cold burn Posted April 12 Posted April 12 On 2/23/2026 at 6:31 PM, alphafr said: What count as fulfilling urges btw, "grand and thankless tasks" like give money to a beggar? Completing Quests. Not quests marked as misc. to be clear, they have the be marked as main quest or from one of the guilds or other big categories from the CK.
alphafr Posted April 13 Posted April 13 (edited) We need a page describing each urge, some are too vague to understand what is actually asked or how much you need to reach the completed threshold Secondly, hints how to trigger some cutscene? I digged through the files and found a LOT, like daedric, draugr and a few other I guess some require to be WW/vamp but the rest I don't see how as even the related quest don't do anything Edited April 14 by alphafr
Tsukiha738 Posted April 18 Posted April 18 (edited) On 2/2/2026 at 6:37 PM, thisnameisright said: Yup, if you play in Skyrim's Survival Mode, Oneirosis does not allow you to level up after sleeping. I solved this problem by turning off the Survival Mode, when I need to level up, and turning it on after. This issue still persists it seems, I can't level up my character after sleeping, cutscene interrupts level up menu =(. Is there any fix or suggestion? Maybe some console command to show level-up menu? Or some way to disable "sleep to level up" feature in survival? UPD: installed "Survival Control Panel" to disable "Sleep to level up", although it takes mod slot. Edited April 18 by Tsukiha738
kodamant Posted April 24 Posted April 24 whats the source for the menu replacer audio? is it an in house production or was it pulled from somewhere id love to find more
neckmop Posted April 24 Author Posted April 24 54 minutes ago, kodamant said: whats the source for the menu replacer audio? is it an in house production or was it pulled from somewhere id love to find more I wrote the script, used elevenlabs soundfx and serafina voice with extensive use of the [] tagging to generate the audio assets, then assembled and post-processed them in audacity
kodamant Posted April 24 Posted April 24 2 hours ago, neckmop said: I wrote the script, used elevenlabs soundfx and serafina voice with extensive use of the [] tagging to generate the audio assets, then assembled and post-processed them in audacity ah ok, good shit man
kodamant Posted April 29 Posted April 29 (edited) getting an odd crash now every time i try to sleep. i went and got my mental state low by spamming sleeping with the skull of corruption in my inventory, and now its crashing everytime i try to sleep without the skull in my inventory (same with the rings) https://pastebin.com/az9fn79B this is the crash log Edited April 29 by kodamant
neckmop Posted April 29 Author Posted April 29 13 hours ago, kodamant said: getting an odd crash now every time i try to sleep. i went and got my mental state low by spamming sleeping with the skull of corruption in my inventory, and now its crashing everytime i try to sleep without the skull in my inventory (same with the rings) https://pastebin.com/az9fn79B this is the crash log I can't see a smoking gun in the log, maybe multiple instances of the function overran each other? Try loading before you nuked your ego and leave a few seconds between sleeps
Delakor53 Posted April 30 Posted April 30 I have tried searching in this topic "DwSD_patch" as I would like to know what it's for? Sorry but I'm terrible with abbreviations. I have read what it is about but the Mod? it pertains too isn't mentioned. (or I didn't see it... ie why I use larger text, glaucoma sufferer)
neckmop Posted April 30 Author Posted April 30 5 hours ago, Delakor53 said: I have tried searching in this topic "DwSD_patch" as I would like to know what it's for? Sorry but I'm terrible with abbreviations. I have read what it is about but the Mod? it pertains too isn't mentioned. (or I didn't see it... ie why I use larger text, glaucoma sufferer) It is for the solstheim sleepwalking event of this
Delakor53 Posted May 1 Posted May 1 (edited) Thank you for the rapid reply! I see in the previous version update there is an alt start in Riverwood, What option at statue of Mara gets to it please? *Edit* Never mind, After further reading I found which alternate start mod I needed. I got the Alternate perspective mod and have the Riverwood start Edited May 1 by Delakor53 Solved the query I had and let the author know that help wasn't needed anymore
janosikk Posted May 28 Posted May 28 Hey! I have a problem with this mod. The message "the urge is still eating you" just won't dissapear. Completing "urge" doesn't work, removing the mod, cleaning save with resaver also. This message is permanently stuck on all my saves... Is there any way to remove it or starting a new game is my only option?
neckmop Posted May 28 Author Posted May 28 3 hours ago, janosikk said: Hey! I have a problem with this mod. The message "the urge is still eating you" just won't dissapear. Completing "urge" doesn't work, removing the mod, cleaning save with resaver also. This message is permanently stuck on all my saves... Is there any way to remove it or starting a new game is my only option? It uses the inbuilt ShowAsHelpMessage function, used in base game for tutorials like "Press __ to jump", I don't know how you managed to break it but the system can only maintain 1 help message at a time so displaying any other help message should clear it. Failing that find the message form in xedit and change it to just be " " so that even when displayed it is invisible.
janosikk Posted May 29 Posted May 29 (edited) On 5/28/2026 at 4:47 PM, neckmop said: It uses the inbuilt ShowAsHelpMessage function, used in base game for tutorials like "Press __ to jump", I don't know how you managed to break it but the system can only maintain 1 help message at a time so displaying any other help message should clear it. Failing that find the message form in xedit and change it to just be " " so that even when displayed it is invisible. Thank You for response! Starting new game doesn't work, this message still won't disappear and the tutorials also won't show up. I didn't do much after installing this mod, just waited 4 days to check if another mod works, and then reloaded the save back. I looked for a way to force any message to show up via console, but didn't find these specific ones. I don't know much about modding, but after typing xedit it lead me to a program called "SSEEdit", which I installed into MO2. I found this message, changed it to blank and unfortunatelly, still no success. It's very likely I just didn't edit it properly, so I'm attaching an screenshot. Edit: I managed to get rid of it. It appears that only saves from where the pop up started were affected, but when loading these previous saves from the new "affected" ones caused the message to pop up anyways. So the solution was to load an "unafected" save directly from the main menu without touching the ones where the message pops up. Edited May 29 by janosikk
alphafr Posted June 14 Posted June 14 so I had a high arousal dream (lay on back fingering herself with ahego face) and my screen would stay black afterwards, is it intended? Didn't looked like ego death
neckmop Posted June 15 Author Posted June 15 10 hours ago, alphafr said: so I had a high arousal dream (lay on back fingering herself with ahego face) and my screen would stay black afterwards, is it intended? Didn't looked like ego death It is a complex script that chokes sometimes, did it happen ONCE or is it happening every time?
alphafr Posted June 15 Posted June 15 13 hours ago, neckmop said: It is a complex script that chokes sometimes, did it happen ONCE or is it happening every time? So far once as I only had that dream once
DrunkenCow Posted June 25 Posted June 25 On 5/28/2026 at 10:47 AM, neckmop said: It uses the inbuilt ShowAsHelpMessage function, used in base game for tutorials like "Press __ to jump", I don't know how you managed to break it but the system can only maintain 1 help message at a time so displaying any other help message should clear it. Failing that find the message form in xedit and change it to just be " " so that even when displayed it is invisible. That's a fairly common skyrim bug usually seen on Solstheim after interacting with any of the all-maker stones that displays Miraak's dialogue endlessly, though. It's why you shouldn't use that function for anything. Yps Thought Framework exists as a good example of how to do what you are trying to do without hitting that bug.
alphafr Posted July 4 Posted July 4 How much joyriding on a stolen horse is needed for the urge to finally be fullfilled?
Hex Bolt Posted Sunday at 11:15 PM Posted Sunday at 11:15 PM I don't know how I missed this mod earlier. Kudos to the author for such an unusual, imaginative mod! Thank you too for supporting players on LE. I've read the description and all the comments here, but I have some questions for people with experience with the mod. How heavily does it affect game play? Are players relatively free to play Skyrim while indulging urges from time to time? Is it best suited for morally gray characters who can readily satisfy certain urges? How essential is it to have high illusion skill? Are there pitfalls to be aware of? Vampirism/werewolf/nightingale is out (and that's fine), but things like being careful not to read too many books until you need to.
Hex Bolt Posted Sunday at 11:27 PM Posted Sunday at 11:27 PM @neckmop I'm just curious, from a technical standpoint, how does this mod start for players who do not use Alternative Perspective? None of the quests are marked Start Game Enabled. You're not overriding vanilla scripts other than DLC2PillarScript, so how are you able to catch the sleep event? Also, I came across load screen text that seems to be missing something. Spoiler Screen 69: Urges will not subside they are satisfied, only grow more insistent. Repression is not a long term solution Shouldn't that be something like this? Urges will not subside. Until they are satisfied, they only grow more insistent. Repression is not a long term solution.
neckmop Posted Sunday at 11:48 PM Author Posted Sunday at 11:48 PM (edited) 21 minutes ago, Hex Bolt said: @neckmop I'm just curious, from a technical standpoint, how does this mod start for players who do not use Alternative Perspective? None of the quests are marked Start Game Enabled. You're not overriding vanilla scripts other than DLC2PillarScript, so how are you able to catch the sleep event? Both manager quests use an oninit function that sets their stage to 1 if == 0, which is a broadly useful trick that functions in place of SEQ files. The dream manager quest calls registerforsleep() on init, then it uses a combination of OnSleepStart and OnSleepStop events to determine dreams. For the hypnagogia feature: high alteration base skill or modifiers (eg. potions/enchantments) on sleep start increase chance for lucid dream, if you have too many lucid dreams in a row and/or you have poor ego you have a chance to contract hypnagogia, but this (and the solstheim sleepwalking event) can be "dodged" by illusion skill/modifiers in turn. The intent is that it is always there in the background as a possibility to contract during normal gameplay, like randomly catching vampirism from vampire attacks. For the oneirosiphoning event, there is a questgiver in the ragged flagon. Urges (which all use a type of the inbuilt gamestats tracked in the menu) are fairly minor (expect for the maladaptive ones you get at low ego, which are meant to be a bit rougher), they are primarily there to provide impetus to do things from a roleplay perspective. Eg. there is an urge that wants you to craft an item, all you have to do is make a single enchanted item OR a single smithed item OR a single grindstone/workbench improvement OR a single potion/poison OR a single cooking item and you have 24 hours in which to do it, even then you only lose 5% ego per day. Criminality of urges is linked to ego, so eg. vampires have special ego draining dreams (raped by molag bal) that will over time drop their ego to the point where it will be demanding criminal urges constantly, but a normal healthy person who reliably fulfills their urges will have only non-criminal constructive urges. In current patch all urges SHOULD be theoretically infinitely meetable (or have an internal check that blocks getting the urge once it gets too hard to meet it) one_sc_stdmanager script handles the urges and one_sc_succubusmanager handles virtually everything else of note, but as you have already noticed I am not good at writing documentation. Edited Sunday at 11:50 PM by neckmop 2
Hex Bolt Posted yesterday at 12:30 AM Posted yesterday at 12:30 AM Thank you, very helpful! Today I learned something new about the OnInit function.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now