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Risa's skill loss

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      Risa's Skill Loss
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         ⚠️ (( Made with the help of AI ))⚠️

About
A fully configurable skill loss and gain mod driven by SexLab consensual/aggressive scenes, separate orgasms, scene endings, Defeat blackouts and even vampire feeding can all raise or lower your skills and player level (your choice.)

Want sex to be punishing? Set aggressive scenes to drain your skills and watch your character weaken. Want it to be rewarding? Flip it to gain mode and level up through consensual encounters. Mix and match however you like.

Originally inspired by Succubus Skill Loss, Built with P+ support, dual SexLab compatibility.Built 

 

Requirements:

Recommendations:

 

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                How it works

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Consensual vs Aggressive
Each category has its own toggle, mode, and sliders:

  • Action Mode controls the direction — "Lose Skill" drains, "Gain Skill" improves
  • Player/Partner/Scene End sliders control how much buffer each event adds
  • Always Lose overrides force skill loss on specific orgasm types even when the mode is set to Gain — useful for setups like "consensual = gain, but player orgasm always loses"


Skill Loss & Gain
Every SexLab event (player orgasm, partner orgasm, scene end) adds to an internal buffer. When the buffer fills to 100%, a random eligible skill is raised or lowered by one rank. Higher skills are weighted more heavily for loss, so your strongest skills drain first.

Buffer examples:

Spoiler
  • 0.2 per partner orgasm = 5 partner orgasms to trigger one skill change
  • 0.5 per player orgasm = 2 player orgasms to trigger one skill change
  • 1.0 per scene end = instant skill change every scene

 

Player Leveling (Character XP)
Your character level is tied to skill changes. When you lose a skill rank, you also lose character XP. Lose enough and you'll level down — just like gaining skills levels you up.
 

Vanilla Formula:
Skill rank-ups give character XP automatically (Skyrim's default). Risa mirrors this in reverse — losing a rank deducts the same XP the game would have given for gaining it.
 

Experience Mod Formula:
When enabled, skill XP and player XP are fully separated. The Experience sliders under each category control how much player XP you gain or lose per event, independent of skill changes. Both gains and losses go through the Experience mod's own XP pool, keeping them symmetric, this isnt a buffer it correlates to XP gained instantlly.
XP examples:

Spoiler

1  = 1 XP added per event

10 = 10 XP added per event

50 = 50 XP per event

(100 XP will usually level up the player)

 

Perk Debt
When you level down, you lose one perk point. If you don't have any to lose, the mod tracks the debt. Next time you level up, the perk is automatically withheld to repay what you owe. No free perks from re-leveling.
 

Health / Magicka / Stamina Loss
Each level-down also reduces your highest stat (Health, Magicka, or Stamina) by the same amount the game gives per level-up. This naturally balances your stats over time rather than randomly punishing your weakest attribute. Stats won't drop below 100. When leveling up Stamina by vanilla standards is known to give you a +5 to carryweight if you get a stamina loss even when leveling down it will remove this fine
 

Vampire Feeding
When enabled, feeding as a vampire grants skill gains. Works with both vanilla feeding and Better Vampires (Not Required). The mod tracks the "Necks Bitten" stat, so any feeding method that increments it will be detected.
 

Defeat Integration
If SexLab Defeat is installed, blackout events can trigger a large burst of skill loss with their own configurable amount.
 

Skill Filter
Choose exactly which of the 18 skills can be affected. Bulk toggles for Combat, Magic, and Stealth/Crafting groups, or pick individually.

Gender Filter
Toggle whether male and/or female partners can trigger skill changes.


MCM Settings Save/Load 

Saving settings now works automatically when you exit the MCM its written to "SKSE\Plugins\StorageUtilData\RisaSkillLoss\RisaCustom.json" no Manuel saving or loading json is required, if you use Mod Organizer it will most likely be in your "Overwrite" folder if for any reason you need to edit it manually.
 

« ———————————————— »

               KNOWN BUGS

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Leveling up too fast at low skill floors:
Setting the skill floor to 1 triggers a Skyrim engine quirk. Skills at level 1-2 require almost no XP to rank up, and every rank-up gives character XP. So if your skills drop to 1, a few sword swings will rocket you back to your original level. This affects all skill-drain mods afaik it's how vanilla Skyrim works.

Fix: Keep the minimum skill floor at 15 (the default) or no lower than your starting skills.


Stamina Level down w/carry weight:

In Skyrim, leveling up Stamina grants +5 carry weight. When this mod levels you down and Stamina is selected, it reads the fLevelUpCarryWeightMod game setting and subtracts exactly that amount, so if another mod changes it to 10 it removes 10, if it's 0 it removes nothing. Mods that modify carry weight through other means (scripts, perks, etc.) may cause inconsistencies that this mod cannot account for.
 

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               FUTURE PLANS
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- Support for SexLab Survival's cum addiction triggering loss
- Toggleable drain visual effects
- Option to drain NPC levels when the player is the aggressor
- Skill loss on prison sentences

 

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               CHANGELOG

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                                (OLD)

Spoiler

 

v1.5

Added:

  • Masturbation now has its own skill multiplier slider in the Consensual section. Positive values gain skill, negative values lose it (completely independent of your Action Mode setting)
  • Separate XP slider for masturbation in the Experience section so it doesn't share values with regular consensual scenes
  • Estrus animations are now automatically detected and treated as aggressive scenes rather than masturbation
  • Debug notifications now tell you at the start of a scene whether it was flagged as aggressive, consensual, or Estrus so you can confirm detection is working

Fixed:

  • Experience mod XP sliders now step in whole numbers since the Experience API only accepts integers. Fractional values like 0.5 or 2.3 were being silently truncated to 0 or 2


v1.4

 Fixed: 

  • Player no longer gains or loses skills when NPCs have scenes without the player all event handlers now verify the player is in the scene via SexLab's native thread lookup before processing.


v1.3

 Fixed: 

  •  Aggressive and consensual scenes now properly detected on SexLab 1.66b. (thanks to mcnv )
     

v1.2

Added: 

  •  full SexLab 1.66b and SexLab Utility Plus compatibility (auto-detected on start) 
  •  bidirectional Action Mode: consensual and aggressive scenes can now gain skills instead of only losing them 
  •  immersive flavor text when buffer changes but hasn't triggered a full point yet 
  •  symmetric level-down system mirroring vanilla's XP curve in reverse with overflow carry 
  •  Added per-category overrides to force skill loss on player/partner orgasms even when mode is set to Gain 
  •  Gendered filter Added Allow Males / Allow Females toggles 
  •  skill gain on vampire feeding (works with vanilla and Better Vampires)

 Fixed: 

  •  Experience mod losses now use Experience API for same-pool symmetry rather then falling back on vanilla formula losses. 
  •  HMS loss now targets your highest stat instead of random selection 
  •  HMS loss amount now reads the game setting instead of the hardcoded 10 
  •  Reorganized menu and easier to understand debug options
  •  Fixed Experience mod level-down not triggering until the next loss no matter how high the loss was set.

  • Submitter
  • Submitted
    02/04/26
  • Category
  • Requirements
  • Regular Edition Compatible
  • Install Instructions

 

Posted
Just now, Dendriah said:

honestly the fact AI made this i feel is going to push almost everyone away from it 

 


That doesn't bother me really and trust me I get it 😅, I spend alot of time with this and testing it for my own personal use so i just figured why not just share it💚

Posted
11 minutes ago, spartan40 said:

If it works then why tf would I care if AI made it? Honestly this anti AI stick is getting old. 


Mhm there is already 1000s of mods made by AI for skyrim and oblivion remastered that ive seen and i put alot of time in making sure everything was right so i trust it enough to upload it and share with everyone, but I also get why people are hesitant because at the end of the day I cant really know the choices the ai made are the best ones but i tested all the functions myself methodically to make sure they work correctly and do plan on adding more integrations later.

Posted
6 hours ago, spartan40 said:

If it works then why tf would I care if AI made it? Honestly this anti AI stick is getting old. 

It is fine to let AI write the code, if you fully understand what this code (and it's every part) does and why it does (or doesn't) work.

Otherwise, you are just feeding people crap.

 

It can be highly inefficient (yanderedevesque stile). It can do stuff it doesn't need to do. It can do stuff it absolutely mustn't do.

 

Also it will be very problematic to support (bugfix / add new features) it

Posted (edited)
10 hours ago, Anunya said:

What's the difference between and Succubus skill loss?

 

It was developed to work with but sexlab p+, experience mod, and slso implementation for sexlap p+.

6 hours ago, pingbi146 said:

P+ only, or will regular SL work?


afaik it works for P+ only i can test regular sexlab later and give a more definitive answer or just test it out by instaling uiextensions and testing the gain/loss buttons.

EDIT: tested it with regulard sexlab and sexlab utility plus and currently it will not work with it, i can try to add compatibility for it though

5 hours ago, NativeEngoyer said:

Otherwise, you are just feeding people crap.


I disagree AI is pretty good at creating a summary of someones code and looking through it for issues that might appear, since i dont know exactly what im doing i have to spend way more time than an actual coder with trial and error. But I wouldnt say its crap however its why i kept the disclaimer that is AI so people can choose for themselves that have different feelings ^^

Edited by tamai
Posted

im curious about the process you used. i dont know much about ai so would you kindly point me in the right direction if i want to involve AI in my mods? maybe one of the things i make finally become release worthy.

Posted (edited)

  

2 hours ago, BrummBear said:

im curious about the process you used. i dont know much about ai so would you kindly point me in the right direction if i want to involve AI in my mods? maybe one of the things i make finally become release worthy.


Of course this is kinda how i went about it

PROGRAMS

  1. The AI i used is Google Gemini its fast and allows for alot of characters
  2. I compile the scripts through notepad++ using this compiler NPP Papyrus I set my hotkey to compile to (ALT+S)
  3. Providing your code as a .txt file to google is much cleaner than copying and pasting large blocks of text directly into the chat. 
    Optional: If you use AutoHotkeyv2, you can use my Debug.txt script (change .txt to .ahk). What it does is every time you save your .psc script in Notepad++ by pressing (Ctrl+S), the script automatically exports a copy to your desktop in .txt format so its easy to give to Gemini.
     

PROMPT/QUIRKS

Google Gemini Prompt: 

Spoiler

When I provide code for you to fix, always provide the entire function/section of code you fix. The code must be formatted inside a code block so that I can copy the fix and paste it over my existing code without needing to merge lines or fix indentation. Do not modify the logic or structure or make unnecessary comments in the code beyond what is necessary to solve the specific problem presented. 

You are strictly forbidden from using placeholders like "// ... rest of code," " // existing logic," or summary comments within the function body; the function must be 100% complete from the signature to the closing brace. 

Additionally, if multiple functions are being fixed or provided, you must provide each function in its own separate code block. Do not bundle multiple functions into a single code block.

The format for the response should be: 
Problem: [Briefly describe the issue found] 
Fix: [Provide the full, ready-to-use function or script here in its own code block]


This is a somewhat refined prompt to deal with quirks that you need to look out for but before telling you the quirks ill explain how to use this.

  • In Gemini app go to "settings and help"
  • click on "instructions for gemini"
  • click +add and then copy and paste that prompt into the box and save.
  • Make sure its turned on at the top
     

AI Quirks you need to watch for:

  • AI might paste “cite” or citation text into your code
    Tell it explicitly not to include citations, or it’ll try anyway.

  • It may still summarize or alter code
    Always double-check every function it gives you.

  • Long chats = worse results
    Start a new chat sometimes and re-paste your code.

  • Don’t let it rewrite your whole file
    Only have it change specific functions after the start of course in the beginning its ok

  • It may combine functions into one block
    Even if you tell it not to watch the copy blocks closely.

  • It will provide code fixes when you're just asking a question
    if it does this dont use that code edit your question agian to include "dont give me code just asking a question"
    because it will assume you'll use that code and you dont know what it changed.

  • AI wants to please you
    if you ask it to look for things in your script that are bad it will find something ALWAYS it wants to assist you even when it doesn't need to
    so be careful and see if the things it is trying to "fix" is actually helpful

 

MY PROCCESS

  1. Choose a mod name first:
    this is something i didnt do but it will provide the suffix for each and everyone of your functions for example mine was Risa so the function looks like this Function Risa_Maintenance() its annoying to change after the fact.
  2. Start small:
    try to do one single thing at a time for example for press hotkey = do a thing compile your script hook it up to an esp through a quest and test if it does the thing.
  3. Comment and notifications:
    have the ai write comments into your code and have them add plenty of notifications so you know things are firing and what parts of your code do
  4. Ask the ai questions:
    if you're unsure of what the ai is doing ask it what its doing and why it helps you understand and it also lets you know when its doing something you dont want it to do. It sometimes misunderstands your meaning so you have to clarify.
  5. Undo and Redo:
    when your code works and you intend to add more too it keep a backup of the psc in a seperate location so if anything goes wrong you can replace your code with a known working version, I dont do that however what i do is when my code(psc file) is in a working condition i save it like normal, right click on the tab in notepad++ and click "Reload" what this does is it clears the history of undo/redo so no matter how much changes you make to it if you keep pressing ctrl+z you'll eventually end back to your working code before any edits.
  6. Ask it about optimization, timers, update events or script bloat:
    occasionally ill ask it to make sure i dont have anything that will cause papyrus lag how i can avoid it.

 

Hope that helps i cant think of anything else really but essentially trial and error if you need anymore help let me know.

Edited by tamai
Posted
On 2/5/2026 at 7:06 PM, tamai said:

  

...

 

Hope that helps i cant think of anything else really but essentially trial and error if you need anymore help let me know.

thanks, that was a lot more in depth than i expected! and it will certainly help. i steered clear of ai for skyrim modding till now since ai regulary gives weird advices regarding skyrim. just earlier it halluzinated console commands for me to edit an npc. but after i used ai and this prompt https://docsbot.ai/prompts/technical/skyrim-se-crash-log-analyzer to sucessfully analyze my crash logs in the past im hopefull this will help me in my approach mod. since im very disstatisfied with sl approach and its extensions ^^

Posted
22 minutes ago, BrummBear said:

thanks, that was a lot more in depth than i expected! and it will certainly help. i steered clear of ai for skyrim modding till now since ai regulary gives weird advices regarding skyrim. just earlier it halluzinated console commands for me to edit an npc. but after i used ai and this prompt https://docsbot.ai/prompts/technical/skyrim-se-crash-log-analyzer to sucessfully analyze my crash logs in the past im hopefull this will help me in my approach mod. since im very disstatisfied with sl approach and its extensions ^^


Good luck too you ^^ it will still randomly give bad advice you can work with it despite its quirks it can get you to where you wanna go if you have the patience for it

Posted

ok well ill clarify i dont care myself its AI made thats fine but alot of others will care its why i said what i said cause it could make the traction of the mod be slower

Posted

Not to turn this into an AI debate, but I'm also in the "who cares?" camp. If it is used to enable someone without coding experience to create something that someone with coding experience won't/doesn't want to/doesn't have time to then it is a net positive. An 80% solution is still better than not having a solution.

 

That said NativeEngoyer's concerns are also valid, which is why it is important for people to be ethical and transparent about AI usage like OP was. The funny thing is that the overzealous hatred and hostility of some people towards any use of AI only encourages people to not reveal AI usage at all which causes problems. Thankfully, this thread has been free of that so far so kudos to all.

 

Anyway, this looks like a great little mod and I'm looking forward to checking it out! My main playthrough is stull using old SL but if/when I switch to SL P+ I'll definitely add this to the build and I look forward to seeing how it progresses.

Posted (edited)
14 hours ago, someperson1423 said:

Not to turn this into an AI debate....


Oh I agree with NativeEngoyer comment just not that the part about "feeding others crap" I fully acknowledge I dont know what im doing entirely and why i felt it important to expalin taht what I made is indeed done with ai x_x i probably should have a bigger warning... But yea i enjoyed the things my mod brings for me personally so i shared it thats all I dont care about credit or an ego boost lol and thank you for being so kind ❤️ 

Edited by tamai
  • 1 month later...
  • 2 weeks later...
Posted
Just now, QuimCatrelas said:

any hopes for an OStim patch?


I could do that i dont know anything about it does it have partner/player orgams seperately and is it all within the main file? or is it a seperate thing 

 

Posted
24 minutes ago, tamai said:


I could do that i dont know anything about it does it have partner/player orgams seperately and is it all within the main file? or is it a seperate thing 

 

it's a different framework for sex mods, you can probably use OCum Ascended triggers for the orgasms, but I don't know about the aggressive scenes
maybe if the scenes themselves are tagged as aggressive, but that's beyond my knowledge. I don't mod at all

Posted
19 minutes ago, QuimCatrelas said:

it's a different framework for sex mods, you can probably use OCum Ascended triggers for the orgasms, but I don't know about the aggressive scenes
maybe if the scenes themselves are tagged as aggressive, but that's beyond my knowledge. I don't mod at all


ill look into it ^^

Posted

Excuse me, I'm trying to get defeat mods to work with yours and I'm finding that even when I use Defeat it seem to treat everything as if it was consensual sex. even when the "victim" counter in Sexlab ticks up. and even when its not agressive, it treats it as consensual.

Posted
7 hours ago, mcnv said:

Excuse me, I'm trying to get defeat mods to work with yours and I'm finding that even when I use Defeat it seem to treat everything as if it was consensual sex. even when the "victim" counter in Sexlab ticks up. and even when its not agressive, it treats it as consensual.


Could you tell me what version of sexlab you're using and is it on scene end where you're seeing it read it as consensual or is it  during player or partner orgasm and are you a male or female.

Posted (edited)

I hope you don't mind but I changed the script of the mod to correctly register aggressive and consensual sexes for none P+ users. (Also with the help of AI)
Take note this one removes P+ functionality, as getting it to compile was quite the task. if you are using P+ you shouldn't need to use this.
 

Risa_Main.pex

Edit: I was using sexlab 1.66b. My pc was female and it happens on both the orgasm event and the end scene. I tested it out by disabling the consensual skill change switch. leaving only the aggressive one active. I checked sexlab and agression was correctly catagorised. no notification popped up. This was before my folly into trying to change and compile the script

4 hours ago, tamai said:


Could you tell me what version of sexlab you're using and is it on scene end where you're seeing it read it as consensual or is it  during player or partner orgasm and are you a male or female.

 

Edited by mcnv
Missed a reply.
Posted (edited)
14 hours ago, mcnv said:

I hope you don't mind but I changed the script of the mod to correctly register aggressive and consensual sexes for none P+ users. (Also with the help of AI)
Take note this one removes P+ functionality, as getting it to compile was quite the task. if you are using P+ you shouldn't need to use this.
 

Risa_Main.pex 32.97 kB · 0 downloads

Edit: I was using sexlab 1.66b. My pc was female and it happens on both the orgasm event and the end scene. I tested it out by disabling the consensual skill change switch. leaving only the aggressive one active. I checked sexlab and agression was correctly catagorised. no notification popped up. This was before my folly into trying to change and compile the script

 


I dont mind at all, but it would be helpful if you gave the psc file so i can incorporate the fix into the new file

EDIT: I was able to decompile it but if you have time coudl you check if the new version works? i dont really have a working 166b setup.

Edited by tamai

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