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Children of Lilith - Succubus of Skyrim


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Posted
1 hour ago, Skypo said:

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?

 

Like turning off the distribution or just their ability to drain?

Posted

I wanted to use Custom Skills Framework to use the perk tree as I usually prefer that to opening the MCM, but it seems like the files needed for the perk tree aren't included in the downloads?
Not knowing this I tried using the open perk tree power and it crashed the game (as there were no trees to open)

Posted
18 hours ago, Tenri said:

I wanted to use Custom Skills Framework to use the perk tree as I usually prefer that to opening the MCM, but it seems like the files needed for the perk tree aren't included in the downloads?
Not knowing this I tried using the open perk tree power and it crashed the game (as there were no trees to open)

Can't replicate. The CSF file is definitely in the archive and gets installed automatically at NetScriptFramework/Plugins/CustomSkill.CoL_Succubus.config.txt. I haven't switched it to the new format yet.

 

Make sure you have the latest CSF as it seems they fixed a CTD issue with legacy skills in 3.0.1

Posted

Hello. I've been trying out this mod instead of PSQ.

 

I have some questions:

Is there a way to disable the auto-adding of spells (Succubus Temptation, Succubus Excitement, etc.) whenever my Succubus level increases? I remove those spells from my list as I have no use for them, but they keep coming back, haha.

Also, would it be possible to implement a less laggy version of PSQ's Lure mechanic, perhaps by using SPID?

Posted
9 hours ago, J12 said:

Is there a way to disable the auto-adding of spells (Succubus Temptation, Succubus Excitement, etc.) whenever my Succubus level increases? I remove those spells from my list as I have no use for them, but they keep coming back, haha.

Easiest way for you to do it would probably be to open the plugin in xEdit, find the PlayerSuccubusQuest Quest, and empty the properties that contain them. They're all named like levelXXSpells. Watch the papyrus log for errors on level up, if just emptying them doesn't work then you might need to set them to contain a spell you already have.

 

9 hours ago, J12 said:

Also, would it be possible to implement a less laggy version of PSQ's Lure mechanic

I don't know what this mechanic is. I'd have to look into it.

Posted (edited)
14 hours ago, phalancks said:

Easiest way for you to do it would probably be to open the plugin in xEdit, find the PlayerSuccubusQuest Quest, and empty the properties that contain them. They're all named like levelXXSpells. Watch the papyrus log for errors on level up, if just emptying them doesn't work then you might need to set them to contain a spell you already have.


Hmmmm. Ideally I would make a patch that would let me toggle the spells in the MCM, but I have no idea how to do that. Time for me to learn, I guess. But for now, maybe I'll try commenting out "GrantLevelledSpells()" in CoL_Mechanic_LevelHandler_Script.pex.

 

14 hours ago, phalancks said:

I don't know what this mechanic is. I'd have to look into it.

 

Basically, from what I remember, PSQ's Lure mechanic can activate whenever the player masturbates. While it is active, all actors within a certain radius around the player will be seduced by the them. The actors will queue themselves up for a potential sex scene with the player after the player finishes the sex scene.

 

Here are the details (again, from what I remember):

Spoiler

1) When the player starts a solo sex scene, a message box will ask if the player would like to start "Lure".

 

2) If the player selects "Yes," the Lure effect will be active: applying the Calm effect to all actors within a certain radius around the player, and causing those actors to follow the player. The lured humanoid actors will occasionally do this fidgety animation where they touch themselves in anticipation.

 

3) Once the player finishes the solo sex scene, they will be given a list of the lured actors that they can select to start a sex scene with. For example, if the player selects two humanoid actors in the list and then exits the popup, a threesome will attempt to start.

 

4) Once the sex scene ends, the list of lured actors will show up again. However, the lured actors who have already had sex with the player since the start of the current Lure will be removed from the list.

 

5) Once all of the lured actors have participated in a sex scene with the player, or if the player exits the list of lured actors without selecting anyone, the Lure effect will end. The Calm effect will be removed from the relevant actors, and they will stop following the player.

 

 

Some ideas:

Spoiler

1) Maybe this can be implemented as a power that costs like 50 energy to use.

 

2) Instead of removing the Calm effect immediately upon ending the Lure, it might be a good idea to instead change the duration of the Calm effect to like 15 seconds or so, so the player has time act if they lured a bunch of enemies.

 

 

Edited by J12
Posted
15 minutes ago, J12 said:

Hmmmm. Ideally I would make a patch that would let me toggle the spells in the MCM, but I have no idea how to do that. Time for me to learn, I guess. But for now, maybe I'll try commenting out "GrantLevelledSpells()" in CoL_Mechanic_LevelHandler_Script.pex.

Yeah, removing that would do it. The NL_MCM documentation is fairly good as well. You can look at CoL_MCM_Advancements_Page.psc for how I'm doing the Toggle_grantCsfPower option.

 

16 minutes ago, J12 said:

PSQ's Lure mechanic

I don't want to commit to it, but I'll think about it. I'm not great with AI packages and getting NPCs to do things though so it may not work out. But I could see it fitting as either a "base succubus" spell or a "sanguine path" spell. I'

Posted

Hey Phalanks i was wondering if we can get a setting in the transformation menu similair to the save NIO overrides but for overlays. Specifally link to cum overlays cause as it stands cum overlays get removed on transform. Id also like a overlay compatibility patch for lewdmarks aroused which also has this same issue between transformations. I dont know if this is possible or not i just wanted to float the idea over to you. Love your mod by the way!

Posted
On 12/6/2024 at 10:27 PM, J12 said:

But for now, maybe I'll try commenting out "GrantLevelledSpells()" in CoL_Mechanic_LevelHandler_Script.pex.

 

I wasn't able to compile the script; I am missing .psc files from unknown mods, lol.

 

On 12/6/2024 at 7:47 AM, phalancks said:

Easiest way for you to do it would probably be to open the plugin in xEdit, find the PlayerSuccubusQuest Quest, and empty the properties that contain them. They're all named like levelXXSpells. Watch the papyrus log for errors on level up, if just emptying them doesn't work then you might need to set them to contain a spell you already have.

 

Via patch, I overrode the properties of: levelTwoSpells, levelFiveSpells, and levelTenSpells. Changed them to a spell that I already have. It didn't work. I still kept getting the three spells on level up (Succubus). I even reset the mod via Become Mortal to no success.

 

I ended up making a patch that changes the spell type of those spells to Addiction. Seems to work.

Posted
10 hours ago, RandomPopcorn said:

Is there a way for Better Vampires to recognize this mod's 'drain feeds vampires'? It doesn't right now and I'm wondering if I can fix it in sseedit?

Honestly, probably not through sseedit. The BV script probably needs to be updated if it's not working.

Posted
2 hours ago, phalancks said:

Honestly, probably not through sseedit. The BV script probably needs to be updated if it's not working.

I think I was just using an extremely old version but with an updated BV. I reinstalled with version 5.0 on nexus and it's fixed. NVM then! Great mod! This with BV, Ordinator and Fuck'em Up creates a speechcraft/seductress bard build that is so fun (and equally erotic)! 

  • 2 weeks later...
Posted

I'm really enjoying this mod, but I've run into a very strange problem. When I transform from the succubus form back to normal, all of the armor ratings go to zero on the items themselves. So for example, before transformation, i have armor in my inventory with a rating of 30. After transformation, that rating is 0.  I'm running Papyrus Tweaks NG, and the latest Power of 3, and P+. Any ideas what might be causing this?

Posted
On 1/4/2025 at 6:07 PM, Huttle said:

I'm really enjoying this mod, but I've run into a very strange problem. When I transform from the succubus form back to normal, all of the armor ratings go to zero on the items themselves. So for example, before transformation, i have armor in my inventory with a rating of 30. After transformation, that rating is 0.  I'm running Papyrus Tweaks NG, and the latest Power of 3, and P+. Any ideas what might be causing this?

What armor is it? My scripts move armor from your inventory into a hidden chest (or from the chest to your inventory then equips it). My initial guess is that whatever armor you're using doesn't like a script equipping it. Or you have something else that doesn't like scripts equipping armor.

Posted

5.0.9
Just a handful of bugfixes. I want to start getting updates out faster, so that's probably going to mean smaller updates. Or feature creep will keep happening and it'll be another 6 months. Time isn't real.

Next up is going to be bringing the CSF configs up to the 3.x standards in preparation for implementing some Molag Bal perks. Maybe some perks will make it in too. Who knows.

Anyway, go install Equip Enchantment Fix if you use custom enchanted gear.

Planned Perk Trees (Not implemented yet)
Path of Sanguine/Seduction
Path of Molag Bal/Domination
Path of Vaermina/Subterfuge

Check out my other mods too
Maintainable Spells Reborn - Maintain spells at the cost of reserved Magicka
Roaring Words - Adds quest markers to all word walls at once
I.M.P.S. - Dynamic Autosale Chests - Configure any chest to autosell your loot
NSFW: Children of Lilith - Succubus of Skyrim - Gameplay mod for playing as a Succubus

Posted

Just wanted to thank you for this nice mod. I might be (kinda) past my phase where I played a Succubus all the time, but it still retains a permanent place in my LO, for when the urge strikes again. ;)

Oh and, Happy New Year. ^^

Posted
On 1/6/2025 at 1:05 AM, phalancks said:

What armor is it? My scripts move armor from your inventory into a hidden chest (or from the chest to your inventory then equips it). My initial guess is that whatever armor you're using doesn't like a script equipping it. Or you have something else that doesn't like scripts equipping armor.

Thanks. That gives me a thread to pull on and see if I can solve it. The most recent armor I noticed it happening was Daughters of Dimetrescu (https://www.nexusmods.com/skyrimspecialedition/mods/49321). I'll take a look at the logs and see if I can find a cause.

Posted
1 hour ago, Lulu the Milky Succubus said:

Hey phalancksLoving the mod! With the most recent update, energy casting doesn't seem to actually deplete energy when casting spells.

Sounds like a known incompatibility.

Papyrus Tweaks NG: Using the bSpeedUpNativeCalls = true option, breaks Energy Casting. Adding Spell to the sScriptClassesToExclude list fixes this, but also means that any benefit gained from bSpeedUpNativeCalls will not apply to Spells.

Posted (edited)

Loving the mod so far!

 

Having an issue with bodypaint texture.  Got high poly head working, Saved mortal form, and saved succubus form.

Mortal From I am using Gothic Sorcerer Luna
Succubus Form I am using - Demon Priscilla

 

The Demon Priscilla adds a bluish bodypaint to the skin. When I use the transformation to the Succubus, looks normal.  When I use the transform power a second time, my mortal form has the bluish paint applied.


If I go into racemenu, load preset "COL_Mortal_Form" then my character looks normal again.

Any tips on how to resolve this? 

 

Transformed.png

col_mortal_form.png

Edited by Nootch
Posted

Best guess is you're missing an overlay that's present in your mortal form. A few steps you can try

  • After your purple, check your racemenu for overlays.
  • Resave  your mortal form while your not purple.
  • Follow the uninstall directions for which files you need to delete and recreate both forms
Posted

Thank you Phalancks.

 

Was an overlay for bodypaint called "spank_dat_ass".  I changed it to "default" and it resolved the issue!

 

Posted

Hey dear poster, i found Lilith may have some conflicts with SLAVETATS. Everytime I transformed between both forms, i got a black tattoo on my ass, named anal_body_sperm_heavy, whose file can be found in"mods\SlaveTatsSE-1.3.0\Textures\Actors\Character\slavetats\sperm_heavy“, even though I had no sex.

It takes up the 6th tattoo slot. Any other tattoos I set in 6th slot by SHOWRACEMENU will be replaced into that sperm texture. And I cant even change the color into white to make it at least reasonable.

That is, no matter what pattern and color i set in 6th tattoo slot, then save it as my mortal/demon form, it turn back into black sperm every time I transform.

 

Also, by somehow, my mortal form's head model disappeared, with only eyeballs and teeth. Demon form is normal. And older saves I load became headless too.

 

Lastly, my smp hair also fails. I use the newest verson of FSMP, and turn the settings about wigs in configs.xml false.

Posted (edited)
On 1/20/2025 at 2:41 PM, zh1023700559 said:

Lastly, my smp hair also fails. I use the newest verson of FSMP, and turn the settings about wigs in configs.xml false.

 

It does seem to mess with SMP hair. You can reset it with showracemenu, but the bugged hair returns on reload. I also have the latest SMP.

Edited by Nuka Cherry

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