Meladiator Posted January 6, 2024 Posted January 6, 2024 Considering this mods compatibility, thinking about getting it. Looked at the future plans, however, and I see ways to implement certain features using other mods as well as some ideas you could possibly take a look at: Ideas: Perhaps a way to create Succubi servants from drained victims, rather than just using the mark. Interactions with the Jarl or Guard captain that allow you to get away with draining to death in public, maybe add functions similar to the thieves guild to pay your bounty alternatively if you do this, and perhaps add a patrol of guards that stay close to these targets for balance. Molag tree: Possibly a perk that marks a target you have dominated but not drained to death. They permanently deal 50% less damage and take 100% more damage, or possibly some other debuff such as fear when they are in combat with you. Permanently easier to drain etc. Perk ranks allow more targets, or worse debuffs. Vaermina tree: Perk that allows targets you have drained but not to death to ignore crimes, as they are haunted by dreams and are unable to discern reality at times. A way to initiate the feeding process through a dream, as in, summoning an apparition of yourself to drain them while you continue combat or whatever it is you're going to do. Basically take someone out of combat while you either fight or sneak around (Maybe this could be the implementation of "Split Personality"?) Sanguine Tree: Perhaps add a way to create a brothel of sorts? While you have one, merchants in that town give better prices? (Trade and Barter, read more to see what I mean) Also maybe a power to initiate feeding on multiple targets at once, for the same level as friendly neighborhood succubus. Allows you to target an enemy npc and then it searches for nearby npcs with the same race and initiates sex (maybe an option on hit to let player choose how many npcs to pull in?) Implementations: There is an option in the Trade and Barter mod that changes barter prices based on race, relationship rank, hold etc. Some features from your mod as well as the ideas above could use it to affect prices such as the "favor for a favor" perk.
phalancks Posted January 6, 2024 Author Posted January 6, 2024 1 hour ago, Meladiator said: Perhaps a way to create Succubi servants from drained victims, rather than just using the mark. I was thinking about making something like this part of the Path of Vaermina, to go along with the Corruption themes. 1 hour ago, Meladiator said: Interactions with the Jarl or Guard captain that allow you to get away with draining to death in public, maybe add functions similar to the thieves guild to pay your bounty alternatively if you do this, and perhaps add a patrol of guards that stay close to these targets for balance. Being able to get away with murder is a little hard to justify imo. Perhaps if I add a questline for draining powerful people it would make sense as part of that. Like if you corrupt the Jarl in each hold, they'll pull strings to allow you lenience. 1 hour ago, Meladiator said: Molag tree: Possibly a perk that marks a target you have dominated but not drained to death. They permanently deal 50% less damage and take 100% more damage, or possibly some other debuff such as fear when they are in combat with you. Permanently easier to drain etc. Perk ranks allow more targets, or worse debuffs. I think I understand what you're saying and it should be possible. I'll consider it to see where/if it fits 1 hour ago, Meladiator said: Vaermina tree: Perk that allows targets you have drained but not to death to ignore crimes, as they are haunted by dreams and are unable to discern reality at times. A way to initiate the feeding process through a dream, as in, summoning an apparition of yourself to drain them while you continue combat or whatever it is you're going to do. Basically take someone out of combat while you either fight or sneak around (Maybe this could be the implementation of "Split Personality"?) I like both of these ideas, will need to investigate how feasible they are to implement. 1 hour ago, Meladiator said: Sanguine Tree: Perhaps add a way to create a brothel of sorts? While you have one, merchants in that town give better prices? (Trade and Barter, read more to see what I mean) Also maybe a power to initiate feeding on multiple targets at once, for the same level as friendly neighborhood succubus. Allows you to target an enemy npc and then it searches for nearby npcs with the same race and initiates sex (maybe an option on hit to let player choose how many npcs to pull in?) I think that adding a brothel is a bit outside the scope of this mod. I would love a mod that lets you build and a manage a brothel, but if I ever do make one it would be a different mod. Current plan is to have a perk that merchants you've drained give you better prices while they are drained, which I think is better for a Succubus mod. I might make an additional perk that allows a smaller price improvement for everyone regardless if you've drained them or not though. My plans for the Paths have changed a little bit as I'm trying to avoid adding specific ways to initiate scenes for a couple reasons. Mostly it's because I support 3 different sex frameworks so I'd need to provide a way to initiate scenes that works with all 3 of them. Not impossible, but annoying. The other big reason is that I need to make sure I abide by Nexus' policies so I don't get banned. I have plans for the Molag tree involving Acheron, but for the other two I'm not so certain about them quite yet.
thundr51 Posted January 6, 2024 Posted January 6, 2024 I'm still using 4.0 and really happy so far. You've done some great work here and can't wait to see what else you add. I added a couple of spells (ex: Succubus' Call - get npcs to fight for you and raise their arousal so they can be easily/quickly drained, modifed the drain logic so it shows the amount of health remaining so I can drain them multiple times (SLSO) and still get energy) myself. Trying a playthrough where I don't actually have to use any dedicated followers, so far so good. Can't wait to see what else you add. 1
phalancks Posted January 7, 2024 Author Posted January 7, 2024 (edited) 5.0.0 New Game Required if updating New version should fix most of the issues seen with 4.0.0. Please let me know if you run into any bugs. Due to the changes I made to the MCM, some settings may not persist from old persistence files, so just double check and if anything looks off set it again. I did my best to translate from the old version to the new version, but it's possible I missed some things. What happened with 4.0.0 TL;DR: I drank too much stupid bitch juice. Technical description: Spoiler This mod takes advantage of SKSE's ModEvents for many of its features. This allows me to not poll for things as much as I would have to otherwise. These events come with a warning that if multiple scripts are on the same object, then they will all receive the events that one of them registers for. I did not fully understand what this meant until troubleshooting 4.0.0. Let's say you have the following scripts on the same quest: Scriptname Script_A extends Quest Event OnInit() RegisterForModEvent("EventA", "Maintenance") EndEvent Function Maintenance() ; Do maintenance stuff EndFunction Scriptname Script_B extends Quest Event OnInit() RegisterForModEvent("EventB", "Maintenance") EndEvent Function Maintenance() ; Do maintenance stuff EndFunction Well, when either EventA or EventB fires, both scripts will run their "Maintenance" function. Perhaps not a huge deal, but this is why if you paid attention to the CoL logs you may have seen the FG script firing when an ostim scene started. Now lets say we change Script_B to this: Scriptname Script_B extends Quest Event OnInit() RegisterForModEvent("EventB", "Maintenance") RegisterForModEvent("EventA", "SomeFunction") EndEvent Function Maintenance() ; Do maintenance stuff EndFunction Function SomeFunction() ; Do something EndFunction What happens here is that when EventA fires, it will run SomeFunction on Script_B, but do nothing on Script_A. This was the root of the arousal threshold issues. These issues also apply to using RegisterForSingleUpdate. Because I had multiple scripts on the same object registering for updates at different timing intervals, only the latest register would be in effect. This is why you may have noticed energy loss from transforms not working as intended if you also had hunger enabled. The fix was for me to split a bunch of these scripts into their own objects. Check out the other mod I released too if you like autoselling chests: I.M.P.S. - Dynamic Autosale Chests Planned Perk Trees (Not implemented yet) Path of Sanguine/Seduction Path of Molag Bal/Domination Path of Vaermina/Subterfuge Edited January 7, 2024 by phalancks 2
nb097 Posted January 7, 2024 Posted January 7, 2024 4 hours ago, phalancks said: 5.0.0 New Game Required if updating New version should fix most of the issues seen with 4.0.0. Please let me know if you run into any bugs. Due to the changes I made to the MCM, some settings may not persist from old persistence files, so just double check and if anything looks off set it again. I did my best to translate from the old version to the new version, but it's possible I missed some things. What happened with 4.0.0 TL;DR: I drank too much stupid bitch juice. Technical description: Reveal hidden contents This mod takes advantage of SKSE's ModEvents for many of its features. This allows me to not poll for things as much as I would have to otherwise. These events come with a warning that if multiple scripts are on the same object, then they will all receive the events that one of them registers for. I did not fully understand what this meant until troubleshooting 4.0.0. Let's say you have the following scripts on the same quest: Scriptname Script_A extends Quest Event OnInit() RegisterForModEvent("EventA", "Maintenance") EndEvent Function Maintenance() ; Do maintenance stuff EndFunction Scriptname Script_B extends Quest Event OnInit() RegisterForModEvent("EventB", "Maintenance") EndEvent Function Maintenance() ; Do maintenance stuff EndFunction Well, when either EventA or EventB fires, both scripts will run their "Maintenance" function. Perhaps not a huge deal, but this is why if you paid attention to the CoL logs you may have seen the FG script firing when an ostim scene started. Now lets say we change Script_B to this: Scriptname Script_B extends Quest Event OnInit() RegisterForModEvent("EventB", "Maintenance") RegisterForModEvent("EventA", "SomeFunction") EndEvent Function Maintenance() ; Do maintenance stuff EndFunction Function SomeFunction() ; Do something EndFunction What happens here is that when EventA fires, it will run SomeFunction on Script_B, but do nothing on Script_A. This was the root of the arousal threshold issues. These issues also apply to using RegisterForSingleUpdate. Because I had multiple scripts on the same object registering for updates at different timing intervals, only the latest register would be in effect. This is why you may have noticed energy loss from transforms not working as intended if you also had hunger enabled. The fix was for me to split a bunch of these scripts into their own objects. Check out the other mod I released too if you like autoselling chests: I.M.P.S. - Dynamic Autosale Chests Planned Perk Trees (Not implemented yet) Path of Sanguine/Seduction Path of Molag Bal/Domination Path of Vaermina/Subterfuge Looks like some of the (still in use) strings for perk names/descriptions got dropped from the interface text files: $COL_ADVANCEMENTPAGE_THICKSKIN Thick Skin $COL_ADVANCEMENTPAGE_THICKSKIN_HELP While transformed, increase armor rating by MCM configured value per purchase $COL_ADVANCEMENTPAGE_MASOCHISM Masochism $COL_ADVANCEMENTPAGE_MASOCHISM_HELP While transformed, increase Health by MCM configured value per purchase $COL_ADVANCEMENTPAGE_ENDURANCE Endurance $COL_ADVANCEMENTPAGE_ENDURANCE_HELP While transformed, increase Stamina by MCM configured value per purchase $COL_ADVANCEMENTPAGE_ESSENCE Essence $COL_ADVANCEMENTPAGE_ESSENCE_HELP While transformed, increase Magicka by MCM configured value per purchase $COL_ADVANCEMENTPAGE_SADISM Sadism $COL_ADVANCEMENTPAGE_SADISM_HELP While transformed, increase Melee Damage by MCM configured value per purchase $COL_ADVANCEMENTPAGE_DOMINANCE Dominance $COL_ADVANCEMENTPAGE_DOMINANCE_HELP While transformed, increase Magic Resistance by MCM configured value per purchase An easy enough fix to just copy them from the old version, but figured you'd like to know.
phalancks Posted January 7, 2024 Author Posted January 7, 2024 18 minutes ago, nb097 said: Looks like some of the (still in use) strings for perk names/descriptions got dropped from the interface text files: An easy enough fix to just copy them from the old version, but figured you'd like to know. Thanks for letting me know. Those were dropped intentionally but needed to be updated in the esp. 5.0.1 should fix it. 1
bruvkekw22222 Posted January 7, 2024 Posted January 7, 2024 On 8/10/2023 at 11:05 PM, phalancks said: A fix for this isn't possible from my side, at least not with the level of effort I'd have to do. I believe I'd have to move the spell casting detection from papyrus into a dll. The recommended solution isn't to set bSpeedUpNativeCalls=false, it's to add Spell to the sScriptClassesToExclude list. You'd lose the benefits of that setting to Spells, but would retain it for everything else. Might still not be worth it, but that's up to you. How do i add spell to the list?
shebop Posted January 7, 2024 Posted January 7, 2024 (edited) I ran into the Succubus mod for Flower Girls and it made me curious if there was one for SexLab. Apparently there are at least 2. This one and Succubus heart. With the Succubus form this one is definitely the most appealing in theory* because making a separate form/body shape using Racemenu is a definite plus (assuming I am understanding the mechanics correctly). However, the one thing I really like about Succubus Heart is the ability to use the succubus power in combat... gives new meaning to these lyrics: Quote They kill their enemies by loving them to death. (From the song Aura by The Church) Is that possible here? I read that it was planned but didn't see anything else mentioned. *EDIT: I also like the basic approach here... being able to do things on your own terms. Not sure if Succubus Heart has a "need" factor or not but I would generally prefer to stay away from that. Edited January 7, 2024 by shebop
phalancks Posted January 7, 2024 Author Posted January 7, 2024 37 minutes ago, bruvkekw22222 said: How do i add spell to the list? Open the Papyrus Tweaks ini, find sScriptClassesToExclude, and add ,Spell to the end of it. 31 minutes ago, shebop said: the one thing I really like about Succubus Heart is the ability to use the succubus power in combat... gives new meaning to these lyrics: Is that possible here? I read that it was planned but didn't see anything else mentioned. You would need another mod to be able to start a scene with anyone.
bruvkekw22222 Posted January 7, 2024 Posted January 7, 2024 11 minutes ago, phalancks said: Open the Papyrus Tweaks ini, find sScriptClassesToExclude, and add ,Spell to the end of it. You would need another mod to be able to start a scene with anyone. I can only find sScriptClassExclusions and sScriptMethodPrefixesToExclude in the file, which one should i add?
phalancks Posted January 7, 2024 Author Posted January 7, 2024 (edited) 6 hours ago, bruvkekw22222 said: I can only find sScriptClassExclusions and sScriptMethodPrefixesToExclude in the file, which one should i add? probably sScriptClassExclusions Edited January 7, 2024 by phalancks
Melphist Posted January 9, 2024 Posted January 9, 2024 is it intentional that my character can't transform during combat?
phalancks Posted January 10, 2024 Author Posted January 10, 2024 7 hours ago, Melphist said: is it intentional that my character can't transform during combat? Nope. Should be fixed in 5.0.2
Melphist Posted January 10, 2024 Posted January 10, 2024 11 hours ago, phalancks said: Nope. Should be fixed in 5.0.2 indeed, thanks for that^^
juicespam Posted January 13, 2024 Posted January 13, 2024 Hi, using version 5.0.1 of the mod with Flower Girls. I'm having an issue where I can't transform, both using the hotkey and by using the power in the magic menu. The CSF menu is also not working using either method. It appears I can cast temptation both with magic and the hotkey, but neither does anything with Flower Girls obviously. A fresh playthrough so I haven't unlocked shouts yet if that changes anything
phalancks Posted January 13, 2024 Author Posted January 13, 2024 25 minutes ago, juicespam said: Hi, using version 5.0.1 of the mod with Flower Girls. I'm having an issue where I can't transform, both using the hotkey and by using the power in the magic menu. The CSF menu is also not working using either method. It appears I can cast temptation both with magic and the hotkey, but neither does anything with Flower Girls obviously. A fresh playthrough so I haven't unlocked shouts yet if that changes anything Upgrade to latest. Double check you followed the instructions in the Installation section. If it still doesn't work, enable Debug Logging in the MCM, attempt to transform and open the CSF menu, then post the Papyrus log. Flowergirls shouldn't matter I don't think. Unlocking shouts also won't matter.
juicespam Posted January 13, 2024 Posted January 13, 2024 1 hour ago, phalancks said: Upgrade to latest. Double check you followed the instructions in the Installation section. If it still doesn't work, enable Debug Logging in the MCM, attempt to transform and open the CSF menu, then post the Papyrus log. Flowergirls shouldn't matter I don't think. Unlocking shouts also won't matter. Updated to latest. Couldn't figure out how to get papyrus logs to show up after either enabling in the MCM or editing my Skyrim.ini and rerunning the game a couple times as per internet guides. But I'm able to transform again after I became mortal then became succubus again. CSF keybind and spell still not working but using the MCM isn't too terrible. Thanks for the help!
Hakuna_Matata Posted January 13, 2024 Posted January 13, 2024 (edited) Started a new game, MCM doesn't show up. I did a fresh Skyrim install and switched from NMM to Vortex. Still, the mod appears to be installed. I can see "Path of Vaermina" and "Path of Molag Bal" in the spell list using the console, so it's loaded into the game. I have ~50 other MCMs that do show up. Any idea what might be causing this? Is it on purpose? I upgraded to 5.0.3 when last I used 3.something. EDIT: I forgot to install NL_MCM_SSE. I'm a moron. Edited January 13, 2024 by Hakuna_Matata
Hakuna_Matata Posted January 13, 2024 Posted January 13, 2024 5.0.3 has a typo in the MCM dropdown. It says PATH OF SANQUINE (should be SANGUINE).
VahzahVulom Posted January 13, 2024 Posted January 13, 2024 (edited) can anyone tie this in with the ancient profession mods succubus system Edited January 13, 2024 by VahzahVulom
Hakuna_Matata Posted January 13, 2024 Posted January 13, 2024 The auto transform during scenes also triggers while transformed into a vampire lord. You should probably blacklist any race not equal to the race of the untransformed form.
Miauzi Posted January 14, 2024 Posted January 14, 2024 Vor 13 Minuten sagte Hakuna_Matata: Die automatische Verwandlung während Szenen wird auch ausgelöst, wenn man sich in einen Vampirfürsten verwandelt. Sie sollten wahrscheinlich jede Rasse, die nicht mit der Rasse der nicht transformierten Form übereinstimmt, auf die schwarze Liste setzen. Vampire lords are not a race - but a special variant of undead humans or "Mer" (elves) or members of animal races. Since there are mods for succubi - which gives a transformation from "normal" to "demon" form... this clashes with the transformation of a (high) vampire into its beast form... ultimately both use the same or .Similar feature of Skyrim engine. With a few tricks it was possible to create a vampire succubus that could transform into both the "demon" form of the succubus and the "beast" form of the Lampire Lord (or "Daughter of Coldharbour"). Ultimately, each player has to decide for themselves - what applies to them on the topic of "Vamoire and Succubi" and what doesn't - because the "lore" here is very imprecise. In "Morrowind" there was the "Feather Wing" - but no "Succubi"... the various Daedra such as those found on the "Islands of Madness" leave room for such beings... "Dark Seducers" (also called "Mazken")
phalancks Posted January 14, 2024 Author Posted January 14, 2024 1 hour ago, Hakuna_Matata said: The auto transform during scenes also triggers while transformed into a vampire lord. You should probably blacklist any race not equal to the race of the untransformed form. I'll add a check for it.
phalancks Posted January 16, 2024 Author Posted January 16, 2024 Quick update, my PC shit the bed on me on 1/14, and with a new skyrim updating looming it'll probably be a bit before I get my dev environment set back up and working.
PINGERton Agent Posted January 20, 2024 Posted January 20, 2024 well imma try adjusting MME to acknowledge Children of Lilith as PSQ so If my girl becomes succubus in CoL MME considers player as succubus, thus will produce succubus milk once player milks her breasts. Any advice on replacing original PSQ recognition script to CoL? not sure which factor within CoL esp and pex files that make player considered as succubus.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now