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Code Serpent

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About Code Serpent

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    Convoluted Lore Monger

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    He/Him
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    Programming, Physics, and mah Immersion

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  1. That's the main way to find them. I have added the items to some leveled lists, so you may find some randomly. You can either find devious devices or vanilla items from the loot items. The gear slider determines the weight of finding vanilla items: potions, enchanted items, clothing, staffs, etc. Depending on the item you're looking at. You can ask your follower to look at the loot items you find. The mod will then use their arousal to determine what happens when the item is oppened.
  2. Gang rapes will be implemented at some point.
  3. Probably. Probably not. I'm working on my own addiction mod that might be linked to this one, like addiction and defeat were linked in Dragonborn in Distress. No. I've tried POP and DCL in the past, and I don't like how they're implemented. Just personal preference. I'll be making my own prison system at some point in the future.
  4. Stolen items will be on the enemy that defeated you, or in a container labeled "Stolen Items" near the boss container of the dungeon you were defeated at. At some point, probably, though I need to figure out how it deals with followers.
  5. If you have issues with the mod, please include your Papyrus log. Otherwise, I can't do squat.
  6. If you disable DiD's defeat system, yes. No, and I'm not going to add one. I don't want players to see quest item swords as permanent back-ups. Quest items will only be stolen if there is a safe place to put them. Did you not start bleeding out? That's how Peril determines whether you've been defeated or not. If you aren't bleeding out at 0 hp then some other mod is interfering.
  7. I've finally released one of the successors to this mod: Peril. This is a much lighter mod than DiD, and currently only covers the defeat part of the mod, with capture and imprisonment possibly being implemented at some point in the future.
  8. Peril View File 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. Defeat 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. Parlay 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. Punishments 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. Escape 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. Compatibility 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) endIf 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. Submitter Code Serpent Submitted 07/26/2020 Category Other Requires SKSE Special Edition Compatible No  
  9. Code Serpent

    Peril

    Version 1.0.1

    798 downloads

    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. Defeat 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. Parlay 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. Punishments 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. Escape 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. Compatibility 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) endIf 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.
  10. I sometimes get a CTD if morphing while wearing a very high-poly mesh armor. So, I'd recommend stripping your character or wear something vanilla with bodymorphs enabled. NPC's affected by the mod should be permanent.
  11. Future updates will have quests you pick up from the Lore Monger's homes.
  12. Elarie already has some dialogue lines that are given based on what devices you're wearing.
  13. This should happen normally once you find and use one of the lore-mongers items.
  14. You can figure that out extremely easily by cracking open the mod in TES5edit and glancing at the Magic Effects.
  15. Just so everyone is aware. I've stopped following this topic some weeks ago, so I can focus on developing the mod I want to make, rather than trying to accommodate everyone else's idea. Not trying to bash anyone's suggestions here, I just want to think for myself when developing this for a while.
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