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Posted
On 1/26/2025 at 9:00 PM, kamithemoon said:

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.

Oh for real? I'll try that soon and post about it. Thanks for the info.

  • 2 weeks later...
Posted
2 hours ago, LeanLatin said:

Can you change or share how to remove the ghost effect when using the Prey or Xenophobia spell

 

Would probably be a pretty easy patch to make in xEdit.  Remove the "ghostAbility" or something like that from NPCs of each race.  slerWolf, slerKhajiit, etc.

  • 2 weeks later...
Posted

I know the topic was already mentioned a while ago, but are there any plans for OStim compatibility?
I'm glad to see this mod resurrected, and upgraded, either way, so kudos!

Posted
On 2/26/2025 at 3:25 PM, blento said:

I know the topic was already mentioned a while ago, but are there any plans for OStim compatibility?
I'm glad to see this mod resurrected, and upgraded, either way, so kudos!

I don't currently, unfortunately.  It's not a simple thing to add, and I don't have an OStim modlist currently and wouldn't be able to test the changes :c

Posted (edited)

I just found the Cumulative Fear/Frenzy/Calm mod on the nexus and it looks great.  I'm curious if it could be easily implemented in your own mod as this would help with a lot of balancing issues.  Or rather used as a basis for arousal thresholds for spells, maybe.  Like the spell doesn't work until a certain arousal is reached and/or health, stamina, level for balance.

 

https://www.nexusmods.com/skyrimspecialedition/mods/121547?tab=description

Edited by kamithemoon
Posted
On 3/6/2025 at 8:07 PM, kamithemoon said:

I just found the Cumulative Fear/Frenzy/Calm mod on the nexus and it looks great.  I'm curious if it could be easily implemented in your own mod as this would help with a lot of balancing issues.  Or rather used as a basis for arousal thresholds for spells, maybe.  Like the spell doesn't work until a certain arousal is reached and/or health, stamina, level for balance.

 

https://www.nexusmods.com/skyrimspecialedition/mods/121547?tab=description

Neat, I'll check it out, thanks!  I did add an option so you can enable if you want to make it so spells will have a chance to fizzle if the target's arousal isn't high enough.  It's pretty basic currently though.  I'll check out if that mod is doing something I can take inspiration from.

  • 2 months later...
Posted

Does anyone have issues getting the 'racism' enchantment to work? I used it on the PC and it doesn't do anything.

Posted
6 hours ago, mcnv said:

Does anyone have issues getting the 'racism' enchantment to work? I used it on the PC and it doesn't do anything.

I'll be honest I was so focused on the whole reverse pickpocket thing, I think I only tested the arousal generating enchant on the PC. Do the others work? I can take a look to see if there's anything weird with that one in particular.

Posted
7 hours ago, Mizor said:

I'll be honest I was so focused on the whole reverse pickpocket thing, I think I only tested the arousal generating enchant on the PC. Do the others work? I can take a look to see if there's anything weird with that one in particular.

If I remember my testing, the animal and the self masturbating one works, The racism and the 'offer yourself to everyone' didn't. The arousal changing ones and what I think is the killing enchantment, I don't know.

 

Posted
21 hours ago, mcnv said:

If I remember my testing, the animal and the self masturbating one works, The racism and the 'offer yourself to everyone' didn't. The arousal changing ones and what I think is the killing enchantment, I don't know.

 

Very helpful, thanks! I think I might have tracked down the issue with Racism.

 

What's even weirder is that if I wore the Racism ring for a bit, then switched to a Feral ring, Racism would trigger, so there may be a deeper less obvious problem as well, but I'll need to test a bit more.

Posted
On 5/20/2025 at 9:50 AM, Myhafaa said:

Damm, it looks awesome, gonna try it today, such a nice addition for my kinky-minded mage character 😁

Hope you have fun with it!

  • 1 month later...
Posted (edited)

I just found this mod and thought I might try to incorporate it into a new playthrough. Unfortunately, for some reason I can't seem to get the game to recognize that the mod is even there. MCM doesn't recognize it at all. I was also not able to find any of the spell tomes using the item search mod, so it seems that the mod is just not being recognized at all. I have tried both with and without the original SLE mod (which is recognized by MCM) but no avail. Any idea what I am doing wrong here? This is on Skyrim SE by the way. 

Edited by cruseyd
Posted
5 hours ago, cruseyd said:

I just found this mod and thought I might try to incorporate it into a new playthrough. Unfortunately, for some reason I can't seem to get the game to recognize that the mod is even there. MCM doesn't recognize it at all. I was also not able to find any of the spell tomes using the item search mod, so it seems that the mod is just not being recognized at all. I have tried both with and without the original SLE mod (which is recognized by MCM) but no avail. Any idea what I am doing wrong here? This is on Skyrim SE by the way. 

 

Odd. Are you using a mod manager and have it enabled? Do you have all the dependencies installed? It needs Sexlab and Sexlab Aroused, but also their dependencies. I just tried creating a new save on my setup and it worked there. You're using the SE version of the download, correct? Should be the "Sexlab Enchantress Redux 1_1_0 SE.7z" version. I'm not really sure what would cause the mod not to get picked up at all.

Posted

This has probably been mentioned....Im on sexlab P+ and OSL aroused. Whenever I cast the incite spell or other seduction like spells, I get a message that says: ***actor*** cannot find anyone available, or something along those lines. It gives the same message even when the NPC arousal is at 100. Is this due to incompatibility with SL P+ or OSLA?

Posted
4 hours ago, SSJjohsey said:

This has probably been mentioned....Im on sexlab P+ and OSL aroused. Whenever I cast the incite spell or other seduction like spells, I get a message that says: ***actor*** cannot find anyone available, or something along those lines. It gives the same message even when the NPC arousal is at 100. Is this due to incompatibility with SL P+ or OSLA?

It's probably not compatible with OSLA unless it hooks all the Sexlab Aroused functions. I haven't tested either so it could be either.

 

It's also possible that in some areas you'll get that message even if things are working. I have some half-baked matchmaking built into it that tries to sort partners, though it's kinda dumb. If there aren't any compatible partners in range, you can also get that message. But if it never works, it's probably a compatibility issue.

Posted

Question: Is the excite spell supposed to bring dead characters back to life?

 

I used it on a bandit in a cave, and it teleported both him and a recently slain bandit (from behind me) in front of me and started the scene. After the scene ended, they were both alive. Thinking that this might be a fluke, I tried it again in another area and got the same behavior.

Posted
5 hours ago, WizardLookingDude said:

Question: Is the excite spell supposed to bring dead characters back to life?

 

I used it on a bandit in a cave, and it teleported both him and a recently slain bandit (from behind me) in front of me and started the scene. After the scene ended, they were both alive. Thinking that this might be a fluke, I tried it again in another area and got the same behavior.

Lol, it's definitely not supposed to.

 

There should be two separate layers of checks that prevent this, but maybe I missed something. I'll look into it. Thanks!

  • 2 weeks later...
Posted

The Prey spell worked at the start of a new game, but with my level 20 character, it's unstable. In combat, the spell starts but doesn't perform the sexlab animation, becomes immune to attacks for a while, and then attacks again. Outside of combat, it works with any NPC, including followers.

Posted
On 7/15/2025 at 10:20 PM, Daemon Felix said:

The Prey spell worked at the start of a new game, but with my level 20 character, it's unstable. In combat, the spell starts but doesn't perform the sexlab animation, becomes immune to attacks for a while, and then attacks again. Outside of combat, it works with any NPC, including followers.

Sounds like Sexlab automatically ending the animation because combat is occurring. Have you messed around in SL's settings at all?

  • 3 weeks later...
Posted

I've been playing around with a pickpocket/thief/illusionist character, and I've discovered that this mod offers some new options for pickpockets. When an npc enters a sex scene, he/she/it removes equipped items and places them in inventory. This means I can pickpocket items that would normally be unavailable until higher levels (armor and weapons, for example). I've been finding it endlessly amusing to leave a bunch of naked and disarmed enemies (standing around pretending that nothing is wrong) behind my character as I traverse dungeons or bandit camps. 

 

Plus, if I get caught, the bandits are usually too busy having sex to do anything about it, and I have plenty of time to run away. Of course, the game won't let you try again once you get caught, so some sacrifices must be made.

 

P.S. By the way, I have had mixed results with the enchantments. If I enchant my own rings and plant them, they don't seem to work. If I wear them, they do. If I only use the items generated by the MCM, they seem to work fine. I can't figure out why. Does the name of the ring matter for any reason?

Posted
On 7/15/2025 at 9:20 PM, Daemon Felix said:

The Prey spell worked at the start of a new game, but with my level 20 character, it's unstable. In combat, the spell starts but doesn't perform the sexlab animation, becomes immune to attacks for a while, and then attacks again. Outside of combat, it works with any NPC, including followers.

Hmm, I'll take a look. That sounds like the check for whether an NPC is allowed to be added to an animation is failing. There are some options that restrict location of beast animations in specific locations/circumstances, so that's possible something to check. Very weird though.

 

On 8/1/2025 at 9:53 PM, WizardLookingDude said:

I've been playing around with a pickpocket/thief/illusionist character, and I've discovered that this mod offers some new options for pickpockets. When an npc enters a sex scene, he/she/it removes equipped items and places them in inventory. This means I can pickpocket items that would normally be unavailable until higher levels (armor and weapons, for example). I've been finding it endlessly amusing to leave a bunch of naked and disarmed enemies (standing around pretending that nothing is wrong) behind my character as I traverse dungeons or bandit camps. 

 

Plus, if I get caught, the bandits are usually too busy having sex to do anything about it, and I have plenty of time to run away. Of course, the game won't let you try again once you get caught, so some sacrifices must be made.

 

P.S. By the way, I have had mixed results with the enchantments. If I enchant my own rings and plant them, they don't seem to work. If I wear them, they do. If I only use the items generated by the MCM, they seem to work fine. I can't figure out why. Does the name of the ring matter for any reason?

I'm glad you're enjoying the enchantment/pick-pocketing stuff! I burnt myself out a little creating that part of the mod so it's both way more complicated and less tested. I have a few fixes already in place that cause issues with specific enchantments. Figuring out one last issues before releasing the updated version.

 

The name shouldn't matter. The way Skyrim handles custom enchantments is not straightforward, so there may be an issue where I'm handling that but I'll have to look more into it. I think I forgot to mention in the mod page that the Equip Enchantment Fix mod by slavicpotato1 is recommended, but if the MCM ones work then that shouldn't be the problem.

  • 1 month later...
Posted

Ok, this is starting off good but you have to have the magicka cost reduced so that a new character can easily cast them. Also, the tomes are too hard to find without reading the whole page, instead have it that the carrier brings you a letter with information on where to purchase or find the tomes similar to how Cozy Inn mod has the carrier bring a letter informing the player of the Cozy Inn location. Have the text in the letter fit in with the world. Like maybe have it say "Hello adventurer, I am aware of your interest in learning new and amazing spells. This letter is to inform you that some very unique and special tomes can be found at blah blah blah." You can just unpack the Cozy Inn mod to see what is needed to spawn the carrier. Let me know if you need more ideas.

  • 2 months later...
Posted

So generally very cool mod, and most of it works as advertised.

 

But I have serious problems with "Lure": the following things happend to my character around Level 11 - 13 with "Illusion" around 70 - 80:

- the spell glitches out when used on calmed enemies, you really need to sneak up and make sure you don't trigger combat or "search mode"

- falmer skulker of Level 15 and Chaurus Reaper of Level 22 showed the message "x is too powerful for that spell"

- I had 75+ Illusion with the unbearable pleasure perk and used it on an ice wolf, after choosing the "kill" option in dialogue an animation played for a couple seconds then aparently the calm effect ran out and the wolf became briefly hostile, the animation ended prematurely, then scripts kicked in and applied calm or mayby fear? anyway the wolf was glowing like calmed but ran away from me. I tried to approach it several times, it kept a certain distance and if I walked towards it, it ran away again. Needless to say, it didn't die.

- I tried casting "Insatiate" to guarantee high arousal, but that made no difference in the situations mentioned above.

 

So I'm wondering if there is hidden limitations on the spell (player level maybe?) or if my install is messed up, though like I said other spells worked fine and did what they are supposed to do, like I could cast "Prey" on the above mentioned falmer/chaurus. Also "Lure" works fine on non-hostile NPCs. While I play an extensive wabbajack modpack, amongst others it has "Adamant" (incase it's perk-related), I installed this mod last as an addition and I don't see that any other mod could interfere, especially since only "Lure" is affected and only with hostile NPCs. I will test this further, but if someone has insight in how the spell actually works or if there is a way to look at like config files or something, any info / help would be greatly appreciated.

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