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Posted
1 hour ago, A.Okita aka Caralis said:

Using it together with Sexlab Survival, you get asked to swallow or not by both mods.

Technically, this mod doesn't "ask" the player; it determines the choice based on the MCM settings.  If you don't want to see the messages, which could very well conflict with your swallow/spit choice for Survival, there's an option in this mod's MCM to turn them off, so you won't see any visible disconnect with what you're doing with Survival.

Posted
18 hours ago, HexBolt8 said:

there's an option in this mod's MCM to turn them off

Thanks for the quick answer.
Didn't realize that option, guess I'm just stupid.?

  • 5 weeks later...
Posted

Would there be a way i could jurry rig the mod to work on any slso orgasm instead just of ones with male partners? (only going off the player or any partners for example)

Posted
1 hour ago, nuketown05 said:

Would there be a way i could jurry rig the mod to work on any slso orgasm instead just of ones with male partners?

No, not without editing the script.

Posted

im likely vastly underestimating the complexity of code here but...
could i not go into the scripts with notepad or some other file editing tool and just replace all the malepartnerorg's with another SLSO term?

Posted
6 hours ago, nuketown05 said:

could i not go into the scripts with notepad or some other file editing tool and just replace all the malepartnerorg's with another SLSO term?

Removing the gender checks should do it.

Posted

Yeah I cant seem to get it to work on my end
Is there a chance you could send me a version of the scripts with the gender and solo checks removed? I have a feeling there's something I might be screwing up and just not noticing

Posted (edited)

Hi, Hexbolt8.

 

I enjoy this mod as well as others of yours, such as Simple Slavery.

 

I am having a problem, however. You describe that when one loses a level due to love sickness, one loses a perk point, and that if no perk point is available, one goes into perk point debt. I have observed that no perk point debt occurs in my game. This was the case in two different playthroughs. When I regained the loss level, I received a perk point as usual.

 

I found a workaround. I researched cheat codes and found that I can eliminate the perk point by selecting a perk, which uses the point, then using the console to remove that perk. As during my ten years of playing Skyrim, I have never chosen any lockpicking skill, I chose "novice locks" so I'll never need to know more than one perk code. For those who need to do as I did, add the "novice locks" perk, then type "player.removeperk f392a" without the quotation marks. That will remove the novice locks perk.

 

Hexbolt8, if you could fix this perk point debt problem so I wouldn't have to do this every time, that would be nice. However, I consider it a minor problem in an otherwise excellent mod.

 

Best wishes to you.

--edit--

My mistake. I just found the perk point debt tally and its option to pay off the debt.

 

This brings to mind a different change to your mod you might make. Instead of the perk point debt system, you could keep track of the last few perks the player added and, upon losing a level, remove the most recent perk added. That seems more debilitating to me, which I understand is the point of your mod.

 

Edited by wren888
Posted
1 hour ago, wren888 said:

Instead of the perk point debt system, you could keep track of the last few perks the player added and, upon losing a level, remove the most recent perk added.

That's a whole other level of complexity, especially considering the various mods that add perks, and that players can and will do weird things (like lose a level (and a perk), remove the mod that added that perk, eventually regain that level, and something explodes when this mod tries to restore a nonexistent perk).  I try to balance benefit & risk.  The added complexity would unfortunately be too high for something like this.

 

1 hour ago, wren888 said:

That seems more debilitating to me, which I understand is the point of your mod.

Not exactly.  It's a consequence mod that adds risk.  If you do things with risks and get unlucky, bad things happen, but it's not intended to really debilitate the player character.  Losing skill and character levels is annoying, but you can keep going.  Keeping perks softens the blow a lot, so you can have fun with the mod and lose some progress but still keep playing.

Posted (edited)
On 11/30/2022 at 6:56 PM, HexBolt8 said:

That's a whole other level of complexity, especially considering the various mods that add perks, and that players can and will do weird things (like lose a level (and a perk), remove the mod that added that perk, eventually regain that level, and something explodes when this mod tries to restore a nonexistent perk).  I try to balance benefit & risk.  The added complexity would unfortunately be too high for something like this.

 

Not exactly.  It's a consequence mod that adds risk.  If you do things with risks and get unlucky, bad things happen, but it's not intended to really debilitate the player character.  Losing skill and character levels is annoying, but you can keep going.  Keeping perks softens the blow a lot, so you can have fun with the mod and lose some progress but still keep playing.

I agree that complexities involving other mods can ruin ideas. However, from what you write, I believe I may have explained at least one thing poorly in my edit, which ended up being my only suggestion. I believe the possibility of restoring a nonexistent perk need never come up, because the possibility of restoring any perks at all need never come up. When the player regains a level, I should think (s)he should be able to choose any available perk (s)he wants, just like the first time around.

 

I understand my misapprehension about your intent, and that you want this mod to involve "unlucky, bad" consequences to one's actions. However, it seems to me losing a level without losing a perk can be a benefit. That is, if, when one goes down in level, the enemies one encounters will be created by the game according to the player's new, lower level. I don't know if the game would give you enemies associated with your present level or the highest level you ever reached. If it's the present level, in an extreme case, I see the possibility of one regressing all the way back down to level one, yet retaining dozens of perks. Additionally, there's all the equipment and stat rewards from quests done at higher levels, plus the accessibility to better armor and weapons, then facing only enemies one meets at level one. That would make the game easy even if set on legendary difficulty. As I say, that's an extreme example, but the incremental impact whether one goes down a single level or many would be the same. Again, depending on how the game assigns enemies' levels.

Edited by wren888
Posted (edited)
16 hours ago, wren888 said:

When the player regains a level, I should think (s)he should be able to choose any available perk (s)he wants, just like the first time around.

It's a nice idea in theory, but not nice for implementation.

 

Skyrim's script functions do not offer a notification when the player selects a perk, nor do they provide a way to get a list of the PC's perks.  All it has is a query to check if the PC has a specific perk.  Conceivably, the mod could tediously check for every vanilla perk to build a list of current perks and, over time, establish an ordered list of perks that the PC acquired, but that won't work for mod-added perks.  An SKSE plugin could fill the gaps in functionality that the game's functions don't cover, but that's not a good road to go down, maintaining separate plugins for LE. SE, and AE, with considerations for different SE versions and Steam vs. GOG Skyrim.

 

16 hours ago, wren888 said:

However, it seems to me losing a level without losing a perk can be a benefit.

That's a very fair point.  (A counter argument might be that resetting perks can be an advantage too, though that would a fairly time-consuming process that wouldn't interest many players.)  The intent of the mod isn't really to cause a huge loss of levels (or a full character reset from losing all levels).  I'd envisioned the loss of one level, maaaybe two, which wouldn't noticeably affect game balance.  If players choose to use the mod in a way that goes beyond minor setbacks to character advancement, I acknowledge that the mod doesn't handle the game balance aspect well.  A player who does that might have to resort to the console's commands to remove & add perks to balance out a heavily deleveled character.

 

Returning to the mod's purpose, it offers the risk of a debuff for sex with males.  Optionally, skill levels can also be lost, and optionally character levels can be lost.  It's not intended to break or reset a character.  If it's used that way, there will be balance problems.

Edited by HexBolt8
  • 1 month later...
Posted

Hey there, I was playing with this mod and while at level 1, I lost some skills. Now when skills level up again, I don't seem to gain XP towards a level anymore. I'm using this with SL Survival, so IDK if the two mods just aren't playing nice with each other, or maybe I have negative XP or something. Anybody else having this issue?

Posted
13 minutes ago, NotRGBJackal said:

I was playing with this mod and while at level 1, I lost some skills. Now when skills level up again, I don't seem to gain XP towards a level anymore. I'm using this with SL Survival, so IDK if the two mods just aren't playing nice with each other, or maybe I have negative XP or something.

This mod won't give you negative XP.  It will only decrease a skill if you have enough XP to cover losing the skill level, since at level 1 you cannot lose a level (even if you enabled level loss).  As noted in the mod description, mods that change experience gain per skill might cause unusual behavior, but that would be something like losing a skill level without actually dropping a full skill level (nothing that bad).

Posted
4 minutes ago, LaRem. said:

Dear, HexBolt8, can we hope for an update?

Well, I already accomplished what I set out to do.  Something like a debuff for shouts could be added, but it's not a priority now.

  • 1 month later...
Posted (edited)
Quote

If you lose a level, you'll lose one unspent perk point.  If you have no free points, you keep all your perks, but you'll have a perk point debt to repay after you regain a level.

I'm using Uncapper mod with config 10 = 2, meaning levelups from 2 to 9 i get 1 skillpoint but from then onward at level 10 and up i get 2 perk points each time. So that's an interesting dilemma to solve, if we want it solved ? If we went as is i assume i'd be gaining 1 free perk point every time i regain a level.

 

Additionally i saw from someone elses mod order today a use of "50 percent more perk points". That should be coming from Ordinator's files (20 percent and 50 percent versions):

https://www.nexusmods.com/skyrimspecialedition/mods/1137?tab=files

Edited by Zaflis
Posted
1 hour ago, Zaflis said:

If we went as is i assume i'd be gaining 1 free perk point every time i regain a level.

That's right, if the game has been modded to use something other than 1 perk per level, there will be a mismatch if you enable this mod's level loss feature and then lose and regain a level.  Possibly, a setting could be added to set the perks per level, but players would have to remember to change it as they level up if it's not a static number, which could lead to confusion and complaints.

  • 2 months later...
Posted

Silly suggestion.

What if having cum in different holes could give different debuff sets? One for anal, one for oral, one for vaginal? Just an idea that crossed me. Like getting lovesickness from swallowing cum makes it harder to cast magic (because mouth), and from your butt would reduce weapon damage.

  • 1 month later...
Posted

This looks very feature complete but if you ever end up updating this could we have configuration for which skills get deleveled? (unless there is a way for me to do this one myself without editing scripts). One of my favorite things to do with Succubus Skill Loss is having some non aggressive skills exempt and dragonborn gaining "empty" levels for stuff that don't help fighting much but end up scaling enemies up. I can and I will just run both mods for now but I do like Love sickness more in terms of how its triggered. Either way I'm really happy this now has an integration in lola, sounds fun.

  • 3 weeks later...
Posted

Please, I am hoping you can clarify the "Swallowing" settings for me.  If I set the "At Arousal Threshold" to 50, and then toggle "When Lovesick" on, but all the other conditions are toggled off, then the PC will swallow only if she is lovesick and her arousal is 50 or higher, is that correct?  Or would she always swallow when lovesick, but otherwise only swallow if arousal is 50 or more?

 

I really enjoy using the mod, thank you very much for your efforts on it!

Posted
3 hours ago, ffonGoom said:

If I set the "At Arousal Threshold" to 50, and then toggle "When Lovesick" on, but all the other conditions are toggled off, then the PC will swallow only if she is lovesick and her arousal is 50 or higher, is that correct?  Or would she always swallow when lovesick, but otherwise only swallow if arousal is 50 or more?

The latter statement is correct.  Swallowing occurs when any condition is met.  These are "or" conditions, not "and" conditions.

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