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Skyrimfloo

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  1. Is there a default replacement option that DOESN'T include the body details by default? Specifically, that uses the black swatch of the top & bottom, which don't have overlays. The problem that I'm seeing is that when you leave the character naked, whatever overlay or default skin replacement that you use will clash with the one that is applied on the default swatch.
  2. Sorry if I insert myself in this exchange. I just wanted to express how... Kinda hilarious it is for someone who got into these forums for Skyrim mods to read how different people's attitudes towards rape and zoophilia and stuff like that are. In the other section it's like perv pokemon, if it got a skeletal mesh and moves you can find somebody that has been doing animations to fuck it even if it's just a stoney crab, and furthermore, half the animations are supposed to be rapey. And then you come here and find people outraged by the idea of having forced sex. I have nothing against either attitude since we're talking about a videogame and I'm of the belief that I'm capable of separating fiction from reality. But man I can't help but laugh at the contrast. XD
  3. Personally, I'd like that exhibitionism had some risk factor, and that it wasn't just the shyness of the particular sim the only factor involved in the concept. Like treating it in a similar fashion as a robbery, including the chance that somebody called the cops on you and they came to beat your ass and force you to put your clothes on or stop having public sex, and having the skill and attractiveness of the sim as a factor to counter this chance. Pair this with a reward trait to become "immune" to being disciplined for exhibitionism, and I think the skill would be just perfect. The second thing I'd like to see would be to be able to associate specific CAS parts to specific stripping actions, so for example if you took off your top you could set it to auto-equip nipple piercings. It is already a bit of a pain in the ass to mix and match accessories with tops/bottoms to fit specific body type mods. If WW could do something to make this easier, it would be super cool.
  4. Huh, I think there's something weird. I was testing this with a pet and at first their want levels were around 120 and 80 and so, but at some point they both dropped to -1000. There wasn't any sort of error at that time, so I don't know if it happened after some particular action, but I guess that's not supposed to happen? In any case I didn't have time to check further for much longer, so I don't know how consistently it happened. What I also noticed was that after the levels dropped to -1000, I checked a couple more times after doing more interactions and they didn't go up even a little bit.
  5. Huh, I was checking what you told me to see the want levels, and then I tried to check assault outcomes. That brought up an error in SimsCommunityLib. Did I break something? ;_; Sims4CommunityLib_Exceptions.txt
  6. Awesome, I knew it wasn't something too complicated. I'll check this right away. Is it necessary to get naked from the mod's menu, or would it still work if it happened through WW's Naturism/Exhibitionism options? Because I think most of the times I tried I had in fact used WW's.
  7. Man, everytime I take some days to indulge in perv modded games and come down here there's a crapton of new things. This is awesome. I'm having some trouble getting sex interactions between pet and sim accepted, they are rejected pretty much everytime I try them. I'm probably missing some info but I've checked most of the thread and couldn't figure out any particular issue. The sim has the zoophiliac trait and their relationship is maxed. It shouldn't be a problem with animations because I forced them to happen just so see if at least it wasn't something more serious, and I can get the pet to assault the sim... The only thing I can't figure out is the "Accept sex theshold" option, which I'm assuming is what I should be tweaking here. What is the 240 default value relative to?
  8. Nice mod, and I also like the suggestions and plans I've been reading. I've been waiting for something like this that includes many of the things I like to mod into my game without having to deal with different mods and compatibility issues for them. I really like the concept of traumas and addictions. Seeing the screenshots in the download page, it made me think that there was also something like pregnancy addiction. Would you consider something like that? I also like the idea of having the MC weakened to counter the strength gained by levels, but I don't like to lower the experience gain. Fortunately that can be disabled, but it would be nice to have other penalties available to swap the exp one out. Maybe something like lowering max health/magicka/stamina (which would also affect how easy it is for enemies to defeat you on subsequent fights).
  9. Naturism/exhibitionism as a crime? I'm not really sure if this is supported already but I haven't found anything in the documentation yet, so if that's a thing now sorry for the unnecessary suggestion (and if someone can point me to the correct information I'd be really grateful). So in case I'm not mistaken and this is not a thing yet... I love exhibitionism mechanics in these sort of games, but I feel that there's little risk. All you gotta do is grind the skill and then you can be naked pretty much anywhere and even have sex without consequences other than NPCs with a passive reaction. And that kinda ruins the kink a little for me. So I would have NPCs call the police on public nudity/sex based on certain parameters. Certain traits would increase/decrease the chance for them to do so, as well as emotions/moodlets (for example, flirty sims with high desire, those with high Naturism/Exhibitionism skill level, drunk sims, being in a hypersexual/Nudist lot, etc). Then there could be additional options and features involved: Bribing the police with sex could be one of them, also having rewards that would improve your chances for public nudity without consequence... Or worsen them.
  10. Yes, the information I get from that tab seems to be correct. I get the messages, the name of the "donor", the age, etc.
  11. I see, that sucks. The only thing that I might suggest in case you didn't try yet, would be that you could detect when the armor object gets unequipped, then check for free slots and use the SetSlotMask SKSE function to dynamically swap its slot to a free one. But I haven't tried this yet. I think something like that is what the Devious Devices hider does to show or hide the items beneath the clothes. Anyways, here are two things: Succubus Heart 4.5.rar This is the mod with the scripts adapted from the SSE version and nothing else. Well, the only change I included was my horse fix because it was so simple, but in theory this is it. All I did was to recompile the scripts you mentioned and assigned the variables as required. Succubus Heart 4.5 Extended.rar And this is the version with my tweaks. It includes: The lesser power to toggle status drain on the fly and an option in the MCM to show/hide it. Notifications for enemy health depletion. SexLab Separate Orgasm Support. Slightly tweaked succubus spells to re-enable them as "Target Actor" with range limited to 6 ft to make them a bit easier to use than "Contact" type ones. Also a toggle in the MCM to hide the masturbation power since there are many mods that include such function, to avoid cluttering the spell menu. A fixed version of the Calm effect, or at least fixed for me because it wasn't working on my version, nor seemed to show properly in the CK. Let me know if there are any issues with either one.
  12. Awesome, then I'll pick those scripts and try it out. I'll let you know later. I'm using the PapyrusCompilerPlus so I could work with MO2, and the app came with very neat things such as multiple script compilation, so I could do this in a matter of minutes. This is something I'm not sure about, but does it need to be an "armor slot" for it to work? I don't know if you're familiar with the mod DovahBling. It features a ten finger ring system, but the way it handles the non-vanilla versions is actually pretty smart (and a pain in the ass, according to the author). Basically, if you set armor class objects but don't assign them any armor slots, you can actually equip them all at once. The slot's purpose is to visualize the object's mesh. To circumvent this, the mod shows the rest of the rings' meshes as if they were magic effect shaders applied through a quest, as the game allows more flexibility in the number of those. In any case, my point is that the mod doesn't use slots but still let you equip stuff successfully, and even benefit from enchantments in them. In the case of Regal Glow, it is supposed to be invisible, so maybe you could simply leave it with an unassigned slot. The only thing I don't know if it would work, is the armor rating, but I think it's worth a shot.
  13. I honestly appreciate the thoroughness in your answer, but I did know all of that. I've modified all the MCM variables I could find, but no dice. The variable you speak of, I believe it's at 30% by default (as it's supposed to be the actual, real life chance for conception), but not even setting it to 100% seems to work. I've tried keeping the cycle as short as possible, tried keeping the sperm duration as long as possible, raising all the conception chances as high as possible. Nothing. And as before, when I get into that MCM section in debug mode I can see that checkbox checked. But still, nothing. It's like the mod registers that everything is fine and ready to work, but doesn't seem to go further. And from my game's perspective, what happens is the following: Follicular phase -> Debug window shows that chance is YES. Conception chances are still low since she's just out of the previous cycle's menstruation, so nothing happens at first. In-game hours pass, the conception chances keep going up, I make sure that my character's pretty much getting drowned in cock most of the time, but nothing happens yet. Ovulation phase -> Chance still YES, conception chances are usually over 98%. Sex non-stop. The sperm list in the status window might have over 40 entries already, they're supposed to last about 8 days. No conception. Luteal phase. -> As above. Conception chances start dropping, as they should. Menstruation -> Same. Conception chances bottom, still gets to menstruation instead to getting pregnant. Originally, I was using BF with Bane Master's latest fixes + RSChildren + Creature Child Actors add-ons. I've also tried without them in case they were outdated, but no luck. I've got quite a long modlist, but they're mostly from STEP and I've had the mod work for me in prior playthroughs even with the add+ons. Other than those, I've got a crapton of armor mods that I've merged routinely into a couple mashups (which shouldn't affect this mod as they have little to no script relevance) and then various SexLab mods. But honestly, I don't know if any of them would be the ones affecting the mod. If it was a matter of not registering the sperm or stuff like that, maybe, but as I said before, it looks like everything registers fine, it's just that it doesn't go into pregnancy regardless of the chances.
  14. The extend thing is actually a crap method for what I was trying, which was to alter your code without touching the original. Unfortunately whenever you cast anything as the original script type (so for example, when SuH_Main_.ModUpdate() is called from the player alias), it won't include my script due to said cast. So I'd have to modify the Alias script to point to the extended script. And don't get me started with trying to extend the MCM script because that shit is nightmarish. Also, you tend to make very HUEG functions that do a crapload of things one after another, lol. Due to this, in many cases I had to pretty much copy & paste the whole thing just to add two extra lines in the middle, and in the end it became a pain in the ass because the whole script was getting almost as long as the original just for a couple of minor changes. So, to be honest, I think that the best thing to do is to simply add my changes to the original code, make them very easy to spot, and if you don't mind, take a look at it and if you like them you could add them to the main mod. The variable was set in both the "SuH_Fun" and "SuH_Main" scripts, and the latter was set correctly. All I did was to use one to re_assign the other one at runtime on the ModUpdate() function. Not sure if the method is a proper one, but it worked for me. Later today I'll reupload the mod with the non-extended version. I have no idea of how different mods are from SSE to LE, but if I get bored I might look into it and even try to do it myself. If all you've changed were the scripts I might not even need to install anything new, just copy them and fix stuff in CK. I'm also trying to add something like a "drain meter" for the enemies, but I've got no idea about UI stuff so I might take a bit.
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