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(ABANDONED) OCreatures - Ostim Creature Extension


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Posted (edited)
1 hour ago, TheReaper32 said:

This mod works perfectly well, (I fixed the only problem I had with the dog/wolf scenes by using an updated version of pandora). I just made a patch of the Ostim NPC mod yesterday, so now I can trigger ostim scenes between creatures and npcs by casting spells on them. I definitely didn't want to install sexlab for several reasons so this mod came at the right time. Thanks again Josuke !

can you share the mod i also have an issue, 'creature is not supported by OStim' please help

Edited by soymiwk
Posted (edited)

Of course : )

(It was a line of code in the spell script file of the ONpc mod that prevented the use of match-making spells on creatures)

 

Here is the patch i made for to fix that : Install it normally like any mod. (IT MUST OVERWRITE OSTIM NPCs MOD ! ) 

 

THE PATCH FILE :OStim NPCs OCreature Patch.zip

 

Note : Do it in discreet places or anywhere outside of cities (For Unknown reasons , "npc + creature" scenes rarely works in populated areas)

This patch will allow you to start scenes between creatures and NPCs using matchmaking spells. Requirement: OCREATURE, Ostim NPC

 

Edited by TheReaper32
Posted

Hmmm, that was enough to fix the problem for me. Maybe check that your MCM (Ostim) settings match those recommended by the author in the Ocreature mod description before casting spells on creatures.

  • 2 weeks later...
Posted

 

On 7/29/2025 at 2:40 PM, TheReaper32 said:

Hmmm, that was enough to fix the problem for me. Maybe check that your MCM (Ostim) settings match those recommended by the author in the Ocreature mod description before casting spells on creatures.


how to install it or what you do to activate the npc scenes? what version of your ostim and onpcs? i downloaded the latest ostim and onpcs and load the patch with onpcs -> ocreatures -> and onpcs creature patch. but still it doesnt work for me, i already match the ostim setting menu and i even tried putting in the patch script to replace the ostim npc script

Posted
On 28/7/2025 at 4:57, TheReaper32 said:

Por supuesto : )

(Era una línea de código en el archivo de script de hechizos del mod ONpc que impedía el uso de hechizos de emparejamiento en criaturas)

 

Aquí está el parche que hice para solucionar eso : instálalo normalmente como cualquier mod. (¡DEBE SOBRESCRIBIR EL MOD OSTIM NPC!)

Parche de creación de PNJ de OStim OCreature.zip 1,78 kB · 70 descargas

100/100

Posted

I have a rather unusual problem. The animation of the werewolf creature works! However, the female humanoid remains in a waiting position, ignoring any changes in animation. All other animations for attacking, running, and interacting work without any issues. The problem occurs specifically in the scene with the creatures (there is no problem in the scene between two humanoids).
 Can anyone provide a solution? I have been struggling with this issue all day.

Engine.log

Posted
On 27/7/2025 at 15:03, soymiwk said:

¿Puedes compartir el mod? También tengo un problema: "La criatura no es compatible con OStim". Por favor ayuda.

When installing Ocreatures, you must do so exactly as the author indicated. You must also have the latest version of OStim. Almost all creatures work correctly if you use a submissive female character; if you play with a dominant male character, only spriggans and fire atronachs work.

Posted
5 hours ago, silverterra61 said:

wait how do you make it work? sometimes it work and sometimes it dont i have to make a new char to reset it

When installing Ocreatures, you must do so exactly as the author indicated. You must also have the latest version of OStim. Almost all creatures work correctly if you use a submissive female character; if you play with a dominant male character, only spriggans and fire atronachs work.

Posted (edited)

Does anyone have a fix to get  Ocreatures to work with OSimpleDefeat and Acheron?

 

Acheron has a creature option in the MCM, but when the PC is defeated, OSimpleDefeat says the creature does not have any surrender scene. 
 

Edited by Chaliandra
Posted
On 7/23/2025 at 5:42 PM, miss-fates said:

What a pleasant surprise, I've been using Olycanthrope in my current load order for my werewolf playthrough, and was wondering if that mod was going to be updated anytime soon. I'd love this... new feature. Is this still in the works?

Expect an update with initial support for OCreatures by the end of the August.  You probably will be safer if you start a new game with this update, as I've made some changes to ingredients and recipes.  While adding some additional quests, I inadvertantly broke the starting quest which has kept me from releasing earlier in the summer, but I think I've got that fixed now.  I am still working on those additional quests, but plan on releasing an early version 1.6 for those who want to test things.  It will be posted on Nexus.

 

Some of the changes as relates to OCreatures support are as follows:

  1. Secret werewolves and werewolf followers will transform when a sex scene is started with them.  This might cause problems if you add NPCs to Jorrvaskr, such as those added by This is Jorrvaskr, because they are not added to the Jorrvaskr factions and will attack any transformed NPC upon transformation.
  2. Quintus will transform and breed you if you choose to accept Hircine's gift during the starting quest. Player character is receiver always in this situation regardless of sex.     
  3. Once you have received "The Scent of the Beast", any spawned werewolves and werebears will not be hostile to you, giving you more of a chance to have a sex scene with them (this is primarly to avoid the CTD that OCreatures causes if you try to start an OStim scene while the NPC creature is in combat with you).

 

Currently undecided on the following.  If anyone has any thoughts on these let me know.

  1. Should Circle members transform and remain transformed during Orgy mode in Jorrvaskr?  I've noticed that too many transformations during a game session tends to lead to instability and crashes.  
  2. How much effort should I put in to support those mods which implement additional enemy transformation - such as Madmen (for Forsworn) and Hircine's curse.

 

I will probably release it as a beta version with known problems because of the following:

  1. I haven't been able to trigger dialog with NPC's while the PC is in werewolf form.  OLycanthrope does most of its scene selection via dialog.  (Todd, If Sinding can talk while in beast mode, why can't the player?)  There is a quest in the base game that might be disabling this, and I am exploring whether this quest can be completed programatically without messing with the game quest or scripts.  If not, then some alternate mod might need to be used.  
  2. Most werewolf overhauls that implement involuntary transformation (Nightmare Nights and Moonborn - those tested so far) or otherwise restrict reversion by altering the werewolf change scripts seem to lock the NPCs into their beast form. 

 

Additionally, I have done a preliminary adaptation of HCOS to OCreatures which I will post here in this thread.  It has been tested a tiny bit for werewolves but not much else as it provides some of the missing animations such as the werewolf as receiver animations.   I don't really want to support this in the long run as I don't have the time.           

Posted
On 14/8/2025 at 14:55, ccgraumann said:

Se espera una actualización con soporte inicial para OCreatures a finales de agosto. Probablemente estarás más seguro si empiezas una nueva partida con esta actualización, ya que he realizado algunos cambios en los ingredientes y las recetas. Al añadir misiones adicionales, rompí sin querer la misión inicial, lo que me ha impedido lanzarla antes este verano, pero creo que ya lo he solucionado. Sigo trabajando en esas misiones adicionales, pero planeo lanzar una versión preliminar 1.6 para quienes quieran probarla. Se publicará en Nexus.

 

Algunos de los cambios relacionados con el soporte de OCreatures son los siguientes:

  1. Los hombres lobo secretos y sus seguidores se transformarán al iniciar una escena sexual con ellos. Esto podría causar problemas si añades PNJ a Jorrvaskr, como los que se añaden en "Esto es Jorrvaskr", ya que no se añaden a las facciones de Jorrvaskr y atacarán a cualquier PNJ transformado al transformarse.
  2. Quintus te transformará y te reproducirá si aceptas el regalo de Hircine durante la misión inicial. El personaje jugador siempre es el receptor en esta situación, independientemente de su sexo.     
  3. Una vez que hayas recibido "El aroma de la bestia", cualquier hombre lobo y hombre oso engendrado no será hostil hacia ti, lo que te dará más posibilidades de tener una escena de sexo con ellos (esto es principalmente para evitar el CTD que OCreatures causa si intentas iniciar una escena OStim mientras la criatura NPC está en combate contigo).

 

Actualmente no tengo claro lo siguiente. Si alguien tiene alguna opinión, hágamelo saber.

  1. ¿Deberían los miembros del Círculo transformarse y permanecer transformados durante el modo Orgía en Jorrvaskr? He notado que demasiadas transformaciones durante una sesión de juego suelen provocar inestabilidad y cierres inesperados.  
  2. ¿Cuánto esfuerzo debo poner para apoyar aquellos mods que implementan transformaciones adicionales enemigas, como Madmen (para Forsworn) y la maldición de Hircine?

 

Probablemente lo lanzaré como una versión beta con problemas conocidos debido a lo siguiente:

  1. No he podido iniciar diálogos con los PNJ mientras el personaje está en forma de hombre lobo. OLycanthrope selecciona la mayor parte de su escena mediante diálogos. (Todd, si Sinding puede hablar en modo bestia, ¿por qué no puede el jugador?) Hay una misión en el juego base que podría estar deshabilitando esto, y estoy explorando si se puede completar programáticamente sin modificar la misión del juego ni los scripts. Si no es así, quizás sea necesario usar algún mod alternativo.  
  2. La mayoría de las revisiones de hombres lobo que implementan una transformación involuntaria (Nightmare Nights y Moonborn, aquellas probadas hasta ahora) o restringen la reversión alterando los scripts de cambio de hombres lobo parecen bloquear a los NPC en su forma bestial. 

 

Además, he realizado una adaptación preliminar de HCOS a OCreatures, que publicaré en este hilo. Se ha probado un poco con hombres lobo, pero no mucho más, ya que proporciona algunas de las animaciones que faltan, como la del hombre lobo como receptor. No quiero apoyar esto a largo plazo, ya que no tengo tiempo.           

https://www.nexusmods.com/skyrimspecialedition/mods/16747

Posted (edited)
On 8/14/2025 at 11:55 AM, ccgraumann said:

Expect an update with initial support for OCreatures by the end of the August.  You probably will be safer if you start a new game with this update, as I've made some changes to ingredients and recipes.  While adding some additional quests, I inadvertantly broke the starting quest which has kept me from releasing earlier in the summer, but I think I've got that fixed now.  I am still working on those additional quests, but plan on releasing an early version 1.6 for those who want to test things.  It will be posted on Nexus.

 

Some of the changes as relates to OCreatures support are as follows:

  1. Secret werewolves and werewolf followers will transform when a sex scene is started with them.  This might cause problems if you add NPCs to Jorrvaskr, such as those added by This is Jorrvaskr, because they are not added to the Jorrvaskr factions and will attack any transformed NPC upon transformation.
  2. Quintus will transform and breed you if you choose to accept Hircine's gift during the starting quest. Player character is receiver always in this situation regardless of sex.     
  3. Once you have received "The Scent of the Beast", any spawned werewolves and werebears will not be hostile to you, giving you more of a chance to have a sex scene with them (this is primarly to avoid the CTD that OCreatures causes if you try to start an OStim scene while the NPC creature is in combat with you).

 

Currently undecided on the following.  If anyone has any thoughts on these let me know.

  1. Should Circle members transform and remain transformed during Orgy mode in Jorrvaskr?  I've noticed that too many transformations during a game session tends to lead to instability and crashes.  
  2. How much effort should I put in to support those mods which implement additional enemy transformation - such as Madmen (for Forsworn) and Hircine's curse.

 

I will probably release it as a beta version with known problems because of the following:

  1. I haven't been able to trigger dialog with NPC's while the PC is in werewolf form.  OLycanthrope does most of its scene selection via dialog.  (Todd, If Sinding can talk while in beast mode, why can't the player?)  There is a quest in the base game that might be disabling this, and I am exploring whether this quest can be completed programatically without messing with the game quest or scripts.  If not, then some alternate mod might need to be used.  
  2. Most werewolf overhauls that implement involuntary transformation (Nightmare Nights and Moonborn - those tested so far) or otherwise restrict reversion by altering the werewolf change scripts seem to lock the NPCs into their beast form. 

 

Additionally, I have done a preliminary adaptation of HCOS to OCreatures which I will post here in this thread.  It has been tested a tiny bit for werewolves but not much else as it provides some of the missing animations such as the werewolf as receiver animations.   I don't really want to support this in the long run as I don't have the time.           
 

I think a good way for circle members to be handled is to limit the number of transformed werewolves in the orgy to a certain amount plus the player, you could even make that configurable via the MCM.

 

As for enemy transformations, I’m not sure. I feel like a lot of werewolf overhauls add lots of additional werewolf spawns, I feel like adding support for everything there sounds like a time consuming mess. I feel like most players will want to initiate scenes with characters they know over wild werebeasts anyways.

 

Super stoked to see you working on this again, I’ll definitely get the new version when it hits nexus! Just make sure there is a good instillation guide and a list of everything needed, it was a pain for me to get ostim set up.
 

One last thing, not sure if there is anything like this in the mod already, but I kind of have a feature request.

 

I would love it if there was a mechanic, (perhaps configurable in MCM), where if the PC is a werewolf, and stays at extremely high levels of arousal for too long, they lose control and start having forced transformations if they don’t relieve their arousal. This would give the player more of a reason to actually seek out scenes, as often when I was questing I wasn’t around companions long enough at times/situations where Olycanthrope scenes could trigger, and would encourage the player to seek out out other Ostim situations and potentially infect other characters and generally spice up a play through. Plus, it would allow a way for an immersive forced transformation mechanic to be in werewolf mod lists that don’t have them otherwise, and give an actual risk/drawback to being a werewolf. It would really put the player in the same state of mind as the werewolf characters are, constantly needing to relieve their urges.
 

I understand the arousal spike post werewolf transformation is already a mechanic, which if combined with this idea could create dangerous feedback loops, but maybe it could be an option that isn’t enabled by default, or post transformation arousal could be made more configurable. There would also definitely need to be some kind of warning for the player, like maybe a heartbeat, screen flash, “you feel” messages, etc. It would also give another reason to use silver cock rings or necklaces, too.

 

Just an idea though. I’m hardly a modder myself and am not sure how difficult this would be to script. I would love to learn how though!

Edited by miss-fates
Posted
On 8/14/2025 at 11:55 AM, ccgraumann said:

Expect an update with initial support for OCreatures by the end of the August.  You probably will be safer if you start a new game with this update, as I've made some changes to ingredients and recipes.  While adding some additional quests, I inadvertantly broke the starting quest which has kept me from releasing earlier in the summer, but I think I've got that fixed now.  I am still working on those additional quests, but plan on releasing an early version 1.6 for those who want to test things.  It will be posted on Nexus.

 

Some of the changes as relates to OCreatures support are as follows:

  1. Secret werewolves and werewolf followers will transform when a sex scene is started with them.  This might cause problems if you add NPCs to Jorrvaskr, such as those added by This is Jorrvaskr, because they are not added to the Jorrvaskr factions and will attack any transformed NPC upon transformation.
  2. Quintus will transform and breed you if you choose to accept Hircine's gift during the starting quest. Player character is receiver always in this situation regardless of sex.     
  3. Once you have received "The Scent of the Beast", any spawned werewolves and werebears will not be hostile to you, giving you more of a chance to have a sex scene with them (this is primarly to avoid the CTD that OCreatures causes if you try to start an OStim scene while the NPC creature is in combat with you).

 

Currently undecided on the following.  If anyone has any thoughts on these let me know.

  1. Should Circle members transform and remain transformed during Orgy mode in Jorrvaskr?  I've noticed that too many transformations during a game session tends to lead to instability and crashes.  
  2. How much effort should I put in to support those mods which implement additional enemy transformation - such as Madmen (for Forsworn) and Hircine's curse.

 

I will probably release it as a beta version with known problems because of the following:

  1. I haven't been able to trigger dialog with NPC's while the PC is in werewolf form.  OLycanthrope does most of its scene selection via dialog.  (Todd, If Sinding can talk while in beast mode, why can't the player?)  There is a quest in the base game that might be disabling this, and I am exploring whether this quest can be completed programatically without messing with the game quest or scripts.  If not, then some alternate mod might need to be used.  
  2. Most werewolf overhauls that implement involuntary transformation (Nightmare Nights and Moonborn - those tested so far) or otherwise restrict reversion by altering the werewolf change scripts seem to lock the NPCs into their beast form. 

 

Additionally, I have done a preliminary adaptation of HCOS to OCreatures which I will post here in this thread.  It has been tested a tiny bit for werewolves but not much else as it provides some of the missing animations such as the werewolf as receiver animations.   I don't really want to support this in the long run as I don't have the time.           

As for dialogue while in werewolf form, there’s mods like werewolf full access. Honestly though I would just have it so you have to start scenes as human, and then through dialogue before the scene choose if you will transform or not before, but I’m not sure if that will be a scripting nightmare or not.

Posted
On 8/16/2025 at 4:16 AM, miss-fates said:

I think a good way for circle members to be handled is to limit the number of transformed werewolves in the orgy to a certain amount plus the player, you could even make that configurable via the MCM.

 

As for enemy transformations, I’m not sure. I feel like a lot of werewolf overhauls add lots of additional werewolf spawns, I feel like adding support for everything there sounds like a time consuming mess. I feel like most players will want to initiate scenes with characters they know over wild werebeasts anyways.

 

Super stoked to see you working on this again, I’ll definitely get the new version when it hits nexus! Just make sure there is a good instillation guide and a list of everything needed, it was a pain for me to get ostim set up.
 

 

 

I'll probably add MCM toggles to control which transformations can occur in orgy mode. After all, what's a few more check boxes when there are already 30 :)    

 

Lorewise, I guess you can look at the Companions in two ways: either they are "special" werewolves in that they have control over their transformations and so in order to keep the Circle's secret of being werewolves, they can inhibit their change when in Jorrvaskr (as the non-circle companions have no in-game dialog indicating they know the Circle are werewolves); or alternately they are "normal" werewolves and thus when overcome by injury, desire, hunger, or anger, they transform (as when Farkas transforms during the Proving Honor quest).    

 

I'm still not entirely satisfied with how OLyc handles Jorrvaskr.  As far as OLyc goes, the problem with Orgy mode is that currently Lycanthropy is pretty contagious between NPC's.  During orgy mode eventually every Companion becomes infected as they either have scenes with a Circle member, the PC, or any NPC followers who might be werewolves.  In subsequent orgies, all of them will transform.  Even outside of Orgy mode, arousal in Jorrvaskr increases rapidly because of there being at minimum 3 werewolves present, which triggers NPC/NPC scenes frequently. 

 

As far as enemy transformation abilities go, I already detect many of them for the arousal increase, it's just that there are Creation Kit limitations in setting up the dialog options for when they are not transformed.  But you are correct, checking all of the numerous werewolf overhauls has become quite a chore.              

    

Posted
On 8/16/2025 at 4:16 AM, miss-fates said:

One last thing, not sure if there is anything like this in the mod already, but I kind of have a feature request.

 

I would love it if there was a mechanic, (perhaps configurable in MCM), where if the PC is a werewolf, and stays at extremely high levels of arousal for too long, they lose control and start having forced transformations if they don’t relieve their arousal. This would give the player more of a reason to actually seek out scenes, as often when I was questing I wasn’t around companions long enough at times/situations where Olycanthrope scenes could trigger, and would encourage the player to seek out out other Ostim situations and potentially infect other characters and generally spice up a play through. Plus, it would allow a way for an immersive forced transformation mechanic to be in werewolf mod lists that don’t have them otherwise, and give an actual risk/drawback to being a werewolf. It would really put the player in the same state of mind as the werewolf characters are, constantly needing to relieve their urges.
 

I understand the arousal spike post werewolf transformation is already a mechanic, which if combined with this idea could create dangerous feedback loops, but maybe it could be an option that isn’t enabled by default, or post transformation arousal could be made more configurable. There would also definitely need to be some kind of warning for the player, like maybe a heartbeat, screen flash, “you feel” messages, etc. It would also give another reason to use silver cock rings or necklaces, too.

 

Just an idea though. I’m hardly a modder myself and am not sure how difficult this would be to script. I would love to learn how though!

 

I've already added in some consequences of being in a state of hyper-arousal for the new version.  Currently if you reach and stay at max arousal and are in the presence of a guard inside a city, you will go to jail, or alternately, if you have simple slavery++ installed, you will be sent off to be sold.  Outside of a city, I have considered implementing an item loss consequence, in that you will lose all your stuff,  the screen fades to black and you wake up naked in a random location (either a wolf or troll den, or a bandit location that has captive wolves) as if you wolfed out and ended up hooking up with one of your canine relatives or were captured and contained.  One of the quests, when I get it completed could also start, but only if your PC is male.  Would these consequences provide enough of an incentive, or do you think actual transformation is necessary?  Forced transformation can be somewhat problematic with all the werewolf overhauls altering how long the PC stays a werewolf -- for instance with Nightmare Night and Moonborn, if the player is forced to transform during the day, they might end up remaining a werewolf until daybreak, or at the extreme, the morning after the next full moon.  

Posted (edited)
16 hours ago, ccgraumann said:

 

I've already added in some consequences of being in a state of hyper-arousal for the new version.  Currently if you reach and stay at max arousal and are in the presence of a guard inside a city, you will go to jail, or alternately, if you have simple slavery++ installed, you will be sent off to be sold.  Outside of a city, I have considered implementing an item loss consequence, in that you will lose all your stuff,  the screen fades to black and you wake up naked in a random location (either a wolf or troll den, or a bandit location that has captive wolves) as if you wolfed out and ended up hooking up with one of your canine relatives or were captured and contained.  One of the quests, when I get it completed could also start, but only if your PC is male.  Would these consequences provide enough of an incentive, or do you think actual transformation is necessary?  Forced transformation can be somewhat problematic with all the werewolf overhauls altering how long the PC stays a werewolf -- for instance with Nightmare Night and Moonborn, if the player is forced to transform during the day, they might end up remaining a werewolf until daybreak, or at the extreme, the morning after the next full moon.  

I do like those fail states, but I would still like forced transformation as an option.

The item loss stuff, getting arrested, and waking up in other places is fun, I think stuff like that should be in the mod regardless, but it takes control from the player/isn't directly seen by them, and I'm not always a fan of that. I feel it is much more immersive to feel like you are actually barely in control of your "body" (the PC) rather than just fading to black. Like, if you transform in the middle of a city, you'd have a chance to kill guards or run instead of instantly going to jail. I like the implied happenings of the scenarios presented, but seeing/controlling it to a certain extent is more immersive. Like, maybe you surrender and go to jail, or escape somewhere and do it with your beastly brethren to relieve yourself, these same scenarios could still play out depending on player actions and what mods are there, but it's player driven.

 Maybe you could do something similar to the first transformation you have with the Companions, you transform briefly, but after a set amount of time passes, you wake up naked later in the different scenarios you presented, so you at least see led to it and somewhat interact with it. Most werewolf mods don't touch that scene/script, and although I'm not an expert on scripting by any means, but I bet that functionality could be reused. That would honestly be enough for me, especially if there's enough warning with screen flashes or sound effects. 

 

As for conflicts with other werewolf mods with lunar transformations, I wouldn't worry too much about that, I believe they rely on the in game time. From messing around with console commands, triggering Moonlight Tales transformations during the day and similar mods would just end like a normal transformation after 2 minutes or so like usual. Plus, I think this mod has grown enough into its own beast where you can say "hey, using other werewolf mods with this may have its own risks and I can't account for everything" and people would understand. Plus, in most of those mods, how would a normal player triggered transformation work? Hell I've used mods that have forced transformations at low health and getting stuck in beast form like that has ever happened to me.

 

I never realized I could be passionate enough about this to ramble on this much about the psychology of game design for a werewolf sex mod for a 10+ year old game, but here we are. At the end of the day, its your mod, but I think forced transformations, combined with the ability to erm... have relations... in beast form really completes this mod as an all in one immersive NSFW werewolf experience. It would make you feel like a beast that needs to hunt and relieve its lust to survive with real, tangible consequences and keeps the player involved for all of it. Your mod already does that with a lot of these new features, but this would be that last bit of icing on the cake for me at least, as it makes so you spend more time in beast form, or are thinking about being in beast form, more often, making you feel like a werewolf!

Edited by miss-fates
Posted
8 hours ago, ccgraumann said:

 

I'll probably add MCM toggles to control which transformations can occur in orgy mode. After all, what's a few more check boxes when there are already 30 :)    

 

Lorewise, I guess you can look at the Companions in two ways: either they are "special" werewolves in that they have control over their transformations and so in order to keep the Circle's secret of being werewolves, they can inhibit their change when in Jorrvaskr (as the non-circle companions have no in-game dialog indicating they know the Circle are werewolves); or alternately they are "normal" werewolves and thus when overcome by injury, desire, hunger, or anger, they transform (as when Farkas transforms during the Proving Honor quest).    

 

I'm still not entirely satisfied with how OLyc handles Jorrvaskr.  As far as OLyc goes, the problem with Orgy mode is that currently Lycanthropy is pretty contagious between NPC's.  During orgy mode eventually every Companion becomes infected as they either have scenes with a Circle member, the PC, or any NPC followers who might be werewolves.  In subsequent orgies, all of them will transform.  Even outside of Orgy mode, arousal in Jorrvaskr increases rapidly because of there being at minimum 3 werewolves present, which triggers NPC/NPC scenes frequently. 

 

As far as enemy transformation abilities go, I already detect many of them for the arousal increase, it's just that there are Creation Kit limitations in setting up the dialog options for when they are not transformed.  But you are correct, checking all of the numerous werewolf overhauls has become quite a chore.              

    

As annoying as it may be, I think the more options for the user to customize stuff, the better. Also, I think you could make it an option so maybe NPCs could not be infected during Jorvaskr orgies unless done so by the player or something. Either way it's going to be tricky to balance, so letting the player make those choices for themselves through MCM is probably best, it'll be impossible to please everyone.

Posted
8 hours ago, ccgraumann said:

 

I've already added in some consequences of being in a state of hyper-arousal for the new version.  Currently if you reach and stay at max arousal and are in the presence of a guard inside a city, you will go to jail, or alternately, if you have simple slavery++ installed, you will be sent off to be sold.  Outside of a city, I have considered implementing an item loss consequence, in that you will lose all your stuff,  the screen fades to black and you wake up naked in a random location (either a wolf or troll den, or a bandit location that has captive wolves) as if you wolfed out and ended up hooking up with one of your canine relatives or were captured and contained.  One of the quests, when I get it completed could also start, but only if your PC is male.  Would these consequences provide enough of an incentive, or do you think actual transformation is necessary?  Forced transformation can be somewhat problematic with all the werewolf overhauls altering how long the PC stays a werewolf -- for instance with Nightmare Night and Moonborn, if the player is forced to transform during the day, they might end up remaining a werewolf until daybreak, or at the extreme, the morning after the next full moon.  

Last thing, I usually play as female characters, are their any plans for unisex quests or female exclusive ones? 

Posted
10 hours ago, miss-fates said:

I do like those fail states, but I would still like forced transformation as an option.

The item loss stuff, getting arrested, and waking up in other places is fun, I think stuff like that should be in the mod regardless, but it takes control from the player/isn't directly seen by them, and I'm not always a fan of that. I feel it is much more immersive to feel like you are actually barely in control of your "body" (the PC) rather than just fading to black. Like, if you transform in the middle of a city, you'd have a chance to kill guards or run instead of instantly going to jail. I like the implied happenings of the scenarios presented, but seeing/controlling it to a certain extent is more immersive. Like, maybe you surrender and go to jail, or escape somewhere and do it with your beastly brethren to relieve yourself, these same scenarios could still play out depending on player actions and what mods are there, but it's player driven.
 

 

I'm not sure surrender is a possibility, since you can't always change back on demand, and I currently have no way of triggering dialog when in beast form.  I certainly can make transformation an option, I just don't know whether that might make things too problematic for the PC.    

Posted
10 hours ago, miss-fates said:

As for conflicts with other werewolf mods with lunar transformations, I wouldn't worry too much about that, I believe they rely on the in game time. From messing around with console commands, triggering Moonlight Tales transformations during the day and similar mods would just end like a normal transformation after 2 minutes or so like usual. Plus, I think this mod has grown enough into its own beast where you can say "hey, using other werewolf mods with this may have its own risks and I can't account for everything" and people would understand. Plus, in most of those mods, how would a normal player triggered transformation work? Hell I've used mods that have forced transformations at low health and getting stuck in beast form like that has ever happened to me.

 

In Nightmare Night, all transformations last until 5 am, even when triggered by OLyc, unless the Player has the Ring of Hircine which allows them to revert at will.  In Moonborn, the Ring allows the PC to avoid it's forced full moon transformation entirely, but it also completely disables normal player initiated transformation if the player became a werewolf through it's inbuilt disease mechanism.  OLyc uses a mods inbuilt disease for PC infection if the mod has one to maintain compatibiity.   When I triggered PC transformation via OLyc while using Moonborn, I ended up stuck in beast form for several in game days, so I think the reversion check must be date based rather than elapsed time based.  I can't say that I find either of those two mods all that particularly fun to play with, but I can see their appeal.       

Posted
11 hours ago, miss-fates said:

II never realized I could be passionate enough about this to ramble on this much about the psychology of game design for a werewolf sex mod for a 10+ year old game, but here we are. At the end of the day, its your mod, but I think forced transformations, combined with the ability to erm... have relations... in beast form really completes this mod as an all in one immersive NSFW werewolf experience. It would make you feel like a beast that needs to hunt and relieve its lust to survive with real, tangible consequences and keeps the player involved for all of it. Your mod already does that with a lot of these new features, but this would be that last bit of icing on the cake for me at least, as it makes so you spend more time in beast form, or are thinking about being in beast form, more often, making you feel like a werewolf!

I'm always willing to discuss the mod with a passionate user.  Imagine my position as I never thought I would spend so much time to develop a werewolf sex mod for a 10+ year old game.  I am just grateful someone finds it fun to play.  All too often it seems mod developers don't seem willing to accept user input, criticism or suggestions and it is hard to develop in a vacuum.  I'm still learning what can be or must be done via Creation Kit and not just scripting, which is why my quests are taking so long to develop.  I'm a software developer by trade IRL, and so I came to skyrim modding somewhat backwards from how most people do it.

Posted
11 hours ago, miss-fates said:

Last thing, I usually play as female characters, are their any plans for unisex quests or female exclusive ones? 

I'm open to suggestions.  I find that story development doesn't come that easily to me.  I'm working on designing two quests: the follower cure quest (a search and retrieve quest - with multiple endings, depending on who you talk to) which is unisex.  The male only hyper-arousal consequence quest is actually just one possible entry point into the second quest.  It is male only because it involves the Hags Kiss which is the black ring whose enchantment prohibits all combat and increases arousal and semen production.  Ideally, to make that part of the quest work properly with OCreatures support, I need a hagraven on human/werewolf male bj/hj sex scene, which doesn't seem to exist and I don't have the software, time, or skill to make my own animations.  The second quest can be started another way by either sex, and I have outlined (but not finalized) a female only path for it which involves the Potion of Moonlight Beauty which is poisonous and fatal to males.  This quest, as it stands now, does not specifically require the player to be a WW or even have Scent of the Beast though, except for the male only entry point.  If I'm creative enough, I might be able find a way to require being a WW for this quest.      

Posted
1 hour ago, ccgraumann said:

 

I'm not sure surrender is a possibility, since you can't always change back on demand, and I currently have no way of triggering dialog when in beast form.  I certainly can make transformation an option, I just don't know whether that might make things too problematic for the PC.    

Oh, by surrender, I meant a normal surrender by sheathing your weapon after you change back, since most transformations in mods only last a few minutes. (Sometimes you have to take it out and put it away after because jank). Most werewolf situations let you do that unless you kill too many guards, regardless of most mods. Besides, I doubt a a werewolf would have the strength of will to surrender when in a sex craze induced transformation lol, but in the post-wolf clarity faze (if they aren’t dead/have killed everyone), it would make sense. 
 

As for it being too problematic? That’s kind of what you already signed up for with a mod like this, especially with the other consequences you listed, and the various debuffs arousal mods optionally give you from being too horny. Choices and consequences! It’s what RPG’s are all about! As long as there is sufficient warning for the player, and/or the ability to turn it off in the MCM, I’d say it’s completely fair game.

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