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Posted
On 10/26/2019 at 2:54 PM, Speele said:

If you know the formId of the gal, you can always teleport yourself to her to know where she went (player.moveto [formid]).

No, the reference disappears if i tell her to follow, no matter what follower mod i use, except plunder if i hire her. But if i tell her to wait she is still there if i coc back.

Well maybe i could try to coc to the formid, but its one from variant vagabonds mod so i have to open it in CS ?

On 10/26/2019 at 2:54 PM, Speele said:

How one could deny this is the mark of (most) Lovers' mods... : D

H? Haha yes. But with Shelley i actually had a electronic love relationship! "Oo its her again! So pretty!" And she says when i greet her "i missed you". I think loversblabla++ is going to replace the  ai-sexdolls one day.

On 10/26/2019 at 2:54 PM, Speele said:

It's sad you cannot quickload.

But not even load normally. I never use quicksave, i use some autosave mod that makea hard saves. But even hard saves i must load from the main screen if the npc not is to be reloaded with some weird oblivion setting they got from the last save where i told them to wait, so now when i tell them to follow they are treated by the engine as if i tell them to stay.

 

On 10/26/2019 at 2:54 PM, Speele said:

When you see them fainting: when converting or hiring.

But how come the same npc is rising up again after its been cloned? There is not a new npc appearing, but the same npc gets resurrected and rises up

Posted
2 hours ago, kukenmellantuttarna said:

 

No sorry, i meant when i use Plunder. There are three npcs in the dungeon left, two female bandits and one female marauder, they were all raped into liking me with loversrapeslave. When i recruit the bandits with plunder, they immediately attack me, but the marauder not.

Have you tried to release the slaves before you recruit the bandits with plunder ?

Broken released slave stay non-hostile.

 

Have you checked the aggression?

GetAV aggression

 

------------

But again , better do not enslave respawning, no-low-level- processing  NPCs.

Posted

Normally LST slaves have 5 aggression and a AI Pack with "Defensive combat" flag ( only fight if attacked).  Check the aggression of the enslaved Bandits.

 

Then you use Plunder and something goes wrong. Maybe the switch of the AI makes the Bandits hostile?

 

That's why I said try : first release the Bandit ( no more LST slave)   and the LST Ai pack will be removed. The aggression must be still 5. ( check it )

And with LST broken NPC have disposition 100 towards player, but sometimes it takes some time before it is set up ( sometimes only after a new game start. And sometimes it is below 100, but I never saw disposition below 80 )

So also check the disposition of the bandits. After rape to break them they can have 0 disposition. Maybe the bandits in Fort Nikel had disposion 0 and the Marauder 80+

 

If the NPC is no longer a LST slave and aggression is 5 and disposion 80+    then use Plunder.

 

------------

And have you checked your factions? Maybe a Mod has added you in the MarauderFaction .  You know the Bandit faction have relation towards MarauderFaction -100

 

Posted
On 10/29/2019 at 3:40 PM, kukenmellantuttarna said:

Uuff my logs, i have different crash loggers but i dont understand anything of them. They just say numbers and computer language. The obse crash dump i cannot even open, when i can it always says something with oblivion.exe is wrong

No need to take on crashlogs. I was talking about obse.log and, if you have it, MessageLog.txt, which comes with MessageLogger OBSE plugin.

The first collects errors from obse scripts, the second catches any exception, minor or major, from the game itself.

 

On 10/29/2019 at 3:41 PM, kukenmellantuttarna said:

So if that npc has nowlowlevelprocessing, and he (?) gets unloaded from memory because i or shelley change cell, its crashes?

No, it wouldn't happen, since the game excluded this NPC from the list of active entities.

I was pointing a case where the game crashes when trying to load an actor, whatever the processing level. This crash may occur because the nif files of their equipment are too heavy or anything else making the game crying.

This has nothing to do with your problem, I'm afraid.

 

On 10/29/2019 at 3:54 PM, kukenmellantuttarna said:

But how come the same npc is rising up again after its been cloned? There is not a new npc appearing, but the same npc gets resurrected and rises up

I assure you it is, and their base actor formid is the one preceeding their ref. The original actor is killed far away, while the new actor takes the place of the former. Plunder drains their fatigue to make them rising up, because without an animation, you would notice too obviously this is an actor copy.

 

On 10/30/2019 at 5:22 AM, kukenmellantuttarna said:

Yes it is the aggression. The bandits have disposition 90 but they get 100 aggression when i recruit them with plunder, so it must remove something from the npc that loversrapeslave gave them. But the marauder doesnt turn aggressive....

Pero no es possible, senor kuken...!

 

If you "hire", ie: giving money to recruit, Plunder halts you, because it is forbidden to mix LST to Plunder. The only thing available on the Dispose Menu is related to sex. You cannot do anything else on a LST slave with Plunder.

 

If you "convert", ie: you beat the slave to the ground and click Convert or Enslave, Plunder will detect the character is not persistent (you're talking about bandits and maraudeurs), then will duplicate them, stripping them from all their factions, crushing their AI values, etc.

 

If you convert to plunderer, there will always be a chance the gal enters combat with you but, to stop her, you only have to display the Order Menu and click on Follow, regroup. The gal will normalize her disposition, to you and other people in the faction, returning to normal, and I never saw a fresh plunderer attacking me (but that depends on the PER of your character after all).

 

I see one case remaining: the bandit is not a LST slave (the gal would have 5 Aggression otherwise, like Fejeena said) and is not evil (how you can do that is your own). Which starts to become complicated in the way you are managing your followers.

 

By being not evil, then the bandit will not reduce aggression when being duplicated, Plunder recognizes these characters as "not weak", resulting only in good plunderer choice.

In this case, you're dealing with a  special situation where you want a natural aggressive character (like the pirates from the Sea Tube Clarabella, who are good quality plunderers, clamped to 18 Aggression). You do not have the option Enslave with them, which would have resulted, indeed, in aggressive slaves (and always aggressive).

 

So I don't know how you screwed your party, but stop mixing people. For me, you're throwing NPCs from a follower system to another. It will break, one way or the other.

Choose who will be LST slave, who will be follower into X follower mod and who will be included into the plunder faction.

 

Nevertheless, since we are sorting out the great inventory, have you changed the disposition levels in Plunder.ini? paramLowDisposition especially.

Posted
10 hours ago, Speele said:

obse.log and, if you have it, MessageLog.txt, which comes with MessageLogger OBSE plugin

Yes those are the ones i meant. There is nothing in them that ever helps me. The obse.log opens i visual studio and it always says there is something wrong with oblivion.exe and some windowns dll files. The messagelogger one just says the same things over and over but with different numbers attached. Never mentions any mod thats wrong.

 

10 hours ago, Speele said:

you would notice too obviously this is an actor copy

Well i dont notice. Well done! I had an other idea: say you hire some bandit or npc in a bar or dungeon, and they say: "Yes I want to join! But let me first get myself ready. Meet me here again tomorrow" or in two hours or what is fitting. The npc walks out of a load door and later or immediately the clone enters through the same door. Or when the player leaves the cell and comes back later the npc has been exchanged with the clone. That would make it almost realistic. Of course, with the Plunder story it fits in well that they die. But just hiring or recruiting someone.

 

10 hours ago, Speele said:

If you "hire", ie: giving money to recruit, Plunder halts you, because it is forbidden to mix LST to Plunder. The only thing available on the Dispose Menu is related to sex. You cannot do anything else on a LST slave with Plunder

No no, because i am not using Lovers Slave Trader, but Lovers Rape Slave. It's another mod, it is inluded in the LAPF basic extrapack (forgot the name) and it just turns raped-many-times-npcs into friendly smiling willing girls. Sounds like....black eyed willing virgins in....paradise? Where the good guys enter this paradise after their heroic deeds, and bad girls enter the same paradise as virgins as punishment....all acording to....mr prophet X-D Actually, if i get that factionmod working, i will try and make a random chance of a prophet appearing in the game. Fits very well into the loverslab community!! ;D

  • 4 weeks later...
Posted
On 11/26/2019 at 10:06 AM, kimbobchun said:

how to make tamed slave?

I always make a tamed/broken slave..

(I'm doing the pirov quest)

 

 

In the normal way, to make a depraved slave, you have to rape her/him a number of times exceeding her/his Personality.

So the best candidates have a low Personality, but taming them take some time.

 

However, the exact formula for taming a slave is more precise:

Vice = number of rapes committed + number of rapes endured + LST training token creature + LST training token human

If Vice > Personality, then depravation occurs and the slave becomes tamed.

 

Also, any slave bearing the Flag Slave from Lovers becomes tamed automatically.

So you have a shortcut with LST: 

- you have a broken a slave => free the slave from LST, then manage to enslave her (how you can do this is yours)

Edit: it's a bad idea...

 

Or you can cheat, once you're bored enough to run rape anim on rape anim: click on the slave, then open the console, then

additem xx00080D 1

where xx is the load order of Lovers with PK.esm

this command adds the Flag Slave to the slave.

 

Or you can reduce the PER of the slave with the console:

setav personality 5

Edit: it's the best shortcut.

 

If you don't want to cheat or find the shortcut with LST hazardous (or don't use it anyway), use your plunderers to do the taming by isolating the slave with them. You obviously need the plunderers aroused and the best moment is between 11PM and 1AM at Sinkhole, when they go drink into the cave (you can push the excitation from orgasm in Plunder.ini to smooth things up).

 

Or you can forfeit the bonus by bringing Pirov a normal slave (who should have tears in the eyes, instead of attempting a shy caress).

Did you manage to push Pirov to his edge by refusing his offer first?

If so, you should continue to rape the slave until tamed. Yeah, it is boring so choose a low PER slave.

But if you didn't, the gain from Pirov will be minimal, so you can give up the taming, unless you really want to be friend with him.

Posted
On 11/1/2019 at 10:47 PM, kukenmellantuttarna said:

Yes those are the ones i meant. There is nothing in them that ever helps me. The obse.log opens i visual studio and it always says there is something wrong with oblivion.exe and some windowns dll files. The messagelogger one just says the same things over and over but with different numbers attached. Never mentions any mod thats wrong.

obse.log opens with notepad or the like, change your file assoc.

and the right file for MessageLogger is MessageLog.txt, which starts with the three rendering graphes created by the game engine, this has nothing to do with mods, but if they messed things up (or wrye's bash patch), you see the result in this log.

 

On 11/1/2019 at 10:47 PM, kukenmellantuttarna said:

Well i dont notice. Well done! I had an other idea: say you hire some bandit or npc in a bar or dungeon, and they say: "Yes I want to join! But let me first get myself ready. Meet me here again tomorrow" or in two hours or what is fitting. The npc walks out of a load door and later or immediately the clone enters through the same door. Or when the player leaves the cell and comes back later the npc has been exchanged with the clone. That would make it almost realistic. Of course, with the Plunder story it fits in well that they die. But just hiring or recruiting someone.

I see, but do you think a player will have patience with that?

 

On 11/1/2019 at 10:47 PM, kukenmellantuttarna said:

No no, because i am not using Lovers Slave Trader, but Lovers Rape Slave. It's another mod, it is inluded in the LAPF basic extrapack (forgot the name) and it just turns raped-many-times-npcs into friendly smiling willing girls. Sounds like....black eyed willing virgins in....paradise? Where the good guys enter this paradise after their heroic deeds, and bad girls enter the same paradise as virgins as punishment....all acording to....mr prophet X-D Actually, if i get that factionmod working, i will try and make a random chance of a prophet appearing in the game. Fits very well into the loverslab community!! ;D

I didn't have time to test the mod (or play anything) lately, but I'll do it someday.

Whatever, Kuken, stop mixing things, unless you want to test all mods interactions. Quite pointless actually.

Just keep things right and separated.

  • 1 month later...
Posted

Hi there,

 

Thanks for this mod. I love how it gives the game dynamic life. My only main question right now is this, are the dispose spells supposed to be hostile? Using the latest version and started from new saves, when I use the dispose spells on plunder manged followers, they turn hostile after 3 casts on them and I haven't seen anyone else bring this up.

 

This situation makes me ponder these potentialWould plunder cause this or would the combat omega mod cause this? Or is there something buried in my data folder that's left over from duke patricks combat magic that makes npcs wanna kill me whenever I use the dispose spell on them enough? 

 

Edit: corrected the # of casts it takes to turn 100 disposition having npcs hostile

 

 

Posted

Regarding the last post I made, combat omega on a new saves fucks w/the dispose spell by making npcs think you're hitting them, (makes the flag hostile?) but a clean save fixes the bug.

Posted
On 1/7/2020 at 2:25 AM, DragonGT-0101 said:

Thanks for this mod. I love how it gives the game dynamic life. My only main question right now is this, are the dispose spells supposed to be hostile? Using the latest version and started from new saves, when I use the dispose spells on plunder manged followers, they turn hostile after 3 casts on them and I haven't seen anyone else bring this up.

 

This situation makes me ponder these potentialWould plunder cause this or would the combat omega mod cause this?

Glad you like it.

Even if you found a way to fix, I post details.

Dispose spell's flag "Effect is Hostile" is off.

 

The spell launches PlunderFncNormalizeMember once the effect ends, affecting members.

This function is intended to stabilize the disposition of your members, depending on their respective rank and accordingly to the related ini values (paramHighDisposition, paramMedDisposition and so on).

 

For your character only, and especially how your plunderers looks at you, Plunder tries to prevent a bad disposition in this function by:

  ; disposition to the player
  If(rank < 2) ; slaves and servants
    Call PlunderFncNormalizeDisposition me playerRef PlunderData.paramLowDisposition
  ElseIf(rank == 5) ; favorite
    Call PlunderFncNormalizeDisposition me playerRef PlunderData.paramFavDisposition
  ElseIf(me.GetDisposition playerRef < PlunderData.paramLowDisposition) ; if we are too low, align with Medium
    Call PlunderFncNormalizeDisposition me playerRef PlunderData.paramMedDisposition
  EndIf

In the same function, aggression is clamped/floored or made average.

- slaves are forced to 1 Aggression

- servants and companions to 5

- levymen/women are untouched

- plunderers between 6 and 18 included <= they will attack you with a lower/equal disposition

- favorites between 5 and 9 included

 

When someone in the team turns hostile, giving a global order, like Follow regroup, normally ceases all hostility at once.

 

On 1/7/2020 at 3:38 AM, DragonGT-0101 said:

Regarding the last post I made, combat omega on a new saves fucks w/the dispose spell by making npcs think you're hitting them, (makes the flag hostile?) but a clean save fixes the bug.

That would/should deserve an explanation, but for me it's another good reason to switch to an action key.

Plunder 0.7 still is limited to its core, but all magic effects have been banned to avoid this kind of mod collision.

Posted
On 12/4/2019 at 5:38 AM, Speele said:

o you think a player will have patience with that?

Maybe put it in the ini as a choice to make it more realistic if one wants?

 

On 12/4/2019 at 5:38 AM, Speele said:

Just keep things right and separated.

Yes of course, I'm just trying out the mix that would fit me the most.

 

 

How does it work with combat rape in Plunder? I moved some npc females into Fort Ash, a goblin dungeon, to be rescues by the player. I wanted to see if there was another way to get npcs to be raped other than using LoversRaperS. And it seems that sometimes the goblins rape, sometimes not. But when an npc was raped she never moves afterwards. With Refscope I saw that Plunder adds a token (or a spell, I don't remember now) that constantly damages the actors fatigue so that she is practically out of the game. I assume that is part of the plunder-recruitment/enslave prosedure, but is there only this form of combat rape?

And where do i regulate the chance for rapes? I want to see how it works in game, and I would really like to see if I could replace lovers stalker or joburg with this one, since they both have their flaws.

 

Also, the sexual need and excitation are implemented as Actor Values or variables?

Posted
14 hours ago, kukenmellantuttarna said:

Yes of course, I'm just trying out the mix that would fit me the most.

I have limited aggression in the same function expained above to DragonGT-0101 to avoid the case you met in 0.7.

Also, there's now a sanitization mechanism between members (and player) to grow disposition just above aggression.

 

14 hours ago, kukenmellantuttarna said:

How does it work with combat rape in Plunder? I moved some npc females into Fort Ash, a goblin dungeon, to be rescues by the player. I wanted to see if there was another way to get npcs to be raped other than using LoversRaperS. And it seems that sometimes the goblins rape, sometimes not.

In 0.6, creatures automatically attempt to rape female opponents, regardless their sex need.

(Due to the arrival of Lovers Creatures 2.5, this is not true anymore in 0.7)

Creatures need combat to attempt to rape, with their Strength only, with advantages against blocking victim and various parameters.

 

Creature:

  ; creature catch
  Let iChance := 15
  If(creature.IsPowerAttacking)
    Let iChance += 15
  EndIf
  Let iChance := ((iChance + creature.GetAV Strength + (GetRandomPercent / 2)) - (target.GetAV Strength + target.GetAV HandToHand + (GetRandomPercent / 2))) / 2
  If(iChance < 1)
    Return
  EndIf
  If(target.IsBlocking)
    Let iChance /= 1.5
  ElseIf(target.GetCurrentAIProcedure == 16 || target.GetCurrentAIProcedure == 34) ; fleeing
    Let iChance *= 7.5
  ElseIf(target.IsStaggered)
    Let iChance *= 1.5
  EndIf

 

To be compared to Unarmed Human:

  ; bare hands catch
  Let iChance := 5
  If(attacker.IsPowerAttacking)
    Let iChance += 20
  EndIf
  Let iChance := ((iChance + attacker.GetAV Strength + attacker.GetAV HandToHand + (GetRandomPercent / 2)) - (target.GetAV Strength + target.GetAV HandToHand + (GetRandomPercent / 2))) / 2
  If(iChance < 1)
    Return
  EndIf
  If(target.IsBlocking)
    Let iChance /= 2.5
  ElseIf(target.GetCurrentAIProcedure == 16 || target.GetCurrentAIProcedure == 34) ; fleeing
    Let iChance *= 4.5
  ElseIf(target.IsStaggered)
    Let iChance *= 2.25
  ElseIf(target.IsRecoiling)
    Let iChance *= 1.125
  EndIf

 

14 hours ago, kukenmellantuttarna said:

But when an npc was raped she never moves afterwards. With Refscope I saw that Plunder adds a token (or a spell, I don't remember now) that constantly damages the actors fatigue so that she is practically out of the game. I assume that is part of the plunder-recruitment/enslave prosedure, but is there only this form of combat rape?

This is part of the neutralization token. Anyone being raped in combat is neutralized by receiving this token.

Also, while being neutralized, one can be raped by someone wanting so, but Sex AI is reserved to non-creatures.

But a creature hitting in combat a neutralized target should rape the victim.

(all of this is completely different in 0.7)

 

14 hours ago, kukenmellantuttarna said:

And where do i regulate the chance for rapes? [...]

Also, the sexual need and excitation are implemented as Actor Values or variables?

Elevate the world temperature. There's no pure-random chance, I mean the chance is relative to each actor, depending on their sex need, if they are non-creature.

If you want something more reliable in the time, you should continue to use Rapers/Joburg.

 

Excitment and Sex Need are items, you have their code in the Emergency Kit at the bottom of the download page.

 

Posted
11 hours ago, Speele said:

Excitment and Sex Need are items, you have their code in the Emergency Kit at the bottom of the download page.

Yes I saw them in the script as well.

Are they used as %? So 100 tokens=full sex need?

I am making something where female npcs flee if they are being followed by or alone with a male npc/pc. The disposition shall be below 70 (which is friendly relation in the game) and the modifiers are confidence, weapon skill in equipped melee weapon, if the female has been raped, and sexneed of the male npc. LoversNeed and LoversAphrodisia use a 0-100 so it follows the same pattern.

LoversNeed and Aphrodisia only mod the player so using Plunder as a master would be easier

 

Posted
18 hours ago, kukenmellantuttarna said:

Yes I saw them in the script as well.

Are they used as %? So 100 tokens=full sex need?

Yes they are used as percentage.

 

18 hours ago, kukenmellantuttarna said:

LoversNeed and Aphrodisia only mod the player so using Plunder as a master would be easier

Excitment and Sex Need in Plunder are there for two purposes:

- to give to the player an idea of achievment, something like "my character is full of lust, I should now stop adventuring a bit and play fun"

- to draw a limit for NPCs (to end repeated sex at some point), the kind of things I shall have worked on instead of bugfixing 0.6 ad aeternam

These purposes are tied to Plunder mechansims, meaning all these mechanisms are working.

 

For your idea, I think Plunder will gladly mess it all, since it makes people moving unexpectedly.

Or, if you want to use Plunder as master:

If Eval(1 == Call PlunderFncIsReady actor)
  If Eval(1 == Call PlunderFncIsReady victim)
    ;  launches actor move on victim (code 0), then sex assault (code 8)
    Call PlunderFncAddSexAct actor victim 0 8
    Let i := Call PlunderFncGetSexAct actor
    If i > -1 ; it worked and has been launched
      ; change disposition, add actors into your own monitor array, make them run, and so on
    EndIf
  EndIf
EndIf

I think however you'd be annoyed by the script of Sex Act 8 (PlunderSexAct8), but you can replace it entirely as part of your mod.

Posted

Hmm, I will check those scripts out. I was going to save the npc's normal aggression and confidence, and if the actor gets frightened set confidence to 0 and aggression to 5 higher than their disposition towards the npc/player so the actor will flee from combat as a standard oblivion procedure. Will that mess things up?

 

It seems that for an actor to rape it needs 15 or less in responsibility? So a high sex need doesn't make a city guard lose his mind and rape a female prisoner?

Posted
On 1/18/2020 at 1:59 AM, kukenmellantuttarna said:

It seems that for an actor to rape it needs 15 or less in responsibility? So a high sex need doesn't make a city guard lose his mind and rape a female prisoner?

Yes, you're looking in the normal Sex AI processing of Plunder.

The code I provided above was intended to run beside the normal Sex AI.

This basically is the same script, but very simplified: if the actors are doing nothing, then we can launch a sex act.

If you launch such a sex act, the normal Sex AI will detect something is on the run and will ignore the related actors.

Therefore, your script can run beside those of Plunder.

 

I don't remember exactly why I set rapists to be below 15 Responsibility. But I suppose I saw too many oddities with a higher value (and certainly deaths, since victims can defend themselves), resulting in permanent combat into a faction like the Dark Brotherhood after a rape was performed.

 

Thinking about what you want to do, I think you should make your rapists "haters", instead of manipulatig their responsibility or sex need.

This is a simple way to transform someone into a rapist, by making him hate the desired sex (number of hate tokens = number of like tokens).

You can do that temporarily from your script, then reset the hate tokens to return to normal.

 

I think Plunder 0.6 use a non-trivial system, like:

0 = men

1 = women

2 = both

3 = none

That means normal people have 3 PlunderHateTokens because they hate nobody (non trivial indeed).

So you can set your rapist to own 1 PlunderHateToken to make him hate women, and 1 PlunderLikeToken to make him desiring women.

Then, the Sex AI will recognize him as rapist, whatever his responsibility (with the condition to not being a slave or something prejudicious to the rapist profile).

Also, any woman approaching him will stimulate his hate against her sex, resulting to rape.

 

Nevertheless, you're talking about guards. And guards are special in their profiling, they should intervene to cease a rape.

Making a guard a hater, only willing to rape the desired sex, may create oddities, but perhaps not. That depends the place and the surroundings.

Posted
7 hours ago, Speele said:

any woman approaching him will stimulate his hate against her sex, resulting to rape

So an npc with hate against a certain sex will rape if one of that sex is close enough? In that case the <15 responsibility does not matter?

 

On 1/15/2020 at 10:03 PM, kukenmellantuttarna said:

LoversNeed and Aphrodisia only mod the player so using Plunder as a master would be easier

How is the sex need implemented for npc-s in towns and dungeons (etc)? Do they begin with a random set sex need or things first need to happen to create excitation etc? And if it's random  is it between 0 and 100?

 

On 1/16/2020 at 4:16 PM, Speele said:

to draw a limit for NPCs (to end repeated sex at some point),

This is very good. It's the reason why I like Joburg more than LoversStalkers because it also makes npc do something because they each one is getting run by a system, almost a simple ai, while Stalkers only choose from random. Your mod is doing it even better. Would be cool if you made the percentages modifyable in the ini, so a traveling npc entering an inn and having a high sex need would try to rape one of the sleeping women if he got rejected by all the ones in the bar.

 

7 hours ago, Speele said:

they should intervene to cease a rape.

Yes of course, but when a guard is alone at night and a woman walks down a dark alley he passes by....would also be cool if all npcs had preferences, checked with setbody if an npc has large tits but the guard likes small tits his sex need will not rise and make him approach that woman

 

 

What happens when an npc in waterfront for example gets raped by a member of thieves guild with less than 15 responsibility? Will he/she run away afterwards or stand around and start conversation with the rapist? (Like in LoversRapers)

 

 

7 hours ago, Speele said:

But I suppose I saw too many oddities with a higher value (and certainly deaths, since victims can defend themselves), resulting in permanent combat into a faction like the Dark Brotherhood after a rape was performed.

But if you use disposition checks or check if an npc is alone before assaulting another that shouldnt be a problem.

7 hours ago, Speele said:

, I think you should make your rapists "haters", instead of manipulatig their responsibility or sex need.

Oh no, I am not manipulating those values! I lower lonely npc womens confidence AV (and save the old one) based on (confidence+skill in melee weapon or hand to hand if no weapon equipped)/(1+times getting raped) - (disposition to npc or player -70)*(1+hornynesslevel/100)*(1+times having raped if woman has been raped) looks messy sorry but I'm using my phone.

If a woman has been raped she can "sense" if an npc or player is a rapist.

If the npc or player has less than 70 confidence from the woman that number will be used, otherwise it's a friend and she trusts him.

So a female npc with 75 confidence and blade skill with a blade equipped, with run away when she is suddenly alone with the player towards which she has 60 confidence if the player has raped three times and has 80% sex need.

I am using it on female npcs only because male npcs don't run because they might get raped, more from feeling stalked by assassins or something. But I don't know yet how to implement that. Maybe make npc males with upper class clothes run if somewith with lower class clothes or armor is following them, or members of Thieves guild will run because they are criminals and someone might want to get them, or something.

I want the game to be as lifelike as possible, with things simulated that actually makes sense. Crowded roads mods for example don't make sense when npcs just show up on the road but they only exist for that, they are not actually travelling

 

Posted
1 hour ago, kukenmellantuttarna said:

So an npc with hate against a certain sex will rape if one of that sex is close enough? In that case the <15 responsibility does not matter?

Not close enough, on courting. You have the details in PlunderSexAct4 (courting)

    ; - test any reaction from the partner
    Let iVar := Call PlunderFncIsSexCompatible partner initiator
    If(iVar == -2) ; hate (rapelust)
      ; recycle the sex action
      Let PlunderSex.vSexActs[i]   := partner
      Let PlunderSex.vSexActs[i+1] := initiator
      Let PlunderSex.vSexActs[i+2] := 8
      Let PlunderSex.vSexActs[i+4] := 0
      Let PlunderSex.vSexActs[i+6] := 0
      Call PlunderFncLog "Courting sex between " + $initiator + " and " + $partner + ": partner hates initiator!"
      Return
    ElseIf(iVar == -1) ; disgusted
      If(initiator == playerRef)
        Message $partner + "hates your sex!"
      EndIf
      partner.StartCombat initiator
      Call PlunderFncLog "Courting sex between " + $initiator + " and " + $partner + ": partner is disgusted by initiator!"
      Let PlunderSex.vSexActs[i+6] := -1
      Return
    ...

In case of rapelust (both hating and desiring the targeted sex), courting by the initiator recycles itself into rape by the partner.

 

1 hour ago, kukenmellantuttarna said:

How is the sex need implemented for npc-s in towns and dungeons (etc)? Do they begin with a random set sex need or things first need to happen to create excitation etc? And if it's random  is it between 0 and 100?

Read about the World Temperature. This ini setting gives the bounds of the random Excitation and Sex Need to start with.

 

1 hour ago, kukenmellantuttarna said:

Your mod is doing it even better.

I'm not sure Kuken. The thing is often very random, the screenshot of Countess Caro sucking her husband was incidential (she got around 5 Sex Need). Well, that wasn't unpleasant, but it feels like lacking something more causal/subyacente. I do not have started to reshape the Sex AI, but I'm thinking about something more built than triggered like it is now.

And Rcy68 told a thing: it lacks a reverse mechanism, to replenish Plunderers' lust before entering a dungeon for example.

 

1 hour ago, kukenmellantuttarna said:

Would be cool if you made the percentages modifyable in the ini, so a traveling npc entering an inn and having a high sex need would try to rape one of the sleeping women if he got rejected by all the ones in the bar.

But people around will charge the guy and you'll see guards coming. And before that, I think the guy will merely go masturbate himself in bed instead.

Or, you could use a rape of your own, just playing the anim as standard Lovers launcher.

However, you'll have to make the actor moving to the other first. Plunder can help you there, but you'll have to find a way to trigger sex after the move.

 

1 hour ago, kukenmellantuttarna said:

Yes of course, but when a guard is alone at night and a woman walks down a dark alley he passes by....would also be cool if all npcs had preferences, checked with setbody if an npc has large tits but the guard likes small tits his sex need will not rise and make him approach that woman

Sadly, I don't think you have an easy way in SetBody to deduce the nif used has large tits, apart maintaining a list of pulpy bodies.

What you get from SetBody when you interrogate it (BombshellGetCurrentAsset) is a string designating a body code. It's easy to transfer/store, but you need something more to tell: this is a bombshell body/this girl is flat.

 

1 hour ago, kukenmellantuttarna said:

What happens when an npc in waterfront for example gets raped by a member of thieves guild with less than 15 responsibility? Will he/she run away afterwards or stand around and start conversation with the rapist? (Like in LoversRapers)

Stand around and discuss, with slight dislike.

Beware of the Rape Token (the after-rape effect). The victim may initiate a combat against the rapist, flee to a far location, charge the rapist with crime gold, etc.

You should not add it to the victim if you don't want after-rape effect.

 

2 hours ago, kukenmellantuttarna said:

But if you use disposition checks or check if an npc is alone before assaulting another that shouldnt be a problem.

Not alone. Bandits are not afraid of people around to start a rape.

We'll see that in 0.7. I know there was a reason, I just can't recall it.

 

2 hours ago, kukenmellantuttarna said:

Oh no, I am not manipulating those values! I lower lonely npc womens confidence AV (and save the old one) based on (confidence+skill in melee weapon or hand to hand if no weapon equipped)/(1+times getting raped) - (disposition to npc or player -70)*(1+hornynesslevel/100)*(1+times having raped if woman has been raped) looks messy sorry but I'm using my phone.

If a woman has been raped she can "sense" if an npc or player is a rapist.

If the npc or player has less than 70 confidence from the woman that number will be used, otherwise it's a friend and she trusts him.

So a female npc with 75 confidence and blade skill with a blade equipped, with run away when she is suddenly alone with the player towards which she has 60 confidence if the player has raped three times and has 80% sex need.

I am using it on female npcs only because male npcs don't run because they might get raped, more from feeling stalked by assassins or something. But I don't know yet how to implement that. Maybe make npc males with upper class clothes run if somewith with lower class clothes or armor is following them, or members of Thieves guild will run because they are criminals and someone might want to get them, or something.

I want the game to be as lifelike as possible, with things simulated that actually makes sense. Crowded roads mods for example don't make sense when npcs just show up on the road but they only exist for that, they are not actually travelling

I have a question: you're testing the woman or the rapist first? Because you refer to the player.

Let's say you have 12 gals, 2 male NPCs and 1 male PC in the area.

I think you should first test the guys, searching a rapist, then a victim among the girls for the rapist, then do your calculation/sense at this moment for the pair rapist/victim, then triggers moves/sex/etc. with the resulting data.

In this case, you never test a girl against the player character.

 

If now you test the girls, you'll be in trouble to store reusable data and how could you interpret the moves of the player character? Perhaps it's just you, watching if your script is working! In this case, you're not pushing your character on the girls' tail.

Posted
44 minutes ago, Speele said:

courting by the initiator recycles itself into rape by the partner

So a female npc wants sex with a male and aproaches, and if the male hates and desires femame he rapes her. What if male wants sex with female and also hates and desires at the same time? Is there another function for that?

 

47 minutes ago, Speele said:

but I'm thinking about something more built than triggered like it is now.

Well that's a good idea. There are lots of things one can do. You already hace the excitation and sex need. For npcs loaded for the first time you can give them 50% modified by willpower for example. Then add things.

49 minutes ago, Speele said:

a string designating a body code

For example, as a cell with npc not yet given setbody bodies, as they are given setbody, add them to lists of big tits (f cup h cup etc) small tits (a-b-c) medium (d-e) wide bum not wide, HGECBUF is a f size, ZKECBQ is queen size bum. Same with male npcs.

At the same time add randomly what body size each npc prefers.

Then next step comes in, if a female npc like a muscular body and is in an inn with lots of muscular bodies, her sex need increases. If she drinks wine or mead her alcohol level rises (this is used with Maskers needa mod, forgot the name, but for the pc only, but check how he has done it) which makes her sex need increase more or lowers her guard etc.

56 minutes ago, Speele said:

But people around will charge the guy and you'll see guards coming.

For this there are HearNoEvil and other such mods that modify the alarm distance. If there are any npcs and doors in a celll the alarm distance is getting pretty low, sumulating a crowded place with lots of noice, so nobody will come and help. I modified that mod to make the alarm distance shorter so I could sneak into the castle and rape one of the mages there without other npcs noticing.

I modified Joburg so the stalkers would search for lonely npcs and changed them to not sneak and not have the purple sneak light, and in the inn i used for testing the stalkera walked upstairs as if they were using a normal package and raped a sleeping npc in one of the rooms. (But then i tried to make them find sleeping npcs in other cells if "upstairs" was in nother cell and broke the mod)

 

1 hour ago, Speele said:

you should first test the guys, searching a rapist, then a victim among the girls for the rapist

Hmm....to save processor power you mean?

The mod is just to simulate that rape exists in the world and for this reason women are afraid. So you as the player walk around in an inn looking at stuff (I always do that), and you walk into a room where there is a lonely female npc. If the disposition of the npc towards you is less than 70, she will most probably get her confidence lowered to 0 and her aggression to (npc.getdisposition player +5 )  so she will start combat will you but run away because of the 0 confidence, because of all the combat rape and gang rape and "plunder-rapes" the player has committed.

Or say you follow a female npc around in IC and she notices you. After she has seen you three times in a row she will either run away if she is alone or start conversation with other npcs to not let "the bad idea" happen. If she doesn't have a high sex need, then she will wait for you to surprise her.

Or the various Glartir quests, he askes you to spy on people, and you can just walk right behind them. I always sneak and hide behind walls because I assumed they would notice but of course they wont. But now they will see you skulk about and if it'a a male he will confrond you and if it's a female she might run away.

Posted
9 hours ago, kukenmellantuttarna said:

So a female npc wants sex with a male and aproaches, and if the male hates and desires femame he rapes her. What if male wants sex with female and also hates and desires at the same time? Is there another function for that?

In the normal sex AI, such guy will always rape. There's an exception though, if this guy has an official partner (an existing sex/love story), he may have to choose between a potential victim and an official partner. For the latter, only the partner may react to the initiator's advance, so unless the partner is also a "hater" and a rapist, the resulting sex will be casual.

That said, Plunder is not very reliable in those kind of petty details occuring a few times and, statistically, a rapist remains a rapist.

 

10 hours ago, kukenmellantuttarna said:

For example, as a cell with npc not yet given setbody bodies, as they are given setbody, add them to lists of big tits (f cup h cup etc) small tits (a-b-c) medium (d-e) wide bum not wide, HGECBUF is a f size, ZKECBQ is queen size bum. Same with male npcs.

At the same time add randomly what body size each npc prefers.

Then next step comes in, if a female npc like a muscular body and is in an inn with lots of muscular bodies, her sex need increases. If she drinks wine or mead her alcohol level rises (this is used with Maskers needa mod, forgot the name, but for the pc only, but check how he has done it) which makes her sex need increase more or lowers her guard etc.

Er, I don't know where you're going, but... good luck anyway.

 

10 hours ago, kukenmellantuttarna said:

For this there are HearNoEvil and other such mods that modify the alarm distance. If there are any npcs and doors in a celll the alarm distance is getting pretty low, sumulating a crowded place with lots of noice, so nobody will come and help. I modified that mod to make the alarm distance shorter so I could sneak into the castle and rape one of the mages there without other npcs noticing.

I modified Joburg so the stalkers would search for lonely npcs and changed them to not sneak and not have the purple sneak light, and in the inn i used for testing the stalkera walked upstairs as if they were using a normal package and raped a sleeping npc in one of the rooms. (But then i tried to make them find sleeping npcs in other cells if "upstairs" was in nother cell and broke the mod)

For murder, this kind of mod can help, but for rape I'm not sure. In civilian areas, if rape is committed, should we be surprised the guards start to hunt the rapist and kill him?

In fact, avoiding alarm distance is best. Just remove any crime gold/assault and you'll have your no-consequence rapes.

 

You can search only in loaded cells. That means: you have to go first upstairs, then go down. There, people on the first floor will be able to detect those in the second floor.

 

10 hours ago, kukenmellantuttarna said:

Hmm....to save processor power you mean?

The mod is just to simulate that rape exists in the world and for this reason women are afraid. So you as the player walk around in an inn looking at stuff (I always do that), and you walk into a room where there is a lonely female npc. If the disposition of the npc towards you is less than 70, she will most probably get her confidence lowered to 0 and her aggression to (npc.getdisposition player +5 )  so she will start combat will you but run away because of the 0 confidence, because of all the combat rape and gang rape and "plunder-rapes" the player has committed.

Or say you follow a female npc around in IC and she notices you. After she has seen you three times in a row she will either run away if she is alone or start conversation with other npcs to not let "the bad idea" happen. If she doesn't have a high sex need, then she will wait for you to surprise her.

Or the various Glartir quests, he askes you to spy on people, and you can just walk right behind them. I always sneak and hide behind walls because I assumed they would notice but of course they wont. But now they will see you skulk about and if it'a a male he will confrond you and if it's a female she might run away.

Well, the best way is the old one: make all player-centered. You can fright any woman without much trouble.

But if you want to make it working for all, expect hard times to come.

Not only each woman will have to check for any possible threat, but you'll still have to code the behavior of rapists.

 

And don't forget deers. Turn your women into deers.

100 Aggression, 0 Confidence.

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