Libita Posted January 21, 2017 Posted January 21, 2017 Is it possible to toggle the sex drain effect? I don't really want to permanently lower stats of my follower. Â Moreover, you listed UFO as being incompatibel. What about EFF (Extensible Follower Framework)?
Spirit_Shard Posted January 22, 2017 Author Posted January 22, 2017 Is it possible to toggle the sex drain effect? I don't really want to permanently lower stats of my follower. Â Moreover, you listed UFO as being incompatibel. What about EFF (Extensible Follower Framework)? Consensual acts don't drain the target unless toggled on in the options, so as long as you're not raping friends you're fine. Â UFO is only incompatible if you use Soul Pets (the special summons in Succubus Heart), they won't summon properly and you'll get stuck AI, but everything else will work fine. I don't know about EFF, the reason UFO and AFT are incompatible is because they attempt to replace skyrim's 1.19's creature follower enhancements since they haven't been updated, if EFF has been updated to support the creature changes it will be compatible.
Libita Posted January 23, 2017 Posted January 23, 2017 Â Is it possible to toggle the sex drain effect? I don't really want to permanently lower stats of my follower. Â Moreover, you listed UFO as being incompatibel. What about EFF (Extensible Follower Framework)? Consensual acts don't drain the target unless toggled on in the options, so as long as you're not raping friends you're fine. Â UFO is only incompatible if you use Soul Pets (the special summons in Succubus Heart), they won't summon properly and you'll get stuck AI, but everything else will work fine. I don't know about EFF, the reason UFO and AFT are incompatible is because they attempt to replace skyrim's 1.19's creature follower enhancements since they haven't been updated, if EFF has been updated to support the creature changes it will be compatible. Â Â Thank you for the Information.
NNS10 Posted January 29, 2017 Posted January 29, 2017 Are the stat caps too limited? They increase by 2 points per level, but even in total that's only 6 points. On leveling, the player can increase one stat by 10 points. Aid if the player is focused into one stat (e.g. health), it becomes difficult for the health cap to ever catch up. Â Is it possible to make the health cap be set as the bonus to base health, rather than total max health?
Spirit_Shard Posted January 31, 2017 Author Posted January 31, 2017 Succubus Heart 4.12 is now released! This update I did some tweaks to Pets, added a temporary NavMesh to the new Succubus Realm so NPCs can at least move, and increased status cap increases per-level, new scaling is 4 Health and 3 Magicka/Stamina per-level (note increasing the level based scaling is more work than it would seem, so if something is displaying improperly or values are acting weird, let me know!). Are the stat caps too limited? They increase by 2 points per level, but even in total that's only 6 points. On leveling, the player can increase one stat by 10 points. Aid if the player is focused into one stat (e.g. health), it becomes difficult for the health cap to ever catch up. Â Is it possible to make the health cap be set as the bonus to base health, rather than total max health? I finally went through and increased the level scaling in 4.12 (it's been on the list for quite a while). As for "adding" to the "base health", I've answered why that doesn't work quite a few times, if you want a more in-depth explanation you can scavenge through the thread but longer-story-short, this is more compatible and ensures everything works.
MrKrupples Posted February 13, 2017 Posted February 13, 2017 I used this mod a year or two ago, and it has improved a lot since then! Â The interactions between all the different boosts make progression much more interesting than vanilla, and I think the combat drops were very necessary to encourage the player not to just fuck all day for free stats and skill levels. Â I do think the max status gains are OP - I played for a few hours and had 500 health. Â If all BDSM points are put into masochist desire+ on hit taken, and XP is used only on health increase, you can become invincible to enemies your level very fast, and take tons of hits to farm a massive desire stack and convert it all into XP for even more health. Â Using the desire-to-force auto-conversion option past a set limit should help with this, and I'm glad it's there, but I can only imagine how fast skills would go up if I was dumping all that desire into force instead of XP. Â Also, if you don't use sexlab auto-advance stages, you can just sit in a sex animation indefinitely and receive limitless XP. Â This is kinda exploit-y, but it also means that players who like long stage timers are going to be receiving a lot of XP. Â Have you ever tried a per sex act based XP system? Â With death drain, It would definitely make sense for XP to be gained "per tick", because there's a limit to how much XP you can suck out of one partner, but since death drain is optional and I imagine most people who aren't hardcore roleplaying as a traditional succubus will have it off for consensual sex acts, it might not be the most balanced in everyone's game. Â Still, thematically it makes much more sense to earn more XP from longer sex sessions. Â I can't say which approach would be better. Â Right now, I feel like this mod kind of removes the concept of "not having enough" when it comes to health/magicka/stamina pools. Â They are just so easy to increase, there's no reason to stop until all the game's enemies are sufficiently trivialized. Â Testing it on a new game yesterday, only when I noticed that I had become a god and REALLY didn't need any more health or stamina did I bother with any of the more "succubus-like" passives or abilities. Â Diminishing returns on status cap increases are nice, but they don't really feel like soft-caps since you can increase XP generation to compensate for increased XP cost through masochist via desire and XP multiplier. Â I think more extreme maximum status increase cost curves would be helpful, even better if they were tied to player level to preserve some relationship between player power and enemy power. Â In Dark Souls 3, for example, leveling vigor gives you more more and more max health per additional point of vigor until 17 vigor, where 44 max health is awarded, after which point it starts decreasing quickly, awarding 19 max health per point at 28 vigor. Â After that, the decreases are more gradual, but by 50 vigor each additional point invested only grants you 3 more max health. Â That system is pretty unique, but it means that it would be silly not to get vigor to at least 20-something, and foolish to go past the 40's and 50's. Â Also, it would be nice if there was a menu option to remove all soul-pet spells from the player. Â I don't use a compatible follower overhaul and probably never will because certain followers I have installed don't like EFF, and there are a fair number of unused soul-pet spells cluttering up the magic menus that have to be removed manually with the console. Â I'm going to try a new game with automatic desire-to-force conversion on, since increasing skill levels increases player level and thereby enemy level, so even if it feels like I'm leveling too fast, at least enemies will get stronger. Â Of course, I can slow down leveling with the uncapper, but I'd rather keep XP gains from actual skill use fairly rewarding. Â I would appreciate a global multiplier to help control the balance between Succubus Heart skill increases and skill use skill increases.
Spirit_Shard Posted February 13, 2017 Author Posted February 13, 2017 ... Awesome to see someone come back to the mod and see it improved! I've worked here and there to improve the mod over the years it's been up so I'm glad it's seen in a better state. I've tried to solve a lot of problems the mod has had, primarily conceptual issues (For example death drops were added since the mod didn't benefit from any 'normal' play in the past, this allowed people to balance playstyles). But even then I goof on balance here and there, especially since I don't play Skyrim all that much myself anymore, so I'm really thankful for your feedback here. Â The funny thing about health scaling is people often complain that max health is 'too low' and 'can't be increased high enough' so I continually add features which make it easier to obtain which has ultimately lead to about 50-50 on 'it's too easy and makes you OP' and 'I die to everything because I can't increase Health enough'... it's kinda-annoying. I think adjusting the cost for cap increases based on player level and making it a lot steeper when underleveled may be a sorta-solution, so I'll try that out. (I may have over-tuned a few things as well since the main problem is when I add mechanics which make it easier I'm in doubt most people even notice or use them) Â When it comes to players having infinite animations (They disable auto-stage progression in SexLab) I've mostly left this up to player choice but will be making a system (eventually) which detects when a character is 'out of status' and disable benefits (I just haven't found a way to do this light and efficiently yet. Will probably do some dynamic arrays like I do with pets already). The Sex Drops and Desire System were ways I incentivized ending animations (since they both only trigger on Orgasm) however now SexLab allows multiple orgasm triggers per-animation so this kinda fell on itself there. Â Option to remove pet spells wouldn't be too difficult, I'll add that to the next patch goals. As for skill progression effect, I don't really think I can do much more than make a costs multiplier for force since I use skyrim's default level-up function for compatibility (Calculated skill increases causes problems and unintentionally works around patches made for SkyRe and the such). I do have a general progression multiplier, forgot what I called it but it effects all XP and Force gains.
shunter Posted February 15, 2017 Posted February 15, 2017 How customizable is this mod? I wanna run it along with PSQ.
MrKrupples Posted February 15, 2017 Posted February 15, 2017 Â ... Awesome to see someone come back to the mod and see it improved! I've worked here and there to improve the mod over the years it's been up so I'm glad it's seen in a better state. I've tried to solve a lot of problems the mod has had, primarily conceptual issues (For example death drops were added since the mod didn't benefit from any 'normal' play in the past, this allowed people to balance playstyles). But even then I goof on balance here and there, especially since I don't play Skyrim all that much myself anymore, so I'm really thankful for your feedback here. Â The funny thing about health scaling is people often complain that max health is 'too low' and 'can't be increased high enough' so I continually add features which make it easier to obtain which has ultimately lead to about 50-50 on 'it's too easy and makes you OP' and 'I die to everything because I can't increase Health enough'... it's kinda-annoying. I think adjusting the cost for cap increases based on player level and making it a lot steeper when underleveled may be a sorta-solution, so I'll try that out. (I may have over-tuned a few things as well since the main problem is when I add mechanics which make it easier I'm in doubt most people even notice or use them) Â When it comes to players having infinite animations (They disable auto-stage progression in SexLab) I've mostly left this up to player choice but will be making a system (eventually) which detects when a character is 'out of status' and disable benefits (I just haven't found a way to do this light and efficiently yet. Will probably do some dynamic arrays like I do with pets already). The Sex Drops and Desire System were ways I incentivized ending animations (since they both only trigger on Orgasm) however now SexLab allows multiple orgasm triggers per-animation so this kinda fell on itself there. Â Option to remove pet spells wouldn't be too difficult, I'll add that to the next patch goals. As for skill progression effect, I don't really think I can do much more than make a costs multiplier for force since I use skyrim's default level-up function for compatibility (Calculated skill increases causes problems and unintentionally works around patches made for SkyRe and the such). I do have a general progression multiplier, forgot what I called it but it effects all XP and Force gains. Â Sex drops indeed seem like a good way to incentivize ending animations, however milk and sperm are only really valuable if the user has invested in abilities and passives that make use of sex liquids. Â The various souls and death drops you find on defeated enemies, on the other hand, are universally useful. Â The rare drops help, but as for the sperm and milk, I only ever use them in alchemy because I feel like there are better things to spend XP and BDSM points on than fluid-related bonuses. Â I suppose another problem with balancing is that users' games are bound to have wildly varying levels of sexual activity in them. Â Someone who brings a harem of followers with them wherever they go and fucks them constantly, rapes every enemy they defeat, and whores in the inns every night is bound to reach a power level which would normally be unsuitable for their character level pretty quickly. Â The general progression multiplier is effective to the end of correcting this, but the problem is actually setting it. Â It can be hard to know at first how much sex one's character is going to be having, and how much power Succubus Heart is going to grant them. Â I think options to set "Progression Difficulty" (the already extant global XP and Force gain multiplier) to levels like "Adept", "Master", or "Normal", etc., which correspond to some arbitrary preset values would be helpful. Â I do think a costs multiplier specifically for Force would be a good addition too, for the purpose of configuring specifically the rate of skill gains from Succubus Heart without touching XP gains.
Spirit_Shard Posted February 15, 2017 Author Posted February 15, 2017 How customizable is this mod? I wanna run it along with PSQ. Depends what you're looking at for customization, the core of the mod (absorption) can't be disabled as it's kinda the point of the mod, but all the rates can be configured and different features can be disabled/ignored. Others have said the mod works fine with PSQ, Succubus Heart is designed to work alongside other mods and avoids conflicts where it can. Â ... I never wanted to make milk/sperm a 'must use' mechanic so I think I'm ok with where they are (this is why they have alchemy properties to begin with), I may look at adjusting them in some ways, just no plans at the moment). Â It really is impossible to balance for everyone's games, but the difficulty idea actually seems like a great idea (no idea why I never thought of it >.<). I'll probably make some presets at some point, probably set to options like 'sex overlord' 'casual engagement' 'innocent pupil' and the like based on how much they expect to have acts and use the mechanics. I don't know if I'll integrate it into other aspects of the mod (like modifying death drop values, or skill power) but doing the basic setting alteration shouldn't be too difficult.
infinitylord1 Posted February 18, 2017 Posted February 18, 2017 anyone getting a problem where my breast getting insane huge after waking up. ????? Â
Spirit_Shard Posted February 18, 2017 Author Posted February 18, 2017 anyone getting a problem where my breast getting insane huge after waking up. ????? Â Breast? Like your character's model? Succubus Heart doesn't alter any models or alter any physics parameters so I don't think it would be the cause. I'd probably check any mods that do however, stuff like HDT/BBP, breast power mods (there's like a milking mod now isn't there?), and the like, also re-installing your character bodies and skeleton (and ensuring they're compatible) could help. I remember having a similar problem back in the early days of TBBP where the butt would grow sporadically in all directions, ended up being an improperly set Skeleton. Â EDIT : New Succubus Heart version released, changed how soul pet unlocks works so it's more straight forward, also did some small passive changes. Otherwise I'm just releasing some fixes before I make Succubus Heart require DLC (which should be next patch as long as I don't find any major issues with the current release). Â Semi-related, next patch goals will have Soul Pets at my originally planned 1.0 (rather late than never!). After which I'll try and release a stand-alone.
Electrified Posted February 22, 2017 Posted February 22, 2017 Hello. I've just been checking out this mod and I really like many of the features it provides, props to you I have a slight problem with soul pets. I seem to have 2 summon spells, a summon horse spell and a summon random pet spell. The summon horse spell doesn't summon a horse and the random pet spell tells me I have no pets to summon. How are you supposed to start summoning pets? I'm a level 0 summoner and it states that I currently have a dog summon (i think).  If I may also offer my input on the current spells, as I see you are looking to make changes to them. I think some kind of progression based spell system similar to PSQ would be good (I'm all about progression) and the balancing of the spells from Sexlab Enchantress where it uses Illusion and level scaling to determine whether you can influence the person/creature. Some creative spells similar to Devious Magic would be pretty awesome though I realise that requires a lot more effort. Influencing people from the shadows would be awesome too e.g. getting a bandit to rape another bandit.  Thanks for all your hard work  Â
Spirit_Shard Posted February 23, 2017 Author Posted February 23, 2017 ... You have to unlock pets by increasing levels (most recent patch makes them unlock with summoner level). To increase your summoner level simply level pets (EDIT : Forgot to mention, pets level up either in combat by taking hits, or in sexual acts), when they level up they grant a certain amount of Summoner XP. To summon a pet they also need at least 100 Desire (if you use the random summon spell and get no valid pets then chances are they don't have enough desire. Either that or I broke it in the patch... works in my current version tho so if that's the case just wait till next release.) Â By spells are you talking about the Seduction spells? I all but abandoned most plans for spells so the chances of me getting into more of it is pretty slim, but I do like the idea of a mind-control sort of spell like using seduction to make bandits attack each other (or rape, I guess).
General Goods Posted February 25, 2017 Posted February 25, 2017 Using v4.13, also cant summon any of the pets, same error when trying to summon a random pet "No valid pets found". Â Upd: If i use "set suh_petdogunlock to 1" dog becomes available as a summon both from random summon spell and mcm. And after i trained the dog and got to level 1 summoner it unlocked the skeever properly, can be summoned right away without any issues.
slicksly Posted February 25, 2017 Posted February 25, 2017 Hello there. Just started trying this mod out, and it's definitely enjoyable. I very much like linking sex to character progression, which has been quite missing so far. If you don't mind dependencies too much, have you considered linking some values to SLAroused? Desire gain tied to Arousal level would be the most obvious, such as 0-30 arousal giving 50%, 31 - 50 yielding 100%, 51 - 75 yielding 150% and 76-100 yielding 200% Desire gain.
General Goods Posted February 25, 2017 Posted February 25, 2017 A small suggestion if i may - could you maybe replace the "train pet" spell with a hotkey of some sort? There's no need to use any spells to summon your pets already, replacing the train spell with a hotkey would seem pretty logical.
Spirit_Shard Posted February 26, 2017 Author Posted February 26, 2017 Using v4.13, also cant summon any of the pets, same error when trying to summon a random pet "No valid pets found". Â Upd: If i use "set suh_petdogunlock to 1" dog becomes available as a summon both from random summon spell and mcm. And after i trained the dog and got to level 1 summoner it unlocked the skeever properly, can be summoned right away without any issues. Oh, shiz, I know exactly what I did. I cleaned up some of my update code and must have removed the update that unlocks the dog since I was going to re-unlock him in the new patch code (but ended up holding that portion for the update I'm working on now). So yeah, just use that console command "set SuH_petdogunlock to 1" and everything should work from there on, will be fixed next patch. (Note : Next patch will be resetting all pet levels, just a warning) Â ... I've decided I'm not natively making any dependencies outside of the core game (plus DLCs), SKSE, and Sexlab (for obvious reasons). If someone wants to make a mod that checks SLAroused, then modifies the Desire Gain Setting it shouldn't be too complicated and I can help. (Really, I could do it, however it's so low on the list it'll happen long after anyone would care) Â ... Hotkeys require a constant poll and adds script weight. Hotkeys are on the list of planned features but when I get to it I'll be making it integrated with everything so it doesn't cause lag and functions properly, in other words it's going to take a bit of time, and spells will always be there as an alternative (not everyone likes hotkeys, especially controller users).
General Goods Posted February 26, 2017 Posted February 26, 2017 The bear unlock is also broken, appears in the list but cant be summoned, using "set SuH_PETbearunlock to 1" fixes the problem. Also, ability to customize the amount of stats(and maybe even which stats get increased) pets gain with each level would be great.
Spirit_Shard Posted February 26, 2017 Author Posted February 26, 2017 Released Succubus Heart V4.14. I couldn't get Human Slaves working properly with my framework so they've been excluded for now, will probably have to make some sub-systems to get them working (which would also have the benefit of allowing both a slave and a pet to be summoned at once). I did fix most of the pet problems and added in the Dawnguard / Dragonborn pets, which I said I'd do forever ago. ... Knew about the bear being broken (was the first thing I fixed this patch). I already plan on having stat customization as well, I'm just not sure how I'm going to do it (could make it a leveled selection, but making those selections like Sex Effects is a ridiculous amount of work).
darkmatter86 Posted February 27, 2017 Posted February 27, 2017 Can you make 3P, 4P, 5P animations available? Great mod BTW, i really enjoy it.
Spirit_Shard Posted February 27, 2017 Author Posted February 27, 2017 Can you make 3P, 4P, 5P animations available? Great mod BTW, i really enjoy it. For what specifically? All the progression stuff will work with 3-5p animations started by other mods already, Succubus Heart just doesn't have anything in it that will start them on its own. While my animation start function could easily support any number of actors given some simple alterations, I don't have any other mechanics really designed for it. (Maybe combat seduction, since I could store an array of actors and use a random chance variable for the number of actors, but then I'd need a verify loop in-case no animations are found... so it's a bit more complicated than it would seem)
General Goods Posted February 28, 2017 Posted February 28, 2017 Still shows wrong value for horse's desire, looks like instead of suh_pethorsedesire it points to suh_pethorseeffect. And Husky seems to be broken, when trying to train him i get "NOTICE:ValidateActor(NONE) -- FALSE -- Because they don't exist." in the console. Although it may just be a problem with my LO, not sure.
Spirit_Shard Posted February 28, 2017 Author Posted February 28, 2017 ... Released the quick fixes, Horse desire was set to the effect variable as suspected, and Husky wasn't defined in the Train Pet Spell (which returns the invalid (none) error).
wex969 Posted March 1, 2017 Posted March 1, 2017 love this mod but i keep getting a bug in very version, when i try to disable the lose items on death, i still lose all my items when i die. maybe i'm doing something wrong but i don't know
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