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Posted
7 hours ago, Zaflis said:

Do you have the 1.05 version? I had similar issues more in 1.03, which didn't deal with dead captors as well. The trauma effect ends after you get at certain distance away and wait a couple hours if needed. If that fails you should have auto or quicksave to go back to. Skyrim is so unstable anyway there is no reason not to have em, nevermind full immersion/hardcore.

I've 1.05. Now that I've read all the posts on this thread I think that it's because the captors are following my character so she hasn't 'escaped'. At least I now know  what's (probably) going on. I should mention that I really like this mod, especially when mixed with Mortal Armour. I think some of my problems may be with mod conflicts. Thanks for the reply BTW!

Posted
4 hours ago, dragoniter said:

Bleed out defeat sometime continues to heal me up without triggering the defeat, making the character invincible. (I often play with a vanilla follower so maybe it is related?) I think I'm hitting the fallback script when it fails to trigger defeat three times.

Do you have any other mods that deal with player bleedout?

 

3 hours ago, 43deadwood said:

I've 1.05. Now that I've read all the posts on this thread I think that it's because the captors are following my character so she hasn't 'escaped'. At least I now know  what's (probably) going on. I should mention that I really like this mod, especially when mixed with Mortal Armour. I think some of my problems may be with mod conflicts. Thanks for the reply BTW!

I'm guessing the captors you encountered were spawned enemies that you encounter out on the road. If you get captured by them, prior to 1.06, you would need to change location, ie, go near a dungeon or town, for your escape to trigger. In 1.06, those spawned enemies won't actually capture you now, they'll abuse you, bind you, and then leave you while they go on their way.

Posted

I have two questions, one of which may have already been answered.

1. if using defeat function of this mod, just want to confirm i should disable Deviously Cursed Loot surrender option?

2. does your MCM auto detect other mods like MME, and then disable the function of the other mod if it isnt installed?

 

the reason for the second question is while i like MME i find it very script heavy and I am curious if your mod provides limited MME functions without it installed, ie bound milk pumps still appear and can be used. I do use sexlab stories and sexlab stories devious, and soulgem oven for the pregnancy mod.

Posted

Yay, new version!

 

Thanks for the update.

 

 

I had some recent issues that were probably with DiD where I was using the new DCL 8.0, and got defeated by guards.

Possibly DiD should ignore guard defeat in all cases, and possibly the DCL changes break any such existing functionality?

 

 

There's no mention ... but ... does this update do anything to improve post-defeat capture location detection?

Stuff like getting trapped in rooms without exits, and so on?

 

Maybe it's worth taking a look at the way that SD Cages detects cages by finding the cage doors?

I believe this works both with cages added via cages, and cages that are pre-existing.

 

The broken location I got trapped in did not have a door, so would (correctly) not be detected by such an approach.

 

Inte may have more to say on the matter. He's made a speciality of dealing with cages and prisons, so it seems reasonable to ask him about what would make the best approach.

 

 

I was finding with the previous version that it was very easy to just walk away from captors, and they made no effort to follow.

That wasn't too bad TBH. It was bad enough getting stuck with the devices, especially as I am also using DF, and lost time/loot tend to have bad consequences without adding other problems.

 

Maybe it would be beneficial to add some kind of user-adjustable control(s) for how easy it is to escape your captors?

 

Such as sliders for their:

  • chance to add devices
  • strictness of devices added
  • chance to cage you
  • chance to follow if you are outside a radius
  • what the follow radius is
  • average time they keep you in the cage before taking you out for abuse
  • chance they will immediately re-cage you after abuse (not a feature as of now I believe, but just saying)
  • a max time they will keep you before they get fed up and just add a few more devices and throw you out to freeze to death

...and so on?

 

 

How about a feature to dump you into Simple Slavery, if you don't get away soon enough?

Also, could DiD detect if you make an SD+ surrender and become enslaved? Does it do it already?

 

 

A gap in DiD features at the moment is gear theft.

 

There's really a lack of mods that do gear theft well - that treat it as a first class issue, instead of a tacked-on feature.

 

Plenty have a shot at gear-theft, but most lack sufficient customisation for my taste, and most lack robust quests to get the gear back.

 

Cleanly and sensibly handling getting robbed while already on a robbery recovery quest.

Being able to control whether quest items are taken (SL Adventures allows it, but it's not a defeat mod).

Being able to set a quest duration in days (not hours, that's just pointless when you're dealing with DD).

Being able to set an unlimited quest duration if you want one.

Being able to choose between "local mobs" holding your gear (near where you were defeated), or gear being sold on to a special merchant.

Being able to choose "all items over X value taken, and be able to set X to zero if you want"

Allowing "local mobs" with a timed option to sell on to the special merchant if a timer elapses.

Smart theft, where thieves take anything vendable but leave junk.

Detailed controls on what can be stolen, so you can exclude or include weapons/armor/cash/worn-items/devices/potions/ingredients/food/water, etc.

It's funny when a thief makes off with a load of devious devices that were just clogging your inventory.

 

Having a Debug feature to auto-recover lost items would be something no other theft-capable mod can do, and very useful for when things go wrong. And they always go wrong eventually. (Such as when DCL would give your items to a mob then let them despawn, or put them inside a locked room that they're now holding the only key to).

Posted
10 hours ago, Maddac said:

1. if using defeat function of this mod, just want to confirm i should disable Deviously Cursed Loot surrender option?

You probably should. I haven't used Cursed Loot in a while, but I think its defeat is on bleedout. So, if you don't use the bleedout option on this mod, then they might work together.

10 hours ago, Maddac said:

2. does your MCM auto detect other mods like MME, and then disable the function of the other mod if it isnt installed?

This mod doesn't affect the functionality of any other mods.

9 hours ago, Lupine00 said:

I had some recent issues that were probably with DiD where I was using the new DCL 8.0, and got defeated by guards.

Possibly DiD should ignore guard defeat in all cases, and possibly the DCL changes break any such existing functionality?

You can disable "Crime Defeat" in the MCM, so you can't surrender to guards.

9 hours ago, Lupine00 said:

There's no mention ... but ... does this update do anything to improve post-defeat capture location detection?

Stuff like getting trapped in rooms without exits, and so on?

This update doesn't, but I'm looking into it. I'm thinking of adding a blacklist, so that locations with those locked-in capture locations don't have their captive markers used. I'm also thinking of adding a rescue functionality, so if you are stuck in a location you can't get out of, you are teleported to an inn after a few days. Trying to detect doors and gates sounds a bit too convoluted for me.

9 hours ago, Lupine00 said:

I was finding with the previous version that it was very easy to just walk away from captors, and they made no effort to follow.

Yeah, I'm not sure what I should do about the captor ai. Currently, it's just set so one captor is supposed to keep an eye on you, and sandbox in your immediate area. However, this breaks immersion a bit if you try to escape, because it will just be you walking slowly out with some guy following you creepily. I'm considering adding things, like punishments, if you get too far from your captor, and possibly have everyone aggro if you're seen running. I'll look into it in the next version.

9 hours ago, Lupine00 said:

A gap in DiD features at the moment is gear theft.

I'm thinking of adding it, but I don't want to go through the whole rigmarole of tracking every single stolen item. I personally don't like most theft systems, because it can often glitch out, or is just programmed in such a way, causing you to permanently losing some of your gear. At the moment, I'm thinking of adding a sort of Black Market system. Where, once you're defeated, a satchel of you gear is added to one of your captors. If you don't get it back in time, (ie the dungeon respawns and the satchel is lost), your gear will be sold to a number of Black Market vendors out in the wild. Where you can buy your gear back off of them, try to steal your gear back, or possibly pay them another way. I'm open to suggestions.

9 hours ago, Lupine00 said:

Maybe it would be beneficial to add some kind of user-adjustable control(s) for how easy it is to escape your captors? 

I want to get the base mod working as best it can before spending the time to add more customization. Chances are, at the moment, if I add in those options now, I'll have to redo them all again for a different iteration of capture and defeat in a future version.

Posted
15 hours ago, Code Serpent said:

Do you have any other mods that deal with player bleedout?

No I don't, It happens with Lydia and Serana (Dawnguard). Also if I get myself into that state surrender key won't work either(spamming the key will eventually work with a huge delay).

 

Another weird thing I noticed is Serana does not behave like other followers, she walks around during defeat (rather than sitting on the ground) and the animation only plays on her and the character sequentially, meaning only one of the character at a time is getting "all the fun" but never both

Posted

For your Black Market idea:

You could restrict it to fences, and if you're already a member of the Thieves Guild the fence will give you your gear back with little prices, saying stg like : "looks like you lost that on your travels. You can get it back -if you pay the price for it".

Posted
17 hours ago, Code Serpent said:

You can disable "Crime Defeat" in the MCM, so you can't surrender to guards.

It was disabled, but it seemed I surrendered anyway. I didn't have DCL combat surrender (or rape at all) enabled.

Posted
18 hours ago, Code Serpent said:

Yeah, I'm not sure what I should do about the captor ai. Currently, it's just set so one captor is supposed to keep an eye on you, and sandbox in your immediate area. However, this breaks immersion a bit if you try to escape, because it will just be you walking slowly out with some guy following you creepily. I'm considering adding things, like punishments, if you get too far from your captor, and possibly have everyone aggro if you're seen running. I'll look into it in the next version.

The question then is how you escape if you aren't stealth oriented (or even if you are, but you're seriously debuffed).

 

There probably needs to be a cycle (or random selection of) clearly defined states, and if you try to escape during the wrong state, they react badly.

 

e.g.

 

(1) Captors are not present but have you caged. If you can pick the lock and escape, they won't be present, and won't notice unless you happen to bump into them during your escape.

(2) Captors are abusing you. Trying to leave gets you punished harder.

(3) Captors are done abusing you and discard you - you are being ignored and can run - assuming your devices permit it :) 

(4) Captors are watchful, stray too far and you'll be grabbed and punished.

(5) Captors are complacent, some may be watching, some may not. Use your observation skills to determine which are which. If you can get out of sight or all watchers without running you can probably escape.

(6) Captors are abusing a different victim (such as your follower).  If you can get out of sight without running you can probably escape.


Maybe not those exact states, but some kind of design like that.

 

If captors put a full set of items on you, or you are wearing a full set for any reason - that's when a chance of enslavement could kick in - so when they take you from the cage, you appear in the Auction House, or gain an SD+ master, or something.

 

 

18 hours ago, Code Serpent said:

I'm thinking of adding it, but I don't want to go through the whole rigmarole of tracking every single stolen item. I personally don't like most theft systems, because it can often glitch out, or is just programmed in such a way, causing you to permanently losing some of your gear. At the moment, I'm thinking of adding a sort of Black Market system. Where, once you're defeated, a satchel of you gear is added to one of your captors. If you don't get it back in time, (ie the dungeon respawns and the satchel is lost), your gear will be sold to a number of Black Market vendors out in the wild. Where you can buy your gear back off of them, try to steal your gear back, or possibly pay them another way. I'm open to suggestions.

I presume what you're concerned about avoiding having multiple sets of items to recover, on different NPCs, all over the place?

 

I personally wouldn't do that, or want that. But... This is how I'd do stolen item positioning, if I ever do it.

 

Whatever items were last stolen should (optionally) be on a nearby captor NPC, if a suitable one defeated you.

Items from previous thefts by the same captor group accumulate on that captor.

If the item holder captor isn't involved in a new capture, then a new item holder is chosen. All previously held items are dumped in a chest.

The dump chest is used as the inventory for a custom merchant (or multiple merchants) who will sell your items back to you.

Any stolen gold is lost unless you get it off the captor.

If no suitable captor, items go straight to chest (merchants).

 

The merchants shouldn't be "thieves guild only", I for one make joining the TG effectively impossible in my games, as I'm sick of it and sick of Brynjolf. People shouldn't be obliged to play thieves to get their gear back.

However, the merchants should be in remote locations, so you probably have to travel a bit to reach them - places like a camp in the wilderness of the Reach, or far east of Riften.

The merchants will sell items at a big discount, so you don't have to pay full value.

 

Items could accumulate arbitrarily in the dump chest, if you don't recover them from the merchants. Not really that big a problem. In most cases there probably wouldn't be that much. Possibly, stuff like ingredients or potions should get wiped periodically, as they would make up the majority of items.

 

There should be no time limit on retrieving most items from the merchants. Definitely no time limit on quest items, even if the player configures a limit for others. If the player configures a limit, it's reset every time more items are added to the dump chest. So if you keep getting robbed, items keep accumulating and do not vanish. They should only vanish if you go for the defined period without being robbed.

 

The whole idea of items going onto a nearby captor should be optional. Player can also choose for stuff to go straight to the chest, OR just vanish never to be seen again. Basically have a 0 .. 100 weight slider for each outcome: nearby-captor, straight-to-chest (merchants), lost-forever.

 

 

As an elaboration, it would be nice if in some cases if dungeons would have a special chest added, like the evidence chest from prison. Stolen gear lost in that dungeon could be sent there, if you've enabled a chance of it (another weight slider) and would stay there indefinitely (the chest would not reset). Not all dungeons would have such a chest, it would be a bonus feature to force the player to search the dungeon to be sure there's no chest before going to merchants.

 

 

I think it's very close to what you described, and copes well with losing items while trying to recover items.

Posted
6 hours ago, Lupine00 said:

It was disabled, but it seemed I surrendered anyway. I didn't have DCL combat surrender (or rape at all) enabled. 

Did you surrender through dialogue, or through the hotkey/combat?

Posted

Abuse scenes with creatures does not seem to work in 1.06. Tried with both wolves and trolls, and no sex is involved, the player just blacks out. Rolling back to 1.03, and the sex scenes are working fine after being defeated by creatures.

Posted
On 4/7/2019 at 7:56 PM, dragoniter said:

No I don't, It happens with Lydia and Serana (Dawnguard). Also if I get myself into that state surrender key won't work either(spamming the key will eventually work with a huge delay).

 

Another weird thing I noticed is Serana does not behave like other followers, she walks around during defeat (rather than sitting on the ground) and the animation only plays on her and the character sequentially, meaning only one of the character at a time is getting "all the fun" but never both

Serena doesn't use the vanilla follower system and behaves weird for a lot of mods, so although i like her too id'd recommend to avoid her especially for relativly new mods.

On 4/7/2019 at 7:10 PM, Code Serpent said:

This update doesn't, but I'm looking into it. I'm thinking of adding a blacklist, so that locations with those locked-in capture locations don't have their captive markers used. I'm also thinking of adding a rescue functionality, so if you are stuck in a location you can't get out of, you are teleported to an inn after a few days. Trying to detect doors and gates sounds a bit too convoluted for me.

 

Would be more work, but i'd like to suggest something else:

The compagnions do raids by vanilla i think, imho it would be great if they'd "rescue" you. Possibly Stormcloaks/Imperials too. Bonus points if you add some kinky stuff depending on your status with them, i.e. werewolve gangbang before release and if you're on the hostile side of the soldiers, they might bring you to a camp and tie you up for further abusement. But at least then you can sure there isn't any door you can't open.^^

Posted
6 hours ago, sneakysnake said:

Abuse scenes with creatures does not seem to work in 1.06. Tried with both wolves and trolls, and no sex is involved, the player just blacks out. Rolling back to 1.03, and the sex scenes are working fine after being defeated by creatures.

Decided to give this mod a go as it seemed like a very nice and promising alternative to defeat. Tried without DD first, but mod didn't even show up in MCM. Decided to install DD again for the sake of testing, and now the mod showed up in the MCM.

However I'm having this same issue, and I don't have the old versions. The surrender sequence triggers, character lies down, aaaaand nothing  happens. As long as I stay still, the creatuers don't aggro either, but no animation. Just a Blackout notification in the top left. As soon as I try to move they become hostile again, triggering the same thing once again,  but it never triggers any animation or anything.

 

Trying it with bandits does seem to work and I get transported to a cell. But while in the cell, nothing else seem to happen. I let my character sit there for an extended time, and while a guard did come into the cell, he just stood there and talked about how his family told him to go to the college. 

Just getting up and running outside, I moved around in the fort for a bit, and opened a barrel, which instantly triggered a blackout due to someone seeing me. 

 

Does being in the cell currently do nothing, or am I missing something? 

Posted
17 hours ago, Code Serpent said:

Did you surrender through dialogue, or through the hotkey/combat?

I attacked a guard, unarmed, and ultimately surrendered due to running out of HP (caught by essential flag).

Though I stopped fighting, some non-guard NPCs seemed to have joined the fight, and wouldn't quit hitting me.

 

The surrender looked like it was to the guards though - in the sense that my character auto-faced them, put up her hands, and then I got blocking dialog with them.

 

Perhaps DiD was trying to have me surrender to the NPC that beat me to zero HP, while the crime system was also trying to process me?

Posted
11 hours ago, Lupine00 said:

I attacked a guard, unarmed, and ultimately surrendered due to running out of HP (caught by essential flag).

Though I stopped fighting, some non-guard NPCs seemed to have joined the fight, and wouldn't quit hitting me.

 

The surrender looked like it was to the guards though - in the sense that my character auto-faced them, put up her hands, and then I got blocking dialog with them.

 

Perhaps DiD was trying to have me surrender to the NPC that beat me to zero HP, while the crime system was also trying to process me?

Currently, if you surrender to guards during combat, other npcs might still aggro you, and won't be calmed. I've been meaning to fix this for a while, but haven't gotten around to it.

Posted
On 4/8/2019 at 4:57 PM, sneakysnake said:

Abuse scenes with creatures does not seem to work in 1.06. Tried with both wolves and trolls, and no sex is involved, the player just blacks out. Rolling back to 1.03, and the sex scenes are working fine after being defeated by creatures.

19 hours ago, chimiz said:

I'm having this same issue

Just fixed this in the hotfix. There was an ! where there shouldn't have been.

Posted
On 4/10/2019 at 12:35 AM, Code Serpent said:

Just fixed this in the hotfix. There was an ! where there shouldn't have been.

Ah those pesky !. About as bad as the }. 

Works great now!

 

Have you considered adding a functionality for the creatures similar to what the humanoids have, but instead of being hauled off to a fort or a prison, you get hauled into a lair? 

Posted

Could you please make the raping bandits rob Gold from the Player victim ? mcm slider 10-100 x Level. thanks

edit : and this Gold must be gone forever, not just in the pocket of a Bandit you kill later and get everything back.

Posted

Still no "Medieval Shackles". The reason for the mod is perfect, probably the best in this game however that feature (from the Title Pictures) just never has worked for me. Is there a *Very Low percentage on getting those in this particular mod? the other mods seem to find them and I'm not so big on modern day fashion model latex items in a Medieval setting. Never any restraints at all from this mod actually.

Posted
2 hours ago, MikeCobalt said:

Still no "Medieval Shackles". The reason for the mod is perfect, probably the best in this game however that feature (from the Title Pictures) just never has worked for me. Is there a *Very Low percentage on getting those in this particular mod? the other mods seem to find them and I'm not so big on modern day fashion model latex items in a Medieval setting. Never any restraints at all from this mod actually.

Do you have Devious Devices Expansion installed?

Posted
31 minutes ago, Code Serpent said:

Do you have Devious Devices Expansion installed?

Oh yes, latest version(s) even. I do use/take items from the DDx mods quite often using the "Additemmenu" inventory item, plus a few other mods that *Require the DDx's to function. My DEC mod is working (After the persistent MCM issues) and that requires Devious Devices Expansion aswell. I do believe losing a fight against others should have consequences; Skyrim and ESO can be harsh at times, this mod follows that very well :).

Posted

i spent a long time trying to get this mod to show up on the mcm, with no luck found by any previous suggestion. with the dd mods installed at all times i trimmed other mods off one by one (starting a new game each time) until it finally showed up after removing SPERG and its associated compatibility esps. silly-illy i also migrated from MO1 to MO2 using this guide so i can't definitively say what fixed it. if you use SPERG or MO1 this may be something to consider!

Posted

great mod but seems to be some factions missing which does not trigger this mod, the Northwatch Archers, Northwatch Guards, Northwatch Interrogator, Northwatch Mages at Northwatch Keep, when defeated nothing happens, my character will just bleed out and recovers. 

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