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Posted
11 hours ago, Khajiit Tail said:

I'm moving away from SL on most of my load orders, in favor of OStim, so I'd be more interested in this mod if it worked with that. Ideally, it'd even be based on OCum Ascended, and implemented such that your ability to harvest would be based on your body's availaible volume asimplemented by OCum, rather than the harvesting being based on a cooldown timer. But that sounds like it could be complicated, so I'm not really expecting it.

 

I guess the dream version of this mod would be one where harvesting made use of specific animations during sex or masturbation, rather than just passively collecting during sex, but that also seems like it'd go quite a bit outside the directly available features of that framework.

 

Actually, i'm current on developing same mod, alchemy-related, and i provide cum collecting with no-sex way - with using special instrument (syringe). My idea that it's not "realistic" when enemies defeated by you already have collected sperm in their corpses.   So i provide mechanic of "pumping/extracting" essences. It's like as in one of vanilla quests, but you receive real bottle in your inventory. There is no cooldown, but i mark already pumped corpses and prevent multiple collecting. 

 

This way also prevent problems with leveled lists and doesn't require its merging. 

 

As for OStim and OCum. Currently my mod support SL Orgasm events. But actually, i can research OStim API and events, to implement hooks. My mod use "soft dependences" so 1 esp can work with/without any of this mods - SexLab, Sexlab Aroused, SOS, CACO. So i only need read OStim docs, for integration - i should find OStim orgasm ModEvent and register it.

 

As for PC/NPC 's stats using as conditions - i think about it, but in this moment it's to complicated. Because i work basically with SL, i think about formulas based on arousement, sex duration, excitement, actor's stamina, and other physical properties. But currently i can't create this formula. There are many other developer's ideas which i wish and can realize.

 

Some info you can read on my dev blog - https://www.loverslab.com/blogs/blog/1968-lovers-essences-development-blog/

 

Posted

Other variant, if OStim have similar mechanic of cum textures on body, as SexLab (applied magic effect), i can simply add dialogue option for NPC "covered with cum" - "allow me colelct cum from your body". So all that need - analyze OStim and OCum ESP to detect cum apply method/conditions. I already do this for SL.

 

As for animation, some of vanilla idles can be use for it - searching in chest, corpse looting. Yes, my own dream to make my own animations, but currently i have no time for teaching about it,  maybe in future.

  • 4 weeks later...
Posted (edited)

Hey, feeling like a right idiot for having to ask this but how do you craft the SL Survival potions? I have the recipe book but they all require a base potion which don't appear when I'm using the alchemy lab.

Edited by MattTheRagdoll
Posted
On 12/4/2022 at 9:49 PM, private_johny said:

 

It's problem not depends to leveled lists. You main book ca_book_recipe "Semenology" [BOOK:09033D8C] referenced 4 times in game - 2 times in vendor chest, 1 placed in shop, 1 refered to recipe for its creating. You second book ca_book_recipe_MME "Semenologist's Guide to Milk Purification" [BOOK:0A000878] (in MME patch), referenced 131 times - 1 time in vendor chest, and 130 times as condition for crafting recipe. No leveled lists.

 

Actually, it's standard problem with main mods and addons for it. If you start game with only basic mod, without addon, visit vendor and enable addon - vendor chest may not been updated. Standard vendor functionality use container and vendor inventory for sellable items, and standard dialogues/script logic. When you buy items from vendor, you're actually get this items from this container. So game saves status of chest, save time when you access to it, and respawn it periodically. So if you visit your vendor, view/buy his items, and then activate MME addon - vendor container will be not updated and new book not be available for purchase. It be availaible only after some standard vendor items respound time (i don't remember how long is it). You can reset container by script - use ObjectReference.Reset() method on vendor chest - on game load, or cell enter, or you can create some script with periodical reset.

 

Or other way how to fix it - you can instantly add required book by script on game load event, separately in main mod and each addon. Simple script, one quest with auto start - it's not very hard. You only need assign reference for placed vendor container, and each book in your mainteaince script. Look at CK Wiki in Complete Examples Script section how you can do it. 

 

As alternative, you can add some dialogues for vendor for guaranted buying this book. You already know how to do it - you create dialogues for exchange mystical vials. So you can add topic with response, set some conditions - player have no concrete book, have enough money, also you can if vendor chest contains required book. And add to topic little script that removes gold from player inventory and add book copy.  Of course, for main book you should add dialogue topics in main esp, for addon - in addon.

 

Thanks for pointing it out! I'll fix it in the next update. I'll probably just make it craftable instead going through the trouble of adding dialogue topics. That should also solve the problem of each patch overriding the leveled list instead of merging them together.

 

On 12/27/2022 at 7:56 AM, private_johny said:

@RangerEdas

 

I give you some advice for safe modification of vendors chests. i saw in your ESP, then you direct modify containers of some vendors - alchemists of major cities and caravan traders.

 

Actually due last days i work on this problem. My mod have same functional as yours, but i want to do vendor's assortment with conditions. First - special goods (essences/potions) shouldn't be visible before you finish some quest. Second - vendor's goods variability based on ranks, finished concrete vendor's quests, skills levels.

 

I try some methods to do it, create some test scripts for debugging. And i can say you, that modification of vanilla merchant's chests - not "true way".

 

First problem - rewriting from other mods. When you put you items or lists in vendor's chest, any other mod can simply rewrite it, clear it. Of course, player need merge leveled lists by Wry Bash or other tools, but as developer, you shouldn't expect that player do it.

 

Ok, but why we can't simply add this LVLI (Leveled List) by script in game start? Well, it works particulary, Yes, it adds items, and you even can use some conditions, but i hear about some troubles with loading game saves with injected this way LVLIs. Game can crush. And other problem, that when you add LVLI to container by ObjectReference.AddItem function,  you actually add results of lVLI calulation, and not itself. So after container respawns (all vendor containers are respawnable), you loose your special items. 

 

 

I spent some days to find safe, stable method and found it. It described in this post - http://www.gamesas.com/adding-items-permanently-respawning-chests-without-editin-t257530.html.

 

Basic idea - use quest alias for vendor's containers, and add special items in Inventory section of quest alias. For correct respawning it use some small script that refill aliases. Game engine provide all other functionality, which required for safe and stable extending vendor's goods list.

 

This way also works in some vanilla quests, which adds to some NPCs quest items only for time when quest started.

 

So you can create quest, add alias for all chests, add required leveled lists (i recommend add only 1 but with Use All option, and add other lists to that list), and some script that should refill aliases and refresh containers. All information you can find at linked post. 

 

 

 

 

If you use LVLI you can also create a conditional vendor's lists. This way work as way as Investor Perk and shop investition system. As you know, almost all vendors can advise you to invest your money in their shops, and after it's vendor have +500 gold for buying your items. 

 

How you can do it you can check at Arcadia. If you open MerchantWhiterunArcadiasCauldronChest "Chest" [CONT:0009CD45]  (her vendor's chest), you can see one item - PerkInvestorWhiterunApothecaryList [LVLI:000AC962]. This leveled list contains only one standard item, other list PerkInvestorStoreUpgrade [LVLI:000ABD99] (its contain 500 gold), but most important part is a LVLG property of this list - PerkInvestorWhiterunApotheecary [GLOB:000AC963]. Its standard value (short) 100. What it means? It means chance 100% that LVLI, for which it assigned, has no result items. Also, this GLOB referenced by 4 topic infos, which related for system of investing money. Topic script fragment do very simple thing - it changes value of this variable from 100 to 0. So after invest dialogue, you have 100% chance of adding 500 gold to vendor's chest. Thats how it works.

 

So how you can use it? You can use same way to create conditional goods list for vendors, enabled loot on enemies, or custom quest rewards. Or add standard investment system to your vendors, or add some extra gold for standard vendors related to your mod. 

 

 

Thanks for the advice and links! There's always something new to learn. I've played around with it and it works. I'm thinking of adding an option to disable it in case users only want the items to be sold in Natural Harvest.

Posted
8 hours ago, MattTheRagdoll said:

Hey, feeling like a right idiot for having to ask this but how do you craft the SL Survival potions? I have the recipe book but they all require a base potion which don't appear when I'm using the alchemy lab.

 

Crafting SL Survival potions require a Potion of Healing, Magicka, or Stamina (vanilla potions). I don't know if player-crafted potions will work. The recipes are also written in the book as well and they can only be crafted at the cooking pot.

Posted
33 minutes ago, RangerEdas said:

 

Crafting SL Survival potions require a Potion of Healing, Magicka, or Stamina (vanilla potions). I don't know if player-crafted potions will work. The recipes are also written in the book as well and they can only be crafted at the cooking pot.

 

Thank you! I completely forgot about the cooking pot! I was trying to make it on the Alchemy table. Like I said I knew there was something simple I was missing.

Posted
On 3/27/2023 at 8:02 AM, RangerEdas said:

 

Crafting SL Survival potions require a Potion of Healing, Magicka, or Stamina (vanilla potions). I don't know if player-crafted potions will work. The recipes are also written in the book as well and they can only be crafted at the cooking pot.

 

Skyrim has some standard ways for crafting.

 

First - alchemy experimenting. This works only with object with type INGR, and craft results depending on ingredients and your skill level. 

 

Second - constructible objects (COBJ). This method used on workstations of all types - cookpot, forge, tempering, oven. In COBJ definition you have list of items, required for crafting, result item and its quantity, that you get after craft. Also its have list of conditions which restrict visibility of recipe - check items in inventory, perks on player, factions and any other CK Conditions. And very important parameter - Workbench Keyword. Its defines which furniture can be used for this recipe.  You can use any items for ingredientss in COBJ and get any item as result of crafting. But you can get only 1 type of item with fixed properties,

 

Third - special activators. I remember only Spider Scroll creating activator from Dragonborn. This use another method - you put ingredients on chest, turn on special activator, and get result from chest. Its completely script behavioured craft station, work through FormList's.

 

So actually yes, you can use any standard type of crafting stations, for you recipes, such as cooking pot.

 

My main developing ideology - make all immersive, with sense of "in real game life". It's not very hard make your own alchemical craft station, for using with your recipes, and it's not very hard create other way to "have knowledge about recipe". For first part - duplicate any alchemical station, change type to "Creating object", add your own keyword for it and use it in COBJ Workbench condition. Second part - use Perks for recipe knowledges. So when you first read recipe book, you add perk to player, and you can use it as condition in COBJ. So if you create custom station, place it in your shop, you can craft you potions only on this station in shop.

 

Why i choose this method? In my story, "essence alchemy" works different way than regular. That because this essences not so strong ingredients, as regular. In my version its all practically has no effect. Because you need refine it, extract DNA and its effects. All items in TES world has magic effects, but not all so effective as herbs and body parts of creatures. So for creating potions with "natural essencces" you need setup your workstation, tune. 

 

This method used in Besstial Alchemy mod - you have one station in Yoanna shop, and one in Idun cave. And only on this workbenches you can create potions. But i don't like way of this realization - you need use activator for switch workbenches from regular to specific versions. Why you can't simply "tune" any alchemy workstation for work with your spefcific recipes.

 

I made it. I called it "Workbench compliance". Actually it very simple. You create book, then teach your spell. Spell is ability type with one magic effect. This effect aplly perk to you. And all logic realized in this perk. Perk has activation entry point that adds new activation choice for all standard alchemy workbenches. In entry point script you call activation of remote workbench created by me for my recipes. And i put it in special service cell, and use reference to it in this perk. So when you activate any alchemy workbench, you view menu with 2 choices - standard activation and my specific activation. It's work fine. After reading book you have permanent ability to use any workbench.

 

And recipes. I also use Perks for conditions of recipes. If you add perk when read book (small script), you can simply use it for condition and no need have this book in inventory for crafting. Some of "cloud knowledge". In my mod i also have "Scribes Desk", which allow me to record/restore missed recipe books, if you have knowledge about it. 

 

And some note about recipe visibility. I use conditions with OR type logic. So recipe should be visible if any of required ingredients on my inventory. COBJ mechanics control required quantity of items not in conditions list, it's controlled in ingredients list. So if you change AND matching to OR you can show recipe even if not all ingredients you have, but if you have some of this.

 

 

All can be created in this game. Main problem - have some knowledges about how game works. But also exist other problem - too many knowledges. Some times ago when i start make my mod, i have no ideas how make it work in my way. But now i have to much knowledges and variants how to relize it and too much "features ideas' which  i want add.

 

For example:

  • Combined potions with cooldown in different grades/ranks,
  • Craft randomizing (with some chance you can create potion with better rank, and some supply materials),
  • Magic effect compliance (when you use combined potion, you can't use potions with several effects, when you use regular potion and drink combined, you automatically dispell regular and get effects of combined),
  • Delayed craft (distillation retort for craft beverages, which need some time to finish craft, before you get results),
  • Magic chest from Oblivion (allow you to clone ingredients),
  • Potion with effect of "Green Thumb" perk, which should increase harvestible ingredients quantity, and works for all ingredients and sources
  • Same potion with effect of ability "Sinderion Surprise" - with some chance you can get extra potions from regular alchemy
  • Same potions for mining and corpse dissection
  • Potions with "area" effect - group beneficial potions (work on you and teammates) 
  • "Detect Life" effect potions
  • Custom experience booster for all skills
  • Set of Elemental Mastery Potions - increase you elemental damage, reduce damage from enemies, absorb magick from enemies elemental spells and give you (constant %, no chance)
  • Custom harvesting mechanics - corpse dissection (flesh/hearts/body parts), essence pumping (cum/blood)
  • Harvestible jars with ingredients with random quantity and respawn time
  • Ingredients effects teaching through books

 

 

 

 

 

Posted

Just want to let the author know I'm appreciating his mod!  I added Player Succubus Quest affects to the ingredients and food in this mod so my succubus can get a little energy pick me up whenever she needs, without having to constantly fuck around.  It's convenient and kinda lore friendly.

  • 2 weeks later...
Posted (edited)

Short question: I'm using SL triggers and set it up like in the front page images, but I notice that when NPCs are engaged, somehow the vials are magically added to my inventory. Is there a way to prevent this behavior while keeping it working for player interactions only?

Also regarding this from the FAQ,

 

Quote
  • I always get Altmer/Ash Hopper cum after sex and it's so frustrating. What do I do?
    • This issue should be fixed in versions 1.6.2+ with the introduction of mysterious vials.

 

I'm using version 1.6.7 but still experiencing the issue with ash hopper cum showing up in my inventory unexpectedly.

 

Edited by Viokena
  • 3 weeks later...
  • 2 weeks later...
Posted (edited)

I cant get this to work, I set up the trigger as on the picture, I heard that you have to orgasm, as in the player, before you can get it is this still the case?

Edited by Kraniumbrud
  • 1 month later...
Posted (edited)

I am not good at graphics stuff at all, and even this simple thing took me hours (though in the future I will have much easier time whenever I wanna do something similar).
Not sure if anyone would be even interested as these are pretty rough, but I made some texture replacers for myself using cum texture from https://www.loverslab.com/files/file/7065-cumshot-effect-replacer-for-follow-me-for-sex-and-sexlabcumshot/ I just cut the 4 parter cum texture into 4 separate chunks and mostly used only one on each item except for chai tea. Some I wanted just a small splatter and some like someone dumped a whole mug of the stuff over it.

7 food items and one drink item that I replaced (preview of some below, I got fed up with skyrim physics and some are laying on the ground), I never made any texture edits before but I did read up on this topic before I did this, so if I fucked up something I'd love to know what and how to fix it.
If I knew how to add alternative textures I would do some food items that are using vanilla textures, google and forum searches were extreamly unhelpful for that one, so I just edited some that come with this mod. I edited whatever made sense to have cum on the outside, that's why I only edited one of the drinks.
Tested this for LE,  idk if SE textures have any kinks I should know about. I haven't seen original texture's mod author active on the site, but if you came across it and you want this gone just DM me, also I'd love to have at least one person who knows their shit with the textures to tell me if its all good, and hey this is a good excuse to have some movement in the thread.

Just install/unpack in the mod folder and let it override original mod. I forgot to test how this looks without ENB but playing without ENB is more gross than slimy food. The goofiest looking one of the bunch is one of the tarts in textures\SAFO\brgthegourmet\foods\tarts, just delete both of the files there if you don't like it (it's the tart on the left)

 

preview.png

Cum alchemy cumshot.zip

Edited by Karkhel
Posted
On 7/26/2022 at 11:12 AM, MrSquirrels100 said:

quick question, is there a way to edit the .ini file so that cum is not longer dropped on death by npcs. creatures, etc? just always seems strange pulling cum out of a dead guy..

You can always use necrophilia to bonk them and feel immersed when you collect the vial.:)

  • 1 month later...
Posted

hi there, thanks for such a great mod.

Now, Apothecary has no more food addon, but your patch claim for it... any suggestion?

 

 

Posted

hi there!

Loved your mod, but since apothecary update (now lacks of food addons) the included patch claims for the addon... any suggestion, possible update of CAR or workaround?

 

Thanks! 

  • 2 weeks later...
  • 2 weeks later...
Posted (edited)
On 5/9/2023 at 12:02 AM, Kraniumbrud said:

I just changed the gaining of the cum to prog at the start of sex, seem to have solved it

did you solve it completely?
I also set up the trigger as the picture except on event - orgasm(SLSO)
but this only gives me vial when female PC orgasm 
and tried changing on event to begin does work
I must misunderstood something or this mod actually borken with SLSO 

and another issue the only thing I can receive is mysterious vial no matter what condition

I've tried Give Vial_v1.66.json this also not work

every mod version up to date so idk the answer might just be too much script heavy because I did get Papyrus log with bunch of warnings 

Edited by vmhocuron0
  • 1 month later...
Posted

Quick one:

Loved your mod, but since apothecary´s update (now food and drinks addon i´snt available any more) the included patch claims for the addon... so, actually, CAR is not compatible with Apothecary any more.... any suggestion or workaround?

 

Thanks!

  • 1 month later...
Posted

Since Apothecary - Food and Drink Addon. is not there anymore, there´s a compatibility issue with Apothecary.... would you please consider to make it compatible with the new Gourmet mod (from same author)?

I really miss to use your mod...

  • 4 weeks later...
Posted

Just took this with a spin with SL Triggers 1.2, Skyrim 640, OSL Aroused 2.3. I tried a random sampling of races to see if SL Triggers was working, but found trolls, frost trolls, and spiders did not give vials while nords, redguards, giants, plain bears, horses, and giants did. Are those known bugs or they working for other people (aka a problem with my setup?)

 

I checked the base forms and they are untouched. I have USMP, which edits the relevant faction records, but only to add ignores crime flags.

Posted (edited)
On 12/22/2023 at 7:51 AM, MEyahMegusta said:

Possibility for a patch that removes all the food ingredients/removes them from vendors?

 

If you wanna remove all new ingredients from vanilla vendors you can simply do it wit xEdit. Open "Cum alchemy.esp" and find Containers section. You see some records with green  form id/editor id/ title.

 

image.png.2429bb03bd1f7fa906ff91a2678ef02f.png

 

If you wanna completely remove all - simply select all and remove. It's safe, you only removes overrided/added information from mod, but vanilla records remain unchanged.

 

Or you can partially remove unwanted items from vendors. Select one of vendor's chest, and if you selectt xEdit option "Hide no conflict/empty rows" you shoul see this.

 

image.png.7cdfbb0e95a92c40fdad113b64b8d152.png

 

Green rows - added by mod. You can modify this - delete, add new, change count. 

 

Of course, you should create Bashed Patch, if you use any mod, that modifies same chest/leveled lists - CACO, Apothecary and other.

 

I attach quick fix for 1.6.6 LE version that removes all new ingredients/items from vanilla vendors. Just replace ESP.

 

Edited by private_johny
  • 3 weeks later...
Posted
2022 年 2 月 9 日凌晨 1:45,rhino_4 说:

由于这个模组使用 spid,我尝试从合并的补丁中完全删除对分级列表的所有更改,这样我就可以完全依靠 spid 来完成它的工作。我也从一个全新的游戏开始。它们仍然存在,尽管由于我抨击的补丁没有添加它们,现在略有减少。我不得不说,看到一只狼身上有 5 种不同的小瓶很有趣。他们是如何到达那里的?在我找到他之前,这只狼在做什么?那只狼很古怪。

 

如果您找到的成分种类取决于您掠夺的敌人/事物的类型,那么这个模组肯定会得到改进。

 

编辑:通过查看您的distr ini,我可以看到这就是您的意图,而且我发现您的ini没有任何问题,所以老实说,我不知道为什么它要向所有人分发东西。有其他人看到这个还是我一个人?

 

编辑2:我是个白痴。需要更新 spid,我*也*缺少一个要求。现在工作完美。

我还发现我的模组有这样的问题,这是因为SPID的版本不正确

  • 1 month later...
Posted
On 10/21/2023 at 5:20 PM, Agnot said:

Quick one:

Loved your mod, but since apothecary´s update (now food and drinks addon i´snt available any more) the included patch claims for the addon... so, actually, CAR is not compatible with Apothecary any more.... any suggestion or workaround?

 

Thanks!

Apothecary - An Alchemy Overhaul at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) you can actuallt DL the archived files on nexus, Try my link!

 

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