PunisherX Posted October 21, 2022 Posted October 21, 2022 Looked for a alternative for PSQ and found this. I like it. But i have a bug, when drain to death is enabled and animation ends, NPC are still alive and invincible. Nothing can kill them anymore.
phalancks Posted October 21, 2022 Author Posted October 21, 2022 6 hours ago, PunisherX said: Looked for a alternative for PSQ and found this. I like it. But i have a bug, when drain to death is enabled and animation ends, NPC are still alive and invincible. Nothing can kill them anymore. Most likely this is due to being on an old version of PapyrusUtils. https://www.loverslab.com/topic/190773-children-of-lilith/?do=findComment&comment=3845500
PunisherX Posted October 22, 2022 Posted October 22, 2022 32 minutes ago, phalancks said: Most likely this is due to being on an old version of PapyrusUtils. https://www.loverslab.com/topic/190773-children-of-lilith/?do=findComment&comment=3845500 Yes i play on SE 1.5.97 Will there be a patch one day for SE users?
Miauzi Posted October 23, 2022 Posted October 23, 2022 I actually wanted to do this a few weeks ago my current character as "human" und als "Succubus" two different character presents can be used in this way clothing is loaded accordingly - unless things like DD gear (e.g., the "human's" ballet boots) are worn This mod was more than worth it for that alone thanks 1
phalancks Posted October 23, 2022 Author Posted October 23, 2022 On 10/21/2022 at 7:23 PM, PunisherX said: Will there be a patch one day for SE users? Unlikely. At most I'll probably change it so that they don't become invulnerable. If I can find a way to make it work with 1.6 that isn't too annoying without using the RemoveDupes function, then I will, but it's going to be low priority.
Miraun Posted November 10, 2022 Posted November 10, 2022 On 10/22/2022 at 2:23 AM, PunisherX said: Yes i play on SE 1.5.97 Will there be a patch one day for SE users? For now I use CoL with "death" deactivated in conjuction with Sexlab Deadly Drain (which also has the option to kill). So CoL handles the energy thing, Deadly Drain hadles the killing part. However, It'd be very much appreciated if we SE users could get some workaroud here if possible. Nevertheless, this is one of the best transformation mods I've seen. Simple, easy to use and with a very good result. Regards.
RkX Posted November 24, 2022 Posted November 24, 2022 No MSM menu. I use Ostim and all the patches of this mod for it. There is not even a hint of MCM in the archive, how will we manage this mod?
phalancks Posted November 27, 2022 Author Posted November 27, 2022 On 11/24/2022 at 11:27 AM, RkX said: No MSM menu. I use Ostim and all the patches of this mod for it. There is not even a hint of MCM in the archive, how will we manage this mod? There is an mcm menu. The script that provides it is CoL_MCM_Quest_Script.pex. If the menu isn't loading then check your papyrus logs for errors.
phalancks Posted November 30, 2022 Author Posted November 30, 2022 2.0.0 Update Pretty big update here, but I think most of the work isn't visible. I've completely redone how I'm detecting compatibilities, so there is no longer a need to select the which of the main 3 animation frameworks you want installed (SexLab, OStim, and Toys&Love). Instead these will now be auto detected and registered. Same with Devious Devices. Let me know if there are any problems with this. Flowergirls and A Skyrim Kiss still require manual patches due to how the integration works, but a smashed patch shouldn't be required to make them work together anymore. Unfortunately this change also means that either a new save or a cleaned save is required. A clean save seems to work okay, but who knows what might break down the line if you go that route. Obviously the arousal support is the main feature of this update. Detection for these is done the same way as the animation frameworks and they will work together. The arousal manipulation spells will act on both of them, and the extra energy will take the average if both are detected. Added some fairly highly requested features as well for the energy bar, including transparency, auto hide, and color changing based on what drain mode is currently active. SE Users For those of you still on Skyrim 1.5.97, I added a shim that might resolve the issue with drain victims not dying and missing MCM menus. I don't have a way to test it, so if anyone can provide feedback and preferably a papyrus log if anything is broken I would be highly appreciative. Hope you enjoy it, and if you have any feedback, issues, or requests, please let me know.
chorin Posted November 30, 2022 Posted November 30, 2022 I think I remember on an older version that something between vampirism and smp hairs would cause body/head discoloration that could only be fixed by going into racemenu every time I switched. Is this still an issue? Are wigs safe(r) to use?
phalancks Posted November 30, 2022 Author Posted November 30, 2022 3 hours ago, chorin said: I think I remember on an older version that something between vampirism and smp hairs would cause body/head discoloration that could only be fixed by going into racemenu every time I switched. Is this still an issue? Are wigs safe(r) to use? smp hairs won't work, but smp wigs do. This is a limitation of RaceMenu and not this mod. If you save your forms after you become a vampire, switching between them shouldn't be a problem. But if you save your forms, then become a vampire, then switch, you'll run into issues.
Asshole691 Posted November 30, 2022 Posted November 30, 2022 SE guinea pig reporting in. Seems like the drain to death still doesn't work with the new SE patch. It doesn't make them immortal but it doesn't seem to do anything to them other than cause damage that they regen off or even heal the stat cut from normal drain. It causes a funny effect where drain to death basically allows them to heal and let you infinitely 'drain to death' them for exp. Tested on fresh save as well. I'll continue using SL Deadly Drain for the killing part for now as another user suggested previously. Thank you for the mod and trying to fix this problem. (Also heads up to anybody too stubborn to make a new save like me, the widget is a bit broken even after cleaning scripts/doing the recommended procedure.) 1
SlipSlipSlip1 Posted December 1, 2022 Posted December 1, 2022 (edited) After the last update the widget autohides itself although this option is not ticked in my MCM. I wasn't updating the mod mid-playthrough, started new game with 2.0.0 Actually, the problem is in a description, it says "widget will disappear after some time", though the box does the opposite - ticked means that autohide function is off. Edited December 1, 2022 by SlipSlipSlip1
phalancks Posted December 1, 2022 Author Posted December 1, 2022 25 minutes ago, SlipSlipSlip1 said: After the last update the widget autohides itself although this option is not ticked in my MCM. I wasn't updating the mod mid-playthrough, started new game with 2.0.0 Actually, the problem is in a description, it says "widget will disappear after some time", though the box does the opposite - ticked means that autohide function is off. The description is correct based on how it's supposed to work. What you're seeing should be impossible, but it's the second report I've gotten about it. The code is just if autoFade AutoHideMeter() endif and the checkbox in the MCM should only be checked when autoFade is true and unchecked when it's false. So aside from a bug with the papyrus engine, I'm not sure what could be causing this. Do you have any MCM helpers or extensions installed, what version of skyrim are you on, and can you provide a papyrus log?
SlipSlipSlip1 Posted December 1, 2022 Posted December 1, 2022 1.5.97 version of skyrim. I don't actually know what to look for in MO related to extensions, but I have https://www.nexusmods.com/skyrimspecialedition/mods/53000 and https://www.nexusmods.com/skyrimspecialedition/mods/22854?tab=description, it was required for some mods, I don't remember which one exactly. Papyrus.0.log
phalancks Posted December 1, 2022 Author Posted December 1, 2022 2 hours ago, SlipSlipSlip1 said: 1.5.97 version of skyrim. I don't actually know what to look for in MO related to extensions, but I have https://www.nexusmods.com/skyrimspecialedition/mods/53000 and https://www.nexusmods.com/skyrimspecialedition/mods/22854?tab=description, it was required for some mods, I don't remember which one exactly. Papyrus.0.log 38.98 kB · 1 download I don't think it would be either of those since I'm using them as well. Do you use TrueHUD? Unfortunately that log doesn't have anything that points to an issue. Might just have to chalk this one up to skyrim being weird, since it can be worked around fairly simply. 1
SlipSlipSlip1 Posted December 1, 2022 Posted December 1, 2022 1 hour ago, phalancks said: Do you use TrueHUD? Yes. 1 hour ago, phalancks said: Might just have to chalk this one up to skyrim being weird, since it can be worked around fairly simply. Oh, well, it's not an issue if the box works but just opposite for me =) Let it be that way.
Guest Posted December 2, 2022 Posted December 2, 2022 This may have been already asked, but searching the forums here is notoriously difficult, so forgive mi, if it has: is there a chance that the succubus mechanic could be applied on an NPC, e.g. a follower, or a random encounter, which could then drain the PC the same way as the PC drains NPCs, now? Or does any such mod already exist? Thank you!
phalancks Posted December 2, 2022 Author Posted December 2, 2022 5 hours ago, gargamel9 said: This may have been already asked, but searching the forums here is notoriously difficult, so forgive mi, if it has: is there a chance that the succubus mechanic could be applied on an NPC, e.g. a follower, or a random encounter, which could then drain the PC the same way as the PC drains NPCs, now? Or does any such mod already exist? Thank you! If I can make it work, it'll probably be in the next update. They won't be able to transform though, since the RaceMenu function I use explicitly say not to use it on an NPC.
phalancks Posted December 2, 2022 Author Posted December 2, 2022 34 minutes ago, viciroth said: Does this work for VR? No idea. Some of the VR versions of my dependencies may not have some of the functions I use from them so there maybe some bugs. PapyrusUtils' VR version is on 3.9, while I use functions from 4.x. SKSE may not have everything I use. And I'm not sure if iWantWidgets even works in VR. I won't be able to add specific support for VR though. Test it and let me know though lol. The Papyrus logs should show failures if any functions are missing when they're called.
viciroth Posted December 2, 2022 Posted December 2, 2022 Tested. it does not. The widgets doesnt show on mcm, neither does the mod itself. Causes CTD having it installed. Sad. 1
sissylover19 Posted December 2, 2022 Posted December 2, 2022 sounds like a successor too PSQ based on the features but more refined and modern definitely will pay attention too this not in my current playthrough tough
Guest Posted December 2, 2022 Posted December 2, 2022 4 hours ago, phalancks said: If I can make it work, it'll probably be in the next update. They won't be able to transform though, since the RaceMenu function I use explicitly say not to use it on an NPC. Awesome! That's some great news! Thanks for replying. As for the transformation itself, from my limited knowledge of CK, I'd say it could maybe be possible to have two NPCs, one in the normal form and the other in Succubus form, and maybe just swap them using a script, wile applying some cloud effect to cover the short gap in-between...? That could work theoretically, or could it? Just speculating.
phalancks Posted December 2, 2022 Author Posted December 2, 2022 28 minutes ago, gargamel9 said: Awesome! That's some great news! Thanks for replying. As for the transformation itself, from my limited knowledge of CK, I'd say it could maybe be possible to have two NPCs, one in the normal form and the other in Succubus form, and maybe just swap them using a script, wile applying some cloud effect to cover the short gap in-between...? That could work theoretically, or could it? Just speculating. If I made a custom follower (and were good with modelling/making meshes) I could probably do something like that. But my current thought is that you'd get a spell, power, or some other way to make an existing follower a sort of succubus lite. They won't have the same energy based powers as the player, but they will be able to transfer energy they gain to you. Ideally I want to avoid using any custom AI packages so that it functions on other mod added followers as well. I might be able to do something with NiOverrides for followers, but that'd add more data to track. It'd probably be limited to transforming when you do as well and could cause other problems. Maybe not a next update thing, but I'll see about poking at it. 1 hour ago, theanarchistotaku said: sounds like a successor too PSQ I created this because PSQ was annoying to configure and has a lot of features I didn't want, so in a way it is.
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