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Posted

Hey! 
i have this weird problem with Dragonborn in Distress mod. i got it running and MCM is showing and i can config it BUT
my character gets beaten and instantly gets up with full hp, no surrender even ive trying any combination of the stats.

Enemies keep beating her up all the time even no hostile attacking/spell/ visible weapon in hand. 
they beat her up till the text "cant continue fighting" pops up and character gets up so enemies beat her up again.
any suggestions for a fix? also i noticed that if i try to change surrender keymap, it doesnt let me do that..weird
please help! 

Posted
3 hours ago, k207733 said:

 

What kind of enemies, what Skyrim location? DiD is not made to handle all possible places or enemies at this point.

Posted

i use alternative start and started in camping in the woods so im lvl 1 and there are ordinary orc bandits right next to that location. also wolves. So location is near Helgen.

**Edit** things are weird as i cant literally die. traps or even jumping off cliff wont kill my character. HP gets to zero with text "you cannot continue fighting" and then my HP reset to full with no worries. 
nothing can kill me.. 

  • 3 weeks later...
Posted

Just so everyone is aware, I am nearly complete with the first version 2 release. I've finished with all the main addiction, capture, and theft mechanics that I described in my roadmap I posted some months ago. I have also added appropriate markers to many of the dungeons in Skyrim, so if there's a cage or cell in a dungeon, this mod will make use of it. Currently, there isn't any changes to cells besides those new markers, and some containers. Since this took much longer than expected, I am no longer planning on making any large-scale changes to vanilla dungeons. I may look into making a patch with Inte's Sanguine's Debaucher Cages, but that will be a way's off, unless Inte is interested in making the patch themselves.

 

All that is left at the moment is remaking the Mod Configuration Menu, and doing some final testing. Hopefully I'll finish that off in the next week or two.

 

I'll post a detailed change log and instructions on upgrading sometime next week.

Posted
5 hours ago, Code Serpent said:

Just so everyone is aware, I am nearly complete with the first version 2 release. I've finished with all the main addiction, capture, and theft mechanics that I described in my roadmap I posted some months ago. I have also added appropriate markers to many of the dungeons in Skyrim, so if there's a cage or cell in a dungeon, this mod will make use of it. Currently, there isn't any changes to cells besides those new markers, and some containers. Since this took much longer than expected, I am no longer planning on making any large-scale changes to vanilla dungeons. I may look into making a patch with Inte's Sanguine's Debaucher Cages, but that will be a way's off, unless Inte is interested in making the patch themselves.

 

All that is left at the moment is remaking the Mod Configuration Menu, and doing some final testing. Hopefully I'll finish that off in the next week or two.

 

I'll post a detailed change log and instructions on upgrading sometime next week.

Thank you  We really need a combat defeat mod with your, very different, variety of challenging outcomes to spice it up

 

But I'm a bit out of touch, I'm afraid.  Will this version expand the list of enemies to include those found in the DLCs? 

 

I seem to remember that you didn't seem too keen on that, so will it be simple to use TESVEdit to make a patch/version to add those ourselves - like one can with Kimy's Cursed Loot if you take the time and trouble?  

Posted
17 hours ago, donkeywho said:

But I'm a bit out of touch, I'm afraid.  Will this version expand the list of enemies to include those found in the DLCs? 

You should be able to surrender to and be captured by anything, as long as they don't have a crime faction. The mod also now reads off of SexLab's registry to know whether or not to try to attempt scenes.

Posted
5 hours ago, Code Serpent said:

You should be able to surrender to and be captured by anything, as long as they don't have a crime faction. The mod also now reads off of SexLab's registry to know whether or not to try to attempt scenes.

There were a few problems with DiD 1.X, but one that frequently forced an abandon and reload was when the initial defeat was interrupted by some "unexpected" event.

 

The event was often not really unexpected, in the sense that an unhandled follower would often cause problems.

The PC would be considered defeated by DiD while the follower was too far away. Then, while the NPCs were busy doing their post-victory rapes, a follower or two would roll up and start causing havoc by beginning a fight while the sex was ongoing.

 

A lot of problem scenarios could have been handled by locating any followers that came into range of the sex scenes and porting them away to a storage cell.

Rather than looking only at the follower alias(es), if you use a scanner that runs from time to time and picks up anyone nearby in the CurrentFollower or Hireling faction, then it should catch a lot of non-standard followers. You could also pick up anyone marked Ally or Lover to the PC, and that would probably catch just about every non-standard follower.

 

 

Similarly, with followers that would roll up during your captivity and stand about outside your cell, not-quite rescuing you.

If the intent was not to initiate a follower-based rescue, then the followers could be detected and placed in storage, so they don't just wander back to the PC again.

 

 

I'd say that over half of my give up and reload situations began with a follower showing up during a sex scene, or during captivity.

 

 

The other half revolved around imprisonment in locations that had no exit, ranging from areas that had no path out of them whatsoever, to areas where a gate was locked in a way that made NPCs port in but be unable to leave, or similar clunks.

 

 

It sounds like the explicit markers should put an end to that, so I'm optimistic in that regard. SD Cages support would be a huge plus though, as there are so many of them. I can see why going through and adding markers to them might be a bit of a chore because there are so many.

 

Maybe they could be handled with an alternate mode that takes advantage of the way they are intended to be used in SD+?

 

Instead of having the PC wake up in the cage, if the cage is near enough, put the PC under AI control and have the NPCs march them to the door and put them in the cage the same way that SD Patches does. The code for that exists as an example, and uses the door, as I'm sure you're aware.

 

It is also feasible to put player directly inside a cage without a marker by locating the door and doing a little arithmetic.

 

It would be useful in situations where you are re-captured, or simply happen to be captured right by a cage (and that happens surprisingly often around bandits).

 

 

Support for waking up in cages could then be added piecemeal, cage by cage, release by release, as they seem most useful, to cover the gaps in the existing marker set.

Rather than edit the markers all at once, you could add them gradually, as you make more releases and find spots where you want to fix a gap.

 

Also, putting the markers for SD Cages into their own ESP would let players merge them in if they have the mod, or could be used by Inte to add long-term marker support to his cages, which would be useful for anyone who wants to put them to a use other than working with SD Patches.

 

SD Cages would be more useful if there was a list of doors, or several lists if need be, but it's pretty easy to make those lists and add them, albeit a certain amount of busywork.

 

Another neat thing that can be done with Cages, is to make use of the shackles that may be present outside (sometimes inside) the cages. You could put a detected follower in the shackles and have a rescue game where the PC must find the key to release them. Bonus fun.

Posted
13 hours ago, Code Serpent said:

You should be able to surrender to and be captured by anything, as long as they don't have a crime faction. The mod also now reads off of SexLab's registry to know whether or not to try to attempt scenes.

Thanks

 

That should be much more comprehensive

Posted
7 hours ago, Lupine00 said:

A lot of problem scenarios could have been handled by locating any followers that came into range of the sex scenes and porting them away to a storage cell.

Rather than looking only at the follower alias(es), if you use a scanner that runs from time to time and picks up anyone nearby in the CurrentFollower or Hireling faction, then it should catch a lot of non-standard followers. You could also pick up anyone marked Ally or Lover to the PC, and that would probably catch just about every non-standard follower.

 

 

Similarly, with followers that would roll up during your captivity and stand about outside your cell, not-quite rescuing you.

If the intent was not to initiate a follower-based rescue, then the followers could be detected and placed in storage, so they don't just wander back to the PC again.

 

 

I'd say that over half of my give up and reload situations began with a follower showing up during a sex scene, or during captivity.

 

By 'scanner', do you mean something like Kimy uses in DCL?  Seems to run on every load door change,and maybe more often on DCL's periodic update, so picks up the 'currently in action' followers then.  Furthermore, having them listed in the MCM also allows you to check that all is well - ie they are being handled OK by DCL - and, if not, her MCM 'Fix Follower' function has always seemed to do the trick when something was a bit squiff

 

The only DCL limitation, in this regard, is that DCL only handles up to a max of 2 current followers.  As I never run with more, it's never been an issue, and follower handling seems fine, regardless of where they have got to

 

If that's the sort of thing you mean, I can only but agree with your suggestions, as I found the same problems when using the first versions of this

 

7 hours ago, Lupine00 said:

Maybe they could be handled with an alternate mode that takes advantage of the way they are intended to be used in SD+?

 

Instead of having the PC wake up in the cage, if the cage is near enough, put the PC under AI control and have the NPCs march them to the door and put them in the cage the same way that SD Patches does. The code for that exists as an example, and uses the door, as I'm sure you're aware.

 

It is also feasible to put player directly inside a cage without a marker by locating the door and doing a little arithmetic.

 

It would be useful in situations where you are re-captured, or simply happen to be captured right by a cage (and that happens surprisingly often around bandits).

 

 

 

And 'Yes' to your suggestions on cages' implementation :-)

Posted
8 hours ago, donkeywho said:

By 'scanner', do you mean something like Kimy uses in DCL?  Seems to run on every load door change,and maybe more often on DCL's periodic update, so picks up the 'currently in action' followers then.  Furthermore, having them listed in the MCM also allows you to check that all is well - ie they are being handled OK by DCL - and, if not, her MCM 'Fix Follower' function has always seemed to do the trick when something was a bit squiff

A good template for a "modern" scanner is SLAR or SLAX, based on quest alias auto-fill. This has very low load, but moderate latency, it takes several seconds to start a quest and fill the aliases.

 

SLD has a low-load cloak scanner that doesn't add scripts to targets; that's another way. It's more responsive than a quest, and if the conditions are sensible the load is not bad.

 

For finding followers, a cloak scanner should be fine because you can set a single faction condition on it to get narrow results, and it will never hit large numbers of objects.

The key to performant cloak scanners is StorageUtil.

(I intend to add some pure set-based operations to the SLAX plugin when I get time; I promised Inte I would about six months ago) and those will perform even better than StorageUtil for building lists from cloaks - will certainly scale up better for larger set sizes.

 

There is another way to scan, which is the "cell walk", which gives you all the actors in a cell as a list and you filter them yourself.

I think it would be a mistake to do that in anything but C++ though.

Posted
12 hours ago, Lupine00 said:

A good template for a "modern" scanner is SLAR or SLAX, based on quest alias auto-fill. This has very low load, but moderate latency, it takes several seconds to start a quest and fill the aliases.

 

SLD has a low-load cloak scanner that doesn't add scripts to targets; that's another way. It's more responsive than a quest, and if the conditions are sensible the load is not bad.

 

For finding followers, a cloak scanner should be fine because you can set a single faction condition on it to get narrow results, and it will never hit large numbers of objects.

The key to performant cloak scanners is StorageUtil.

(I intend to add some pure set-based operations to the SLAX plugin when I get time; I promised Inte I would about six months ago) and those will perform even better than StorageUtil for building lists from cloaks - will certainly scale up better for larger set sizes.

 

There is another way to scan, which is the "cell walk", which gives you all the actors in a cell as a list and you filter them yourself.

I think it would be a mistake to do that in anything but C++ though.

Thanks for the reply

 

I'll take your word for it  ?

Posted
On 12/7/2019 at 2:15 AM, Lupine00 said:

There were a few problems with DiD 1.X, but one that frequently forced an abandon and reload was when the initial defeat was interrupted by some "unexpected" event.

I have added functionality so that combat should halt scenes, and allies engaging with captors tags them as allies in the defeat system.

Posted
3 hours ago, Code Serpent said:

I have added functionality so that combat should halt scenes, and allies engaging with captors tags them as allies in the defeat system.

That sounds like a good solution.

Posted

I'm planning on releasing version 2.0 sometime late this week or early next week. This version will require a clean save, so here are the uninstalling instructions for version 1.x:

 

In the console type:

sqv _DiD_Theft

This will show reference IDs of the theft storage containers. You can teleport to those using the command:

player.moveto xxxxxxxx

Where the x's are the ref ID. After teleporting you can unlock the containers and retrieve any stolen gear.

 

Next you should type:

help _DiD_Defeat

This will give you a list of defeat quests e.g. _DiD_DefeatAnimalTroll, _DiD_DefeatHumanBandit. For each quest type:

sqv [Defeat Quest Name]

If that quest is running, type:

setstage [Defeat Quest Name] 30

Similarly, type in:

help _DiD_Crime

And for any crime quest that is running, type in:

setstage [Crime Quest Name] 25

 

Type in:

sqv _DiD_Rescue

If that quest is running, type in:

setstage _DiD_Rescue 10

 

Finally, type in these commands:

player.DispelAllSpells
stopquest _DiD_Controller
stopquest _DiD_Dialogue
stopquest _DiD_Essential
stopquest _DiD_MCM
stopquest _DiD_RescueTracker
stopquest _DiD_Theft

This should safely shut down everything in the mod. I'll make this process a bit easier in version 2.0.

Posted
29 minutes ago, Code Serpent said:

 

I dont know what will be in the new version, but I am currently in the process of creating voice files via voice acting + voice modulation for my most important mods. 
If you are interested... 
The one and only condition from my side would be that it is a mod that gets a permanent stay in my LO :P

Especially combat rape and defeat mods feel too silent for my liking. 


 

Posted
1 hour ago, Code Serpent said:

I'm planning on releasing version 2.0 sometime late this week or early next week.

Made my day. Playing with 1.11 maybe one week now, because I got tired of DCL Combat defeat feature. Yours is much more to my liking and reading version 2 is coming is early xmas ;)

I´m very curious what improvments there are.

 

Thanks for that.

Rogwar

Posted
On 11/15/2019 at 12:24 PM, k207733 said:

Hey! 
i have this weird problem with Dragonborn in Distress mod. i got it running and MCM is showing and i can config it BUT
my character gets beaten and instantly gets up with full hp, no surrender even ive trying any combination of the stats.

Enemies keep beating her up all the time even no hostile attacking/spell/ visible weapon in hand. 
they beat her up till the text "cant continue fighting" pops up and character gets up so enemies beat her up again.
any suggestions for a fix? also i noticed that if i try to change surrender keymap, it doesnt let me do that..weird
please help! 

Yep i have the same problem, did you found a solution?

Posted
2 minutes ago, timtim212 said:

Yep i have the same problem, did you found a solution?

sadly nope. 
i uninstalled everything but havent had mood to try again. 

Posted
On 12/11/2019 at 12:11 AM, Rogwar002 said:

Made my day. Playing with 1.11 maybe one week now, because I got tired of DCL Combat defeat feature. Yours is much more to my liking and reading version 2 is coming is early xmas ;)

I´m very curious what improvments there are.

 

Thanks for that.

Rogwar

Try this mod (disably "ghost dead" and only go for "essential death" in MCM). 

https://www.nexusmods.com/skyrim/mods/16311/ 

I use it to make several combat defeat mods work alongside each other. 
The mod prevents them from starting when you get to 0 health. 
You can then chose the defeat mod you like by manually surrendering (Hotkey). 

I hope DiD 2.0 will still work with that :(

I tested it with Dragonborn in Distress, Naked Dungeons Immortality Feature, Sexlab Defeat and Sexlab Submit. 
DCL defeat did not work somehow, maybe I m too stupid. 

It does not work with DAYMOL but that mod is broken anyway :(

 

Posted
25 minutes ago, k207733 said:

sadly nope. 
i uninstalled everything but havent had mood to try again. 

Same for me :(
Also had the problem but could not find a fix. 

Posted

My gnome character has been ravaged by falmer and successfully escaped, and is now mentally wrecked beyond repair. So, I think the mod is working correctly. I should drop the update sometime tomorrow.

Posted

Version 2.0 is up.

 

As I've mentioned, I've completely rewritten the Defeat, Capture, Theft, Trauma, and Addiction systems, and now have dozens of options and sliders to customize everything. The Prison system has been removed and will be re-implemented in another update.

 

The main components of the update:

-Spontaneous addictive behaviors, like stealing mead while heavily addicted and withdrawn, can now occur at any time; the addictive behavior 'effects' have been removed.

-Any time your character is about to do something spontaneously, and haven't had an urge in the past 12 hours, they will resist and their thoughts will be put up on the screen as a warning. This is in contrast with the last version, where those thoughts popped up arbitrarily every hour or so.

-Defeat and Capture has changed, and is now a repeatable 'quest'. After being defeated, through bleedout or automatic surrender, you will rally and will be given the chance to run away or try to fight it out. If you are defeated a second time, you are then properly captured. Pressing the surrender hotkey starts capture without this second wind.

-Initiating combat while captured won't stop the Defeat quest, and may simply lead to more punishments if you are defeated again.

-Any vanilla dungeons that has available cages or cells has had markers added to be used by the Defeat system.

-Item theft has been completely reworked. Read through the details in the description.

 

I think the next update I will work towards will be Imprisonment, Low-Lives, and the Black-Market location connected to theft. Though, I will probably work on Devious Lore for a while first.

Posted
1 hour ago, Code Serpent said:

Version 2.0 is up.

Thank you! This sounds awesome, I can't wait to try it out! :)

 

A few questions if I may..

 

1. Do I understand it correctly, that if you are defeated, you get a second chance and if you get defeated a second time you are captured. Unless there are allies (most likely followers) around that are still fighting the captors and if your allies manage to defeat them, you recover and no capture actually happens.

2. How are rapers determined? I mean.. is it possible to get raped by whatever is nerby no matter if it is actually someone who captured you?

3. You mention animals and creatures in the description, do they also somehow drag you to their dungeon or a den and you either have to escape or wait for rescue, or will they just have their way with you and leave you? I assume wolfs for example wouldn't lock you into a cage.. :)

4. Is the theft system aware of quest items?

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