kamithemoon Posted June 26 Posted June 26 4 hours ago, Spirit_Shard said: Oh, I didn't even think that was possible. X.x Did the message still pop-up and it clicked into it or did it pop-up and there was no user control? I have no idea how to detect if the player is in a conversation, but I do remember there's an "is crafting" style check somewhere. We could make this system toggle-able on its own, iirc I do have an option to disable the lust effects in general already. I was at an alchemy table mass producing potions and it popped up just as I was clicking to make a potion which made me click yes instead. And it keeps popping up while I'm in conversation or enchanting. If this is similar to a dialogue then it might need conditions for isCrafting, isInScene, isSneaking, isInDialogue and maybe, the one for using furniture. I rather like the lust hunger mechanic so I keep defects on. But I'm not too fond of pheromones bit. But if you wanted to add a bit of dialogue to pheromones, vanilla has a few lines you could link to that could be appropriate: 00050CCC What manner of magic is this? 00039B97 No... not like this... 000DBA24 It can't be helped. 000DBA29 Maybe you can help me.
kamithemoon Posted June 26 Posted June 26 Oh, maybe another way to balance things would be to drop the costs of acquiring passive abilities and set the stat maximum to a true maximum. So if my maximum health is 150, I can't get every ability I want AND a health of 150. Instead, 150 is the max and any ability I get will permanently reduce this max. So at the current rate of 80 health for absorption, if I really wanted that, then my max health would drop from 150 to 70. Which is a bit more fair then the current system of dropping it down to 70 but I can invest back up to 80 without issue.
Spirit_Shard Posted June 26 Author Posted June 26 10 hours ago, kamithemoon said: ...If this is similar to a dialogue then it might need conditions for isCrafting, isInScene, isSneaking, isInDialogue and maybe, the one for using furniture... ...if you wanted to add a bit of dialogue to pheromones, vanilla has a few lines you could link to that could be appropriate... I've added the issue as well as these notes to the KanBan to try and fix, thank you for the details! It sounds like it still gives a choice, you're just in a situation where it's basically assured you'd hit yes. X.x Honestly it's been so long since I've messed with dialogue I'm pretty sure I'd have to re-learn that, so probably unlikely for now... >.< 3 hours ago, kamithemoon said: Oh, maybe another way to balance things would be to drop the costs of acquiring passive abilities and set the stat maximum to a true maximum... A lot of players like having the option to hyper-scale and scale past normal power levels. There's some systems like the effective cap implemented to help counteract this, maybe an optional 'max' could be added, but it would be a massive balance overhaul to implement.
kamithemoon Posted June 27 Posted June 27 1 hour ago, Spirit_Shard said: It sounds like it still gives a choice, you're just in a situation where it's basically assured you'd hit yes. X.x Opps, yeah. Sorry if that wasn't clear. The choice does pop up but it pops up when I'm in the middle of other things and accidentally press yes. =( Would it be possible to add a keyword that blocks draining on an NPC? If such a keyword existed, it would be easier to prevent accidentally draining to death a unique NPC. I'm trying to kill respawnable NPCs only. A player could then use a system like SPID to distribute the keyword as they see fit.
Spirit_Shard Posted June 27 Author Posted June 27 20 hours ago, kamithemoon said: ...Would it be possible to add a keyword that blocks draining on an NPC? ... I don't know if you can put keywords on NPCs, but there is a no drain faction. I don't remember the name off the top of my head, but it's reasonably named, like "SuH_NoDrain" or something like that. If I remember correctly, you can apply factions with SPID?
kamithemoon Posted June 27 Posted June 27 2 hours ago, Spirit_Shard said: I don't know if you can put keywords on NPCs, but there is a no drain faction. I don't remember the name off the top of my head, but it's reasonably named, like "SuH_NoDrain" or something like that. If I remember correctly, you can apply factions with SPID? A faction works too and can be applied via SPID. Thanks for the heads up! This will make things much easier on me as I don't have to keep turning off drain for fear of randomly killing a unique NPC. And yep, NPCs can have keywords too.
kamithemoon Posted June 28 Posted June 28 If anyone was interested in my funky setup, this is what I use to sex up respawnable NPCs in town. Populated Towns Lite - To generate respawnable NPCs Spectator Crowds Ultra - So public sex is a crime and I can't just have sex in the streets. I need to be sneaky. Immersive Speechcraft - So I can talk to NPCs and try to convince them to follow me somewhere private So the jist of it is that I talk to random NPCs and try to get them to follow me somewhere secluded based off of my speechcraft then use the Succubus spells on them. Breaking into people's homes to use the sleep spell on them works too. I don't use a prostitution mod as it would be too easy otherwise. And I stopped eating guards as it can break quests in Spectator Crowds. The only issue I currently have is that I'm trying to make the succubus spells hostile so if they fail, the NPC will try and run away and put a bounty on me but my edits aren't working. And even if they succeed, a vengeful NPC victim will should still try and put a bounty on me so I'd need to pacify them.
Keegan van Sloppenstein Posted Wednesday at 01:42 AM Posted Wednesday at 01:42 AM Version 5.3.10 TEST. There's a bug in how SL scenes are started. Got combat seduction triggered by getting almost killed by a bandit mage that got killed immediately afterward, and the script was spinning in an endless loop trying to start a scene, which SLP+ refused to because the actor was already dead. The script persisted and spammed the console with scene start attempts for an hour and across saves until i went and terminated it with ReSaver. That can't be good. (This is SuH_dynaES_active line 127) Other than that i didn't really get into the mod so far, need to play around with it a little more. Interesting idea though!
Spirit_Shard Posted Wednesday at 02:54 PM Author Posted Wednesday at 02:54 PM On 6/27/2026 at 7:03 PM, kamithemoon said: ... The only issue I currently have is that I'm trying to make the succubus spells hostile so if they fail, the NPC will try and run away and put a bounty on me but my edits aren't working... You'd need to edit the magic effect of the spell, should just be a flag in Creation Kit. (can also use something like xedit) 13 hours ago, Keegan van Sloppenstein said: Version 5.3.10 TEST. There's a bug in how SL scenes are started. Got combat seduction triggered by getting almost killed by a bandit mage that got killed immediately afterward, and the script was spinning in an endless loop trying to start a scene, which SLP+ refused to because the actor was already dead. The script persisted and spammed the console with scene start attempts for an hour and across saves until i went and terminated it with ReSaver. That can't be good. This sounds like an SL+ bug you'd want to report to them as Succubus Heart doesn't loop and try to start a scene, it attempts once as the hit registers (with a short cooldown) and exits. If you could test with the normal SexLab versions and see if this behavior persists that could be helpful in testing. We've had a lot of issues with SL+ not actually being fully compatible with normal SexLab versions and having a lot of issues so we generally don't recommend using SL+ with advanced mods like Succubus Heart.
kamithemoon Posted Wednesday at 08:08 PM Posted Wednesday at 08:08 PM 5 hours ago, Spirit_Shard said: You'd need to edit the magic effect of the spell, should just be a flag in Creation Kit. (can also use something like xedit) I did that. I checked the flag for hostile and it wasn't working for me. It actually prevented me from using the spell at all on NPCs though that might be due to Simple Offense Suppression blocking hostile attacks on neutral NPCs. But I very much need the later mod. =( On a side note, I also unchecked the box for "painless" which then makes enemies grunt when you hit them with the spell. I was toying with the idea of seeing if I could override the basic grunt from being hit to a voiced response from this spell instead but I have no idea how to do that. It would have been cool if you used Enrage on them and they shouted out, "You'll regret this!" or something.
DSIDJIDS Posted 10 hours ago Posted 10 hours ago I noticed the original mod was removed from loverslab and more or less abandoned on nexus. I'm glad to see its back. Were you the original developer or is this more of a revival project?
Spirit_Shard Posted 7 hours ago Author Posted 7 hours ago 2 hours ago, DSIDJIDS said: I noticed the original mod was removed from loverslab and more or less abandoned on nexus. I'm glad to see its back. Were you the original developer or is this more of a revival project? Original developer and the project was always on-going, just long pauses between updates since I've been busy with other large projects lately. lol (Project isn't abandoned on Nexus, it's just been a really long while since a proper update >.<) I took down my mods here for a short while because of some attacks from bad actors that was causing me a lot of headaches, sorry for the inconvenience. >.<
DSIDJIDS Posted 6 hours ago Posted 6 hours ago 1 hour ago, Spirit_Shard said: Original developer and the project was always on-going, just long pauses between updates since I've been busy with other large projects lately. lol (Project isn't abandoned on Nexus, it's just been a really long while since a proper update >.<) I took down my mods here for a short while because of some attacks from bad actors that was causing me a lot of headaches, sorry for the inconvenience. >.< I'm glad to see you're back at it. I can't wait for the updates! Side note: I noticed on a save where the error window pops up, if I open the console and allow the game and scripts to initialize, that causes the error to never appear and the mod works perfectly fine. I'm not sure if you've already worked out a fix to the error but I thought I'd let you know in case you can use that info to find a fix.
Spirit_Shard Posted 3 hours ago Author Posted 3 hours ago 2 hours ago, DSIDJIDS said: ...I noticed on a save where the error window pops up, if I open the console and allow the game and scripts to initialize, that causes the error to never appear and the mod works perfectly fine... If you mean the error which states the main Succubus Heart script had a critical error, that's detected when Succubus Heart's other scripts take a really long time to respond. It could just mean your initialization time for scripts is really long and you have way to many script mods trying to do too many things at once, which then either delays the scripts a really long time or your game gets overloaded with scripts and starts dropping them. There's not really any 'fix' I can implement, just the nature of Creation Engine when too many scripts are running.
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