phalancks Posted December 18, 2022 Author Posted December 18, 2022 4 hours ago, nazarethblood said: Hello! I love the concept of the mod. I'm having a bit of an issue though as I just started using it. Whenever I transform, it doesn't swap armors even though the function is checked to swap armors upon transformation. You can try unchecking the swap armors option and see if that helps. I've had a few reports that the autohide option has the opposite of intended effect so maybe you have the same thing here. Otherwise try it on a new save, and/or send me a papyrus log with the Debug Logging option enabled. Â 4 hours ago, nazarethblood said: Also, the no strip and remove from no strip functions aren't working Are you on skyrim 1.5.97? If not send me a papyrus log.
Someone92 Posted December 18, 2022 Posted December 18, 2022 How does NPC succubi work exactly? I have enabled NPC Succubus in the MCM, but not PC Succubus. Does I need to enable PC to make NPC system work? Also, where do I find the "Mark of the Succubus" item?
phalancks Posted December 18, 2022 Author Posted December 18, 2022 (edited) 2.1.0 Update 2.0.0 update was for school girls. Now here's an update with some chest hair. A few highly requested features and some high profile bugfixes so let's get to it.  New Features NPCs can now become succubi! You can craft the Mark of the Succubus at any forge with a daedra heart and a gold ingot, or use the SPID file for randomness. Fading tattoos! My personal favorite new addition, you can control the alpha of a body tattoo with the percentage of energy you have. Immersive Lap Sitting support?! Idk man, I thought it was funny. More transformation settings! Because this mod doesn't have enough tunables. But most of these were requested so here they are. New passive sets to help support different playstyles! Bunch of other shit, check the change log and description if you have questions. And if they don't answer it then feel free to ask.   Bugfixes The major bugfix is that drain victim tracking should actually function as intended now. Po3 Tweaks is now required so please make sure you have it or drain victims will continue to not be handled correctly. I also think I quashed the issues with SE, but let me know if you see weirdness, particularly duplicate entries in the strip items list, or victims being drained twice in scenes with 3+ participants.  Hope you enjoy it, and if you have any feedback, issues, or requests, please let me know. Edited December 18, 2022 by phalancks
phalancks Posted December 18, 2022 Author Posted December 18, 2022 21 minutes ago, Someone92 said: How does NPC succubi work exactly? I have enabled NPC Succubus in the MCM, but not PC Succubus. Does I need to enable PC to make NPC system work? Also, where do I find the "Mark of the Succubus" item? Description has finished being updated. Let me know if it's not clear.
nazarethblood Posted December 18, 2022 Posted December 18, 2022 (edited) 2 hours ago, phalancks said: You can try unchecking the swap armors option and see if that helps. I've had a few reports that the autohide option has the opposite of intended effect so maybe you have the same thing here. Otherwise try it on a new save, and/or send me a papyrus log with the Debug Logging option enabled.  Are you on skyrim 1.5.97? If not send me a papyrus log.  As it turns out I am on 1.5.97.08. Damn. I was hoping to test the full functionality of this with an upcoming mod list.  I appreciate your timely response. Edited December 18, 2022 by nazarethblood
phalancks Posted December 18, 2022 Author Posted December 18, 2022 Just now, nazarethblood said:  As it turns out I am on 1.5.97.08. Damn. I was hoping to test the full functionality of this with an upcoming mod list. I think I've fixed the issues in SE with the update I just posted, 2.1.0. You can try it out and see if it helps.
Someone92 Posted December 18, 2022 Posted December 18, 2022 In the MCM the Status -> NPC Succubi tab is empty, even though Become NPC Succubus is enabled. Are only NPC succubi listed here you have transformed via the Mark of the Succubus? Â I have set the SPID file to make 100% of random non-unique NPCs into succubi. Still nothing happened during an encounter with NPCs (from Deadly Wenches). Maybe adding a debug spell to make NPCs into non-subservient succubi for testing purposes might be a good idea.
nazarethblood Posted December 18, 2022 Posted December 18, 2022 1 hour ago, phalancks said: I think I've fixed the issues in SE with the update I just posted, 2.1.0. You can try it out and see if it helps. It works perfectly now! Awesome.  Is there an option for a hotkey for transformation in the works? I love the direction your headed with this mod.Â
phalancks Posted December 18, 2022 Author Posted December 18, 2022 38 minutes ago, Someone92 said: In the MCM the Status -> NPC Succubi tab is empty, even though Become NPC Succubus is enabled. Are only NPC succubi listed here you have transformed via the Mark of the Succubus?  I have set the SPID file to make 100% of random non-unique NPCs into succubi. Still nothing happened during an encounter with NPCs (from Deadly Wenches). Maybe adding a debug spell to make NPCs into non-subservient succubi for testing purposes might be a good idea. Yes, only NPCs made with Mark of the Succubus show up in the list. If you have More Informative Console you can look at what spells are on an NPC. You should see one called Succubus with an editor id of CoL_SceneHandler_Spell.  This will show that your SPID is actually working to put the spells on the NPCs. You can also use the console command help "mark of the succubus" and then add the mark to an actor by clicking them and using additem [item id].  48 minutes ago, nazarethblood said: Is there an option for a hotkey for transformation in the works? There is now
nazarethblood Posted December 18, 2022 Posted December 18, 2022 Regarding the lower threshold, if you are below that number do you transform into a succubus or change back from the succubus form?
phalancks Posted December 18, 2022 Author Posted December 18, 2022 1 minute ago, nazarethblood said: Regarding the lower threshold, if you are below that number do you transform into a succubus or change back from the succubus form? Transform into a succubus.
kyubi3002 Posted December 19, 2022 Posted December 19, 2022 (edited) Did the new version fix changing race for transform? Â Edit: Still not working. Well the bug is known so ill just wait until it is fixed I guess cant be all bad. Edited December 19, 2022 by kyubi3002
nazarethblood Posted December 19, 2022 Posted December 19, 2022 I'm not sure if this is a me issue or a mod issue but whenever I load into the game the widget relocates itself away from where I moved it. I just need to adjust one of the sliders by 1 and then change it back for it to be completely corrected.Â
phalancks Posted December 19, 2022 Author Posted December 19, 2022 1 hour ago, nazarethblood said: I'm not sure if this is a me issue or a mod issue but whenever I load into the game the widget relocates itself away from where I moved it. I just need to adjust one of the sliders by 1 and then change it back for it to be completely corrected. I think it's a mod issue. I need to update that code to better account for game load. 1
Asshole691 Posted December 21, 2022 Posted December 21, 2022 Special Edition reporter here again, 2.1.0 fixed drain to death to work properly now but Drain Feeds Vampire does not work and didn't before (Sacrosanct 5.17.0 with patch from this mod). Â 'Enable Flat Regen Boost' MCM menu seems to only be enable-able once and once disabled after doing so, it becomes unresponsive and stays stuck as disabled (starts off > turn on > turn off > unresponsive). I'm assuming the function itself works as I saw different values for HealRate AV before and after the option. Â Speaking of HealRate, adjusting the heal value while the power or perk is on causes it to apply strangely which might cause people experimenting with it to unintentionally become overweakened/overpowered. Also, I feel that the Healing Form perk is a bit overpowered compared to the dedicated HealRate power with the default values, but that could just be my difficulty setup. Â Me losing my mind as to why I regen'd so fast before I realized all this aside, the new features in this update are really nice! Thank you for your hard work and best wishes.
Midnightbug Posted December 22, 2022 Posted December 22, 2022 Sooo...amazing that all those features got implemented and they work nicely. Only issue I am having that now I cannot transform back to human form it is saying "arousal prevents untransforming". I tried to play with the lower and upper threshold and I cannot seem to transform back. The arousal is 5. I am wondering what this could be?
Guest Posted December 22, 2022 Posted December 22, 2022 On 5/26/2022 at 12:56 AM, phalancks said: There is also a SPID configuration file available in the fomod installer to give a 5% chance for any non-unique actor to be a succubus. Hello, and first, let me thank you for implementing the NPC succubus featrure. I have question regarding that. Doses the configuration file take decimal numbers? As I want the succubi to be rare, and a big surprise, I set the value to 0.3, but since the probability is low, it could take quite a while, before I can tell if it works or not, maybe the mod expects an integer? On a side note, I got an idea for a relatively simple-to-implement (I think) feature, if you're interested. Once the player has been had by a succubus, they fall under her spell, and a chance is added that whenever they go to sleep, there would be a chance they'd teleport to the succubus' lair/home (possibly with other succubi around), instead of sleeping (fade out, fade in), which would represent actually sleepwalking there (maybe a message box explaining this), whereupon yet another drain would get triggered...
nazarethblood Posted December 22, 2022 Posted December 22, 2022 1 hour ago, gargamel9 said: Hello, and first, let me thank you for implementing the NPC succubus featrure. I have question regarding that. Doses the configuration file take decimal numbers? As I want the succubi to be rare, and a big surprise, I set the value to 0.3, but since the probability is low, it could take quite a while, before I can tell if it works or not, maybe the mod expects an integer? On a side note, I got an idea for a relatively simple-to-implement (I think) feature, if you're interested. Once the player has been had by a succubus, they fall under her spell, and a chance is added that whenever they go to sleep, there would be a chance they'd teleport to the succubus' lair/home (possibly with other succubi around), instead of sleeping (fade out, fade in), which would represent actually sleepwalking there (maybe a message box explaining this), whereupon yet another drain would get triggered... Â This would be approaching Sanguine Debauchery levels but I agree that it would be a great idea.
nazarethblood Posted December 22, 2022 Posted December 22, 2022 So I was poking around LL and remembered another (awesome) succubus mod that has long since been abandoned. You had mentioned earlier that a quest is just too much at the moment so I had an idea. Perhaps you can reach out to the mod author of the below mod and see if you can implement some elements from their mod into yours? There is a lot going on with that mod which would be a perfect fit for your mod (imo). I know you are trying to avoid scope creep but this seems like it would add a lot to your mod with far less work on your part given that you would just need to update the source material. Thoughts? Â Â
Pr0ncules Posted December 22, 2022 Posted December 22, 2022 Curious while we're talking about old mods, the developer for "soul of a succubus" says the development is halted but that its open to support/use by others. Worth consideration as some of OPs listed goals were previously included in this mod. https://www.nexusmods.com/skyrimspecialedition/mods/54745 1
phalancks Posted December 22, 2022 Author Posted December 22, 2022 12 hours ago, Midnightbug said: Sooo...amazing that all those features got implemented and they work nicely. Only issue I am having that now I cannot transform back to human form it is saying "arousal prevents untransforming". I tried to play with the lower and upper threshold and I cannot seem to transform back. The arousal is 5. I am wondering what this could be?  It takes up to 30 seconds to register an update to arousal. You will automatically transform back, no need to trigger the transform yourself. If you don't want to be transformed at low arousal levels, set lower threshold to 0.  From the description: Transform Upper Threshold: Upper arousal threshold for forced transform. Will be transformed while above this value. Transform Lower Threshold: Lower arousal threshold for forced transform. Will be transformed while below this value.  Therefore, if you have them both set then you need to be between the values to transform back.  9 hours ago, gargamel9 said: Hello, and first, let me thank you for implementing the NPC succubus featrure. I have question regarding that. Doses the configuration file take decimal numbers? As I want the succubi to be rare, and a big surprise, I set the value to 0.3, but since the probability is low, it could take quite a while, before I can tell if it works or not, maybe the mod expects an integer? You'd have to ask the SPID author. Their documentation says 0-100 but I'm not sure if that's integer or decimal.  9 hours ago, gargamel9 said: On a side note, I got an idea for a relatively simple-to-implement (I think) feature, if you're interested. Once the player has been had by a succubus, they fall under her spell, and a chance is added that whenever they go to sleep, there would be a chance they'd teleport to the succubus' lair/home (possibly with other succubi around), instead of sleeping (fade out, fade in), which would represent actually sleepwalking there (maybe a message box explaining this), whereupon yet another drain would get triggered This may be more complicated than you think, but I'll consider it. I can think of a couple ways to implement it. The problem is I'd have to introduce succubus looking NPCs of some kind. I'll think about it.  7 hours ago, nazarethblood said: So I was poking around LL and remembered another (awesome) succubus mod that has long since been abandoned. You had mentioned earlier that a quest is just too much at the moment so I had an idea. Perhaps you can reach out to the mod author of the below mod and see if you can implement some elements from their mod into yours? There is a lot going on with that mod which would be a perfect fit for your mod (imo). I know you are trying to avoid scope creep but this seems like it would add a lot to your mod with far less work on your part given that you would just need to update the source material. Thoughts?  5 hours ago, Pr0ncules said: Curious while we're talking about old mods, the developer for "soul of a succubus" says the development is halted but that its open to support/use by others. Worth consideration as some of OPs listed goals were previously included in this mod. https://www.nexusmods.com/skyrimspecialedition/mods/54745  Honestly I'm far too lazy to go rip someone else's code apart to figure out how to update it. Perhaps paradoxically, taking over someone else's project is usually just about as much work as doing it again from scratch. Plus those mods both function in ways that I don't like, but if I took them over I'd have to support. I'm pretty happy to just keep plugging away at mine, without having to worry about history or users of the old mods having expectations.
phalancks Posted December 22, 2022 Author Posted December 22, 2022 On 12/21/2022 at 4:46 AM, Asshole691 said: Special Edition reporter here again, 2.1.0 fixed drain to death to work properly now but Drain Feeds Vampire does not work and didn't before (Sacrosanct 5.17.0 with patch from this mod). Â 'Enable Flat Regen Boost' MCM menu seems to only be enable-able once and once disabled after doing so, it becomes unresponsive and stays stuck as disabled (starts off > turn on > turn off > unresponsive). I'm assuming the function itself works as I saw different values for HealRate AV before and after the option. Â Speaking of HealRate, adjusting the heal value while the power or perk is on causes it to apply strangely which might cause people experimenting with it to unintentionally become overweakened/overpowered. Also, I feel that the Healing Form perk is a bit overpowered compared to the dedicated HealRate power with the default values, but that could just be my difficulty setup. Â Me losing my mind as to why I regen'd so fast before I realized all this aside, the new features in this update are really nice! Thank you for your hard work and best wishes. I'll look into those issues. I'll probably change it to default to a flat regen boost instead and just remove the option. I don't think it's necessary to be there. Â I also agree with the Healing Form being overpowered. Especially if combined with the Safe Transformation there's not much reason to use the HealRate Boost. So I will probably change it to apply half the regen the power does. Right now the balancing factor is the transformation energy drain, but it costs less than the healrate boost anyway so not much of a balance.
Pr0ncules Posted December 23, 2022 Posted December 23, 2022 5 hours ago, phalancks said: Honestly I'm far too lazy to go rip someone else's code apart to figure out how to update it. Perhaps paradoxically, taking over someone else's project is usually just about as much work as doing it again from scratch. Plus those mods both function in ways that I don't like, but if I took them over I'd have to support. I'm pretty happy to just keep plugging away at mine, without having to worry about history or users of the old mods having expectations. Â Ah that totally makes sense. What you've got so far is excellent, and just as importantly it actually works with current releases.
phalancks Posted December 23, 2022 Author Posted December 23, 2022 (edited) A Note on Versioning and Updates I use a semantic versioning scheme. What this means for you is that the version number increase on an update will tell you whether or not you need a save game and what to expect from the update.  The versions will look like this: x.y.z x: Update contains breaking changes. If this number changes, you likely need a new game. y: Update contains new features. New game shouldn't be required. If it is, then I messed something up. z: Update contains bugfixes and/or balance changes. No new features were added, but the way existing features work might have changed. This may not be a perfectly cromulent implementation of semantic versioning but it works well enough for me. Edited December 23, 2022 by phalancks 1
F8U Crusader Posted December 24, 2022 Posted December 24, 2022 Is it OK to ESL-ify the ILS patch? I noticed the FG patch is already ESP-FE by default, and xedit doesn't give any warnings and says it's good to add the ESL flag to the ILS patch, but I was wondering if doing that would break the newly attached scripts.
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