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Succubus Initiation Ritual, bring the dragons down !


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Posted

Just wanted to let you know I been using this mod in my latest build. Loving it! Just loving it! Can't wait to see how the 6.0 update goes. Definitly has some quirkiness to it with followers and combat and such but, thats to be expected. Its a complicated activity to get followers to break out into sex mid combat. But, I do have it going at this point. I cleared out a bandit camp recently and 3 of my ladies were doing the deed to clean out them fools all at the same time. :)

Please keep up the great work and the updates!

Posted
15 hours ago, MrEddy6969 said:

how the 6.0

Ty for the reply.

Useful feedback is always welcome, testing this mod is quite time consuming.

Posted (edited)

"Hail Sithis!" bow added, player only weapon.

 

V7.0, Estrus hard requirement.

 

Chance random estrus event 12%. If no event, roll again for a estrus chaurus with impregnation, 12%.

 

Edited by Tlam99
Posted

I've never used any creature related sex mods. So when you say Estrus is a hard requirement is this the mod in question? 

 

Estrus

 

So far i'm up to the 6.0.7 mod and its going quite well. At least with basic followers that don't have their own AI's. Using NFF to manage them all. Currently running 3 succubus at once and its working pretty well. Also using sexlabs stops combat. Along with sexlab defeat (baka) and related animation mods etc. 

 

 

SexLabs stops combat

 

Posted (edited)
On 1/13/2023 at 6:19 PM, MrEddy6969 said:

So far i'm up to the 6.0.7 mod and its going quite well. At least with basic followers that don't have their own AI's. Using NFF to manage them all. Currently running 3 succubus

For LE yes, for SE this one.

https://www.nexusmods.com/skyrimspecialedition/mods/12832

 

It does not count as creature animation. Estrus generates it's own Fnis files.

You do not need even SL.

 

V7.1

Estrus works on female/male at the same time now.

 

Edited by Tlam99
Posted
1 hour ago, BigOnes69 said:

annoying

Well well, guess I hurt you, isn't it ? You don't like to be corrected, isn't it ?

When I got permission to develop this mod further, I took my own way.

It cannot be compared to the to the original anymore. Like in numbers, original has ca. 5% of the content this ones has now.

Anyway, I really enjoy if some upset users try to put down a mod. ?

 

Posted

V7.2 NO Estrus will full gender check on explosion available. If you decide to install Estrus later on, use the UPGRADE  to Estrus V7.2 version.

This will prevent orphaned (no reference) ID in saves.

Posted

My understanding was you implemented the estrus thing to try and solve a problem of the succubus getting killed in the act yes? 

 

I'm not a huge fan of the estrus thing and tentacles and all that but, I understand finding creative solutions to problems. My personal goal is of course to have my little army of succubus fucking things to death left and right. :) Ideally without estrus tentacles and such. 

 

Is the 7.2 without estrus going back to the problem that estrus was meant to solve? Or did you come up with some other fix there? Or am I completely wrong on why estrus was added in the first place?

 

Not complaining or anything *LOVE* this mod. Just trying to decide if/what I should update to at this point. I am currently on 7.0.7 and started on 5.0.7 with this playthru. I don't love estrus but, its all working fine right now and I don't actually see the estrus that often. 

Posted (edited)
6 minutes ago, MrEddy6969 said:

completely wrong on

Yes, completely wrong. It is intended as another option.

If you have estrus chaurus installed, it still might trigger this one with a chance of 12%.

But this chance can be reduced to 0, if you are familiar with xedit.

The main intend introducing estrus is/was, it triggers on male and female the same time. As far I know, this is new.

 

 

Edited by Tlam99
Posted
23 hours ago, Tlam99 said:

Well well, guess I hurt you, isn't it ? You don't like to be corrected, isn't it ?

When I got permission to develop this mod further, I took my own way.

It cannot be compared to the to the original anymore. Like in numbers, original has ca. 5% of the content this ones has now.

Anyway, I really enjoy if some upset users try to put down a mod. ?

 

I was not putting down the mod. I have not even tried it. I was asking if it made the NPCs fuck every thing that moved constantly all the time. I have modified the original myself to make it so that it does not. If yours had the same modification I would then try yours.

Posted

V7.3

unified NoEstrus/Estrus with lots of fixed glitches which I encountered during testing.

Recommend to update the addon explosion, too.

Posted

So problem i'm having is that anytime myself or my follower completes a sex scene with this mod and the execution/explosion happens I CTD 50% or so of the time. Humans only no creature sex.

 

Doesn't matter if its a follower or myself the odds seem about the same. I'm sure I got some kinda mod conflicting with something I just dont know what. But its pretty straightforward for me sex act ends, they slit the npcs throat for the final kill the explosion sound happens and poof CTD. 

 

Doesn't matter if its a 1 on 1 thing and there are no other NPC's or followers around or if its a full bandit camp with 3 followers having sex at the same time. 1 might fire fine and the 2nd CTD or all 3 might execute successfully. 

 

I just dont know enough about whats happening during that execution to know where to look for a potential issue. I am using 6.x currently as I can't use 7.3. There is some crazy green pulse that blasts out non stop using that one that causes nothing but problems for me. I'm frozen on the ground all the time and my followers wind up floating in the sky and stuck all over the place. 

Posted (edited)
16 minutes ago, MrEddy6969 said:

I can't use 7.3

7.3 No Estrus doesn't have this green estrus spit. You probably speak about 7.2.

You need to provide more info, like what version, AE ?

After paired animation, a skeleton armor will be equipped. You could change this reference to a default armor, like leather curcass or so.

The paired animation will not happen, if the succubus walks away, the the skeleton armor will not be equipped. This are the ones working then.

The victims might have a SPID part force equipped, what cannot be removed, like SOS SPID or so.

This all is guessing without further info version, mods, quite difficult to find out.

First step, goto xedfit and change reference skeleton armor to some default armor.

Edited by Tlam99
Posted

From an upgrade standpoint, everything this mod does is attached to the weapons right? So in theory if I upgrade from one version to another, there isn't any scripting attached to any PC/NPC with a weapon equipped its just the weapon itself?

Posted
3 minutes ago, MrEddy6969 said:

weapon

Yes. scriptname same, all references used same, for the engine no difference. The NO Estrus flips a not used dummy global as reference with same ID as the Global used for the Estrus Version to keep it compatible. But if your problem is related to some equip problems, this might not fix it. I assume it's some kind of SOS problem in your setup.

Because SOS re-attaches the genitals on force equip this special armor, if the npc has been under SOS control.

But again, just guessing without further info. 

Try load explosion as very last esp and let overwrite everything. This excludes possibilities for the gore drops not referenced properly.

 

Posted
[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 35
[01/26/2023 - 01:45:56PM] Error: Cannot call GetSex() on a None object, aborting function call
stack:
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 35
[01/26/2023 - 01:45:56PM] warning: Assigning None to a non-object variable named "::temp3"
stack:
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 35
[01/26/2023 - 01:45:56PM] Error: Cannot call RestoreAV() on a None object, aborting function call
stack:
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 51
[01/26/2023 - 01:45:56PM] Error: Cannot cast a spell from a None source
stack:
	[ (FE0D4829)].SPELL.Cast() - "<native>" Line ?
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 59
[01/26/2023 - 01:45:56PM] Error: Cannot cast a spell from a None source
stack:
	[ (FE0D4829)].SPELL.Cast() - "<native>" Line ?
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 59
[01/26/2023 - 01:45:57PM] Error: Cannot cast a spell from a None source
stack:
	[ (FE0D4827)].SPELL.Cast() - "<native>" Line ?
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 61
[01/26/2023 - 01:45:57PM] Error:  (00091918): cannot fetch variable named FNISaa_2hmeqp of type int, returning 0.
stack:
	[ (00091918)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
	[Active effect 3 on  (00091918)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1622
	[Active effect 3 on  (00091918)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1628
	[Active effect 3 on  (00091918)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line 972
	[Active effect 3 on  (00091918)].XPMSEWeaponStyleScaleEffect.OnObjectUnequipped() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[01/26/2023 - 01:45:57PM] Error: Cannot cast a spell from a None source
stack:
	[ (FE0D4827)].SPELL.Cast() - "<native>" Line ?
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 61
[01/26/2023 - 01:45:57PM] Error: Cannot cast a spell from a None source
stack:
	[ (FE0D4828)].SPELL.Cast() - "<native>" Line ?
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 69
[01/26/2023 - 01:45:57PM] Error: Cannot cast a spell from a None source
stack:
	[ (FE0D4828)].SPELL.Cast() - "<native>" Line ?
	[None].SuccubusDefenderSpellTlam99.OnHit() - "SuccubusDefenderSpellTlam99.psc" Line 69
[01/26/2023 - 01:45:57PM] Nemesis CompareAnimVar (AnimGroup: _2hmeqp, value: 0, Priority: 0, mod: XPMSE, Group: 1

 

Does this look like anything to you? It's the last thing in the log.

 

It doesn't show up in the several minutes of log before that. I've been troubleshooting this in the levelers tower arena for a few hours now. Disabling countless mods with no success so far. Definitely not the succubus explosion mod doing it since that's long disabled and hasn't helped. I had several mods that integrate with SoS and arousal etc which i've also disabled. So far still haven't found which mod is not playing nicely. Full log attached if you feel like eyeballing it and seeing if anything stands out to you. 

Papyrus.0.log

Posted (edited)
56 minutes ago, MrEddy6969 said:
 FNISaa_2hmeqp of

This  animation is causing a problem. Either in FNIS or Nemesis not correct. It's a default vanilla.

 

56 minutes ago, MrEddy6969 said:
[None].SuccubusDefenderSpellTlam99.OnHit

The [none] is the Succubus, looks like something messes up it's ID

 

What a weird log.

Is this nemesis ?

 

I do not understand, why a script apparently got's decompiled and called as function to generate behavior files.

If this is a nemesis log, it must fail, because the spawned succubus doesn't exist, no reference id = none.

Nemesis needs a none check condition, that a spawn can cast a spell ?

I don't use nemesis, no idea. A crashlog from a similar thing like netscript framework would help.

 

Edited by Tlam99
Posted
16 hours ago, Tlam99 said:

This  animation is causing a problem. Either in FNIS or Nemesis not correct. It's a default vanilla.

 

The [none] is the Succubus, looks like something messes up it's ID

 

What a weird log.

Is this nemesis ?

 

I do not understand, why a script apparently got's decompiled and called as function to generate behavior files.

If this is a nemesis log, it must fail, because the spawned succubus doesn't exist, no reference id = none.

Nemesis needs a none check condition, that a spawn can cast a spell ?

I don't use nemesis, no idea. A crashlog from a similar thing like netscript framework would help.

 

Yea its nemesis. 

 

What do you think would happen if a summoned creature ( a succubus in this case ) was using one of your weapons and in the middle of a sex scene it initiated when it's 120s existence timer ran out and it turned to ash? 

 

 

Posted
16 hours ago, Tlam99 said:

 

I don't use nemesis, no idea. A crashlog from a similar thing like netscript framework would help.

 

Can't get this I'm afraid, I run the latest AE .640 which netscript framework wont run on. I'm happy to get you any logs I can though. :)

 

Also this is the mod generating the succubus and integrating your mod features into.

 

 

 

Posted
5 minutes ago, MrEddy6969 said:

120s existence timer ran

Should be ok, but nemesis seems doesn't like it for animations, becomes none.

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