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Scent of Sex V1.

User Guide

2016 / 08 / 28 - CPU

Scent of Sex V1.3


Create your own sex scenes for Skyrim

Mod Description
This mod spices up the life in Skyrim, by adding a way to have controlled sex scenes.
Scent of Sex allows you to define a set of Sex Rules to define what type of sex will be done, and under
which conditions. The rules can be fully defined by the user, and they can enable an enormous variety of
different sex situations.
The mod can be used in three ways: Easy, Normal, and Expert. Easy will reduce the options of the MCM
menu, while Expert will allow you to define some really complex rules. The level of the Options
Complexity can be defined in the main MCM page.
In case you think the mod is too complex, just set the option "Complexity Level" to "Easy" in the main
page of the MCM.
This mod requires SkyUI version 5.1 and SexLab version 1.62 or newer.
Enjoy CPU.

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Scent of Sex V1.3

User Guide

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Contents
Mod Description ........................................................................................................................................... 1
How this Mod works .................................................................................................................................... 4
General Configuration .................................................................................................................................. 5
General Configuration - Timers................................................................................................................. 7
General Configuration - Sexuality ............................................................................................................. 9
General Configuration - Relationship Skills............................................................................................. 10
Sex Rules ..................................................................................................................................................... 11
Sex Rules List ........................................................................................................................................ 11
Sex Rules Edit ....................................................................................................................................... 13
Sex Rules Participants .......................................................................................................................... 15
Sex Rules Edit Participant ................................................................................................................. 18
Sex Rules Edit Participant Race Filters ............................................................................................. 22
Sex Rules Edit Participant Clothing .................................................................................................. 23
Sex Rules Edit Participant allowed Mods ......................................................................................... 25
Sex Rules Edit Participant Negative Factions ................................................................................... 26
Sex Rules Starting Modes ..................................................................................................................... 27
Somebody has to be naked

........................................................................................................... 28

Somebody has to see nudity

.......................................................................................................... 28

Somebody has to see somebody having sex

................................................................................. 28

Arousal level

.................................................................................................................................. 28

Health level

.................................................................................................................................... 28

Magicka level

................................................................................................................................. 28

Stamina level

.................................................................................................................................. 28

Somebody has to be asleep

........................................................................................................... 29

Somebody has to be sneaking

....................................................................................................... 29

Somebody has a weapon drawn

.................................................................................................... 29

Somebody has to be in combat

..................................................................................................... 29

Somebody has to be bleeding

....................................................................................................... 29

Somebody has to be unconscious


Time of the day
Sequence of rules

................................................................................................. 29

.............................................................................................................................. 29
.......................................................................................................................... 30
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Sex Rules Animations and Tags ............................................................................................................ 31


Sex Rules Animations and Tags - Edit of Tags .................................................................................. 32
Sex Rules Animations and Tags - Edit of Specific Animations .......................................................... 34
Sex Rules Properties ............................................................................................................................. 35
Sex Rules Interactions and Dialogues .................................................................................................. 36
Sex Rules Locations .............................................................................................................................. 39
Filtering Animations ................................................................................................................................... 40
Filtering Races ............................................................................................................................................ 41
Nudity ......................................................................................................................................................... 42
Debug and Notifications ............................................................................................................................ 43
Scanning Modes ......................................................................................................................................... 48
Cell Scan .................................................................................................................................................. 48
Alias Scan ................................................................................................................................................ 48
Cloak Scan ............................................................................................................................................... 48
The logic ...................................................................................................................................................... 49
Aggressiveness ........................................................................................................................................... 51
Some examples of creating rules ............................................................................................................... 52
Simple basic rule: player has sex with all human around ....................................................................... 52
Follower do sex when in BreezeHome after 8PM. ................................................................................. 52
Player low health is attacked by enemies ............................................................................................... 53
Player asks for sex, using its perks, to guards, and behave bad if failing ............................................... 54
Player is asked for a specific animation .................................................................................................. 55
Everybody with arousal greater than 90% will masturbate. .................................................................. 56
Consensual Footjobs and Aggressive Anal .............................................................................................. 57
Orgies ...................................................................................................................................................... 58
Public sex with spectators....................................................................................................................... 58
How to report a problem? ......................................................................................................................... 59

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Scent of Sex V1.3

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How this Mod works


This section gives you an idea of how the mod works, and describes at high level all the elements that
are used.
It includes also some technical details about the actual components used (Quests, Scripts, and Mod
Events.)
The mod has a quite simple logic. It has two statuses: active and inactive.
When it is in active mode, the actors around the player are scanned (there are 3 different ways to scan
the actors), and the rules that are defined in the MCM are checked.
If a rule can be filled, and the starting modes are respected, then it is executed.
A rule being executed means that the involved actors will move, maybe say something, and then a sex
animation will start.
The mod stores its full configuration in a JSON file.
When the mod is started the configuration is loaded (in a Deferred mode), the configuration is changes
in the MCM menu, and it is saved as soon as you close the MCM.
Because the configuration is stored in a file, you cannot have two different configurations in two
different save games.
You may need to use Mod Organizer if you want to achieve that.
Components

Runner
MCM
Rule Checker
Rule Player
Scene Manager
Deferred loaders
o Deferred Config Loader
o Deferred Tags Loader
o Deferred Items Loader
o Deferred Mods Loader
Scanners
o Cell Scanner
o Alias Scanner
o Cloak Scanner

All components are asynchronous and interact only through mod events. The Runner is not an active
part but it is just a container of all the shared scripts.

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General Configuration
This section describes all the global options of the mod, and explain how to change them.

Let me to introduce first the Options Complexity button. You can select inside "Easy" , "Normal"
or "Expert" . Depending on your selection, the amount of options will change (and with it the
complexity of the mod.)
Of course if you have an option in Easy, the same option is available also in the next two levels.

Apply the Scent


The first option lets you to activate or disable the "Scent". When the "Scent is applied" the mod is active
and the rules will be selected and played.
If no rules are defined, then a warning message is displayed instead.
Key to quickly apply/remove
This is used to enable/disable quickly the mod. If the mod it will do nothing. To remove the hot key, just
use the Esc key as hot key, and the hot key will be disabled. When using the Hot Key to enable the mod,
if the mod is busy, a notification message will be shown.
In case the key you defined is already used by another mod, a notification message will be shown.
Edit Timers and Scenes
This will allow you to define some timers used by the Mod (how often to scan, how often to run a rule,
etc.)

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Edit Sexuality
This option allows you to tweak the mod to play as straight, gay, lesbian, and bisexual.
Edit Relationship skills
This section gives you the ability to increase your perks while using the mod.
Options Complexity
Is used to define your expertise level.
More advanced equals more options, but also more complexity in defining the rules.
Rules (enabled, defined, max)
This field just shows how many Sex Rules are active, how many are defined (some can be defined but set
as disabled), and the maximum number of rules that can be defined.
The maximum number of rules can be defined.
Total number of animations
When you click on the "Count" button, it will show how many total animations are considered by all the
defined and active rules. You can click again to re-count them.
The whole configuration of the mod is saved as soon as you close the MCM.

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General Configuration - Timers


This section defines the timers used by the mod to make it work more or less often.

Start right away the scenes


This options, that is only for Expert mode. In Start right away the scenes mode the scanning of actors
and the scenes will start as soon the Scent is applied. In mode Wait for the normal timers to start, when
the Scent is applied a waiting time will be done before starting.
Time to Re-Scan the cell
Every time the player moves from a cell to another (except if both cells are external), the scanning of
actors start right away.
Of course if new actors will enter the cell, they will not be seen right away.
The cell scan, after the first scan, will wait the specified amount of time to start again, also in the same
cell.
Min and Max time between sex acts
These two options allow you to specify how often a sex act will be started.
Maximum number of parallel scenes
Defines how many separate sex acts can be run in parallel. 4 sex scenes is the maximum supported. But
an extra scene involving the player can always be used.
Skip actors in named scenes
When you add an actor to a scene and it is already in another scene, then the first scene will break. This
may stop some quests. This option allows to just ignore the actors that are in named scenes to avoid to
break quests.
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Scene Timeouts
These timeouts are used in the different steps of a sex scene. A scene starts with the actors going to the
target actor. In Skyrim, often, actors get stuck while walking. The first timeout let's you to have the
actors teleported if they cannot reach the target in the specified number of seconds.
Then the actor may start a dialogue to ask for sex. In some cases, when the player is involved, this action
may not start. A timeout will be used to skip this dialogue and give a positive answer if a dialogue is
required.
In case the target refuses the sex, then it may generate a rape scene. In this case the other actors will
still reach the target. And a timeout applies exactly like the first step.
And then, in case a bed has to be used, it is possible also to set a timeout to reach the bed.
If you don't want timeouts, then just set them to zero.
Stop Scenes in case of TimeOuts
This option, if checked, allows to fully stop the scene in case a timeout will happen. If unchecked, then
the actors will be teleported to the destination.
Don't stop Scenes when Stopping
You can stop the mod anytime. If the option is checked, then the mod will not stop right away, but will
wait the end of the current scene (if at least one is playing.) If it is unchecked, then the scene is stopped
right away, and then actors will do the normal behavior in a matter of seconds.

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General Configuration - Sexuality


This section contains a few options to define your preferred game sexuality.

How to calculate sex?


This option defines how to find the sex for the actors.

Creation Kit in this case is used whatever sex is defined for the actor in the esp/esm.
SexLab Gender in this case the SexLab getGender() function is used; this option can be useful in
case you changed the "SexLab-Sex" for some actors.

I play as
This option lets you decide how to play. The possible options are: Straight, Gay, Lesbian, and Bisexual.
The value will be used when searching for gender tags.
Use SexLab sexuality for NPCs
In case this option is set, the source NPCs will try to find a partner that is compatible with the sexuality
of the actor defined by SexLab.
This does not apply to the player.

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General Configuration - Relationship Skills


This section gives you the ability to increase your perks while using the mod.

Increase SpeechCraft asking for Sex


If set to Yes then, every time the player asks for sex, and the answer is positive, the SpeechCraft perk of
the player will be increased.
Maximum SpeechCraft level Reachable
In case the option to increase the SpeechCraft perk is active, you can define the maximum level that can
be reached by using this option.
Once the level is reached (or passed) this perk will not be increased anymore using this mod.
Increase Relationship level asking for Sex
If set to Yes then, every time the player asks for sex, and the answer is positive, the relationship level
between the NPC and the player will be increased.
As reminder the levels are: Arch-nemesis, Enemy, Foe, Rival, Acquaintance, Friend, Confidant, Ally, and
Lover.
Maximum Relationship Rank
In case the option to increase the Relationship level is active, you can define the maximum level that can
be reached by using this option.
Once the level is reached (or passed) the level will not be increased anymore using this mod.

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Sex Rules
The Sex Rules are the core of this mod. A sex rule will define how the sex act will be played.
You can define the participants, the animations to be played, the dialogues, the probability of the
answers, how the rule will start (somebody is naked, arousal levels, etc.), items that have to be used,
etc.
The number of possibilities is a really huge number.

Sex Rules List


List of all Sex Rules that are defined.

The mod allows by default 24 rules (it can be changed from a minimum of 8 to a maximum of 64.)
They are organized in a list, to be edited, activated, exported, etc.
On the left side there is the list of all the Sex Rules that are defined.
The right side of the MCM allows you to modify them. To execute an action to a rule, you first need to
select it.
To edit a rule or to delete it, the rule has to be selected on the left list. Only one rule at time can be
selected.
In the help section of the MCM, you can see a quick description of the rule when going over it with the
mouse.
A rule is defined by: the way it starts, the positions, tags, filters, beds, aggressiveness, priority,
interactions, and of course the rule name.
A rule can be enabled or disabled. Only the enabled rules will be selected when the mod is running. To
disable a rule, just select it, and then click on the disable button. To enable a disabled rule, just select it
and then click on Enable.

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Add New Rule


This will create a new rule and show the page to set all the values to define the rule. (This option is
always available if there is space to add a new rule)
When creating a new rule or editing an existing one, a new MCM page will show automatically.
Edit Current Rule
This open the page to edit the rule definition. (This option is available when a rule is selected)
When creating a new rule or editing an existing one, a new MCM page will show automatically.
Delete Current Rule
This removes the selected rule. A confirmation message will be shown. (This option is available when a
rule is selected)
Import/Export Rules
This will open a new page that allows to import and export the rules.
Duplicate Current Rule
Quickly duplicates the rule, the duplicated rule will have the same name of the original rule with "DUP"
at the end. (This option is available when a rule is selected)
Enable/Disable Rules
This button changes depending on the status of the rule. A rule can be defined but disabled. This means
that the rule will not be considered for running in Sex Acts. To be able to activate the mod, at least one
rule that is active shall be present. Disabled rules will be listed with "DISABLED: " at the begin of the
name. (This option is available when a rule is selected)
Count Animations
When you click on the "Count" button, it will show how many total animations are considered by all the
defined and active rules. You can click again to re-count them.
Shows only Rules that
Changes which rues are shown in different ways, useful if you have too many rules.
Delete all Rules
This button, after a confirmation message, will remove all the rules, enabled or disabled.

The maximum number of rules can be changed. It is an expert option that you can find in the Debug
section.
The rules can be sorted in alphabetical way. This option is an expert option that you can find in the
Debug section.

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Sex Rules Edit


This section describes the creation and the edit of a Sex Rule.

Rule Name
This filed contains the name of the rule. If you click on it, you can edit the name.
Generate Name
This button allows to automatically generate a name for the rule (based on participants and other
information.)
In case the rule had no name when saved for the first time, a popup message will ask to generate the
name for you.
Participants
Up to 5 participants can be involved in a rule while it is executed.
This sections has two lines, the first quickly shows the defined participants, and you can go over with the
mouse the get a detailed description.
The button on the second line opens the page to define the Participants.
Starting Modes
The starting modes will define when the rule will start.
This sections has two lines, the first quickly shows the defined starting modes, and you can go over with
the mouse the get a detailed description.
The button on the second line opens the page to define the Starting Modes.

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Animations and Tags


This is used to define which animations will be used. You can select specific animations, or a set of tags
that will be used to find the animations.
This sections has two lines, the first quickly shows the specific animations or tags, and you can go over
with the mouse the get a detailed description.
The button on the second line opens the page to define the specific Animations or Tags to be used.
Rule Properties
It is used to define some basic properties of the rule, like the usage of beds, the priority, etc.
Click to open the page to define the Rule Properties.
Interactions and Dialogues
It is used to define if dialogues will be used for the rule and which lines of text will be spoken.
Click to open the page to define the dialogues.
Locations
Used to define some filters to apply the rule only in specific locations, or only in interior or exterior cells.
Click to open the page to define the locations.
Count Number of Anims
By clicking the button, the number of anims that are possible with the defined rule will be re-calculated.
Warning: if a rule will not produce any animation, it cannot be saved.
Save
Saves all the changes done and goes back to the rules list.
Exit without Saving
Ignores all the changes done and goes back to the rules list.
In case some changes were done, a confirmation message will be shown.

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Sex Rules Participants


The Participants are the definition of the actors that will be used by the rule.
This page shows the current definition of the participants. Enables to quickly set them to some common
settings, and to jump to the advanced definition page to define all of them.

There are three Participant types, that allows up to 5 actors to be involved in a sex animation.
Target - This is the actor that will be reached for sex. Source - This is the actor that will move to the
target for sex. Collaborators - These actors will join the Source in the sex action.
The Target is not the Passive Position; it is the actor that will be reached. The passive position is defined
in the specific option (Target is the default.)
Target
The first line quickly shows the current definition of the Target. You can go over with the mouse to get a
detailed description.
The second line gives you the ability to open the page to fully defined and edit the Target participant.
The third option Quick Settings gives you a drop-down with some common standard definitions of
participants, that will quickly configure the participant for you.
Source
The first line quickly shows the current definition of the Source. You can go over with the mouse to get a
detailed description.
The second line gives you the ability to open the page to fully defined and edit the Source participant.
The third option Quick Settings gives you a drop-down with some common standard definitions of
participants, that will quickly configure the participant for you.
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Collaborator
The first line quickly shows the current definition of the Collaborator(s). You can go over with the mouse
to get a detailed description.
The second line gives you the ability to open the page to fully defined and edit the Collaborator
participant.
The third option Quick Settings gives you a drop-down with some common standard definitions of
participants, that will quickly configure the participant for you.
The next option, Number of Collaborators, allows to define how many collaborators will be involved.
The Collaborators will have all the same definition, and they can be one, two, or three maximum.

Quick Participant Settings


This drop down allows you to quickly define who as to be the participant. The options are:

Nobody: this participant will not be used


Player: of course it will be the player
Human Males: actors that are humans (not creatures), male and not followers.
Human Females: actors that are humans (not creatures), female and not followers.
Humans: actors that are humans and not followers.
Humans and Player: actors that are humans and not followers. The player will be a possibility
too.
Followers: Any human follower.
Male Followers: Any follower that is male.
Female Followers: Any follower that is female.
Creatures: Any kind of creature (not humans.)
Dogs & Wolves: Creatures that have as race ID Dogs or Wolves.
4 Draugrs: Creatures that have Draugrs as race ID, in this case the setting will be applied to
Collaborator Participant also, and the number of collaborators will be set to 3.
4 Falmers: Creatures that have Falmers as race ID, in this case the setting will be applied to
Collaborator Participant also, and the number of collaborators will be set to 3.

Who Plays the Passive Role


This option allows you to select which Participant will have the passive role in the sex animation.
When the sex animation will play, the actor defined as Passive will be the first one put in the SexLab
animation, that usually is the passive role.

The Target: specific participant. Who is the target will be used as first actor in the SexLab anim.
The Source: specific participant. Who is the source will be used as first actor in the SexLab anim.
The Collaborator: specific participant. Who is the collaborator will be used as first actor in the
SexLab anim.
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Random: One of the actors, randomly, will assume the passive position.
Females: The actor will be selected based on the sex (if more than one female is present, then
one will be chosen randomly, if no females are present, then the Target will be used)
Males (Femdom): The actor will be a male actor, but only if there is also a female actor. In case
no actors are found, the target will be used.
Gay males: The actor will be a male, but only if the SexLab Sexuality for the actor is set to "gay".
Gay or Females: First a gay actor will be selected, if missing a femlae actor will be selected.
Females or Gay: First a female actor will be selected, if missing a gay actor (by the SexLab
Sexuality) will be selected.

Save and Go back


Saves the changes and go back to the previous page.
Exit without Saving
Discard the changes and goes back to the previous page.
A confirmation popup message will show in case there are unsaved changes.

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Sex Rules Edit Participant


This page let you define how the actors will fill the specific participant.

The first line will tell you if you are editing the Target, the Source, or the Collaborator.
Participant Type
This will define how the participant will be selected. These are the options:

Nobody: This participant will not be used.


Player: This participant will be filled by the Player. In case the Participant is Collaborator, then the
number of collaborators will be forced to 1.
Generic: This allows you to find actors based on the sex gender, fellowship, and humanity. The player
is never involved in this type.
Generic with Player: This allows you to find actors based on the sex gender, fellowship, and
humanity. The player can be involved in this type.
Specific: You can select some specific actors that will fill the Participant. On the right side of the page
will be possible to actually set the actors. The player can be defined to be considered or not.
Faction: The actors will be selected by being part of a Faction. On the right side of the page will be
possible to actually set the factions.
Relationship: The actor will be selected by having a specific relationship with another participant.
There are actually two options for this: relationship with previous, relationship with next.
In case of editing the Target: previous is Source, next is Collaborator.
In case of editing the Source: previous is Target, next is Collaborator.
In case of editing the Collaborator: previous is Target, next is Source.
On the right side of the page you can actually select the relationships.

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Same Race: This is specific to Collaborator position, and it is used to get another actor that has
exactly the same race of the Source position (useful for Creature orgies.)

Preferred Gender
You can define if you want Males, Females, or Both.
Applies to all Participant Types except Nobody, Player, Specific.
Follower or Not
You can define if you want Followers, Not Followers, or Both.
Applies to all Participant Types except Nobody, Player, Specific.
Human or Creature
You can define if you want Humans or Creatures.
Applies to all Participant Types except Nobody, Player, Specific.
But actor will not participate
This option is really special. The actor will fill the Participant, but it will NOT be involved in a sexual
animation.
This option can be used for example if you want to define a group of people that will masturbate around
an actor that is doing something else.
Edit Race Filters
This will open a page to define some filters on the Races that can be used to fill the position.
Edit the Wearables
This will open a page to define items that the Participant should wear when the animation begins or
when the animation ends. It has also the definition of how to strip the actor.
Edit participant allowed mods
This will open a page to define a set of valid mods from where the actors can be selected.
For example you can define that only actors from a specific mod will fill the position.
For Types that are Factions, Relationships, and Specific.
Specific
This will be shown when the Position Type is set as Specific.
The first line will show the actual selection (you can go over with the mouse to see the full line.)
Pick an Actor
In this drop-down you will have all the actors in the current cell. Pick one to add it to the list.
Add this Actor
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By clicking this button, the selected actor will be added to the list.
Clear Actors
This button removes all specific actors that were defined for this Position.
Faction
This will be shown when the Position Type is set to Faction.
The first line will show the actual selection (you can go over with the mouse to see the full line.)
Pick a Faction
A list of all the faction (that have a name) associated to all actors in the current cell will be shown. Select
the one you want to add.
Add this Faction
Adds the selected faction to the list of valid factions to select the actors for this Participant.
Clear Factions
Clears all the factions previously selected.

Relationship
This will be shown when the Position Type is set to Relationship (both cases.)
The first line will show the actual selection (you can go over with the mouse to see the full line.)
Pick a Relationship
A list of the vanilla relationship types is shown in the drop-down. Select the one you want to add.
Add this Relationship
Adds the selected relationship to the list.
Clear Relationships
Clears all the relationship from the list.

Color to Highlight if good


This is a debug option. It is used to highlight the actors for the rule when they are selected. This color
will be used for the actors that will pass all the checking.
Color to Highlight if bad
This is a debug option. It is used to highlight the actors for the rule when they are selected. This color
will be used for the actors that will fail the checking.
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Save and Go back


Saves the changes and go back to the previous page.
Exit without Saving
Discard the changes and goes back to the previous page. A confirmation popup message will show in
case there are unsaved changes.

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Sex Rules Edit Participant Race Filters


This section describes the page to specify the race filters for a Participant of the rule.
The actors that will fill the Participant can be restricted to use only some races.
Races can be defined in positive (inclusive) mode (e.g. Only Nords and RedGuards), or in negative
(exclusive) mode (e.g. all but Argonians)
For Creatures please remember that there are not real races, but the Race Types defined and used by
SexLab (e.g. Dogs, Horses, Dragons, Bears, etc.)

On the left side the list of selected race is shown. After each race there is a Remove button to quickly
remove it.
Race Inclusive/Exclusive
Defines if the mode to consider the races should be inclusive (only the ones specified) or exclusive
(every race except the ones listed.)
Select a Race
This drop-down will show all possible races, and you can select one to be added to the list.
Add
Adds the selected race to the list
Clear
Remove all the races from the list
If the list is empty, then no filters on races will be applied. Of course the global filters of the races will
still be considered (for example you can disable totally the Mannequin race, if you like.)
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Sex Rules Edit Participant Clothing


This section describes the clothes the participant will use during and after the animation.
It is possible to have the participants involved in an animation to wear some pieces of clothes (Armor
object, pretty much whatever can be added to an Actor) when the animation begins and when when it
ends.

Equip at begin
Contains the list of items that will be wore by the participant when the animation starts.
After each item there is a Remove button to remove this item from the list.
Equip at the end
Contains the list of items that will be wore by the participant when the animation ends, and will be left
on the actor after the scene ends.
After each item there is a Remove button to remove this item from the list.
Pick a wearable
This is the list of all items, you can select one from the drop-down and add it to the lists.
The actual items that are shown are the items in the Player inventory and, if when the MCM was open
there was an actor or a container under the crosshair, also all the items in the actor inventory or
container inventory.
Add to Equip at start
Adds the selected item to the list of items to be wore when the animation starts.
Add to Equip at end
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Adds the selected item to the list of items to be wore when the animation ends, these items will be kept
after the scene ends.
Clear start wearables
Remove all the items from the list of items to be wore when the animation starts.
Clear end wearables
Remove all the items from the list of items to be wore when the animation ends.

Strip mode
Allows to specify if the participant has to strip when the animation begins and if it has to re-dress when
the animation ends.

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Sex Rules Edit Participant allowed Mods


It is possible find the actors that will fill the participants only if they are added by a specific DLC or a
Mod.

On the left side there is the list of all the selected mods.
Only the actors that were added by these mods will be considered.
After each mod there is a Remove button to quickly remove the mod.
If no mods are specified then the actors can be picked from vanilla, all DLCs, and all the mods.
On the right side you have a set of drop-downs (depending on how many mods you have, one is the
minimum and 4 is the maximum.)
All sections have the same format:
List of mods (1-4)
It is a drop-down with a subset of the mods you have.
The mods are sorted in alphabetical order, the first 64 are in the first section, the next 64 in the second
section, and so on.
Add selected mod
Adds the mod that is selected in the drop-down to the list of valid mods.
Clear all Mods
This button clean completely the list of mods.

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Sex Rules Edit Participant Negative Factions


The participants can be filtered out in case they are associated to a specific faction (Negative factions.)

On the left you have the list of factions that should be marked as Negative.
In case an actor will be part of any of these factions, then it will be ignored.
The definition of negative factions applies to a specific participant of a specific rule.

On the right you can:


Pick a Faction
The list of all factions of all actors close to the player (included) will be visible here.
Add a Faction
Adds the selected faction to the list of negative factions.
Clear factions
Remove all factions from the list. You can remove a single one by clicking on the Remove button after
the faction.
Show Factions
If you click on this button, then you will see a popup message with all the factions of the actor under the
cross hair. In case there is no actor under the cross hair, then the factions of the player are shown.

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Sex Rules Starting Modes


Define how and when a rule will start
The starting options are one of the most important definition of a Sex Rule.
Here you can specify when the rule will start and all the filters on the participant statuses to have the
rule to start or not.

One very important thing to consider is the actual starting mode. There are three possible starting
modes that can be selected from the very top left drop-down.

Random: The rule will start randomly during the normal time the mod is activated. As soon a rule can be
filled with actors, then it will start (according to its priority.)
Player Asks: The rule will never start alone. As soon as it can be filled, then a dialogue for the player and
the possible targets will be added. Then the player has to ask to actually start the rule.
Rule sequencing: This is an advanced option. The rule will start after a rule defined as predecessor will
complete. This enable to run a set of rule after each other.

On the left side of the view, a set of possible filters will be shown.
Each filter has its own definition that is listed in this page for each possible type. Be aware that if you put
more than one item, all of them have to be true for the rule to start.
On the right side, there is the ability to add a new filter type. Once added, then you can fine tune it on
the left side.

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Possible filters

Somebody has to be naked


This filter makes the rule start if one or more of the participants are naked or not.
You can select any combination of Target, Source, and Collaborator. For each position you can define if
they have to be naked or not in the drop-down.
For example:

Target yes, of course the target has to be naked


Target no, the target has to wear something for the rule to start
Tgt/Src yes, both target and source have to be naked
Tgt yes, Src no, the target has to be naked while the source has to be NOT naked
Tgt/Src yes, Coll no, both target and source have to be naked, while the collaborator has to be NOT
naked

Somebody has to see nudity


In this case the rule will start not if somebody is nude, but when somebody of the participant will see an
actor nude.
The nude actor can be anybody, not necessary one of the participants.

Somebody has to see somebody having sex


In this case the rule will start is the defined participants are seeing another actors involved in a SaxLab
animation (so having sex.)

Arousal level
This option is available only if SexLab Aroused (Redux) is installed.
In this case you can define is the arousal level of the selected participants (again all options are
available) is higher or lower of the defined level.
This option has two fields: the first is used to define the participants to consider, and if the value has to
be higher or lower. The other option is used to actually define the value.

Health level
This filter will work on the absolute Health level of the participants. The first drop-down is used to
specify which participants have to be considered and if the health value has to be greater or lower than
the value defined in the slider.

Magicka level
This filter will work on the absolute Magicka level of the participants. The first drop-down is used to
specify which participants have to be considered and if the health value has to be greater or lower than
the value defined in the slider.

Stamina level
This filter will work on the absolute Stamina level of the participants. The first drop-down is used to
specify which participants have to be considered and if the health value has to be greater or lower than
the value defined in the slider.

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Somebody has to be asleep


This filter works by checking if the actors are sleeping or are awake. Be aware that is not possible to
have all actor at sleep or the rule will not work. At least one has to be awake.

Somebody has to be sneaking


This filter will check if the participants are sneaking or not.

Somebody has a weapon drawn


This filter checks if the actors have the weapons drawn or not. Warning, this includes also spells and
fists.
Having a weapon drawn does not mean "carrying a weapon" it has to be raised. And also it does not
mean that the actor is in combat (if an actor is in combat, then the weapon is drawn, but the opposite is
not true.)

Somebody has to be in combat


This filter checks if the actors are in combat mode or not.

Somebody has to be bleeding


This filter (similar to the original Defeat), works in a special way.
All the possible actors that fill the participants defined in the rule and considered in this filter as "has to"
become "Protected" while the mod is active (not when the mod is installed, it has to be in the active
status.)
That means that these actors will NOT die, but when their health will be about zero, they will collapse
(usually stay on their knees.) This status is called Bleedout.
And this filter can be used to catch this status and start a rule. Actors that are defined as "has not to be
in bleedout" will not be protected by this mod.
Warning if you use Defeat, then avoid this type of filter, or you may have weird results.

Somebody has to be unconscious


The status Unconscious is something that usually does not happen in the vanilla game (it is used only a
couple of times.)
But there are mods that make actors to go in this status. And this filter can apply to these actors.
Be aware that an actor that is unconscious cannot walk or talk. So avoid to use them as source or
collaborator, or to have dialogues with them.

Time of the day


This filter is a little bit different from the previous. It does not work on participants, but it works on the
game time.
If you activate this filter for a rule, then you can select a start time and an end time. Both are just the
hour of the day.
If the start hour is before or equal to the end hour, then the rule will work only if the current game hour
is in between the two defined hours.
If start hour is greater than end hour, then the range of hours will be AFTER the end hour, and before
the start hour of the next day.
To remove the filter just put the start and end time both to 0 (Midnight.)
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Sequence of rules
This is available only if the rule start mode is set to "Rule Sequence".
And here you can select what will be the previous rule that has to complete to start this rule.

An extra word on Rule Sequencing: Rule sequencing is a way to have a scene that runs multiple rules
one after another.
A first rule should start randomly or by player asking. Then another rule can start by rule sequencing on
the first rule, and then another can start by rule sequence on the second.
Consider a first rule: Sex with Player Naked, that starts randomly when the player is naked.
A second rule can be: Guard do sex with player after sex, and can start with rule sequencing and have
the previous rule as start. The participant will be a guard (selected by faction maybe.)
A third rule can be: Aroused NPC go to the player and masturbate, that starts by rule sequencing on the
second rule, and then conditioned on arousal of the NPC, and having the target as player but NOT
involved.
So, consider having 3 NPCs: one guard and two not guards. The player gets naked, and one of the NPC
will have sex with the player. After the scene is completed, the second scene will kick in with the guard.
Then, if the arousal of the other NPC is high enough, the last rule will run with the NPC that go to the
player and masturbate.
The limit is only your fantasy.

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Sex Rules Animations and Tags


Defines what animations will be played during the sex scene.
When a rule plays a SexLab animation will be used.
There are two ways to decide which animation will be used:
1. Select a specific animation (or a list of specific animations)
2. Define the tags that will be used to select the animation

The animations are divided in two groups: consensual and aggressive. If an animation will be consensual
or aggressive is defined by the rule interaction and dialogue properties. In case the properties will not
generate an aggressive result then the options are grayed.
The animations can be selected by tags and by a list of specific animations. Of course the two methods
cannot be used together for the same rule.
In case of Aggressiveness: this option will specify what to do in case nothing is specified for an
aggressive situation and the consequence of the sex scene will be aggressive.

Do nothing: the normal tags/animations for the consensual will be used


Add aggressive tag: In this case the "Aggressive" tag will be added to the search
Add aggr, remove from consensual: for aggressive animations the "Aggressive" tag will be
added, and it will be removed (if present) in case of consensual animations
Also on Anims, add and remove: this will add the aggressive tag for aggressive animations when
using tags, and will remove it for consensual scenes. In case of specific anims, the animations
will be filtered to remove the ones having the aggressive tag in case of consensual, and
enforcing only the one with aggressive tag in case of aggressive scenes.

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Sex Rules Animations and Tags - Edit of Tags


Defines what are the tags to be used to select the animations.

The top line shows if the animation will have humans or creatures.
The tags are divided in two categories:
The tags that an animation needs, and the tags than an animation should not have.
To be able to add your tags, you need to select either "Required Tags" or "Tags to Avoid".
You can add a tag in two ways:

Select the tag from the drop down list (Select a tag), and then click on the "Add" button.
Type the tag you want in "Type a tag name here", and then click on the Add button.

You cannot add a tag that is not existing. The list of tags is the list of all tags from all SexLab animations.

If you add more than one tag in the required tags, then you have an option to decide if the tags will be in
AND or OR mode. In the first case "All tags need to be in the animation", in the latter case, at least one
of the tags has to be there. For example, if you use Oral and Vaginal as tags, the first option will get you
only the animations with both tags, while the second option will give you all animations with Oral tags
merged with the list of all animations with Vaginal tag.
Gender tags: this option is used to try to get the correct animations respecting the gender of the
involved actors.

Use strict gender tags: if an actor is Male, then the M tag will be used, and vice versa for female.
So if the sex scene has first a female, and then a male, the gender tag that will be used is FM.
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Use lazy gender tags: in the previous example the gender tags will be 4: FM, MM, FF, MF
Use strict but then go lazy: in this case the strict mode will be applied, and if there are no
animations, the lazy mode will be used.
Don't use gender tags: in this case these gender tags will not be used to find the animation.

Let's have an example for a specific rule: single participant and it can be both male and female.
In case of Strict genders, then the animation will respect the sex of the actor (so females will not do a
hand job on a strap-on); in case of lazy gender tags, you will have that both genders will use both type of
masturbations.
Player Sex Gender Tag: this is used to calculate the gender tag for the player. Normally the player is
considered like all other actors, but you can force for it to be considered M or F. Bisexual will add the
two variants for the position where the player is used.

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Sex Rules Animations and Tags - Edit of Specific Animations


Defines what animations will be played during the sex scene.

In this case you can select with extreme precision the animations that will be played.
Just select one animation from the drop down list, and then click on the Add button.
The field "Search Anim" is somewhat important. You may be looking for a specific animation, but the list
is really long. You can type inside the "Search Anim" field something to show just a subset of animations.
The possibilities are:

A part of the name of the animation: if you type "Miss", then in the drop down you will get all
anims that have "miss" as part of the name
A part of the ID of the animation: it works like the name, in effect the search is done in both
names and ids.
By Tag: to use this you need to type something like "tag:anal", if you do this then in the drop
down you will get all animations that have the tag "Anal".

The gender tags work exactly as described in the Tag mod. So you can add some specifc animation for
both genders, and then filter then when an animation is required based on the gender tags of the
actors.

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Sex Rules Properties


Some generic properties of the rule can be edited here.

Rule Priority: you may have multiple rules defined and in a given moment many of them can be good to
be played. You can define for each rule its "Priority". Higher is the priority of a rule, more often it will be
played. (As general rule: one rule with a given level is played twice as much as a rule that has the priority
one level down.)
About beds: here you can define if the rule should use beds or not. The options are: don't use, ask 9with
few cases), and use without asking. In case the "ask" is selected, after the starting of a scene, you will be
asked to use a bed.
Use a timeout to re-play: you can use this property to have a rule to wait for some time before being
played again. If you set to yes the option, then you can define how many seconds the rule has to wait
after it is played to be played again. Minimum is 1 second, maximum is 600 seconds = 10 minutes (real
time.)
How to scale actors: technically there is a possibility to have the rule to selectively enable and disable
the actor scaling. But because the actor scaling is one of the major causes of CTDs (Crash To Desktop), it
is better to leave it set to: Use SexLab.
The right side is useful only if you plan to exchange this rule with other users.
The first line is the author of the rule (by default is the name of the Player), then you have 5 lines where
you can type some text to describe the rule. Be aware that SkyUI 5.1 has a strong limitation on how
many characters can be types on a single line in an InputBox (you can type maximum 30 character per
line.)
To edit a line, check it, and then click on Edit.

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Sex Rules Interactions and Dialogues


This section explains how to add dialogues and requests to the sex scenes, and define the result of the
aggressiveness.

On the left, the drop down Aggressiveness is used to specify if the animation that will be used will be
aggressive or not.
In case it is set to Never then the animation will never be aggressive (and it will be not possible to
specify the tags or anims for the aggressive consequences.)
Defining the aggressiveness as possible then you can specify which participant will be treated as victim,
if you want to do it. Be aware that this will only have an impact to SexLab stats and nothing else.

In case the animation starts on bleed out, then you can define if the actor in bleed out may receive some
healing. The options are: right after the rule starts, when the animation starts, and when the animation
ends.
It is possible also to define if a combat that is happening should be stopped.

About the dialogues, it is possible to have dialogues and consequences for NPCs and for the player. The
first line will tell you what is the case of the rule (in this example the player is not involved.)

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To see the dialogue option, of course, you have to enable them with the very first line.

Request: this will be the dialogue to be used to request sex (the requestor is the Source participant or
the Player in case the rule starts "On player asking".) 5 dialogue lines are possible.
Then you can have positive and negative answers. The answer is calculated by the Positive probability
and Negative probability.
In case the answer will be positive, then line of the Positive answer will be spoken.
In case of a negative answer the Negative answer will be spoken, and there are 3 possibilities:

The scene will be transformed to an aggressive one (rape)


The requestor will masturbate
The scene will end without an animation

The actual consequences are calculated based on the Target Raped on Denials and Masturbation on
Denials.
After the scene ends, it is possible to have a final sentence that will be spoken by the Target: Final NPC
sentence.
In case the player is being requested, then the possible answers will always be "yes" and "no", and will
not be possible to select a specific line. All the consequences work in the same way.
In case the player is asking for sex, then the probability of the answer can be also calculated based on
the player SpeechCraft perk.

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Example of dialogues when the player asks.

Example of dialogues and interactions when is the NPC that asks.

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Sex Rules Locations


You can define a set of locations where the rule will be executed.

"Locations" can be added in many ways:

Actual game Locations, all the normal vanilla locations are available. Just select it from the drop
down, and then click on Add.
The current Location where the player is
The current Cell where the player is
A location keyword, the set of all vanilla location keywords is available, just select the one you
want and click on Add.

The rule will be valid if:

The current cell is in the list of valid locations


The current location is in the list of valid locations
The current cell or location have a location keyword (location type) that is in the list of valid
locations

The option Internal/External Cells, allows you to play the rule only if the current cell is marked as interior
or exterior.

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Filtering Animations
You can enable and disable a set of animations, and you can check what are the animations that will be
used by all the rules you defined.

The page contains all valid animations found by the rules. An animation is shown only if there is at least
one rule using it.
On the top you can filter the animations for Humans and the animations for Creatures (that are two
separate sets.)
If you click on an animation you will enable/disable it. It is not the same as the SexLab animation
disabling. When a sex animation will be selected, the rule filters will be applied, and then the animations
that are disabled in this page will be removed from the result. No impact on other mods.
On the top right corner, you can type a part of the name or id of the animation, and the list of
animations will show only the one that contain the text you typed in the name or id. You can also type
"tag:oral" to have the animations filtered by tag.
If you move the mouse pointer over an animation you will have a long description of what the animation
is, the participants, the tags, the races.

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Filtering Races
You can globally disable some races you don't want to be included in your rules.
Don't like Argonians? Not a problem, you can disable the race with a single click.
The race filtering works for humans (Men and Mer), and for all Creatures supported by SexLab.

If you uncheck a race in this page, then the actors of the disabled race will never be used in the sex
scenes. You can have specific filter at rule level, but this page allows to do a global disable for the races
you don't like.
In case editing the Creature races, be aware that a creature race (or better the Race Type defined by
SexLab) can be activated only if there is at least one SexLab animation for the specific Race Type.
Vanilla races (humans and creatures) are automatically added to the list when installing the mod. Other
races are added as soon an actor of this race is discovered while the mod is active, or it is in the same
cell of the player when opening the MCM.

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Nudity
You can define when an actor will be considered nude.

Scent of Sex uses a custom way to decide if an actor is nude or not.


The settings can be altered in the Nudity page.
For each relevant body slot, you have three options:

Not Naked, if any type of armor is wear in the slot, then the actor is considered not naked
Naked, the slot is not considered
Use Armor Rating, the actual armor rating (without enchantments) is used to calculate the final
score. If the score is less than the Min armor values to be naked, then the actor is considered
naked.

It is possible also to define a "naked list", this is a set of specific armors and armor keywords that will
never considered in the calculation. If the actor wears one armor that is in the naked list, or hads a
keyword that is in the naked list, then the final calculation will not consider this armor part to calculate
the nudity.
The list of items is the full list of items in the player inventory together with the full list of items in the
NPC inventory if a NPC is under the crosshair when opening the MCM, or also all items inside a container
in case a container was under the crosshair.
The nudity check shows if the player is currently considered naked, and also an actor under the cross
hair if any.

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Debug and Notifications


This is used to debug the rules you are creating. And also to have some visual notification about what is
going on.

While the mod is running (in active state) a set of activities will be executed. On the main debug page,
you can specify when you want to see a message from the mod.
Mod is activated/deactivated: shows a message when you activate or deactivate the mod.
Rule that will be used and actors: shows a message with the selected rule and the names of the actors
that will play the rule.
Number of actors found in the scan: shows a message telling you how many actors are around.
Results of checking the rules: shows messages about the rules that are checked, this usually should not
be on notifications because the number of messages will be very high.
Show when a rule is bad: shows a message when a rule fails to be filled and the motivation of the
failure, this usually should not be on notifications because the number of messages will be very high.
Errors: shows some possible problem that is discovered while running the mod.
For all these options you can define if you want the message and if the message goes to the on-screen
notifications and/or in the traces (papyrus.log.)
PopUps
While changing the configuration in the MCM, you may do some actions that may require a
confirmation: Delete a rule, Not saving a rule, Name of the rule not correctly updated. If you don't want
these confirmation pop-ups you can disable them (or also do an automatic save of the rule in case it is
not saved.)
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Because you may have some conflict when using SexLab Eager NPCs or Defeat with some specific rules,
a warning message is shown in case a potential problem is detected.
If you don't want these messages, then you can disable these pop-ups. Of course the options are
enabled only if you have the mods installed.

Force Actors Cleanup


In some cases, in rare conditions, it is possible that one actor is not fully cleaned from Scent of Sex
properties. This debug option will clean up all known actors from the arrays and the cache. It will apply
also to the full list of actors around the player when you open the MCM.
This is a debug option that can be useful (in some cases) to reset the actors to the normal status.

Max number of Rules: warning this option has a huge impact. Scent of Sex can use any set of rules
from a minimum of 8 to a maximum of 64. To have the mod as fast as possible, not all rules are
considered in the checking. Increasing the maximum number of rules will give you more options in case
you need, but will have an impact on the performances. Vice versa, reducing the maximum number of
rules will have the secondary effect of speeding up the mod. Try to avoid to change this setting.
Sort rules by name: the rules in the rule list have usually the creation order. By clicking on the Sort
button, you can reorder them alphabetically.

Debug messages: this is a really advanced option, and should be used only if you need to understand
why the mod is not doing what you want. It requires the papyrus.log to be enabled, and has also a good
impact on performances when active.
First of all, these advanced debug options are useful only if your Papyrus.log is active. It is not, then you
will see a warning message, with some instructions about how to activate it.

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On the right list, you can define which component of the mod will show the advanced debug traces. If a
component is unchecked, then it will not produce any trace in papyrus.
Runner: it is the core of the mod. It includes all the global functions, properties, configuration, and data
for this mod.
Cell Scanner: scans a cell when you enter in it and periodically after the first scan
Config Loader: are a set of deferred components that load the configuration, the tags, and do a quick
scan of the items around when you open the MCM
MCM: it is the code that handles this MCM
Rule Checker: is the part of the mod that check if a rule can be filled and played
Rule Player: is the part of the mod that actually plays a rule from the list of possible and filled rules
Scene Manager: it handles all the scenes that are run when a rule is playing
On the left list you can decide which specific action you want to trace.
Activations: Show in the traces when a part of this mod (Cell Scanner, Rule Checker, Rule Player, etc.) is
starting or stopping, high level, no much details.
Advanced activations and failures: Show in the traces what is doing any of the parts of this mod
Timers to complete operations: Show in the traces the amount of time required to complete an
operation (cell scan, menu open, etc.)
Results of actors scanning: Show in the traces the list of actors that are found in a scan
Refused actors in scans: Show in the traces when an actor is rejected from the list of available actors
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Accepted actors in scans: Show in the traces when an actor is added to the actor list
Actors good in filtering: Show in the traces when an actor is added to the positions of a rule, with a high
level of details
Actors bad in filtering: Show in the traces when an actor is rejected by a position of a rule, including the
details of the reject
Rules rejected: Show in the traces when a rule is rejected as rule to play, including the details of the
reject
Rules accepted: Show in the traces when a rule is accepted as possible rule to play
Scenes and Animations: Show in the traces problems on the Scenes, problems on Animations, and the
Animations played

Test Performance: this is a very special option. This mod is pretty much a papyrus mod. It uses scripting
to execute its results.
In case your papyrus VM or the memory available is not enough, then the mod will fail to run correctly.
You can check your status by clicking on Test Performance. A message will ask you to close the MCM,
after 5 seconds a temporary NPC will appear on your side (it will do pretty much nothing except dancing
a little.) While the NPC will be around (the test last for 2 minutes) a stress test of papyrus VM and
memory is executed. When the test is completed the NPC (called: the Test Guy) will disappear and
your results will be shown.
Do not expect magic, but the result should give you an idea if your system is strong enough to use this
mod.

Highlight actors: for debug purposes, it is possible to highlight the actors while the mod is running on
some conditions. The highlight will give a bright color to the actor for a couple of seconds.

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For the scanners, the color is defined right there (Scan color good, and Scan color bad), the color used by
the rules is defined for each participant of each rule.
Scans (found actors): If checked the as soon as one actor is processed in the scan it will be highlighted
with the color defined at the bottom of this page.
Scans (good actors): If checked all the actors that are identified in the scan process as good and are sent
to the Rule Checking, will be highlighted with the color defined at the bottom of this page.
Scans (bad actors): If checked the actors that will be identified in the scan process but will not pass the
basic filtering will be highlighted with the color defined at the bottom of this page.
Rules Checking (good actors): If checked the actors that will added to a rule (as potential actors) will be
highlighted with the color for good actors defined in the rule that is being checked. The color is defined
at rule level.
Actors can be asked for sex: If checked the actors that can be asked for sex will be highlighted with the
color for good actors defined in the rule that will be selected. The color is defined at rule level.
Starting Scenes: If checked the actors that will fill a scene will be highlighted with the color for good
actors defined in the rule that will be selected. The color is defined at rule level.

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Scanning Modes
The mod periodically scans for the actors around the player to then add them to the rules and play the
sex scenes.
There are 3 types of scanning. Depending on your configuration on mode can be better than another.

Cell Scan
This is absolutely the safest way to scan for actors, the scan will first get the full list of actors inside the
current cell and then filter them according to the rules.
This method is a classic, but has a couple of problems: it does not work very well in outside cells, when
the player is close to the border of a cell. Also if you see actors very close then can be in a different cell
and so ignored.
The scan is quick and runs only when you go to a new cell and when the cycle will run. But when it run it
has a huge spike in the Papyrus VM.

Alias Scan
This is nowadays the preferred scanning method. A set of aliases is defined with auto fill, and the quest
defining these actors is restarted from time to time.
Then all actors that filled the aliases will be used.
The problem is that has some serious impacts when the number of NPCs in a cell is really high. But
globally the Papyrus VM is never overcharged.

Cloak Scan
The scan is done using a cloak effect on the player. It is really fast and has the minimum possible Papyrus
VM impact, but in some configurations the effect is loading the game engine (not the Papyrus VM) a
little too much and the FPS may go down in case there are too many actors around.
Cloak scan mode allows you to define also the maximum distance for the actors to be considered.

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The logic
So, how this mod works?
When the mod is active, the Scanner and the Rule Checker are running.
If no actors are found, then the checker is put to sleep.
When the scanner completes the actor scanning, then sends a mod event to the checker.
The checker will analyze all active rules, and try to fill all of them with all potential actors. If a rule
requires a starting mode that can be detected through an event, then the potential actors will be added
to a specific alias called Event Checker.
In case at least one rule can be filled (so all the conditions of the rule are satisfied and enough actors are
available for it) a mod event is sent to the Rule Player.
The checks of the rules are many: timing, locations, starting modes, type of actors, etc. Pretty much
everything is checked, only once, here.
In case an Event Catcher detects (using a game event) that its condition may start a rule, it will send a
mod event to the checker to re-check the rule. Game Events that are checked are: Nudity, Health,
Combat, Bleedout, and Sleep.

When the Rule Player receives an event, then the actual rule is filled with the actors. All the potential
actors for all the positions is already calculated, so it is just a matter to pick one for each position. In
case this is completed, then the rule is sent to the Scene Manager using a Mod Event.

The Scene Manager will add the actors to one of the scenes, and force start the scene. If there is at least
one scene running, then a scene step cyclic update is run to check if there is a timeout in the scene (for
example the source participant is not able to reach the target participant.) The scene manager will also
handle the SexLab animation starting and ending.

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Here a graph showing the collaboration of all the components of the mod:

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Aggressiveness
How aggressiveness is calculated?

The rules can have two results: being consensual and being aggressive.
A rule that has only one participant cannot be aggressive (there is no self-destructing masturbations)

The main setting is in Interactions and Dialogues, here you can define if the rule can be aggressive or
not.
It is done using the aggressiveness property: Never means that the animation will never be aggressive (it
will be always consensual), Always is the opposite, the rule will always have aggressive consequences.
High, Medium, Low, give a probability of 33%, 50%, and 66% to be aggressive (it will be calculated
randomly.)

If a scene has aggressive consequences, then the anims and tags used are the ones defined for
aggressive consequences.
If the rule can be aggressive, then you can also specify which participant will be the victim.

In case of dialogues, there is an extra option.


If the actor (or the player) will deny to have sex, then there is a possibility of Rape on denials. In case a
Rape on denials is not set to never, then you can specify the aggressiveness on denials.
So, a rule can be 100% consensual, but may require an interaction, and in case of denials can be always
a rape and always aggressive.

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Some examples of creating rules


Simple basic rule: player has sex with all human around
A very basic rule to begin to understand how this mod works.
Install the mod and open its MCM.
On the main page select the scan mode. By default, is Cell Scanning, set it to Alias Scanning (in case
it will not work for you, you can then switch it to something else.)
Open the rule list, and click on Add new Rule.
A page to edit the rule will appear.
You will see on the left side that by default there is one participant. Click on Edit Participants to set
them.
A page will show the three possible types of participants. By default, the Target is set to Player. And it is
exactly what we want. The Source participant is Nobody, lets change it.
If you click on the drop-down (Quick Participant Setting) for the Source Participant, you can pick
Humans as quick selection. Humans is all normal human NPCs (no creatures, but of course
Argonians and Kajits are included) of both sex genders.
Now, is the player to be active or passive? Or both?
You can set it with the option (on the right) Who Plays the Passive Role.
In the configuration we did, the player is the Target, if you want it to be passive, then select Target. In
case you want the player to be active, then change the passive actor to Source. In case you want the
player to be either active or passive, change the value to Random.
Save the participant settings, and then give the rule a name (click on no name and type something.)
No need to specify tags or anims, all animations with 2 human actors will be used.
Save the rule, and activate the mod. (In the main MCM page, or by using the hot-key you defined.)
Wait a little around, and you should see actors coming to the player and then enjoying some healthy
sex.

Follower do sex when in BreezeHome after 8PM.


This rule adds a few filters.
Be sure you are in BreezeHome (or any other building/home you want this rule to apply.)
Open the MCM and go in rules list. Create a new rule by clicking on Add a new rule.

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Edit the source participant. You can either select the quick settings Followers, or you can edit the
source in details by clicking the button Edit Source Participant.
Select as type Generic, and then pick the sex gender you prefer (Male, Female, or Both), and then set
Follower or not to Follower. Save the participant, and go back to the main edit page of the rule.
Click on Edit Locations, and click on Add Current Cell (It should have as name BreezeHome (or the
actual cell you are in)).
Save the Locations.
Now click on Rule Start Mode. In the new page, scroll down until you will see Specific time, click on
it, and the page will be refreshed and now you can set the start and end time for the rule. Set as start
time 8PM and at end time 6AM (full night of sex mode!)
Save the starting mode.
Now edit rule properties, and define that the beds will be always used (you are in your home, why dont
use them?)
Give a name for the rule, and save it.
Now activate the mod, go in BreezeHome with a follower (or two), and wait until it will be after 8PM
(game time, of course.)

Player low health is attacked by enemies


This rule will trigger with a couple of conditions. The health of the player, and the people that are in
combat.
Open the MCM, go in the Rules List, and create a new rule.
Edit the participants, leave the Target as Player, and set the Source as Generic Human (you will decide if
you want only males or only females, but avoid followers because they will never be enemies.)
Save the participants.
Edit the rule starting modes, add Health level, set the value for health to be Target less than, and
then use the slider to have it to 20%.
Now add Someone in combat. And set the value as Source Yes.

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Save the starting modes.


Now, probably it will be good if the animation will be aggressive, just edit the Interaction of the rule, and
set aggressiveness to Always. Do not enable Ask for sex.
Give a name, save the rule, activate the mod, and go kick some ass. As soon your health will be under
the value you specified and there is at least one actor in combat, then the rule will kick in.
P.S. in this case, inside Interactions you may also want to set Stop Combats to When the Scene
starts, so the combat will stop as soon as the scene will begin, and potential other actors in combat will
stop fighting.

Player asks for sex, using its perks, to guards, and behave bad if failing
Be sure you are in an area where some guards are visible. Then open the MCM.
Create a new rule.
Edit the participants: set the Source as Player (the quick settings is the best for it), then edit the Target.
Select as participant type: Factions.
On the right side, pick in the drop down the faction(s) for the guards (the name will depend on the city
you are in), add it (it should appear to the right list.)
Save the participant, and open the starting modes.
On the very top, as starting mode select Player Asks for Sex, dont change anything else, save the
starting modes.
Now edit the interactions, keep Aggressiveness to Never.
You should see on the left the sentences that will be used to ask for sex, select one of your taste.
Then set Use SpeechCraft for Answers to Yes. (In this mode the answer will be calculated based on the
player SpeechCraft perk.)

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Decide the dialogue line for positive and negative answers.


Now on negative answers (player will rape on denials), set the value to Always. And aggressiveness on
denials to Always. So in case of denials (if your speechcraft is not good enough), an aggressive
scene/animation will be started.

To complete the rule, you may want to define specific tags or specific animations for the rule. Because
the rule can be both consensual and aggressive, you will have the option to define the consensual
tags/anims and the aggressive tags/anims.
Save the rule, enable the mod, go to a guard and ask for sex.
You will also see that you cannot ask for sex to all NPCs, but only guards (if this is the faction you used)
will have the dialogue line available.

Player is asked for a specific animation


The aim of this rule is to show how to set the player to be requested for sex, and have a specific
animation to play.
Open the MCM and create a new rule.
Keep the Player as target, and set as source the type of actors you like most (but humans, not
creatures.)
Keep the starting mode as pure random. Now go in interactions, and set Ask me before sex to Yes.
Select the dialogue line you want, and keep the options for rape and masturbation to Never.

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Now, go on Edit Anims and Tags, here you will have the option to specify the consensual animations
(the rule is not aggressive so the aggressive consequences are disabled.)
Click on Specific Anims for Cons[ensual] Consequences.
In the page that appears, on the top right you can specify some filter to find the animations. Lets say
you want a Missionary animation. Click on Search anim and just type missionary, now in the
Select dropdown you will have all animations that have missionary as part of the name (or the ID.)
Pick the one you want, and click on Add.
Save. At this point, when the rule will play, and you will accept sex, then the only animation that will be
played will be exactly the one you selected.
Remember that you can select by name, id, and also tag (just type something like tag:funnybizness to
have all animations by FunnyBizness.)
And you can add more than one specific anim. In this case the one that will be used will be randomly
selected from the one you defined.
Be sure that the animations will fit, because if the animations are not appropriate to the number of
actors or the races, they will not be visible in the drop down.

Everybody with arousal greater than 90% will masturbate.


OK, lets have some fun. In this case the rule will have a single participant, and we will run it
continuously and multiple times.
Open the MCM and create a rule.
Edit the participant, and change the Target to Generic and player. Keep the settings for both sexual
gender and fellowship to both.

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Now go in starting modes, and add Arousal value (of course you need SexLab Arousal Redux to do it.),
and set it as Target > 90.
Now go to Animations and Tags, edit the tags, but just be sure you have Add gender tags set to Use
strict gender tags. This because we want males to use male animations and females to use female
animations (no need to specify Masturbation as tag, because all animations with a single actor are
masturbations.
Now save the rule and go in the Main page. Click on Edit Times, and change Max number of parallel
scenes to 4.
Now activate the mod and go around (possibly naked to increase arousal of the people around.)
You will start seeing actor that will masturbate, as soon their arousal level will be high enough.
(Now, you may want to Enable orgies in the rule properties, so multiple actors will start at the same
time, up to you.)

Consensual Footjobs and Aggressive Anal


The aim of this rule is to explain the difference of consensual and aggressive consequences.
Open the MCM and create a new rule.
Keep the Player as target and select your favorite type for Source.
Keep starting mode as random.
Option 1: In Interactions, set that the player can be asked for sex.
Be sure you have rape on denials not set to Never or Always (it should be in the middle) and have
Aggressiveness on denials set to some non null value (from low to always, but not Never.)
Option 2: In Interactions be sure you put Aggressiveness to some mid value (just avoid Never and
Always.)
Now go to edit Animations and Tags.
You will see that both Consensual and Aggressive tags (and animations) can be defined.
Start by defining Consensual tags. Just pick the tag Footjob (or type it), and then add it. Save the tags.
Now click to define the Aggressive Tags. Pick Anal as tag, and add it.
Save the rule, enable the mod, and try.
When the rule will run, depending if the result will be aggressive or not (if you use the dialogues, then it
will depend on your Yes or No answer), you will have at the end a footjob or an anal animation.

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Orgies
The aim of this rule is to have the maximum number of possible actors doing sex together.
Open the MCM and create a new rule.
Edit the participant, put humans as targets, humans as source too. Now, lets define the Collaborator.
Set it as human too.
At this point set the number of collaborators to 3. Be aware that you need to have animations with 5
participants to have this working, if you dont try 2 collaborators or 1 collaborator.
Edit the properties of the rule and enable orgies.
Save the rule and start the mod.
Go to an area with a bunch of people, and enjoy what will happen.

Public sex with spectators


OK, this rule is to show a synchronization between rules. So we will create more than one rule to
simulate the spectator crowd functions.
Lets create the first rule, where the player will do some sex.
Open the MCM, and create a new rule.
Set 2 participant, one as player and the other as whatever you want.
If you want set animations and aggressiveness. It is not really required. This rule should just start some
sex. If you want to control it, just set the starting mode to: player asks.
Save the rule. And create a new one.
In this case set the Target participant as Player. Edit the participant and set the option But I will not
participate.
Then set somebody (males are better) as the Source. Set in the properties of this rule Enable Orgies.
Save, enable the mod, go to a crowded city (Whiterun or Solitude or also Riften) and ask somebody for
sex, when there are other actors around.

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How to report a problem?


First of all, be sure your papyrus logging is activated.
It is not? Then activate it in this way:
Mod Organizer: go the profile folder of Mod Organizer (\Mod Organizer\Profiles\), and go in the folder
corresponding to the profile you are using. Edit the file Skyrim.ini
Manual installation or NMM: Go to your Documents directory (C:\Users\<your name>\My Documents\)
and then in My Games\Skyrim\, edit the file Skyrim.ini

In the file Skyrim.ini check if you have the section called [Papyrus].
I have it - Edit the values inside to have this as final result:
[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

I don't have it Add to the bottom the following lines:


[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

Then restart the game, and you will find the Papyrus0.log in: My Documents\My
Games\Skyrim\Logs\Script\
When you report a problem/error, please always send the papyrus0.log, and be sure you do activate the
debug options.
The rule that is giving you problems can also be useful, just export it and send it together with the
papyrus0.log

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