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Bugfixes for various mods (SexistGuards, SL Kidnapped Redux) 0.9


About This File

Kidnapped Redux

 

Still Beta:

 

- "Abandoned House Only" not functioning -> The function itself is working again however:

- "Abandoned House Only" inescapable because load door not functioning if house never entered. -> Still there. you must kill the kidnapper and let you teleport out or console command out. It seems to work if you already visited the places. (aka if you made Molag Bal's Horror House quest and the Dark Brotherhood one)

 

- Creatures sometimes not working and also even with zero percent Human Kidnapper chance still at least one of them is one. -> fixed but needs some more testing

 

- Kidnapper do nothing and stand idle -> fixed but needs testing

 

- only one of them does something while everyone else stands awkward around -> fixed but needs testing

 

etc:
- Some better Code/Performance due to deleted double Loops and better if else commands.

- Possible better stability due to possible OutOfArray and NullReference Exception in original Code.

 

Change:

-only actors that are allied to the main ambusher's faction can join

-player faction system changed, so that kidnapper (and those around them) don't attack the PC.

-added Blacklist for locations, however unfilled at this time.

-cowardly Attackers (like deer or elks) attack now making them actual viable kidnappers

-cow scenario changed to dwarven construct.

-chicken scenario changed to riekling one.

-deer and elk one combined to make room for death hound scenario.

-added other DLC creatures to other scenarios (such as chaurus hunters to the chaurus scenario).

 

Most of theses changes and bugfixes came from @mushroomcap so big thanks to him.

 

Credit of course to the original Authors.

vinfamy for

 

  Sexistguards

Sexist/DerogatoryGuards, NPCs and Player Comments 2.91b has a problem with RapeComments. They often times don't stop after the act so the PC is constantly cursing its attacker while picking flowers etc. This was especially apparent if you used SLSO.

This fix should prevent that and shuts the PC after the act is done. This will also work with SLSO.

THIS WILL NOT WORK IF YOU MANUALLY END THE ACT. If you use the Sexlab key to stop the act then the event seems to not get triggered. The current workaround in stopping and then starting the comments again will still work.

 

What did i do:

I added the SLSO event "OrgasmSeparate" aswell as ending the Stage inside the "SexEnd" Event.

 

Attention: First Mod/Bugfix from me. I only tested it a bit with SLSO. Works on my end. Still consider it a beta for now. No beta anymore, enough people downloaded it and it seems fine :)

Requires the original mod. Overwrite with mine.

 

Credit of course to the original Authors.

JimmyJimJim for

 

 

 

 


What's New in Version 0.9

Released

Changes made by @mushroomcap

 

Patch I:

After more and more testing the patch is now more stabile. Still some more bugs are to be expected.

The following bugs are known:

- Wolf and skeever spawn together.

- Move back to origin textbox after defeating the kidnapper often times doesn't work.

- Some missing MCM options.

 

Maybe fixed:

- the mod seems to breaks under some circumstances. (Seems to be the case if suitable animations are missing). The revenge quest should now always end if the kidnapper is dead.

- Atronachs should also work again.

- Probably some more I forgot.

The code got also some more changes including making it more stable.

 

Patch G:

-fixed MCM menu.

-using MagicCharmFaction for preventing attacks again. -> Atronachs won't work but anything else seem to.

 

Patch F:

- Completely rewrote the FilterRapists and OrgyStart functions.

- Brought back the faction system I had before. I know why it wasn't working initially for certain factions.

- Replaced the chicken scenario with a riekling one.

- Merged the elk scenario with the deer one and replaced it with a death hound scenario.

- Added other DLC creatures to other scenarios (such as chaurus hunters to the chaurus scenario).

- MNC merged with standard creature list.

 

- NEW GAME REQUIRED. (Maybe a clean save is enough but not tested)

 

Patch E Added:

-reverted some of the changes with the faction system as it didn't really work with human actors. So now the PC is put into MagicCharmFaction and dunPrisonersFaction like in the previous patch C instead of being put inside a faction depending on attacker.

- Dragons should be forced to land now (highly experimental.) -> It just works. Fallout 76 Style. (aka not really)

 

 

 

Patch D Added:

 

- Kidnapper do nothing and stand idle -> Another try.

- only one of them does something while everyone else stands awkward around -> Another try.

- Creature Scenario sometimes not working.

- Changes to Faction System and how the mod prevents kidnappers and others from attacking

- Cowardly Attacker added

- Cow replaced with Dwarven Construct

- Dragons should be forced to land now (highly experimental.)

 

Changes made by @mushroomcap


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