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[mod] Lustiest Lair Expanded LoversLab Add-On


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Posted

Lustiest Lair Expanded LoversLab Add-On

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Lustiest Lair: Expanded

LoversLab Add-On

 

The original LoversLab Patch is no longer available from Ancestress.

It is now available here as the LoversLab Add-on.

 

What does Lustiest Lair: Expanded LoversLab Add-On add?


The LoversLab Add-On adds perverted content to LLE not allowed on Nexus:

 

  • More Monsters
  • Lewd kinks like beast content
  • Combat Sex Animations, Captures, and Grabs
  • And more

 


 

How do I install Lustiest Lair: Expanded LoversLab Add-On?

 

Drop the folder in your /mods/ folder, and activate it ABOVE LL:E in your mod order.

 

  • 2 weeks later...
  • 3 weeks later...
Posted (edited)

You can open the text in a text editor, but I don't know how to make it work correctly. Every time I change text in it, either the game crashes or the text is all messed up when it displays in-game. Hopefully someone more knowledgeable than me comments here.

Edited by PICKLE RIIIICK
Posted

With this add-on, town facilities wasn't reduce heroes' stress from 21th week. Deleting 'll_labpatch.monster_brains.json' made it work again. It was Stygian, and I didn't try other level. Thanks a lot for your mods.

  • 3 weeks later...
Posted

Any chance we can get the patch ahead of the public release so that we can still use it if we purchased patreon early access? I personally don't want to play the latest version without it.

  • 4 weeks later...
Posted

Been running this with the latest LLE update and haven't ran into any issues so far, so its relatively safe to include in your load order still.

  • 2 weeks later...
Posted
On 7/18/2025 at 4:13 PM, haze_dj said:

What happened to the original? or Ancestress just doesn't want to update it anymore?

Saw in the discord that Ancestress is no longer managing it due to legal reasons, a real shame.

Posted
16 hours ago, PestilenceUwU said:

Saw in the discord that Ancestress is no longer managing it due to legal reasons, a real shame.

Aw man, real shame

  • 1 month later...
  • 3 weeks later...
Posted

I find with this mod the balance is out of whack. It seems impossible to level up the recruits fresh from the wagon (the level 0 ones).
Even if you give them two level 1 heroes as protection it doesnt work. You are inserting your special enemies into short lvl 0 dungeons which is too much! You simply cant expect a hero with level 0 skills and gear to withstand an enemy with 35+ HP and its own mechanics. 

It's also not just bad luck I meet these enemies consistantly. In the last level 0 dungeon I had to fight a mimic first (two actions + 'Aegis' = 2 blocks + grab), then a bitch trainer (two actions + summons + 50+ HP; also a hall fight!)

 

It's simply too much at this stage. I enjoy a challenge - I completed DD's hardest difficulty - but I suggest you start inserting your enemies later.

Posted
22 hours ago, Nukeboi said:

I find with this mod the balance is out of whack. It seems impossible to level up the recruits fresh from the wagon (the level 0 ones).
Even if you give them two level 1 heroes as protection it doesnt work. You are inserting your special enemies into short lvl 0 dungeons which is too much! You simply cant expect a hero with level 0 skills and gear to withstand an enemy with 35+ HP and its own mechanics. 

It's also not just bad luck I meet these enemies consistantly. In the last level 0 dungeon I had to fight a mimic first (two actions + 'Aegis' = 2 blocks + grab), then a bitch trainer (two actions + summons + 50+ HP; also a hall fight!)

 

It's simply too much at this stage. I enjoy a challenge - I completed DD's hardest difficulty - but I suggest you start inserting your enemies later.

Personally I cannot agree with this at all. Personally I feel the balance is pretty much spot on. The extra challenge is there at the early is stages but it's nothing overwhelming and I feel like the early game needed an increase in difficulty so I'm happy with this. If anything I feel like the game gets too easy when you get some of those trinket combinations into working. Graverobber with those stealth items can just one shot bosses.

  • 2 weeks later...
Posted

@ananonsterr So, are you going to be continuing this patch, keeping it up to date, etc., or is this just to keep the patch up and available? Either way, thank you for keeping it alive, this patch improves the mod significantly and it would be a real shame to lose it. Even if it never gets another update, the fact it's still available after Ancestress having to drop it is fantastic.

  • 6 months later...
  • 2 weeks later...
Posted

crashes and bugs still. Like a grappling enemy dying to DOT crashes the game. Only way to fix is to remove the mod but you hero instant dies 

  • 3 weeks later...
Posted
1 hour ago, gamerdod12 said:

Is there a way to make it spawn more the one Mounthound in an encounter.

 

edit the mash file. Can be found in dungeon folder of the mods. 

example: warrens 
file location: "your mods name"\dungeons\warrens 
"custom name".warrens.1.mash
Edit using notepad (preferably notepad++) 

 

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