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About This File

You character gets captured by the bandits to a random hideout, break out and escape this situation somehow.
 

I've envisioned this as a simple outcome for your Practical Defeats/Deviously Helpless'es/etc, so something like an additional 5-10 minutes of gameplay past a defeat sequence.

 

Requirements: 
Devious Devices NG 0.4.2 & higher
PO3's papyrus extender

 

Having Deviously Helpless Redux isn't required, but might be a good idea due to the nature of the mod .

 

Place the esl-flagged esp somewhere early in the load order, no real need for it to overwrite anything.

The only world edits are a few markers, so it should, ideally, be compatible with almost everything.

 

No followers handling as of now, so might not work well if you got them. 

 

Integrations:
Practical Defeat: (Re)Animated (0.4.9 and up)
Alternate Perspective (the optional second file will add an alt start for it)

<to be expanded>


... or you can just start this from wherever by typing startquest krbandit in the console.


Technical details:
There are 10 hand-placed markers around the world. When the quest starts, the mod picks out one at random, calms the bandits by placing the player in their faction, suspends Deviously Helpless if installed, teleports the player to the marker, equips a few relatively easy devices if none were present, then constructs a DDC contraption on the fly & locks the player into it

 

After the player escapes the contraption, the mod starts monitoring the distance from it, and when they reach 3000 units in the outside world (or reach the dungeon exit if it's indoors), the quest shuts down, removes the contraption, removes the player from the bandits faction and unsuspends Helpless - player is on their own now.

 

So the player can either escape the devices near the contraption, loot some weapons (or use what they had before, the mod doesn't touch inventory, this should be done by whatever sends the player to it) and fight out - or sneak out and break out of devices later.

 

Additionally, the first time the character escapes the contraption, mod finds all the bandits around, and assigns the force greet package to them, so they will start running towards the player to express their dissatisfaction once they detect them. Any form of running by the player will trip up detection and alert everyone. 

 

If the bandits catch the player - they'll lock on additional devices on the char & lock them back into the contraption. Escaping the bandit camp will be harder this time. This capture-and-return sequence only happens once. 

 

On the second escape attempt, mod sets the quest shutdown distance to 500 units (... roughly around the corner in Skyrim's terms), so after a few steps away from the starting point, the quest will shut down, the bandits will either aggro or trigger a DHLP sequence.


Possible locations:

Spoiler

lostknifehideout02, 
embershardmine01, 
knifepointrigdeexterior04, 
BrokenOarGrotto, 
HaltedStreamCampexterior02, 
SilentMoonsCampBlacksmith01, 
CrackedTuskKeepExterior02, 
RobbersGorgeExterior03, 
FaldarsToothExterior01, 
DaintySloadExterior01 

 

Some locations might be harder to sneak out of, than others.
Escaping at night is easier.

 

There is a modevent to start this, so it can be soft-integrated into anything:
 

sendModEvent("krBandit_Start")


Credits: 
@Nuascura for the idea and a couple of clever solutions to the problems I ran into
@IcicleInn for testing every beta and some implementation ideas
@stobor for a number of things I've borrowed from Devious Cidhna's code
Devious Devices NG discord members for testing 



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