Joezone173 Posted October 8, 2024 Posted October 8, 2024 (edited) Could you add 2 more modifiable stats/features? 1: The ability to increase energy gain per rank on"energy storage" stat. 2: The ability to increase magic potency, like 10% more destruction damage, 10% longer conjuration spells, etc. For the transformation. Edited October 8, 2024 by Joezone173
Selky Posted October 9, 2024 Posted October 9, 2024 hey, is there a way to have simply horns, wings, tails, , for succubus, that come when you transform? and being able to enchant theses items ^^ Because i'm struggling to founds theses things, kind of sad the easy transform cant work here..
Miauzi Posted October 9, 2024 Posted October 9, 2024 Vor 43 Minuten sagte Selky: Hey, gibt es eine Möglichkeit, für Sukkubus einfach Hörner, Flügel, Schwänze usw. zu haben, die entstehen, wenn man sich verwandelt? und diese Gegenstände verzaubern zu können ^^ Da ich Schwierigkeiten habe, diese Dinge zu gründen, ist es irgendwie traurig, dass die einfache Transformation hier nicht funktionieren kann.  CoL allows the player to design the "demonic" form of a succubus completely independently of the "mortal" form.  So you can also use two different "presents" (templates)  This post is a good 2 years old.  As you can see -> the demonic form of the succubus has horns These are selected directly in the race menu - but a small mod is required for this  For the wings... if these are not just meant to be decorative - well, there are two mods on Nexus that allow the player to fly and of course equip them with wings A succubus needs a tail? ... there are several good armor or clothing mods that have the "succubus" theme - then you have your tail.  And now CoL comes into play... which makes it possible to change the succubus's clothing during the transformation.  Yes - you have to put a little work into all of this - but you can design your succubus very individually according to your own ideas.  If this work is too much for you... then CoL might not be the right mod for you... but there have been other mods for a while that have an "all-in-one" package - but they are not as flexible  https://www.nexusmods.com/skyrimspecialedition/mods/100404    Â
Selky Posted October 9, 2024 Posted October 9, 2024 11 hours ago, Miauzi said:  CoL allows the player to design the "demonic" form of a succubus completely independently of the "mortal" form.  So you can also use two different "presents" (templates)  This post is a good 2 years old.  As you can see -> the demonic form of the succubus has horns These are selected directly in the race menu - but a small mod is required for this  For the wings... if these are not just meant to be decorative - well, there are two mods on Nexus that allow the player to fly and of course equip them with wings A succubus needs a tail? ... there are several good armor or clothing mods that have the "succubus" theme - then you have your tail.  And now CoL comes into play... which makes it possible to change the succubus's clothing during the transformation.  Yes - you have to put a little work into all of this - but you can design your succubus very individually according to your own ideas.  If this work is too much for you... then CoL might not be the right mod for you... but there have been other mods for a while that have an "all-in-one" package - but they are not as flexible  https://www.nexusmods.com/skyrimspecialedition/mods/100404     Lol, what are you doing bro...? Beside telling me that mod is not for me. Maybe i should try to be more clear: That would be a nice "plus" if you could use an integrate template for a quick transform, directly from the mod. Without stopping the possibilities to create your own succubus form. Why i ask that? Cause the author of the mod, made an add'on to an easy transform into succubus for PSQ. So i wonder why not in his own mod too? ^^ Ok? And no i dont want to have custom race, because, in case of bug or error.. even if there's patch and all, it's never perfect. I prefer stick to the base race. But i have founds some things integrated to the racemenu. The tail, (yes succubus have tail, lol bro...), the horn, and i'm still looking for the wings. I dont want to tranform my equipement, so there's no swap, that's why i need to be integrate to the racemenu plugin. But it seems hardiest for the wings. Maybe i need to have it from an item. But i think the swap gear system wont fit for just some wings, i'll need to add a complete armor and i dont want to change the whole stuff. Would be easier if during transform you can add item as horns, wings, tail (or other, customisable) to your character in special slot (i mean horn should not replace helmet for example), but again it's refer to some easier transform. I'm not lazy i'm spending time too search how to transfom, but if i could, i would enjoy just a simple set of gear/racemenu things for the tail, horns, wings. It's just a suggestion. And a little quality of life. It's not a must have. And no i wont skip the mod bro, it looks great. Thank you.
Miauzi Posted October 9, 2024 Posted October 9, 2024 Vor 8 Minuten sagte Selky: Es wäre einfacher, wenn Sie während der Transformation Gegenstände wie Hörner, Flügel, Schwanz (oder andere anpassbare Gegenstände) zu Ihrem Charakter in einem speziellen Slot hinzufügen könnten (ich meine, ein Horn sollte zum Beispiel keinen Helm ersetzen), aber auch hier handelt es sich um eine einfachere Transformation.   My horns use the slot originally intended for the male beard - this is free for a female character ... hence the note for an additional mod. That is why they are equipped in the race menu. The desired container for the equipped equipment already exists - the function for this is in the MCM To stay with my example shown with pictures: The demon form wears heavy armor ("latex witch" - mod here on LL) ... if I transform the character into its human form - this armor is "pushed" into the container and the equipment for the "mortal" form is put on ... and vice versa.  So - once set - I no longer have to put or take off anything in my inventory.  PSQ uses armor specified by the mod author for the "demonic" form - which is also taken from a "container" during the transformation and put back there during the re-transfer.  Many users of the PSQ mod have always been bothered by the fact that it was quite time-consuming (for them and their abilities) to exchange this armor for a "model" that they liked better... I'm referring here to the posts in the LL thread about this mod.  So you can put together your dream outfit from the many succubus mods that are available on Nexus - transform the character from "mortal" to "demonic" - now put on this equipment and activate the corresponding option in the MCM... this way CoL remembers that it is putting this equipment in the "container". The same thing happens, of course, with the equipment of the "mortal" form.  And that's exactly why I use this mod - because it is more flexible than any other mod for the succubus transformation. 1
phalancks Posted October 9, 2024 Author Posted October 9, 2024 14 hours ago, Selky said: hey, is there a way to have simply horns, wings, tails, , for succubus, that come when you transform? and being able to enchant theses items ^^ Because i'm struggling to founds theses things, kind of sad the easy transform cant work here.. Your best bet is to find the equippable horns, wings and tails you like, then put them in the succubus equipment box. Enchantments sometimes work, sometimes don't due to an engine bug. Then just save both forms as the same preset. If you save both forms as the same preset, it effectively functions the same as Easy Transform. 2
Tyvark Posted October 14, 2024 Posted October 14, 2024 This mod looks great and I'm really looking forward to using it. I'm having a problem though, I have all of the required mods and fixed my load order, and when I have the main file installed and deployed the game will crash without fail right at the Bethesda logo. If I turn off the main file and load up the game it will run as normal. I don't know what I might be doing wrong and I've looked over this forum for help but haven't found anything for my issue. Wondering if there's something else I can try. Thank you in advance! Fantastic work.
NoNickNeeded Posted October 19, 2024 Posted October 19, 2024 (edited) First off thank you for making the mod, it is very enjoyable and I really like playing it.  But, I do have two issues, one which is probably a bug, and one that I'm not sure if it's unintended. Let's go with that one first: I can only toggle drain on and off and toggle deadly drain, in the first phase of a sex animation. Outside of animations, or later in the animation, the buttons don't do anything. Is that intended behaviour? If yes, why? If not, does anyone have an idea how I can fix that?  The second is a rather weird one. When I turn my character into a succubus, at random times the eyes get a partially translucent, white overlay (you can still see the original colour and pupil shape, but very pale, like seen through a thin layer of milk or something) and any physics-using parts of my hair disappear, with only the static parts remaining, but only in the mortal form. To get the hair and eyes to be normal again, I have to go into showracemenu and switch my eyes and hair away and back to the ones I'm using. If I transform into succubus form and back, the hair is completely back again, but won't move (until I reset it via showracemenu) and the eyes remain white-ish. If my character is not a Succubus, this issue does not happen, so I'm quite sure it's from this mod. It's also inconsistent. If often happens when taking off or putting on clothes, be it manually or as part of a scene, but not always. And then it also happens sometimes at random, without any apparent trigger, just while running around or standing still.  Spoiler Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccBGSSSE001-Fish.esm ccQDRSSE001-SurvivalMode.esl ccBGSSSE037-Curios.esl ccBGSSSE025-AdvDSGS.esm _ResourcePack.esl unofficial skyrim special edition patch.esp TheNewGentleman.esp Schlongs of Skyrim - Core.esm SexLab.esm SexLabAroused.esm CreatureFramework.esm Heels Sound.esm Devious Devices - Assets.esm LegacyoftheDragonborn.esm RealisticWaterTwo - Resources.esm KhajiitWillFollow.esp Devious Devices - Integration.esm Devious Devices - Expansion.esm Devious Devices - Contraptions.esm EFFCore.esm High Poly Head.esm ApachiiHair.esm ApachiiHairMales.esm ApachiiHairFemales.esm Kai's Lipstick.esl iWant Widgets.esl Fertility Mode.esm SkyUI_SE.esp Particle Patch for ENB.esp SMIM-SE-Merged-All.esp Audio Overhaul Skyrim.esp Immersive Sounds - Compendium.esp AOS_ISC_Integration.esp LegacyoftheDragonborn0.esp RaceMenu.esp RaceMenuPlugin.esp UIExtensions.esp naked_comments_begone.esp NotificationLog.esp dD - 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Modders Scripting Utility Functions +Address Library for SKSE Plugins +Unofficial Skyrim Special Edition Patch - USSEP *Creation Club: _ResourcePack *Creation Club: ccBGSSSE001-Fish *Creation Club: ccBGSSSE025-AdvDSGS *Creation Club: ccBGSSSE037-Curios *Creation Club: ccQDRSSE001-SurvivalMode *DLC: Dawnguard *DLC: Dragonborn *DLC: HearthFires   Edited October 19, 2024 by NoNickNeeded
mopsyd Posted October 20, 2024 Posted October 20, 2024 (edited) I think I inadvertently found a bug in a sort of roundabout way, this is a bug report, not a support request. Description: Hotkey to open the succubus level up menu still fires when menus or console are open. Easiest to visualize when using the mod in conjunction with a realtime mod that keeps time going in the background while menus are open, such as Skyrim Souls RE - Updated, although this is not required to reproduce the bug, just makes it easier to isolate and identify. Problem: This can inadvertently lead to unwanted costly consequences, such as accidentally assigning perk points without knowing you are because the menu doesn't respect that the bound hotkey is needed for typing (I have mine bound to PgUp, which I also routinely use in the console and led to the discovery of this bug), as well as minor annoyances like covering up the screen when you are trying to debug a specific actor or object in game via console commands and need to be able to freely click on things to get their ref id. Steps to reproduce: - Install this mod and it's dependencies. - Optionally install the above mentioned realtime menu mod or any equivalent, which will allow the menu to open immediately instead of when you close the console due to the default frozen timescale (again, not needed to reproduce, but helpful to see it effectively). - Bind the hotkey to any key that you would use frequently in menus or console. - Open the console, press the hotkey. Succubus menu opens. - Close the console and open the esc menu. Press the hotkey. Succubus menu opening triggers, actually opens when exiting the esc menu. --------- I also took the liberty of researching the papyrus logic needed to fix this. I believe this post on reddit has the correct code snippet to fix this behavior, also displayed below in spoilers for convenience. May require some minor tweaks depending on existing mod logic, but should pretty much do the trick if inclined to patch this:  Spoiler Event OnKeyDown(Int keyCode) If Utility.IsInMenuMode() || UI.IsTextInputEnabled() Return EndIf ; Otherwise handle keydown EndEvent  This is not the only mod that has this problem, it's pretty common, but the fix is also pretty straightforward. For instance, The Dragonborn's Bestiary also has the exact same issue with its keybinds as well. Edited October 20, 2024 by mopsyd 1
phalancks Posted October 21, 2024 Author Posted October 21, 2024 On 10/14/2024 at 3:45 AM, Tyvark said: This mod looks great and I'm really looking forward to using it. I'm having a problem though, I have all of the required mods and fixed my load order, and when I have the main file installed and deployed the game will crash without fail right at the Bethesda logo. If I turn off the main file and load up the game it will run as normal. I don't know what I might be doing wrong and I've looked over this forum for help but haven't found anything for my issue. Wondering if there's something else I can try. Thank you in advance! Fantastic work. I've gotten an influx of crash reports like this the past month. I don't know what could've changed to cause this. Please upload a crash log and papyrus log of it happening. One said it was the Ordinator patch on 640 so please also include your game version and whether you are using the ordinator patch. Â On 10/19/2024 at 7:18 AM, NoNickNeeded said: I can only toggle drain on and off and toggle deadly drain, in the first phase of a sex animation. Outside of animations, or later in the animation, the buttons don't do anything. Is that intended behaviour? If yes, why? If not, does anyone have an idea how I can fix that? You cannot change drain types via hotkeys outside of animations, so that part of intended. Inside of animations, you should be able to change drain types until an orgasm happens. This is because you gain the energy when the drain happens, but the NPC doesn't get a drain effect until the animation ends. So you could get the energy as though it were a deadly drain, and then switch to a normal drain and not kill the target. This could also cause other issues under certain edge cases. So I disabled the ability to switch drain type after the first orgasm. Â On 10/19/2024 at 7:18 AM, NoNickNeeded said: The second is a rather weird one. When I turn my character into a succubus, at random times the eyes get a partially translucent, white overlay (you can still see the original colour and pupil shape, but very pale, like seen through a thin layer of milk or something) and any physics-using parts of my hair disappear, with only the static parts remaining, but only in the mortal form. To get the hair and eyes to be normal again, I have to go into showracemenu and switch my eyes and hair away and back to the ones I'm using. If I transform into succubus form and back, the hair is completely back again, but won't move (until I reset it via showracemenu) and the eyes remain white-ish. If my character is not a Succubus, this issue does not happen, so I'm quite sure it's from this mod. It's also inconsistent. If often happens when taking off or putting on clothes, be it manually or as part of a scene, but not always. And then it also happens sometimes at random, without any apparent trigger, just while running around or standing still. I'm not sure what's with the eyes, but the hair physics is partially due to how the RaceMenu resets get saved. You can try deleting data/meshes/actors/character/facegendata/facegeom/skyrim.esm/00000007.nif. Otherwise you'll probably have to either change the hair you are using or use a wig version. Â 11 hours ago, mopsyd said: I think I inadvertently found a bug in a sort of roundabout way, this is a bug report, not a support request. Thank you for the detailed bug report and even including the fix. I will look at adding this fix in the next update. 1
NoNickNeeded Posted October 21, 2024 Posted October 21, 2024 (edited) After removing the file you suggested, I just played for about half an hour, with doing all the stuff that often trigger the hair/eye bug and it did not happen, so it does seem to work (though with how inconsistent it was before, I'm not certain just yet). However, after I quit the game, my MO complained that a new file popped up in overwrite and it's the same file I removed before playing. Do I need to delete this file every time I start the game, or was it just my old one being faulty? Â Edit: Some experiments later and it looks like the bug happens, when I start the game with an existing 07.nif, and doesn't turn up, when I start without one... is there any way to block the file from being created, or auto-delete it before a game launch? Edited October 21, 2024 by NoNickNeeded
TwinkleWisp Posted October 22, 2024 Posted October 22, 2024 With Sexlab P+ providing built-in support for recognizing futa characters, would it be possible to see a return of some schlong related mechanics that were available in PSQ SSE? For example, the ability to grow a schlong for yourself or on an NPC. Optional buffs for using a schlong with your PC. Maybe even a passive you could receive in the custom skill tree. Just some suggestions I would love to happen if at all possible.  Whether you want to do any of this or not, thank you for supporting my degenerate fetish.
phalancks Posted October 22, 2024 Author Posted October 22, 2024 On 10/21/2024 at 1:50 AM, NoNickNeeded said: After removing the file you suggested, I just played for about half an hour, with doing all the stuff that often trigger the hair/eye bug and it did not happen, so it does seem to work (though with how inconsistent it was before, I'm not certain just yet). However, after I quit the game, my MO complained that a new file popped up in overwrite and it's the same file I removed before playing. Do I need to delete this file every time I start the game, or was it just my old one being faulty?  Edit: Some experiments later and it looks like the bug happens, when I start the game with an existing 07.nif, and doesn't turn up, when I start without one... is there any way to block the file from being created, or auto-delete it before a game launch? Since you're using MO2 you could potentially hide the file, which I think might work. I was under the impression that file would only be created when you saved your forms though. I think overall this is something that either RaceMenu or the game engine isn't handling correctly. Basically your headparts aren't getting saved to/loaded from that nif file correctly. It should be safe to hide that file though. I think.  16 hours ago, FrenchCream said: With Sexlab P+ providing built-in support for recognizing futa characters, would it be possible to see a return of some schlong related mechanics that were available in PSQ SSE? For example, the ability to grow a schlong for yourself or on an NPC. Optional buffs for using a schlong with your PC. Maybe even a passive you could receive in the custom skill tree. Just some suggestions I would love to happen if at all possible.  Whether you want to do any of this or not, thank you for supporting my degenerate fetish. I'm not opposed to adding the option to add a schlong in one form or the other, or even both. I'm not sure if adding a passive tree/buffs with it makes complete sense though. It feels like it might be straying away from the core succubus idea and I'm not sure if it make sense to add it to this mod or not. Trying to avoid feature creep as much as I can. I'll think about it. It may end up being an optional add-on. Timeline on it would be far in the future though, after I do everything else in my list of features to add.
Miauzi Posted October 22, 2024 Posted October 22, 2024 Vor 2 Stunden sagte Phalancks: Da Sie MO2 verwenden, könnten Sie die Datei möglicherweise verstecken, was meiner Meinung nach funktionieren könnte. Ich hatte jedoch den Eindruck, dass die Datei nur erstellt wird, wenn Sie Ihre Formulare speichern. Ich denke, insgesamt ist dies etwas, das entweder von RaceMenu oder der Spiel-Engine nicht richtig gehandhabt wird. Grundsätzlich werden Ihre Headparts nicht korrekt in dieser NIF-Datei gespeichert bzw. aus dieser geladen. Es sollte jedoch sicher sein, diese Datei zu verbergen. Ich finde.  Ich bin nicht dagegen, die Option hinzuzufügen, einen Schlong in der einen oder anderen Form oder sogar in beiden Formen hinzuzufügen. Ich bin mir jedoch nicht sicher, ob das Hinzufügen eines passiven Baums/Buffs wirklich Sinn macht. Es fühlt sich an, als ob es von der Kernidee des Succubus abweicht und ich bin mir nicht sicher, ob es sinnvoll ist, es zu diesem Mod hinzuzufügen oder nicht. Ich versuche, Feature Creep so weit wie möglich zu vermeiden. Ich werde darüber nachdenken. Möglicherweise handelt es sich am Ende um ein optionales Add-on. Der Zeitplan dafür würde jedoch weit in der Zukunft liegen, nachdem ich alles andere in meiner Liste der hinzuzufügenden Funktionen erledigt habe.  As far as the connection between CoL and a Futa character is concerned - there is already a "bridge" -> SOS ("Schlong of Skyrim")  I refer above to a post I posted here a long time ago - in which I show pictures of a character designed at the time... in the "demonic" form he is also a "Futa".  The specific shapes (adjustments) of the penis are not made in SOS - but in the race menu. And CoL saves this data in the template for the "demonic form".  Ultimately (in my opinion) what the user is looking for is already there.
DrunkPancake Posted November 10, 2024 Posted November 10, 2024 Any update on integrating mods like iNeed?
phalancks Posted November 10, 2024 Author Posted November 10, 2024 1 hour ago, DrunkPancake said: Any update on integrating mods like iNeed? It's on the list, but there's other things I want to do first. 1
Nickolkiin Posted November 11, 2024 Posted November 11, 2024 what does succubus quest mod have that this mod doesn't?
DrunkPancake Posted November 12, 2024 Posted November 12, 2024 (edited) Another question, I'm getting an issue where the mod (or at least I think its this mod) keeps refreshing/reloading the template every time:  - I load the save  - I fast travel  - One hour has gone by (timescale=10)  This causes quite a bit of lag and makes the game unplayable. I only get this when I enable/become the succubus. Without it doesn't seem to happen (although it is a pain in the butt to test). Does anyone experience this to and if so know a solution?  Edit: False alarm, it isn't this mod, still searching for what mod is doing this. Edited November 15, 2024 by DrunkPancake
DamienVryce Posted November 16, 2024 Posted November 16, 2024 Any chance of allowing the spending of succubus perk points to gain normal perk points? It'd be great for games with the jumbo sized perk tree mods, an alternate gameplay loop to the usual dragon hunting, bandit camp clearing, buying perk potions, and suchlike.
phalancks Posted November 17, 2024 Author Posted November 17, 2024 On 11/15/2024 at 11:04 PM, DamienVryce said: Any chance of allowing the spending of succubus perk points to gain normal perk points? It'd be great for games with the jumbo sized perk tree mods, an alternate gameplay loop to the usual dragon hunting, bandit camp clearing, buying perk potions, and suchlike. I'll add it to the list. 1
darkangel2041 Posted November 17, 2024 Posted November 17, 2024 Hello, First thanks for your mod and your work, I realy like this mod 🙂 1) However I still have a problem with HDT hair when transforming (the physics breaks and the face may also be impacted). I read a thread on nexus about that and it seems there is no solution because it seems related to a bug with Racemenu loading preset. I wonder if there is a solution now with that ? Maybe a workaround ? And what is the risk if I play with "disableSMPHairWhenWigEquipped" to true ?  2) And one day, if you have time and motivation, I would love if you can add "physical drain", like percentage of the weight, boobs morph, and so.  Have a nice day 🙂
phalancks Posted November 17, 2024 Author Posted November 17, 2024 16 hours ago, darkangel2041 said: Hello, First thanks for your mod and your work, I realy like this mod 🙂 1) However I still have a problem with HDT hair when transforming (the physics breaks and the face may also be impacted). I read a thread on nexus about that and it seems there is no solution because it seems related to a bug with Racemenu loading preset. I wonder if there is a solution now with that ? Maybe a workaround ? And what is the risk if I play with "disableSMPHairWhenWigEquipped" to true ?  2) And one day, if you have time and motivation, I would love if you can add "physical drain", like percentage of the weight, boobs morph, and so.  Have a nice day 🙂 1. As far as I'm aware there's no solution to it. Setting disableSMPHairWhenWigEquipped to false is recommended if you are having issues because RaceMenu may be detecting your character wearing a wig when they're not. Leaving it set to true may be causing the hair physics to break. Otherwise there's no risk. The risk with setting it to false is that if you do wear a wig then physics is still calculated for the hair leading to reduced performance. How much it matters depends on your rig. If you're having issues with the face as well, then make sure bExternalHeads is set to 1.  2. Maybe some day.
darkangel2041 Posted November 19, 2024 Posted November 19, 2024 On 11/18/2024 at 12:22 AM, phalancks said: 1. As far as I'm aware there's no solution to it. Setting disableSMPHairWhenWigEquipped to false is recommended if you are having issues because RaceMenu may be detecting your character wearing a wig when they're not. Leaving it set to true may be causing the hair physics to break. Otherwise there's no risk. The risk with setting it to false is that if you do wear a wig then physics is still calculated for the hair leading to reduced performance. How much it matters depends on your rig. If you're having issues with the face as well, then make sure bExternalHeads is set to 1. Thanks for your answer. So, I will stick with bExternalHeads to 1 and hope the best for my ring 🙂 At least, I know that nothing will break somedays.
Skypo Posted November 28, 2024 Posted November 28, 2024 Great mod! combined with simple defeat I barely need weapons anymore. 😄 One tiny suggestion: A hotkey for turning on/off npc-succubi would be great! Would this be possible? Â
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