can gain stats from draining if the right settings are enabled.

 

No worries.

 

Posted
On 7/1/2024 at 9:47 AM, HalcyonAndOn said:

Yea it's weird. When I posted that report it was happening 100% of the time (Public Whore + Dirty Deeds missives, probably played 50+ scenes between guards, tavern patrons, and a lot of others; every single time with climax drain they stayed nude after the scene). Now, it feels like it's maybe 20-30% of the time. Started looking for other possibilities but so far zilch. Absolutely no clue why it's happening at this point (unless script lag, which is the only thing I haven't fully looked into yet).

 

SLDD doesn't manage your clothing or stripping functions. But there could be some kind of conflict.  Maybe script lag is involved or a seemingly unrelated script is causing the problem.

Posted
On 7/9/2024 at 12:43 PM, Hakuna_Matata said:

Since there was just a new release of Sexlab P+ ... when can we expect a compatible Deadly Drain version?

Does it work partially? Can it be made to work partially? What is the status?

 

What kind of help do you need to get this going?

 

Would have to shift to using hooks, SLP+ doesn't use some of the events and calls the original sexlab uses. I've as of late have had very little time to work on this or my other mod projects.

Posted
On 7/17/2024 at 5:05 AM, Ninstorm said:

Can someone help me. Draining is not working for me. I have SLSO installed and is not using Sexlab P+

I have tried reinstalling mod, started new game reinstalled this mod dependicies but still can't make it to work. I even tried setting NPC and Beast as drainers and even they are not working.

SLP+ is not yet supported by SLDD. SLSO is also a part of SLP+ I believe, but without some UI functions from my understanding.

Posted (edited)
19 hours ago, Ninstorm said:

I have tried every possible way. Enabling only enhanced pc drain, then npc ... Nothing worked for me. It happened when i updated Deadly drain in May after about 8 months of absence. I updated some other mods too but since it did not worked waited for a patch thinking it may be a known issue and will be fixed soon. But it seems i am the only one facing this issue. I have added log for refernce.

Papyrus.0.log 115.34 kB · 1 download

 

This is apparent to me:

 

Cannot open store for class "HoSLDDEssenceDrain", missing file?     < --- This should always be readable. Can you try running reload plugin function in MCM?

 

_______________________

Error: Cannot call OnInit() on a None object, aborting function call   <--- Onit in this case calls config script, which it thinks isn't initialized.
stack:
    [HoSLDDMain (6100B46E)].hoslddmain.ReInit() - "HoSLDDMain.psc" Line 174 

    [HoSLDDConfig (610048A3)].hovampireconfig.OnKeyMapChangeST() - "HoVampireConfig.psc" Line 883
    [HoSLDDConfig (610048A3)].hovampireconfig.RemapKey() - "SKI_ConfigBase.psc" Line 1218
    [SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line 190
[07/18/2024 - 01:26:57AM] Error: Cannot call OnInit() on a None object, aborting function call
stack:
    [HoSLDDMain (6100B46E)].hoslddmain.ReInit() - "HoSLDDMain.psc" Line 175
    [HoSLDDConfig (610048A3)].hovampireconfig.OnKeyMapChangeST() - "HoVampireConfig.psc" Line 883
    [HoSLDDConfig (610048A3)].hovampireconfig.RemapKey() - "SKI_ConfigBase.psc" Line 1218
    [SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line 190
[07/18/2024 - 01:26:57AM] Error: Cannot call OnInit() on a None object, aborting function call
stack:
    [HoSLDDMain (6100B46E)].hoslddmain.ReInit() - "HoSLDDMain.psc" Line 176
    [HoSLDDConfig (610048A3)].hovampireconfig.OnKeyMapChangeST() - "HoVampireConfig.psc" Line 883
    [HoSLDDConfig (610048A3)].hovampireconfig.RemapKey() - "SKI_ConfigBase.psc" Line 1218
    [SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line 190

 

Scripts are failing to initialize... When you installed the latest version, what options did you pick in the installer and what mods do you have in your load order? The above can happen when a script dependency is not satisfied, in my experience it can be caused by opting to use MME and/or iNeed features without having them installed. Those two in particular are state sensitive. Another possibility is a mod that changes how sexlab works that SLDD ends up not handling well.

 

Right now, I suspect a dependency issue. But need your plugin list to have a better idea.

Edited by 777sage
clarification
Posted
On 7/17/2024 at 5:05 AM, Ninstorm said:

Can someone help me. Draining is not working for me. I have SLSO installed and is not using Sexlab P+

I have tried reinstalling mod, started new game reinstalled this mod dependicies but still can't make it to work. I even tried setting NPC and Beast as drainers and even they are not working.

 

SLSO isn't really a hard requirement. But you do need to ensure mandatory dependencies are installed.

Since people can have a wide variety of mod setups and circumstances. I need more information.

 

What version of skyrim do you have? LE, Special edition, or Anniversary edition?

When you installed SLDD, did you install the matching version?

Can you share your mod load order

Did you opt to use iNeed and MME functions and have those mods installed in your game?

Can you enable trace and logs in your Skyrim.ini file, reproduce the issue and share the logs here?

 

Posted
6 hours ago, 777sage said:

 

This is apparent to me:

 

Cannot open store for class "HoSLDDEssenceDrain", missing file?     < --- This should always be readable. Can you try running reload plugin function in MCM?

 

_______________________

Error: Cannot call OnInit() on a None object, aborting function call   <--- Onit in this case calls config script, which it thinks isn't initialized.
stack:
    [HoSLDDMain (6100B46E)].hoslddmain.ReInit() - "HoSLDDMain.psc" Line 174 

    [HoSLDDConfig (610048A3)].hovampireconfig.OnKeyMapChangeST() - "HoVampireConfig.psc" Line 883
    [HoSLDDConfig (610048A3)].hovampireconfig.RemapKey() - "SKI_ConfigBase.psc" Line 1218
    [SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line 190
[07/18/2024 - 01:26:57AM] Error: Cannot call OnInit() on a None object, aborting function call
stack:
    [HoSLDDMain (6100B46E)].hoslddmain.ReInit() - "HoSLDDMain.psc" Line 175
    [HoSLDDConfig (610048A3)].hovampireconfig.OnKeyMapChangeST() - "HoVampireConfig.psc" Line 883
    [HoSLDDConfig (610048A3)].hovampireconfig.RemapKey() - "SKI_ConfigBase.psc" Line 1218
    [SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line 190
[07/18/2024 - 01:26:57AM] Error: Cannot call OnInit() on a None object, aborting function call
stack:
    [HoSLDDMain (6100B46E)].hoslddmain.ReInit() - "HoSLDDMain.psc" Line 176
    [HoSLDDConfig (610048A3)].hovampireconfig.OnKeyMapChangeST() - "HoVampireConfig.psc" Line 883
    [HoSLDDConfig (610048A3)].hovampireconfig.RemapKey() - "SKI_ConfigBase.psc" Line 1218
    [SKI_ConfigManagerInstance (1B000802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line 190

 

Scripts are failing to initialize... When you installed the latest version, what options did you pick in the installer and what mods do you have in your load order? The above can happen when a script dependency is not satisfied, in my experience it can be caused by opting to use MME and/or iNeed features without having them installed. Those two in particular are state sensitive. Another possibility is a mod that changes how sexlab works that SLDD ends up not handling well.

 

Right now, I suspect a dependency issue. But need your plugin list to have a better idea.

Fixed It. Apparantely this mod is incompatibe with Pama Prison Alternative mod. Today i tried enabling my mods one by one and disabling pama fixed the issue.

Posted
On 7/18/2024 at 4:06 PM, Ninstorm said:

Fixed It. Apparantely this mod is incompatibe with Pama Prison Alternative mod. Today i tried enabling my mods one by one and disabling pama fixed the issue.

 

Awesome that you got it working. Yes, mods that impact how sexlab works tend to not agree with SLDD. Let me know if you encounter any issues.

Posted
Vor 22 Stunden sagte Crystal6969:

Wie funktioniert der Skill-Drain genau? Wenn ich alles ankreuze, „verbessert“ es dann zufällig eines, als ob ich es verbessert hätte? „zweihändig“ zum Beispiel?

 

That depends on the victim's skills:

You will usually be able to "take" magic skills from a magician... and skills like "lock picking" from a bandit.

From my observations, weapon skills depend on the weapon the victim uses - so you will probably get the bow skill from an archer.

Posted (edited)
22 hours ago, Crystal6969 said:

so how does skill draining work exactly? If I check all, does it randomly "improve" one as if I've improved it? "two hand" for example?

 

Randomly? No. All skills you check are assessed. It works like this:

  1. The skill and/or trainer faction is assessed.
    • If the skill level is higher than their trainer class, then skill level is used.
    • If the trainer's expertise is higher (which is typical in skyrim), trainer expertise is used.
  2. Skills that are drained, advance your skills via skill XP.
    • It does NOT reduce target skill.
    • Drained skills are the ones selected and enabled in MCM/ Quick settings regardless of their actual skill level. But...
  3. How much you gain depends on target NPCs skill level/expertise.
    • The higher the target's skills/expertise against your active skill, the greater the skill xp you get from them.
    • If your skill level matches their skill and expertise, you'll notice you may gain little.
    • If your skill level is higher than the target's matching skill, you will get little if anything at all.
    • Skill gain is per skill level, meaning it isn't a global skill gain. Each skill is assessed from each target.
    • OPTIONAL: You can make it so that draining someone causes the target to become exhausted for 24 in game hours. Breastfeeding (Milk Mod Economy) them favorably can remove this debuff. (MCM/quick setting)
    • If Victim is exhausted, then they cannot be skill drained for the duration of the exhaustion debuff.)
  4. Player PCs can also receive skills via being favorably Breastfed by a drainer. (Requires Milk Mod Economy)
    • Uses same skill drain MCM settings.
    • OPTIONAL : Drainer can receive exhausted debuff for 12 hours. Same MCM/Quick setting. (

In short, you gain skill xp based on the actual skill/expertise of the victim. You may gain little to nothing for heavy armor from a rogue. But may gain a lot of one handed and destruction skill xp from a mage who just happens to be very good spellsword. If you feed on Eorlund graymane, you could get a lot of smithing XP despite his smithing level actually being quite low in game. But also, if your settings permit, gain xp in heavy armor and blocking if he has such skills higher than your own.

Edited by 777sage
Posted
Vor 26 Minuten sagte 777sage:

 

Nach dem Zufallsprinzip? Nein. Alle von Ihnen überprüften Fähigkeiten werden bewertet. Es funktioniert so:

  1. Bewertet wird die Fähigkeits- und/oder Trainerfraktion.
    • Wenn die Fähigkeitsstufe höher ist als die Trainerklasse, wird die Fähigkeitsstufe verwendet.
    • Wenn das Fachwissen des Trainers höher ist (was typisch für Skyrim ist), wird das Fachwissen des Trainers herangezogen.
  2. Fertigkeiten, die erschöpft sind, verbessern Ihre Fertigkeiten durch Fertigkeits-XP.
    • Es verringert NICHT die Fertigkeit des Ziels.
    • Entzogene Fertigkeiten sind diejenigen, die in den MCM-/Schnelleinstellungen ausgewählt und aktiviert werden, unabhängig von ihrer tatsächlichen Fertigkeitsstufe. Aber...
  3. Wie viel Sie gewinnen, hängt von der Fähigkeitsstufe/Erfahrung des Ziel-NPCs ab.
    • Je höher die Fertigkeiten/Expertise des Ziels im Vergleich zu Ihrer aktiven Fertigkeit ist, desto mehr Fertigkeits-XP erhalten Sie von ihm.
    • Wenn Ihr Qualifikationsniveau mit ihren Fähigkeiten und Fachkenntnissen übereinstimmt, werden Sie feststellen, dass Sie möglicherweise wenig gewinnen.
    • Wenn Ihre Fähigkeitsstufe höher ist als die passende Fähigkeit des Ziels, erhalten Sie wenig oder gar nichts.
    • Der Fähigkeitsgewinn erfolgt pro Fähigkeitsstufe, es handelt sich also nicht um einen globalen Fähigkeitsgewinn. Jede Fähigkeit wird anhand jedes Ziels bewertet.
    • OPTIONAL: Sie können festlegen, dass das Ziel 24 Spielstunden lang erschöpft ist, wenn jemand ausgelaugt wird. Wenn Sie sie günstig stillen (Milk Mod Economy), kann dieser Debuff entfernt werden. (MCM/Schnelleinstellung)
    • Wenn das Opfer erschöpft ist, kann ihm für die Dauer des Erschöpfungs-Debuffs keine Fähigkeit entzogen werden.)
  4. Spieler-PCs können Fähigkeiten auch dadurch erhalten, dass sie von einem Drainer günstig gestillt werden. (Erfordert Milk Mod Economy)
    • Verwendet die gleichen Skill-Drain-MCM-Einstellungen.
    • OPTIONAL: Drainer kann 12 Stunden lang einen Erschöpfungs-Debuff erhalten. Gleiche MCM/Quick-Einstellung. (

Kurz gesagt, Sie erhalten Fertigkeits-XP basierend auf der tatsächlichen Fertigkeit/Expertise des Opfers. Von einem Schurken erhält man möglicherweise wenig bis gar nichts für schwere Rüstung. Kann aber von einem Magier, der zufällig ein sehr gutes Zauberschwert ist, eine Menge Einhand- und Zerstörungsfertigkeits-XP erhalten. Wenn Sie sich von Eorlunds Graumähne ernähren, könnten Sie eine Menge Schmiede-EP erhalten, obwohl sein Schmiede-Level im Spiel eigentlich ziemlich niedrig ist. Wenn Ihre Einstellungen es zulassen, erhalten Sie aber auch XP in schwerer Rüstung und Blocken, wenn er über solche Fähigkeiten verfügt, die höher sind als Ihre eigenen.

 

Thanks for the detailed explanation.

 

I used to like using this mod (about 2 years ago) - but I kept having problems with the "skill drain".

At some point I couldn't progress any more - neither from "gained experience" (i.e. using the skill) nor from lessons from the trainer... of course nothing at all worked via "skill drain" either.

 

Does the skill drain still work correctly - if you have switched one (or two) skills to "legendary"... i.e. "reset" them again after reaching level 100 (level 15)?

Posted (edited)
On 7/20/2024 at 7:33 AM, Miauzi said:

 

Thanks for the detailed explanation.

 

I used to like using this mod (about 2 years ago) - but I kept having problems with the "skill drain".

At some point I couldn't progress any more - neither from "gained experience" (i.e. using the skill) nor from lessons from the trainer... of course nothing at all worked via "skill drain" either.

 

Does the skill drain still work correctly - if you have switched one (or two) skills to "legendary"... i.e. "reset" them again after reaching level 100 (level 15)?

 

I understand, years ago there were a few problems that I didn't think would exist. I would say, give it a dry run with just the fundamental requirements and verify that it works for you. I've been able to get it to work consistently, but the only way you might have an issue is if the name of the skills are changed in your version. As for the trainer checks, those rely on hexadecimal validations of the known trainer classes. If those are changed in any version, you may run into issues unless they are updated. If there are custom trainer classes, SLDD is not guaranteed to see them.

 

Give it a try on a new save with just the mandatory requirements and dependencies. Also have PapyrusUtil SE installed for the essence drain features. Install UIExtensions for the quick settings power, which should be very convenient for you. Run it with Trace and debug logs enabled and let me know if you encounter issues. I am curious to know how SLDD works under different language versions.

 

SLDD does not check for legendary statuses of skills. It will send the xp for the skill regardless. Give it a try and let me know if you encounter any issues.

Edited by 777sage

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...