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Random Sex Mod for SexLab - 2016-09-17


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I was at Markarth and drew my sword to kill the assassin,just before entering the main gate. and then I was randomly attacked after I got through the gate!

Figures.

So I restarted and did a console "kill" whathisface (the assassin)

Only now sc07-random is righteously pissed off and won't run no matter how many times I reset it.

I hate starting new games everytime a script messes up or gets updated, so I'm getting creative:

I'm uninstalling it, playing for a minute or so, saving

then (hopefully) reinstalling the mod, and it will have amnesia and won't remember how I restarted in the middle of an attack.

If you ever get back to modding this mod, please let random attacks continue after one has been interrupted.

 

There is a mod reset function included on the second option page. In addition to other things it removes a couple of random sex factions, which is probably the source of your issues.

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  • 1 month later...

Bump for new version. Following a number of requests I have added follower options to the Options 2 menu. Note that this is a basic implementation that looks for the CurrentFollowerFaction on an actor, so will not work with some standalone followers such as Vilja.

 

attachicon.gifFollowerOption.jpg

So if we want the mod to affect the followers too, we don't need the update, right?

Because followers were affected before.

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Bump for new version. Following a number of requests I have added follower options to the Options 2 menu. Note that this is a basic implementation that looks for the CurrentFollowerFaction on an actor, so will not work with some standalone followers such as Vilja.

 

attachicon.gifFollowerOption.jpg

 

Awesome! Thanks!

 

I think you can include most custom followers by also checking to see ....something... TEAMMATE....  ahah!

 

GetPlayerTeammate == 1

 

if that is true, then the NPC is on the player's team. I actually used that check as well as the normal check for CurrentFollowerFaction when I was making a little dialogue mod. I know that Vilja passes that GetPlayerTeammate check and if I'm remembering right... so does Mirai and Sofia, so I'd assume other custom followers will work with that check.

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Bump for new version. Following a number of requests I have added follower options to the Options 2 menu. Note that this is a basic implementation that looks for the CurrentFollowerFaction on an actor, so will not work with some standalone followers such as Vilja.

 

attachicon.gifFollowerOption.jpg

 

Awesome! Thanks!

 

I think you can include most custom followers by also checking to see ....something... TEAMMATE....  ahah!

 

GetPlayerTeammate == 1

 

if that is true, then the NPC is on the player's team. I actually used that check as well as the normal check for CurrentFollowerFaction when I was making a little dialogue mod. I know that Vilja passes that GetPlayerTeammate check and if I'm remembering right... so does Mirai and Sofia, so I'd assume other custom followers will work with that check.

 

 

Thanks, will give that a try today.

 

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Bump for new version. Following a number of requests I have added follower options to the Options 2 menu. Note that this is a basic implementation that looks for the CurrentFollowerFaction on an actor, so will not work with some standalone followers such as Vilja.

 

attachicon.gifFollowerOption.jpg

So if we want the mod to affect the followers too, we don't need the update, right?

Because followers were affected before.

 

 

Correct, followers were already included prior to the update. However, the update defaults to "All NPCs" so there is no harm in updating.

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Bump for new version. Following a number of requests I have added follower options to the Options 2 menu. Note that this is a basic implementation that looks for the CurrentFollowerFaction on an actor, so will not work with some standalone followers such as Vilja.

 

attachicon.gifFollowerOption.jpg

So if we want the mod to affect the followers too, we don't need the update, right?

Because followers were affected before.

 

 

Correct, followers were already included prior to the update. However, the update defaults to "All NPCs" so there is no harm in updating.

 

If nothing is changed (that i will benefit from) i will stick to the old version, bad stuff happens in skyrim when i update mods in the middle of a savegame :/

 

Thanks for this awesome mod though, one of the best sexlab mods¡ :)

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so what duss this do basicly make pcs and otehr npc craeters and sutce have sex at a random basis?

Long answer: Read the first post of the thread. Your question should have been thoroughly answered if you read the whole post.

 

Short answer: Yes.

 

thx for teh short ansher thso are always ezy 2 understand :)

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Hi! :shy:

Could you make this mod sexlab aroused depended as an option?

So npc would start sex act at high arousal level rather than just random.

Of course if it's possible. ;)

 

P.S. I translated followers options into russian.

 

Thanks for the translation, I have added it to the downloads and credited you in the OP.

 

I'll see about working in Aroused, although it would be used to apply a weighting such that those NPCs with high arousal are more likely to be picked as attackers than those with low arousal. This would not work well with a ten second cycle as everyone would be going at it, but for longer cycles the effects would be more noticeable. Of course any addition of arousal would require it to be a "soft" dependency in that I would pull in the appropriate forms at game load time. A "hard" dependency won't work - I still want this mod to work if the user does not have SexLab Aroused installed.

 

Also on the list is Random Sex: The Spells. Fire one at a target and have them run to a victim and start humping. Of course that victim could be the player...

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if this mod were to be altered to work with aroused, i would love it to work with attraction and approach also. whats missing from approach is the ability for npcs to approach anyone. at the moment all they can do is approach the pc, depending on how attractive the pc is to them and aroused they are. that is all i am missing from sex mods, to be able to walk into town sometimes and witness 2 or even a group of npcs meet and do some dialogue to arrange sex and then get it on right then and there.

 

i can do that with animals already (aroused creatures i can set up to do encounters like that based on arousal), but for npcs the only options are random sex (this mod) with no dialogue and you know its not based on arousal or that the people involved decided to; which is nice sometimes to turn on the mod and watch the town go nuts!; or to use spells to trigger encounters (mass matchmaker etc). or just see animal sex happen, or use a mod like lovers comfort (i think) where the sex happens only after midnight and indoors in houses of couples and so sex might as well not exist unless you break into homes looking for it.

 

if this mod had options to set it to use arousal levels and attraction if available and then have option to not just start sex but have npcs approach the pc or each other with dialogue to ask for sex i would be thrilled! sadly i think that beyond the intent of the mods design. oh well.

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Hi! :shy:

Could you make this mod sexlab aroused depended as an option?

So npc would start sex act at high arousal level rather than just random.

Of course if it's possible. ;)

 

P.S. I translated followers options into russian.

 

Thanks for the translation, I have added it to the downloads and credited you in the OP.

 

I'll see about working in Aroused, although it would be used to apply a weighting such that those NPCs with high arousal are more likely to be picked as attackers than those with low arousal. This would not work well with a ten second cycle as everyone would be going at it, but for longer cycles the effects would be more noticeable. Of course any addition of arousal would require it to be a "soft" dependency in that I would pull in the appropriate forms at game load time. A "hard" dependency won't work - I still want this mod to work if the user does not have SexLab Aroused installed.

 

Also on the list is Random Sex: The Spells. Fire one at a target and have them run to a victim and start humping. Of course that victim could be the player...

 

 

It's not necessary to credit me. Just a few lines were translated. :shy:

 

Concerning implementing aroused option it is an idea to make sex acts more consequential. Of course if it don't meet the main purpose of your mod so maybe it is an idea for another one. :)

 

I simply thought it would be easier implemented through random sex mod.

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  • 3 weeks later...
  • 3 weeks later...

This mod really needs an aroused check. Even with small percentages, there's too much sex in the inns. The attacker should be checked for arousal (min percentage required), then the partner. If the partner is not aroused enough, then stop the script. Or, he might try to rape the target, but with a customizable percentage. The Aroused Creatures mod surely has some code you can get inspiration from. That mod is flawless with the best MCM menu and options I've ever seen in any Sexlab mod.

 

And since rape animations can lead to other mods kicking in, in the future that might open up a "NPC rape crime" mod where witnesses either beat the rapist till bleedout (temporary essential), or a guard might escort him to prison for a few days. 

 

One more thing I'd love to see is a spell that turns any number of targets into a frenzy, ignoring the time between act so that  they'd constantly start sex (or rape) animations. Would be great for our custom dungeons while keeping the rest of skyrim mildly random. At present, whenever I visit my 50 slave dungeon, I have to manually go into MCM to do that. An arousal check would also allow me to block arousal for my followers at 100%, so that they'd constantly engage slaves with zero arousal (cause duh...), without the risk of having slaves engaging the masters. Makes sense?

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This mod really needs an aroused check. Even with small percentages, there's too much sex in the inns. The attacker should be checked for arousal (min percentage required), then the partner. If the partner is not aroused enough, then stop the script. Or, he might try to rape the target, but with a customizable percentage. The Aroused Creatures mod surely has some code you can get inspiration from. That mod is flawless with the best MCM menu and options I've ever seen in any Sexlab mod.

 

And since rape animations can lead to other mods kicking in, in the future that might open up a "NPC rape crime" mod where witnesses either beat the rapist till bleedout (temporary essential), or a guard might escort him to prison for a few days. 

 

One more thing I'd love to see is a spell that turns any number of targets into a frenzy, ignoring the time between act so that  they'd constantly start sex (or rape) animations. Would be great for our custom dungeons while keeping the rest of skyrim mildly random. At present, whenever I visit my 50 slave dungeon, I have to manually go into MCM to do that. An arousal check would also allow me to block arousal for my followers at 100%, so that they'd constantly engage slaves with zero arousal (cause duh...), without the risk of having slaves engaging the masters. Makes sense?

 

I agree the Aroused Creatures mod is one of the best customizable mods I have seen here for SL. And this one lacks content, more often than not, I have to leave it turned off cause of it kicking in too often and with incorrect relationships between NPCs.

 

The NPC rape crime is a great idea, would love to have the guards toat the NPC away for a few days. (brennin the beggar for 1 cause he can't get a girl to go with him he would have to rape her)

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I enjoyed this mod a lot at first, but there are lots of other mods now that introduce sex in various ways (Amorous Adventures, Solutions, TDF Prostitution, Approach), so having random sex is now less interesting. Maybe it makes sense to morph this mod into a NPC/NPC mod or NPC/PC mod where the NPC initiates--in which case working with the Aroused framework makes sense.

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