kamithemoon Posted January 11, 2025 Posted January 11, 2025 (edited) 11 hours ago, Mizor said: This is something I'll have to look into because I'm not super clear on what you mean. If I understand correctly, it might not be something I can do much about. Dialogue can be added to any NPC you cast a spell on, so there's not much I can do to set specific actor references. I'll keep that in mind where I can, though. Not something I would have thought of so thanks! I also plan to go back and improve my dialogue at some point as well so that's still a work in progress. This is mainly for scenes or dialogue involving aliases or factions instead of specific NPCs or voice types. The xedit script that looks for voice lines won't pull from specific aliases or factions as technically anyone could fulfill that aliases of faction so it tries to generate lines for every available voice type which is a bloat of about a multiple of 36. I don't know how things look like in the Creation Kit but in xedit, simply making sure each line of dialogue or quest has an associated voice type will cut down bloat severely. For example, if you have a scene in mind with specific NPCs, if you use aliases to identify your speakers, please try to also include voice type conditions as well, or if possible, just use the specific NPC instead of an alias. To clarify, this is only really necessary if you're making a quest that has scenes or anything that only a few select people are supposed to have dialogue for. To give an idea of this, I kinda gave up voicing TAP because the script tries to generate 65k or so voices but only 15k or so is actually meant to be heard in game. I tried very hard to manually sort through all the voice files to remove bloat so I didn't have to attempt to generate that many lines but I couldn't do so successfully. Free voice generators are far from perfect and I have to listen to each line for quality control and regenerate if necessary and 65K lines would have taken months just to listen to everything =(. Edited January 11, 2025 by kamithemoon
Mizor Posted January 11, 2025 Author Posted January 11, 2025 8 hours ago, St. Anger said: Is this based off of Devious Magic for LE? If not there may be some inspiration to take from it. I remember being annoying at the fact that most of the potions were self use only for some reason, I always wanted a mod that added sex potions. IDK I think it'd be funny to stealth around and reverse pickpocket poisons that summon ghosts to fuck people. I haven't tried that mod but I could take a look. I did just spend quite a while yesterday trying to figure out how to detect a reverse pickpocket so something similar to that is in the works 😄 6 hours ago, kamithemoon said: This is mainly for scenes or dialogue involving aliases or factions instead of specific NPCs or voice types. The xedit script that looks for voice lines won't pull from specific aliases or factions as technically anyone could fulfill that aliases of faction so it tries to generate lines for every available voice type which is a bloat of about a multiple of 36. I don't know how things look like in the Creation Kit but in xedit, simply making sure each line of dialogue or quest has an associated voice type will cut down bloat severely. For example, if you have a scene in mind with specific NPCs, if you use aliases to identify your speakers, please try to also include voice type conditions as well, or if possible, just use the specific NPC instead of an alias. To clarify, this is only really necessary if you're making a quest that has scenes or anything that only a few select people are supposed to have dialogue for. To give an idea of this, I kinda gave up voicing TAP because the script tries to generate 65k or so voices but only 15k or so is actually meant to be heard in game. I tried very hard to manually sort through all the voice files to remove bloat so I didn't have to attempt to generate that many lines but I couldn't do so successfully. Free voice generators are far from perfect and I have to listen to each line for quality control and regenerate if necessary and 65K lines would have taken months just to listen to everything =(. Gotcha, I'll try to be cognizant of that. Thanks for the clarification!
St. Anger Posted January 12, 2025 Posted January 12, 2025 (edited) 13 hours ago, Mizor said: I haven't tried that mod but I could take a look. I did just spend quite a while yesterday trying to figure out how to detect a reverse pickpocket so something similar to that is in the works 😄 Gotcha, I'll try to be cognizant of that. Thanks for the clarification! Here's the mod if you want to take some inspiration from it. Maybe don't add so many devious devices things, though. Spoiler I believe you wouldn't have to add much with the mechanic itself, all you would have to do is make it a poison effect and then it'll activate automatically upon reverse pickpocketing someone with the poisoner perk acquired. Unless there's super jank with skyrim pickpocketing, which now that I type it out I realize might be what you mean. Edited January 12, 2025 by St. Anger
Mizor Posted January 12, 2025 Author Posted January 12, 2025 3 hours ago, St. Anger said: I believe you wouldn't have to add much with the mechanic itself, all you would have to do is make it a poison and then it'll activate automatically upon reverse pickpocketing someone with the poisoner perk acquired. Unless there's super jank with skyrim pickpocketing, which now that I type it out I realize might be what you mean. Thanks, I'll take a look! I was mostly talking about trying to wrangle Creation Kit into allowing me to do what I wanted haha. I'm not sure if it's a lack of knowledge on my part or it's as jank as it seems. I want to be able to let the player create enchanted items that have various effects similar to some of the spells, then reverse pickpocket them onto other NPCs. I actually got most of it working, but the scripts on the enchanted items seem to break if the NPC wearing the item gets unloaded (entering a house/different load area, etc.) I'm not sure if this is an engine limitation/bug, as there are some enchanted item related fixes I've installed that haven't helped, or something I'm doing wrong, but I'm pretty out of ideas currently. I'm mostly putting this here if any modders stumble across this and have any insight to offer. My next step is to check out mods like the one you listed, maybe devious devices, Ordinator does some stuff with reverse pickpocketing, and see what options I might have. Hopefully someone else has already figured this out, or maybe I go the poison route.
St. Anger Posted January 12, 2025 Posted January 12, 2025 1 hour ago, Mizor said: Thanks, I'll take a look! I was mostly talking about trying to wrangle Creation Kit into allowing me to do what I wanted haha. I'm not sure if it's a lack of knowledge on my part or it's as jank as it seems. I want to be able to let the player create enchanted items that have various effects similar to some of the spells, then reverse pickpocket them onto other NPCs. I actually got most of it working, but the scripts on the enchanted items seem to break if the NPC wearing the item gets unloaded (entering a house/different load area, etc.) I'm not sure if this is an engine limitation/bug, as there are some enchanted item related fixes I've installed that haven't helped, or something I'm doing wrong, but I'm pretty out of ideas currently. I'm mostly putting this here if any modders stumble across this and have any insight to offer. My next step is to check out mods like the one you listed, maybe devious devices, Ordinator does some stuff with reverse pickpocketing, and see what options I might have. Hopefully someone else has already figured this out, or maybe I go the poison route. Oh shit that would actually be sick. Maybe try taking a look at HentaiCreatures? If I'm understanding what you're trying to do properly, there may be a similar mechanic in that mod you could take a look at. I don't know how familiar you are with the mod, but whenever you have a creature companion you could tell it to "mate with" nearby actors (even specify collared individuals) and they would basically fuck the NPCs in perpetuity until you told them to stop. From my knowledge, I believe it persisted even when you left.
Thomas_Hefferson Posted January 12, 2025 Posted January 12, 2025 I haven't seen anyone mention this yet or maybe they have and I'm blind, but this mod is not able to be flagged as esl and have full functionality (at least as of v1.0.3). I did it through SSEedit and most spells worked but not the ones with any dialogue options like lure and ego death. So yeah, I just wanted to test and report on it in case anyone got curious.
Mizor Posted January 12, 2025 Author Posted January 12, 2025 (edited) 32 minutes ago, Thomas_Hefferson said: I haven't seen anyone mention this yet or maybe they have and I'm blind, but this mod is not able to be flagged as esl and have full functionality (at least as of v1.0.3). I did it through SSEedit and most spells worked but not the ones with any dialogue options like lure and ego death. So yeah, I just wanted to test and report on it in case anyone got curious. Good to know, thanks! That's something I've been meaning to look into but haven't gotten around to. From some quick reading, it might work if you regenerate the SEQ file. If it's just the dialogue options not working, and the spells otherwise work (lure makes them run to you), that sounds like an SEQ file issue. Edit: Removing the need for an SEQ file entirely is also something I'd like to do in the future. Edited January 12, 2025 by Mizor
kamithemoon Posted January 13, 2025 Posted January 13, 2025 I took the liberty of making a voice pack for you. It's all xVASynth except for FemaleElfHaughty which is of higher quality. I honestly haven't played the mod yet as it'll be awhile before I come back to Skyrim, but when I do, this is a mod I'm very much looking forward to playing. 3
Thomas_Hefferson Posted January 13, 2025 Posted January 13, 2025 (edited) On 1/12/2025 at 11:12 AM, Mizor said: Good to know, thanks! That's something I've been meaning to look into but haven't gotten around to. From some quick reading, it might work if you regenerate the SEQ file. If it's just the dialogue options not working, and the spells otherwise work (lure makes them run to you), that sounds like an SEQ file issue. You were right about the SEQ file. I flagged the plugin as esl again and regenerated the SEQ file. I tested Lure and Ego Death again and the dialogue options seem to work fine now. Only things I didnt test were the kill options for Ego Death and the special option for high arousal when using Lure. Everything else worked fine. On 1/12/2025 at 7:42 PM, kamithemoon said: I took the liberty of making a voice pack for you. It's all xVASynth except for FemaleElfHaughty which is of higher quality. I honestly haven't played the mod yet as it'll be awhile before I come back to Skyrim, but when I do, this is a mod I'm very much looking forward to playing. I tested the esl version with the voice pack but it didn't work, I couldnt hear any audio from it, could've been because of the esl or could also just be a me thing. Edited January 15, 2025 by Thomas_Hefferson
kamithemoon Posted January 13, 2025 Posted January 13, 2025 (edited) 34 minutes ago, Thomas_Hefferson said: I tested the esl version with the voice pack but it didn't work, I couldnt hear any audio from it, could've been because of the esl or could also just be a me thing. There's an ESL version? Compacting to a an esl can change formids which makes head meshes and voices files no longer work. It can also affect scripts if the script is looking for a particular formid. The voice mod currently only works with the main version of this mod. Although, simply ticking the esl flag on xedit might work with it. I'm guessing you ran the mod through the ESLify everything script? I checked the formids in xedit just now and nearly everything appears out of bounds for use with ESL unless you compact or renumber the formids. You could always restart the process of compacting the formids with the voice files present and the script should rename the voice files to match the new formids. Edited January 13, 2025 by kamithemoon
Thomas_Hefferson Posted January 15, 2025 Posted January 15, 2025 On 1/13/2025 at 3:21 AM, kamithemoon said: There's an ESL version? Compacting to a an esl can change formids which makes head meshes and voices files no longer work. It can also affect scripts if the script is looking for a particular formid. The voice mod currently only works with the main version of this mod. Although, simply ticking the esl flag on xedit might work with it. I'm guessing you ran the mod through the ESLify everything script? I checked the formids in xedit just now and nearly everything appears out of bounds for use with ESL unless you compact or renumber the formids. You could always restart the process of compacting the formids with the voice files present and the script should rename the voice files to match the new formids. I made the esl version as like a test to see if it would work since I was already restarting my game to test out some other mods in a similar capacity at the time anyway. I went onto xedit (SSEedit to be exact), and compacted the form IDs to ESL for the SL Enchantress Redux mod and then flagged it as ESL. After Mizor let me know that I might need to regenerate the SEQ, I did that and the spells with dialogue seemed to work alright after that. TLDR (What I did): - Compacted formIDs on xedit, - Flagged plugin as esl, - Regenerated SEQ Note: When I did the SEQ, I actually started over and did a fresh install of the mod and also had your voicepack downloaded and installed when I did it. The voice files were present but I don't think it would change anything since I didnt use the ESLify everything script. (I have no idea how the script works since I've never used it so idk)
kamithemoon Posted January 15, 2025 Posted January 15, 2025 8 hours ago, Thomas_Hefferson said: I made the esl version as like a test to see if it would work since I was already restarting my game to test out some other mods in a similar capacity at the time anyway. I went onto xedit (SSEedit to be exact), and compacted the form IDs to ESL for the SL Enchantress Redux mod and then flagged it as ESL. After Mizor let me know that I might need to regenerate the SEQ, I did that and the spells with dialogue seemed to work alright after that. TLDR (What I did): - Compacted formIDs on xedit, - Flagged plugin as esl, - Regenerated SEQ Note: When I did the SEQ, I actually started over and did a fresh install of the mod and also had your voicepack downloaded and installed when I did it. The voice files were present but I don't think it would change anything since I didnt use the ESLify everything script. (I have no idea how the script works since I've never used it so idk) It's the compacting what did it. Skyrim associates head meshes/textures and voice files with specific formids. If you change those formids or rename the quest files then the head and voice stuff will no longer align. Depending on how a mod's scripts were written, that can also cause issues if the script is looking for a particular formid that is no longer available. This is also why you needed to regenerate the SEQ, as that file tells the game to start the quest at startup but couldn't do so anymore since you changed the formid so it had an incorrect reference. Since this mod did not have head or voice stuff previously, compacting wasn't an issue. But it does now...ish. So if you want the voices, you'll have to find a way to align the new voices with your new formids.
Thomas_Hefferson Posted January 18, 2025 Posted January 18, 2025 On 1/15/2025 at 12:14 PM, kamithemoon said: Since this mod did not have head or voice stuff previously, compacting wasn't an issue. But it does now...ish. So if you want the voices, you'll have to find a way to align the new voices with your new formids. I see, that's good to know, thanks. I will use the regular version of the mod, I just flagged as esl to test if it worked. I may try flagging as esl without compacting formIDs just to further test it.
Mizor Posted January 21, 2025 Author Posted January 21, 2025 11 hours ago, htefefew said: Could we have esl version? It sounds like you should be able to make it an ESL without problems. Just remember to regenerate the SEQ file. I'll try to include an ESL flagged version once I don't plan on making any further changes for at least a time, but not something I want to go through the hassle of every time I make an update currently.
Thomas_Hefferson Posted January 27, 2025 Posted January 27, 2025 (edited) On 1/21/2025 at 11:25 AM, Mizor said: It sounds like you should be able to make it an ESL without problems. Just remember to regenerate the SEQ file. I'll try to include an ESL flagged version once I don't plan on making any further changes for at least a time, but not something I want to go through the hassle of every time I make an update currently. I had the ESL working with no issues other than the fact it was not compatible with the voice pack. It was due to the formIDs being compacted like kamithemoon pointed out to me: On 1/15/2025 at 12:14 PM, kamithemoon said: So if you want the voices, you'll have to find a way to align the new voices with your new formids. So I tried to flag it as esl without compacting formIDs and SSEedit hit me with this message: Spoiler [00:00] Saving: SLER.esp.save.2025_01_26_19_19_05 [00:00] Error saving SLER.esp.save.2025_01_26_19_19_05: Record [REFR:8B03EBD6] (places SLERSpellTomeDesensitize "Spell Tome: Desensitize" [BOOK:8B03BB57] in GRUP Cell Temporary Children of DarkBrotherhoodSanctuary "Dark Brotherhood Sanctuary" [CELL:000AD5A1]) has invalid ObjectID 03EBD6 for a light module. You will not be able to save this file with ESL flag active [00:00] Errors have occured. At least one file was not saved. I lack the current skill and know-how to re-align the voices from the voice pack with the new formIDs. So personally I am going to use the regular version for now, however if anyone want the esl version of the mod and don't want to flag it yourself then I'm gonna post the espfe file here as a patch. THIS IS JUST THE ESPFE, YOU NEED THE ORIGINAL MOD. THIS ALSO NEEDS TO OVERWRITE THAT. Anyway, for anyone who wanted this as esl, hope this is useful. (ESL Patch) SL Enchantress Redux SE 1.0.3.7z Edited January 27, 2025 by Thomas_Hefferson 1
kamithemoon Posted January 27, 2025 Posted January 27, 2025 30 minutes ago, Thomas_Hefferson said: I had the ESL working with no issues other than the fact it was not compatible with the voice pack. It was due to the formIDs being compacted like kamithemoon pointed out to me: So I tried to flag it as esl without compacting formIDs and SSEedit hit me with this message: Hide contents [00:00] Saving: SLER.esp.save.2025_01_26_19_19_05 [00:00] Error saving SLER.esp.save.2025_01_26_19_19_05: Record [REFR:8B03EBD6] (places SLERSpellTomeDesensitize "Spell Tome: Desensitize" [BOOK:8B03BB57] in GRUP Cell Temporary Children of DarkBrotherhoodSanctuary "Dark Brotherhood Sanctuary" [CELL:000AD5A1]) has invalid ObjectID 03EBD6 for a light module. You will not be able to save this file with ESL flag active [00:00] Errors have occured. At least one file was not saved. I lack the current skill and know-how to re-align the voices from the voice pack with the new formIDs. So personally I am going to use the regular version for now, however if anyone want the esl version of the mod and don't want to flag it yourself then I'm gonna post the espfe file here as a patch. THIS IS JUST THE ESPFE, YOU NEED THE ORIGINAL MOD. THIS ALSO NEEDS TO OVERWRITE THAT. Anyway, for anyone who wanted this as esl, hope this is useful. (ESL Patch) SL Enchantress Redux SE 1.0.3.7z 12.86 kB · 1 download I believe you could just run the script from the ELSify everything mod. It's supposed to automatically search for and renumber meshes/textures and voice files too.
htefefew Posted January 27, 2025 Posted January 27, 2025 I can't load your mod in the game (either the esp or esl version), xedit check error gives the following error report, hope you could tell me what happened。 errors.txt
Mizor Posted January 27, 2025 Author Posted January 27, 2025 40 minutes ago, htefefew said: I can't load your mod in the game (either the esp or esl version), xedit check error gives the following error report, hope you could tell me what happened. I unfortunately have no idea what the errors mean or what would cause it. Running the xedit check on my end didn't show any errors. Maybe try downloading again in case something got corrupted if you haven't tried that already? Hopefully someone else will have a better idea.
eflat01 Posted January 27, 2025 Posted January 27, 2025 (edited) 1 hour ago, Mizor said: I unfortunately have no idea what the errors mean or what would cause it. Running the xedit check on my end didn't show any errors. Maybe try downloading again in case something got corrupted if you haven't tried that already? Hopefully someone else will have a better idea. Looks like it's having issues in the esl? ... Errors in [FE 003] the form ID's may be too low for the user's Skyrim version? ( may be 1.5.x)? It's does not look like it's treating the forms as being in an esl, Typically with esl there's a reserved set of ID's in older versions of Skyrim. Edited January 27, 2025 by eflat01
kamithemoon Posted January 27, 2025 Posted January 27, 2025 Finally back into Skyrim and interested to try this mod out! I'm curious, what are the spells intended use in combat? I can see using some of the sex spells to disable some enemies while you kill the rest, but is there any other combat utility? I'm not planning to sneak past my foes, I do want to kill them. My ideal sex mage has always been a weird version of a destruction mage where sex causes a large amount of damage/debuffs, but is not spamable or it would be OP. Enemies should not be able to be hit twice until their arousal gets high enough again.
Mizor Posted January 27, 2025 Author Posted January 27, 2025 33 minutes ago, kamithemoon said: Finally back into Skyrim and interested to try this mod out! I'm curious, what are the spells intended use in combat? I can see using some of the sex spells to disable some enemies while you kill the rest, but is there any other combat utility? I'm not planning to sneak past my foes, I do want to kill them. My ideal sex mage has always been a weird version of a destruction mage where sex causes a large amount of damage/debuffs, but is not spamable or it would be OP. Enemies should not be able to be hit twice until their arousal gets high enough again. Hope you have fun with it! At lower levels, it's mostly using Tantalize to raise arousal and then Lure. The others will mostly be for distracting/reducing the number of enemies you're fighting. At higher levels, the perk Unbearable Pleasure will do most of your killing with a combination of Insatiate and your preferred initiator. It's kind of all or nothing currently. I might include options for damage/debuffs at some point but no immediate plans.
kamithemoon Posted January 27, 2025 Posted January 27, 2025 1 hour ago, Mizor said: Hope you have fun with it! At lower levels, it's mostly using Tantalize to raise arousal and then Lure. The others will mostly be for distracting/reducing the number of enemies you're fighting. At higher levels, the perk Unbearable Pleasure will do most of your killing with a combination of Insatiate and your preferred initiator. It's kind of all or nothing currently. I might include options for damage/debuffs at some point but no immediate plans. Nice! Hrm, I could probably use Sexlab Triggers to apply debuffs. I tried to make it do damage before but it was inconsistent on who it thought was a victim and I ended up killing friendlies during casual sex. But now that I think about it, a short debuff might work out much better so even if it accidentally targets a friendly, they won't die and the debuff will be removed naturally later, but for enemies, I can nerf them in combat so it has viable combat usage. Oh, how are the sex acts determined with Lure? Maybe I can set up my triggers so Oral sex causes magicka drain, Vaginal causes stamina drain, and Anal causes health drain. Might give me a reason to use Lure multiple times =D.
Guest Posted January 27, 2025 Posted January 27, 2025 been wanting a mod like this. anyone able to make a patch for the spell research mod?
Mizor Posted January 28, 2025 Author Posted January 28, 2025 4 hours ago, kamithemoon said: Nice! Hrm, I could probably use Sexlab Triggers to apply debuffs. I tried to make it do damage before but it was inconsistent on who it thought was a victim and I ended up killing friendlies during casual sex. But now that I think about it, a short debuff might work out much better so even if it accidentally targets a friendly, they won't die and the debuff will be removed naturally later, but for enemies, I can nerf them in combat so it has viable combat usage. Oh, how are the sex acts determined with Lure? Maybe I can set up my triggers so Oral sex causes magicka drain, Vaginal causes stamina drain, and Anal causes health drain. Might give me a reason to use Lure multiple times =D. Almost all animations for all spells are selected by PickAnimationsByActors, so more or less random I guess? It's something I need to go back and look through once I start polishing to see if there's a better way of doing it, but I got distracted by the fun part of creating new features 😄
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