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Peril is a death-alternative mod that allows the player to try to recover from defeat in combat. Enemies will punish the player and their allies if they continue to attack after their first defeat, stealing any and all items they carry, and doing more nefarious things if other mods are installed.




After entering combat you can be defeated by your enemies after you and all your allies are bleeding out, or by pressing the Surrender Hotkey in the MCM. Without aid, you and your companions won't be able to recover from bleedout. If you give your allies potions or scrolls of healing, they may use them to get back on their feet. (This doesn't always work, so it's disabled by default.)


After being defeated, one of your enemies will come up to you to start negotiations, if they're humanoid. If you're defeated by creatures, then you will have a prompt to try to distract them. If you move, draw your weapon, try to pickpocket, open a container, take any items, or exit dialogue before or during this parlay, then combat will start again, and your enemies won't bother trying to talk to you if you are defeated again.




During parlay, you have few options to escape worse punishments. You can attempt to bribe your enemies with some gold or some of your carried gear. You can only offer your gear as a tribute if you are carrying some useful items, like lockpicks, health potions, or gems. If your enemy is a member of one of the holds, then you will have the option to surrender and be escorted to jail. (Currently, you're just taken to vanilla jail.) If you want to experience some of the worse punishments, you can pathetically plead for your life.




If you are defeated twice by the same enemy, or grovel during negotiations, then you will be subject to some worse punishments by your enemies. Without any other mods installed, the punishments are mostly stealing certain items. Either all of your carried gold could be stolen, all of your potions, scrolls, soul gems, etc. could be stolen, your weapons could be taken, and you could be stripped completely bare of all items, including quest items. The relative weights for these punishments can be set in the MCM


The last two punishments will only happen if you are at a dungeon that has had a Stolen Items container placed inside. These containers are placed right next to the end chest of the dungeon. These containers don't respawn, so, any quest items or unique equipment can be recovered if you return to clear the dungeon.


If you have SexLab installed, then your enemies may rape you, one of your companions, or will force one of your allies to rape you. Again, the rates for these punishments can be set in the MCM.


If you have Devious Devices installed, then you and your allies can be bound in either chastity devices, or heavy restraints.




After parlay or punishments, you will be given 30 seconds to flee the area before combat starts again. If you draw your weapon or try to loot or steal anything, then combat will start before then.


If you want to avoid punishments completely, then you will either need to kill all of the enemies you face, or flee until you're roughly 60 meters away from them before you are defeated.




This mod shouldn't be used with other defeat mods under most circumstances. However, other modders can temporarily shut down this mod if they need to for certain scenarios. To do this, they should call the following papyrus command before combat starts in their scenario:


if(Game.GetModByName("Peril.esp") != 255)
	(Game.GetFormFromFile(0x008AC2, "Peril.esp") as GlobalVariable).SetValue(0)


This will prevent Peril from starting a defeat scenario when combat starts. After the external scenario is completed, the above command should be used to reset the global variables value back to 1, which will re-enable Peril's defeat system.


Future Updates


This mod is going to be developed at a slow pace. One of the reasons I decided to make my own defeat mod, first with Dragonborn in Distress, and now with Peril, was because every other defeat mod consistently failed during defeat scenarios. So, I'm developing this mod with the hope that every defeat scenario will work every single time. For that to happen I have to plan these mods out carefully, which takes a lot of time.



2.1.1 (4-9-21)

-Added an option for the defeat notifications. Disabled by default.

-Quadrupled the distance required to flee to escape defeat.

-Successfully fleeing from enemies stops combat with them.

-Made defeat start more reliably, especially if transitioning from one combat encounter to another.



2.1.0 (3-29-21)

-Rebuilt the rape punishment scenarios.

-Up to four enemies can rape the player or one of their allies at once.

-Reverted back to a weighted system for punishments.

-Added a dozen sliders that determine what kinds of sex scenes can happen between different genders and with creatures.

-Updated Devious Devices support to version 5.

-Added objectives to the defeat quest, so now you will know what the defeat system is currently doing.

-Temporarily removed allies raping the player. This will be re-implemented when I have the time for it.


2.0.4 (3-3-21)

-The player will drop the "Essential" tag if they enter bleedout while the Defeat quest is not active. Hopefully, this will stop the stuck in bleedout bug.


2.0.3 (2-7-21)

-Reverted change from previous version that caused defeat to end prematurely.

-Halved the distance needed between the player and enemies to stop defeat.

-Fixed some papyrus spam caused by theft punishments.

-Added another faction used during defeat that hopefully stops combat more reliably.

-Fixed a UI bug with the defeat search perk.


2.0.2 (2-2-21)

-Defeat will now end if nearby enemies aren't in combat with the player.

-Can now talk to followers during defeat if they aren't downed.


2.0.1 (1-23-21)

-Player and allies won't be raped if they're wearing chastity belts.


2.0 (1-22-21)

-Back-end rewrite of post-defeat scenarios.

-Changed post-defeat scenarios from a weighted system to a chance system.

-Added a Minimum Bribe threshold.

-Added a Combat timer. If combat continues for a certain duration of time after the player and their allies have been downed, then they are given the opportunity to recover.

-Being defeated by non-humanoids no longer gives a message giving the option to distract them.

-Bribing enemies with gold or gear now requires you to have the Bribery perk from the Speech tree.


1.0.2 (1-19-21)

-Inherited location and cell changes from USLEEP

-The player and allies will be dismounted if they are defeated while on a horse.

-Added a Safe Word option in the MCM to stop Peril's Defeat if it gets stuck.

-Escaping defeat will now only heal the player and allies if they are bleeding out, and will only heal them to 50 health.


1.0.1 (7-29-20)

-Doubled the number of enemies that can be tracked at once

-Enemies reserved by other quests will now be tracked

-Will now be arrested by guards and citizens through other avenues besides dialogue

-Bleedout potion and scroll now works reliably, and is somewhat OP

-Non-playable items, and items with the SexLabNoStrip keyword, won't be stolen


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