I would even wager that there are a large number of people just like me who believe as I do. That would imply that there's been a number of tantrums. It is already required by SexLab, so I don't think this should be a problem.That's weird, you say my fellow consumers don't care, and yet you are so tired of sifting through our "whiny tantrums". SKSE is required for Form.GetName(), Quest.GetAliasByName(), Spell.GetNthEffectMagicEffect(), and possibly others. Some ingredients from the 3 DLC's (Dawnguard, Dragonborn, Hearthfire) increase/lower player arousal when consumed. A maximum of 5 followers can be aroused by a single event (because I only bothered to make 5 follower aliases). This is intentional to maximize compatibility with different follower management mods. The conditions used to populate the follower aliases are pretty broad and sometimes pickup unexpected actors. 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. SexLab Aroused has time-based and nudity-based arousal, but what happened to arousing people with your actions?