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Children of Lilith - Succubus of Skyrim


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Posted (edited)

I don't know if this will help at all but I have been messing around with a save to try to pinpoint the issue preventing hair color change and have noticed a few things. For clarity the color saved by CoL is Turquoise and the color I dyed it to via Yps is Red.

 

Yps has an option to view potential hairstyles and colors using the Hairstyle catalogue item. This is a temporary view and reverts to Yps' saved style and color after a few seconds. When using the catalogue I can change the style, but if I try to pick a new color nothing happens (yps continues to function like it should if I did get the color but my hair still stays Turquoise).

 

If I use the Become Mortal function in CoL MCM my hair still stays Turquoise and the Hairstyle Catalogue still cannot change my hair color. If I then save having used the become mortal function, restart the game and load that save the hair color works normally and I have red hair. You have to restart skyrim for it to work, just loading the save without restarting still keeps the Turquoise color.

 

I am not particularly well versed in papyrus but it feels like what is happening is (just?) the hair color information is being saved in a temporary memory state and is overriding other information regarding hair color.

Edited by Særtr
Posted
1 hour ago, Særtr said:

I don't know if this will help at all but I have been messing around with a save to try to pinpoint the issue preventing hair color change and have noticed a few things. For clarity the color saved by CoL is Turquoise and the color I dyed it to via Yps is Red.

 

Yps has an option to view potential hairstyles and colors using the Hairstyle catalogue item. This is a temporary view and reverts to Yps' saved style and color after a few seconds. When using the catalogue I can change the style, but if I try to pick a new color nothing happens (yps continues to function like it should if I did get the color but my hair still stays Turquoise).

 

If I use the Become Mortal function in CoL MCM my hair still stays Turquoise and the Hairstyle Catalogue still cannot change my hair color. If I then save having used the become mortal function, restart the game and load that save the hair color works normally and I have red hair. You have to restart skyrim for it to work, just loading the save without restarting still keeps the Turquoise color.

 

I am not particularly well versed in papyrus but it feels like what is happening is (just?) the hair color information is being saved in a temporary memory state and is overriding other information regarding hair color.

My guess is that it's because I'm changing the player character's actorbase. That's probably something that doesn't get unloaded when loading a save. Otherwise I don't know how CoL could be preventing the hair from changing color. Can you check the papyrus log for errors from yps when changing hair color?

 

You can also try it with the attached scripts. Rename them to CoL_PlayerSuccubusQuestScript.pex and place it in Data/Scripts. I had to archive it because .pex isn't an allowed filetype. It isn't a properly formatted mod archive so just installing with MO2 probably won't work. Make sure they are overwriting the ones from your installed CoL. You shouldn't need a new save, but it's possible you will.

 

The without_yps version just disables CoL's hair color change. YPS does also seem to have a DoHairCheck function which I might do what we want. The with_yps version should call that function. I haven't tested either of them very thoroughly though.

 

I think the best result to expect is that the one that doesn't call yps will have the preset hair in both forms, and the one with yps will have the yps hair in both forms.

Scripts.7z

Posted (edited)

I tried out both scripts and neither seem to fix the issue. I noticed the DoHairCheck with the yps one, when transforming hairstyle would change to yps, then back to CoL and then finally back to yps, where as normally it wouldn't do that first hair change to yps (just CoL>yps), but color never changed in either. I tried both a new game and saved game.

 

I did discover that updating my form (succubus or mortal) would update what CoL has saved for both hairstyle AND color. So despite my hair color being Turquoise in the saved forms and that is what is showing, if I update forms the hair color would update to red, which is what it is dyed to. 

 

It is by no means a perfect fix, as I still cannot use the hairstyle catalogue to view new hair colors, but as long as I update the forms whenever I change my hair color it will work. I tried this without your new scripts and it worked too.

Edited by Særtr
Posted
1 hour ago, Særtr said:

I tried out both scripts and neither seem to fix the issue. I noticed the DoHairCheck with the yps one, when transforming hairstyle would change to yps, then back to CoL and then finally back to yps, where as normally it wouldn't do that first hair change to yps (just CoL>yps), but color never changed in either. I tried both a new game and saved game.

 

I did discover that updating my form (succubus or mortal) would update what CoL has saved for both hairstyle AND color. So despite my hair color being Turquoise in the saved forms and that is what is showing, if I update forms the hair color would update to red, which is what it is dyed to. 

 

It is by no means a perfect fix, as I still cannot use the hairstyle catalogue to view new hair colors, but as long as I update the forms whenever I change my hair color it will work. I tried this without your new scripts and it worked too.

Okay, I'll have to install it and do more testing myself then. I think the Po3 extender solution is probably going to be the best way forward with it at this point. Hopefully that'll work but the fact that the hair catalogue can't update the hair color with the first script is concerning. Nothing in CoL should prevent other mods from being able to change the player's appearance.

Posted

I don't think its specifically a CoL issue, but rather how skyrim (or papyrusutil) is handling the hair color. It looks like the hair color is being updated on the player (hence why update form works, despite having the wrong color displayed when i do so), but it is not visually updating. Also I forgot to mention I saw no errors from yps in my log.

  • 2 weeks later...
Posted (edited)

Dear Mod Author,

 

I'm currently upgrading my Skyrim from the SE version (1.5.97) to the AE version (1.6.1170)... a completely new installation - after deleting the old game folder.

 

I've installed CoL (including the required prerequisites) - when creating a new character, NO MCM entry for this mod appears.

 

I would be very grateful for any helpful advice.

 

Addendum:

 

Actually, it's a relief... the MCM for CoL finally appears, albeit "significantly delayed."

1) I had loaded an older save game of another character - CoL wasn't originally installed... after less than a minute of in-game play, the message -> new entry in the MCM... CoL appears.

2) With the most recently created character - for which no CoL MCM was loaded in the LAL start cell - I simply left the cell with a selected "start" and after a few minutes "fast traveled" -> CoL MCM is loaded.

 

Is the whole problem my rather extensive load list - i.e., the "typical" script delays??

 

 

Edited by Miauzi
Posted

Heya phalancks, I've been away for a while it's nice to see the mod has been developed quite a bit in the meantime !

And I got a patch for you if you want; it adds compatibility (as a soft dependancy) to Animated Wings Ultimate ( https://www.nexusmods.com/skyrimspecialedition/mods/34571 ).

If the mod is installed it lets the player select a wing type from it and then simple when transforming into succubus form the wings are added/removed correctly without using an equipment slot. In addition to the benefit of not using a slot, since Animated Wings Ultimate supports the flying mod (either natively or with https://www.nexusmods.com/skyrimspecialedition/mods/136517 ) this gives the succubus access to flight at no support cost on your side :)

 

PS: the linked file is a diff, but renamed to .txt since LL doesnt let me upload .diff files

wings.txt

Posted (edited)
4 hours ago, lolmods37 said:

Heya phalancks, I've been away for a while it's nice to see the mod has been developed quite a bit in the meantime !

And I got a patch for you if you want; it adds compatibility (as a soft dependancy) to Animated Wings Ultimate ( https://www.nexusmods.com/skyrimspecialedition/mods/34571 ).

If the mod is installed it lets the player select a wing type from it and then simple when transforming into succubus form the wings are added/removed correctly without using an equipment slot. In addition to the benefit of not using a slot, since Animated Wings Ultimate supports the flying mod (either natively or with https://www.nexusmods.com/skyrimspecialedition/mods/136517 ) this gives the succubus access to flight at no support cost on your side :)

 

PS: the linked file is a diff, but renamed to .txt since LL doesnt let me upload .diff files

wings.txt 21.52 kB · 1 download

Awesome, this has been on my list of things to do for a while. I will definitely roll that into the next update. Thank you again.

Edited by phalancks
Posted
7 hours ago, phalancks said:

Awesome, this has been on my list of things to do for a while. I will definitely roll that into the next update. Thank you again.

It's a pleasure to support a great mod !

Posted (edited)
On 1/21/2025 at 2:02 PM, Nuka Cherry said:

 

Ahhh that is very useful. I basically add horns, tail, reddish colour and different eyes, same race. Thanks.

how did you add the horns and tail. Couldn't find them in the creator

Edited by pmc1261
Posted
1 hour ago, pmc1261 said:

how did you add the horns and tail. Couldn't find them in the creator

You have several options for adding horns via RaceMenu:

https://www.nexusmods.com/skyrimspecialedition/mods/122237
https://www.nexusmods.com/skyrimspecialedition/mods/122625
https://www.nexusmods.com/skyrimspecialedition/mods/122239

 

But only really one for tails:

https://www.nexusmods.com/skyrimspecialedition/mods/81636

Posted (edited)

Anyone having a brown face bug with UBE?

bexternalheads=1
no smp hair
Just basic game, load up no additional mods except requirements and ube, but on transformation and new game load, brown face on UBE breton. Same save for both succubus form and mortal form, no changes.
Transformation works fine on non UBE bodies, no face tint issues at all.

I've seen people say UBE works, was that for UBE 1.0? Something to note about UBE, it stores it's specular in it's normal and does not use a spec map, nor does it have a _sk map either. Could that be the issue?

Spoiler

enb2025_6_16_17_05_55.webp.3addf5f2eacb90abd8362865d75d1866.webp

 

Edited by AhuwgaZ
Posted
On 6/16/2025 at 1:00 PM, AhuwgaZ said:

Anyone having a brown face bug with UBE?

bexternalheads=1
no smp hair
Just basic game, load up no additional mods except requirements and ube, but on transformation and new game load, brown face on UBE breton. Same save for both succubus form and mortal form, no changes.
Transformation works fine on non UBE bodies, no face tint issues at all.

I've seen people say UBE works, was that for UBE 1.0? Something to note about UBE, it stores it's specular in it's normal and does not use a spec map, nor does it have a _sk map either. Could that be the issue?

  Reveal hidden contents

enb2025_6_16_17_05_55.webp.3addf5f2eacb90abd8362865d75d1866.webp

 

Several people have reported it doesn't work, and only 1 person I've seen has said it does, so at this point I'm just gonna say it's incompatible. I'll see about fixing it, but someone on nexus has said these steps are a workaround

Spoiler

After star a new game and all mods star up
1.-save before starting COL
2.-set a hot key 2 transform
3.-save the presets that i want to use
4.-press the hot key to confirm that it reverts to vanilla
5.-using command to set ube race again in my case was 00ube_darkelfracevampire
6.-after reseting the race to ube, open Showracemenu and save the preset overwritting the preset that COL mod create, doing the same for both forms, Mortal and succubus.
7.-reset the game
8.-load the save befora activate the COL mod
9.- activate it 
10.-DONT set presets again, just pressing the hot key, make my character transform
Dont change the character name or the transformation presets wont work
If you want to make change to the transformation, just overwritte the presets with the new ones.

 

I don't know that brown face specifically is fixed by this as I haven't gotten great reports about what exactly is broken beyond "the head looks wrong and I get the wrong race".

Posted (edited)

5.2.0
So my one release a month plan clearly didn't work out, but at least it hasn't been 6 months again. This time I focused on some smaller features that will hopefully improve the play experience. Check the change log for all the details but the highlights are integration with Animated Wings Ultimate (entirely thanks to @lolmods37, I just refactored it a bit) and the ability to blacklist specific actors from being drained using the CoL_blackListedVictim keyword. You can use whatever method you want to assign the keywords, but SPID and KID are probably the best options.

Another new requirement to take note of:
Scrab's Papyrus Extender: In order to improve the drain on death crime report, I'm using this to determine LoS. The base game doesn't seem to have a great way to do this, or if it does I couldn't find it. In the future I'll also use this to hopefully speed up the equipment transformation.

Next update will probably focus on some more integrations. The Sexlab P+ integration needs some updating, and I want to fix the incompatibility with UBE. Also going to take another shot at integrating with FEC.

A user provided a CSF 2.0 configuration here.

Implemented Perk Trees
Path of Molag Bal/Domination
(A little outdated, but basically correct. I'll update it soon™)

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

Edited by phalancks
Posted (edited)

Hi phalacks,

 

Energy casting

 

Thank you for the update automatic energy casting is superb. Finally it does not need to enable / disable manually when my character transforms. The only problem is when she runs out of energy the mod starts using magicka instead in succubus form. (Would it be possible to block /stop magic in succubus form if there is no energy left? (like with magicka, if there is no magicka no more spellcasting until magicka regenerates) There is no point using energy casting if I can just use mana if the energy runs out. 

 

Deadly hunger

 

The other thing, I am not sure if it only on my end, but it seems deadly hunger does not reduce maximum health. I am on 0 energy and I am not losing any health (max health). 

 

Edited by Midnightbug
Posted
21 hours ago, Midnightbug said:

Would it be possible to block /stop magic in succubus form if there is no energy left?

I'll have to think about it. It works the way it does now to prevent people from casting a spell that's higher level than what they could usually cast. To completely prevent casting a spell without having enough energy I think I'd need an skse plugin which I don't really want to do. But I might be able to hack something together with a perk condition once you're at 0 energy.

 

22 hours ago, Midnightbug said:

The other thing, I am not sure if it only on my end, but it seems deadly hunger does not reduce maximum health. I am on 0 energy and I am not losing any health (max health). 

Haven't checked it recently tbh but you're the only one who's reported it. That effect is due for a rework anyway though.

Posted
10 hours ago, phalancks said:

I'll have to think about it. It works the way it does now to prevent people from casting a spell that's higher level than what they could usually cast. To completely prevent casting a spell without having enough energy I think I'd need an skse plugin which I don't really want to do. But I might be able to hack something together with a perk condition once you're at 0 energy.

 

Haven't checked it recently tbh but you're the only one who's reported it. That effect is due for a rework anyway though.

Thank you. The way how I would like to play it that in Succubus form the character only can use energy (roleplay) if she does not have energy, no spells. So there are two separate resources, the human uses magicka and the succubus uses the energy. I am using the wheel mod so there are two different spell list for the character, the first wheel is for the human mage, the second is for the succubus. If the energy would work only for the succubus that would be perfect :)  This is why I was asking for it. Thank you for trying and for all your hard work, this is the best succubus mod ever!!!

Posted (edited)

Hello, how do I know the drain is working ? After set hotkey for it and test, I don't see any notif about it. Here is my papyruslog.

Edit : Nvm guy, after reset it, the drain has work, sorry

 

Papyrus.0.log

Edited by MusashiKai
Posted
2 hours ago, hardcorenmore420 said:

Hello, I can not get this mod to initialize at all for me. I run the transform option from the MCM but nothing happens, no notifications at all. any help would be cool

Hard to say without any information beyond "it doesn't work." The exact steps you're following and a papyus log would be helpful.

  • 2 weeks later...
Posted

I don't know if it's been mentioned before but this mod kinda break fill her up inflation, so maybe add that to the list of incompatible mods 

Posted
38 minutes ago, vizz98 said:

I don't know if it's been mentioned before but this mod kinda break fill her up inflation, so maybe add that to the list of incompatible mods 

Did you enable "Save NiOverrides" in the MCM? Or does fill her up not use nioverrides?

Posted
1 hour ago, phalancks said:

Did you enable "Save NiOverrides" in the MCM? Or does fill her up not use nioverrides?

No I didn't have it enabled, I'll try it out later and get back to you

Posted
On 7/8/2025 at 6:45 PM, Whatevs120 said:

Is there a way to completely turn off draining to death?

For the PC,  not really. You can unassign the drain to death hotkey though by pressing esc when mapping it. What are you trying to accomplish?

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