![]() ![]() But, really dead actors are filtered out in my scripts. "Allow dead" is checked on these aliases so that followers in a bleedout state can still receive arousal. Followers are found by populating aliases on the quest at the time the quest is started. But, there is no continuous polling there. The exception is the FPDAPlayerQuest is start game enabled and always running so that the player alias can receive its events. So, these quests should only be running for the blip in time needed to handle the event. That code handles the events, adds appropriate arousal (all arousal change goes through my FPDAChangeArousal.psc script), and then stops the quest. Each quest has scripts attached which receive events on the start of the quest. All my stuff begins with "FPDA" so you can just search that term to see everything. This then fires off a quest specific for that event-type. Events are registered in the story manager (Character -> SM Event Node in the CK's object window). There is no continuous polling (except during a brawl). Source code is included.įor those interested in how it works behind the scenes: I don't have anymore resources I can give to this mod, so if someone would like to add/change something, feel free to make your own version. Exposure rates are untouched but factored in when increasing arousal. The arousal is added to the actor's exposure. Notifications in the top-left corner of the screen inform you of arousal events when they occur. Self arousal: Exhibitionists will always be aroused by their own actions while everyone else has a chance to be. So, everyone is aroused by combat regardless of orientation. Combat events from the CK have a bug where the correct killer is not registered. (You can change the gender preference in the SLA settings) Sexual orientation: Actors will only be aroused by other actors they're interested in. Consuming arousal-decreasing food/ingredients (arousal leveled based on type of food) ![]() Consuming arousing food/ingredients (arousal amount based on type of food) Increasing skills (arousal amount based on skill level) Killing enemies-not friends or innocents (arousal amount based on difference between victim and killer's level, how close killer was to death, whether the victim is a special actor, dragon, dragon priest, dwarven centurion, etc.) This is a lightweight mod that adds arousal to followers and/or the player when certain events happen through the course of a normal playthrough. I wanted it to feel like you were buying the cellar with the house.SexLab Aroused has time-based and nudity-based arousal, but what happened to arousing people with your actions? Breezehome Cellar requires the Breezehome Key, Honeyside Cellar requires the Honeyside Key. Oh! You'll need the keys for houses to get into them. The Honeyside Cellar hatch is toward the garden area directly beneath of a window. The Breezehome Cellar hatch is on the right side of the house - just off the walkway. I was so focused on taking screenshots inside that I forgot to screenshot the hatches, but honestly, you really can't miss them. I wanted to maximize compatibility so the cellar hatches are on the outside of the house, not inside of them. (4 small cells, 2 larger - much nicer cells, a master bedroom, and a guest room) There are a total of 6 cells and 2 bedrooms in each, but Honeyside's also has two very small empty rooms meant for tying someone up in or placing a torture device in. Right now though, it's just Breezehome and Honeyside. The goal is to eventually add one to every one of the base game player homes, and possibly to Severin Manor as well. This mod currently adds a cellar underneath of Breezehome, and a cellar underneath of Honeyside - both set up store slaves/prisoners/whoever the hell you want to keep in them. ![]()
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