phalancks Posted January 20, 2024 Author Posted January 20, 2024 (edited) 20 minutes ago, MOVED PINGER said: 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. I'm not really sure if MME does that detection or if PSQ does all the work. But in CoL I set a global variable CoL_isPlayerSuccubus that you can use to tell if the player is a succubus. I don't currently throw an event when the player becomes a succubus, but once I get my dev environment set back up it wouldn't be hard to add it. NPCs would be harder though. You'd have to pull in the CoL_NpcSuccubusQuest as a property (or with a Quest function I can't think of off the top of my head right now) and then grab the succubus list and do a find on it. You could also check if the npc has any of the CoL_Mechanic_SceneHandler_* spells, which might be easier. I could also potentially throw an event on a new NPC succubus being created. I would recommend setting it up as a separate add on mod to CoL instead of either modifying CoL or trying to do something weird with spoofing PSQ, but again I'm not 100% sure how MME actually works to integrate with it. Edited January 20, 2024 by phalancks
PINGERton Agent Posted January 20, 2024 Posted January 20, 2024 (edited) 6 minutes ago, phalancks said: I'm not really sure if MME does that detection or if PSQ does all the work. But in CoL I set a global variable CoL_isPlayerSuccubus that you can use to tell if the player is a succubus. I don't currently throw an event when the player becomes a succubus, but once I get my dev environment set back up it wouldn't be hard to add it. NPCs would be harder though. You'd have to pull in the CoL_NpcSuccubusQuest as a property (or with a Quest function I can't think of off the top of my head right now) and then grab the succubus list and do a find on it. You could also check if the npc has any of the CoL_Mechanic_SceneHandler_* spells, which might be easier. I could also potentially throw an event on a new NPC succubus being created. I would recommend setting it up as a separate add on mod to CoL instead of either modifying CoL or trying to do something weird with spoofing PSQ, but again I'm not 100% sure how MME actually works to integrate with it. Acknowledged. i am changing MME factors. Im tinkering MME scripts to integrate CoL as PSQ equivalent. I have tinkered with MME scripts a lot of times. seems this is the best bet I got as I scrounge CoL ESP and source files: CoL_IsPlayerSuccubus [GLOB:XX000D63] that is equivalent of PlayerIsSuccubus [GLOB:XX000DAF] in PSQ. If I change every 0xDAF connections (or snuck in CoL compatibilities), MME will acknowledge CoL as legitimate Succubus status. Got a lot of other MME scripts to tinker with so they don't collide, but I will do my best. I will dig deeper into MME to add CoL compatibility. Will post progress if enough inspection is achieved. Edited January 20, 2024 by MOVED PINGER 1
PINGERton Agent Posted January 20, 2024 Posted January 20, 2024 (edited) wasn't going great as I thought: turns out that just shoving a global variable into the StorageUtil variable was not a bright idea in the end... I gotta get a brief description of how the "new succubus" system works. How should I add tidbits into the existing function to calculate whether player/NPC is within "NEW SUCCUBUS" category? Frankly doubt me just gazing upon the source file without proper insight won't provide any valuable solution in the long run. Edit: just simple info through googling will be enuff, entire complete edit of script not necessary. I see your desktop environment is in jeopardy, thus i really shouldn't pressure someone in trouble for simple knowledge. scripting advice alone will be nice. Edited January 20, 2024 by MOVED PINGER
phalancks Posted January 20, 2024 Author Posted January 20, 2024 (edited) 10 hours ago, MOVED PINGER said: wasn't going great as I thought: turns out that just shoving a global variable into the StorageUtil variable was not a bright idea in the end... I gotta get a brief description of how the "new succubus" system works. How should I add tidbits into the existing function to calculate whether player/NPC is within "NEW SUCCUBUS" category? Frankly doubt me just gazing upon the source file without proper insight won't provide any valuable solution in the long run. Edit: just simple info through googling will be enuff, entire complete edit of script not necessary. I see your desktop environment is in jeopardy, thus i really shouldn't pressure someone in trouble for simple knowledge. scripting advice alone will be nice. There are two separate places that make new succubi. One for the PC and one for NPCs. This is the primary function that gets called for the PC and this is for NPCs. In my opinion, the best way to do it would be to throw an event from those functions and then have a separate script register for those events and do whatever is needed. I'd probably add a total of 4 events. CoL_PCSuccubusStart, CoL_NPCSuccubusStart, CoL_PCSuccubusEnd, and CoL_NPCSuccubusEnd. CoL_PCSuccubusEnd would need to be added here. The NPC events would have to include which NPC is being swapped by using ModEvent.pushForm. You can learn more about ModEvent here. The event code would look something like this: int event = ModEvent.Create("CoL_NPCSuccubusStart") if event ModEvent.pushForm(event, succubus) ModEvent.Send(event) else Log("Failed to send NPC succubus start event) endif I plan on adding this when I get my dev environment set back up, but if you don't want to wait then you can make the modifications and just use those event names. I probably won't change them. Edit: Actually, thinking about it you could probably use a single event, since I don't think MME will care if it's an NPC or the PC. If that's the case you could do a single event CoL_SuccubusCreated and CoL_SuccubusRemoved and just do the same pushForm to add which actor is a Succubus and deal with it as appropriate in the other script. Edited January 20, 2024 by phalancks
PINGERton Agent Posted January 21, 2024 Posted January 21, 2024 3 hours ago, phalancks said: Edit: Actually, thinking about it you could probably use a single event, since I don't think MME will care if it's an NPC or the PC. If that's the case you could do a single event CoL_SuccubusCreated and CoL_SuccubusRemoved and just do the same pushForm to add which actor is a Succubus and deal with it as appropriate in the other script. wait, should i inject that script into CoL's already existing scripts or I should create new psc file and make that psc to detect succubus status?
phalancks Posted January 21, 2024 Author Posted January 21, 2024 16 minutes ago, MOVED PINGER said: wait, should i inject that script into CoL's already existing scripts or I should create new psc file and make that psc to detect succubus status? The events should be created and thrown in the CoL scripts, but you should register for the events in a new psc. This way you won't need to change anything when CoL updates.
ISAFPanda Posted January 23, 2024 Posted January 23, 2024 Running with a problem with the latest version that my character isn't draining. All requirements are up to date and installed. Any help would be appreciated
Meladiator Posted January 23, 2024 Posted January 23, 2024 Does this mod have a problem with HDT hairs? I am using HDT KS Hairdos, and whenever I switch modes, the hdt 'part' of the hair disappears, and I'm just left with the top part. I have faster hdt (with 3ba) and body physics work. When I go into racemenu, the hair works just fine when switched from one hair and back to it, just not when this mod does so. No CTD, it just doesn't look correct.
phalancks Posted January 23, 2024 Author Posted January 23, 2024 11 hours ago, ISAFPanda said: Running with a problem with the latest version that my character isn't draining. All requirements are up to date and installed. Any help would be appreciated Check your papyrus logs. 10 hours ago, Meladiator said: Does this mod have a problem with HDT hairs? I am using HDT KS Hairdos, and whenever I switch modes, the hdt 'part' of the hair disappears, and I'm just left with the top part. I have faster hdt (with 3ba) and body physics work. When I go into racemenu, the hair works just fine when switched from one hair and back to it, just not when this mod does so. No CTD, it just doesn't look correct. Sort of. It used to work but seems like it doesn't now. Might be due to a racemenu change, I'm not sure. Probably not something I can fix, since all I do is call the racemenu function to load a preset. Racemenu also has something about a new programmer interface for presets in their changelog but I haven't been able to look at what that means yet.
Meladiator Posted January 25, 2024 Posted January 25, 2024 On 1/23/2024 at 8:31 AM, phalancks said: Check your papyrus logs. Sort of. It used to work but seems like it doesn't now. Might be due to a racemenu change, I'm not sure. Probably not something I can fix, since all I do is call the racemenu function to load a preset. Racemenu also has something about a new programmer interface for presets in their changelog but I haven't been able to look at what that means yet. Alright then. Its not that big of a deal, so don't worry too much about it. I would prefer to see how much this mod progresses into becoming an actual succubus of the different Daedra before I receive minor bug fixes anyways Thanks for clarifying 1
PINGERton Agent Posted January 25, 2024 Posted January 25, 2024 Turns out player when transforming to succubus mode does not change face tint to succubus form skin color. body color and head color is just not same after transformation. This happen especially during sexlab sex scenes. Perhaps non-english name for player character is the reason for face tint not morphing properly? Cuz my local environment is translated to fit my local language and i used mod to change name to suit my local name. Manual load works legit tho. gotta test around to find where exactly went wrong.
PINGERton Agent Posted January 25, 2024 Posted January 25, 2024 (edited) CONFIRMED: only face color keeps reverting to human form as I enter into Sexlab scenes. I thought it was me misusing either chargen loader or Sexlab not working properly, but it was sexlab forcibly reverting succubus face color to human form. I'm using Sexlab 1.63 with custom Utility Plus 10.23 edition with Hakkey tweaked SLSO. Or my non-English character name might be the problem. Anyhow I doubt CoL is currently a viable choice for me due to critical incompatibilities with my playstyle and local environment. Sorry to depart from the promising project with brilliant options. My desktop is just incompatible with such greatness. FIXED. Racemenu chargen file was primary issue. changed the broken name to fit my current non-english name and now things work smoothly. Now face is completely normal and stable. I advice author to distribute this tip to FaQ. CREATE NEW FACEGEN FILE and EDIT the NIF TEXTURE ROUTE to all fit your CURRENT CHARACTER NAME. this really should be disclaimer for any non-english character names. Edited January 25, 2024 by MOVED PINGER 2
phalancks Posted January 25, 2024 Author Posted January 25, 2024 3 hours ago, MOVED PINGER said: CONFIRMED: only face color keeps reverting to human form as I enter into Sexlab scenes. I thought it was me misusing either chargen loader or Sexlab not working properly, but it was sexlab forcibly reverting succubus face color to human form. I'm using Sexlab 1.63 with custom Utility Plus 10.23 edition with Hakkey tweaked SLSO. Or my non-English character name might be the problem. Anyhow I doubt CoL is currently a viable choice for me due to critical incompatibilities with my playstyle and local environment. Sorry to depart from the promising project with brilliant options. My desktop is just incompatible with such greatness. FIXED. Racemenu chargen file was primary issue. changed the broken name to fit my current non-english name and now things work smoothly. Now face is completely normal and stable. I advice author to distribute this tip to FaQ. CREATE NEW FACEGEN FILE and EDIT the NIF TEXTURE ROUTE to all fit your CURRENT CHARACTER NAME. this really should be disclaimer for any non-english character names. The issues with non-english character names is known and listed under compatibility issues. I will add your work around to it though, thanks for the testing.
ISAFPanda Posted January 26, 2024 Posted January 26, 2024 On 1/23/2024 at 11:31 AM, phalancks said: Check your papyrus logs. What exactly am I looking for? im checking the logs so far and see where the mod is running, but im not seeing conflicts or why the draining script is not working
phalancks Posted January 26, 2024 Author Posted January 26, 2024 1 hour ago, ISAFPanda said: What exactly am I looking for? im checking the logs so far and see where the mod is running, but im not seeing conflicts or why the draining script is not working Make sure you have Debug Logging enabled in the MCM and look for anything prepended with [CoL]. You're should be able to find where the scene starts, where the drain is supposed to happen, what the drain handler recieves, etc.
ISAFPanda Posted January 27, 2024 Posted January 27, 2024 (edited) 20 hours ago, phalancks said: Make sure you have Debug Logging enabled in the MCM and look for anything prepended with [CoL]. You're should be able to find where the scene starts, where the drain is supposed to happen, what the drain handler recieves, etc. Figured as much. Went ahead skimmed the logs finding CoL keyword, and the only log pertaining to drain was starting and ending maintenance, but that's about it. Edited January 27, 2024 by ISAFPanda
phalancks Posted January 27, 2024 Author Posted January 27, 2024 2 hours ago, ISAFPanda said: Figured as much. Went ahead skimmed the logs finding CoL keyword, and the only log pertaining to drain was starting and ending maintenance, but that's about it. Is the scene start detected? Does the victim actually orgasm? Does the drain event get sent/received? There's a lot of trace logging that should help narrow down to where the drain should've happened but didn't. Also, if you upgraded to 5.x, did you create a new game?
ISAFPanda Posted January 27, 2024 Posted January 27, 2024 17 minutes ago, phalancks said: Is the scene start detected? Does the victim actually orgasm? Does the drain event get sent/received? There's a lot of trace logging that should help narrow down to where the drain should've happened but didn't. Also, if you upgraded to 5.x, did you create a new game? Yep, Yep, No, and Yep Though the scene start was detected by SL but not by CoL, would that matter? and the script does say the orgasm happened. Also feel like I should point out that all the scripts for all other CoL events happen, tranform, widget, etc, except the drain. made a completely new character 5 times trying to get this to work >_>;;;
phalancks Posted January 27, 2024 Author Posted January 27, 2024 13 hours ago, ISAFPanda said: Yep, Yep, No, and Yep Though the scene start was detected by SL but not by CoL, would that matter? and the script does say the orgasm happened. Also feel like I should point out that all the scripts for all other CoL events happen, tranform, widget, etc, except the drain. made a completely new character 5 times trying to get this to work >_>;;; Can you send me the papyrus log? CoL should have it's own scene start event, if that's not triggering then it's probably why the drain isn't happening. Do you have anything that overwrites SL scripts?
Empt1e Posted February 11, 2024 Posted February 11, 2024 (edited) I downloaded the mod, installed it, customized the appearance of the mortal form and the succubus form, noticed that the color of the head became bright pink compared to the rest of the body color, noticed the incompatibility with names in another language, tried to find files containing the name of the character, deleted them in the hope that the damaged files would be created anew, launched the game, crashed, returned these files, translated into English and renamed the character, crashed, deleted the mod, launched an earlier save, crashed. It turned out that it was the color of the eyes that was intended for the form of a succubus. When you select this eye color, the game crashes. It’s also interesting that you can select this eye color in the racemenu, but after you apply the changes and enter the character’s name, the game crashes. Also, if you put on a helmet (ebony in my case) due to which the eyes are not visible, the crash does not occur, but if you remove it from a third person, then the crash occurs. I don’t even know how to solve this problem. Can you help? Well, it seems I reinstalled the mod correctly, after renaming the character to English. Now everything works properly, even the problematic eye color has been fixed and no longer causes crashes. Edited February 11, 2024 by Empty3301 Solved
Empt1e Posted February 11, 2024 Posted February 11, 2024 The mod is wonderful, but I don’t understand exactly how to unlock the perks of Sanguine’s path or others.
phalancks Posted February 12, 2024 Author Posted February 12, 2024 9 hours ago, Empty3301 said: The mod is wonderful, but I don’t understand exactly how to unlock the perks of Sanguine’s path or others. They haven't been implemented yet. The perks in the MCM are the only ones available.
Empt1e Posted February 12, 2024 Posted February 12, 2024 1 hour ago, phalancks said: They haven't been implemented yet. The perks in the MCM are the only ones available. Sad
mcnv Posted February 26, 2024 Posted February 26, 2024 is there a way to remove the succubus strength and weakness to magic? The modded enemies I'm fighting are using a stunning amount of lightning magic.
Miauzi Posted February 26, 2024 Posted February 26, 2024 Vor 3 Stunden sagte mcnv: Gibt es eine Möglichkeit, die Stärke und Schwäche des Succubus gegenüber Magie zu beseitigen? Die modifizierten Feinde, gegen die ich kämpfe, nutzen eine atemberaubende Menge an Blitzmagie. Players who ask questions like this have usually forgotten the word "enchantment". With this skill you adjust your clothing at the enchantment table so that you have 100% resistance to "lightning" magic with either 2 items of clothing (e.g. ring and necklace). or you forget about the magician resistance itself - but in addition to the clothing/armor improved through "enchantment", you can also invest skill points in "change" (gives an additional 30%) and complete the task in the Mara temple (brings 15% additionally) So it's no problem to make your character completely immune to magical attacks - you just have to actually use the options available in the "vanilla" game axo - a Breton as a game character brings magic resistance again - that's his racial advantage ... I'm currently using it myself for my current game and the associated (narrated) blog story here in the forum
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