Jump to content

[AAF] RSE II: Combat Surrender and Abductions (12/30/19)


Recommended Posts

Ok, made a new char, just for testing, lvl 15, non survival this time.

 

Surrendered to raiders outside Hardware town, and got trapped there. After waiting for 4 hours (the visitation timer i set in CSA), I get the notification that im about to have a visitor, he appears in the room, and then i get the dialogue that im about to get a sleeping bag. At that moment combat music starts and raiders turn hostile, even before closing the dialogue.

 

ScreenShot0.jpg.5131f25592be678c92e268735e390142.jpg

 

Also tried surrendering to random raiders, and was sent to Camp Kendall again, same problems again, someone engages raiders, they turn hostile for me (even when just kneeling and doing nothing) this time there is no raider sleeping on the sleeping bag nearby, it was late morning. If i wait for 4 hours, same thing with the sleeping bag happens.

Edit: Forgot to mention, i tried running when they become hostile and I got the warnings that i am moving outside captive range, so it seems I am not breaking the distance condition, hope this helps.

Link to comment
Just now, qwerton said:

helo does assaulting player work only for 1 npc after surrender ? or is there option for all hostile npc to take turn

There is a Village Bicycle mode, it should make the raiders take turns, and you have to increase the number of assaults slider for this to be noticeable.
image.png.c975fa1558eea071fe44bbfd383b7bc2.png

Link to comment
5 hours ago, Roggvir said:

How about using OnDistanceGreaterThan?

Thats how I mark the warning distance and the exceed free movement range distance.

The problem is that most captivity spots are indoors, so the onlocationchange event added into the mix makes a lot of sense.

I mean, if you make it to the door and can run away, thats an escape condition, right?

 

So Im thinking.... I need to do one of two things. (1) limit the dungeon search to be for interior locations only, or (2) have papyrus only register for location changes when the player IsInInterior() - which is probably what I am going to try first.

3 hours ago, Miss Ripley said:

Hi Flashy, I noticed the same problem at Camp Kendall.

Here is what happens:

1) If i remain kneeling, and some random npc engages raiders, they become hostile and kill me.
2) If i stand up i almost instantly become hostile, i think i once managed to get up without being hostile.

3) If i remain kneeling and wait for 4 hours, i get a sleeping bag, and the moment that dialog box appears, I become hostile.

I too have all of the same issues - when playing as a female. As a male though, oddly, this doesn't happen.

But I think this is a faction issue that I am about to test for a correction.

 

 

Link to comment
10 minutes ago, Footsweat said:

Gunners sent me to Hub City Auto Wreckers. take a couple of steps and hostile they go.

Yeah, that one has a location change literally right beside the kneeling prisoner mat too. I am working on fixing this locationchange issue right now.

Thanks for mentioning this one - forgot about that one too.

Link to comment
2 hours ago, Miss Ripley said:

There is a Village Bicycle mode, it should make the raiders take turns, and you have to increase the number of assaults slider for this to be noticeable.
image.png.c975fa1558eea071fe44bbfd383b7bc2.png

hmm so its not working like violate where number of turns are like number of riders also in violate my 3 follower got assaulted together with player at same time i didnt noticed it here

Link to comment
5 minutes ago, qwerton said:

hmm so its not working like violate where number of turns are like number of riders also in violate my 3 follower got assaulted together with player at same time i didnt noticed it here

No, it doesnt work like Violate because this is not Violate. This mod is more about gameworld realism and immersion than it is about orgies and/or gang bangs.

 

Best to stay with Violate if those are features you are looking for.

Link to comment
14 minutes ago, Flashy (JoeR) said:

No, it doesnt work like Violate because this is not Violate. This mod is more about gameworld realism and immersion than it is about orgies and/or gang bangs.

 

Best to stay with Violate if those are features you are looking for.

ok

 

Link to comment

Work continues to make some changes / improvements for the next release, but in the meantime, while you wait, I'll just leave these here.

 

ScreenShot545.png.5d6cb983fed8afe2572e37c7941c1c6f.pngScreenShot546.png.e0e4d6ae6be5c82a836538e9d0d1967d.png

ScreenShot549.png.79480e433447e93a080708973274660c.pngScreenShot550.png.7ea45c7db2fd2c33042f95bd3d84374a.png

ScreenShot553.png.477c7274a6a19c337075c93b9029b1b1.pngScreenShot556.png.6916ad084844de68a3f46eb4e15a1238.png

ScreenShot560.png.efa859875d9743109711d5928501b287.pngScreenShot562.png.21f2b56172c2554f5d0c50b54465e42b.png

 

Remember... the red quest pip in my compass only points to the boss I need to kill to unlock the chest - its red on purpose and does not indicate hostility, though I am going to change that so as to not confuse people.

 

Anyways. Note two things here. 1) I am NORA, and 2) I am at Camp Kendall and NOT in a hostile state with my captors.

Link to comment

So, question about the # of assaults and Village Bicycle. When I increased the # of assaults to 3, and enabled bicycle, I noticed that if defeated by a solo enemy, that enemy then rapes the PC 3 times themselves. Is there a way to make it so that it can be 3 rapes unless they already had a turn? Not sure a male raider is going to manage to rape my PC three times, he'd probably be a bit "Spent". Am I just not setting something up correctly?

Link to comment
26 minutes ago, Plaguetard said:

So, question about the # of assaults and Village Bicycle. When I increased the # of assaults to 3, and enabled bicycle, I noticed that if defeated by a solo enemy, that enemy then rapes the PC 3 times themselves. Is there a way to make it so that it can be 3 rapes unless they already had a turn? Not sure a male raider is going to manage to rape my PC three times, he'd probably be a bit "Spent". Am I just not setting something up correctly?

No. If it is just 1 hostile you surrendered to and had bicycle enabled, since it wont find anyone else, it will just go the rounds total with that one PC. So you have it set up right.

 

But I agree with you - if there is only one attacker in your surrender group, the number of rapes should only be 1. But you know how people are - they want the gratuitous rape & torture porn to appease their deviant needs to see someone punished, beaten, abused.

 

I shall consider how to make this an optional thing - that if there is only 1 in the surrender group, that you can choose to reduce rounds to 1.

 

I'll circle back to this - Im in the midst of a rather LARGE change to CSA while the player is considered in an abducted state. When I come out the other side of that workflow, I'll revisit this. Will definitely be today, just... you know. One thing at a time to ensure my complete attention is where it needs to be.

 

This said, there have been a LOT of small, but consequential changes to abductions and CSA in my update build right now. I'll go over them later, but things are going to get more immersive.

Link to comment

v1.8 is now available to download!

 

This update includes numerous fixes and additions.

  • Abduction Boss no longer has a red quest pip by default - it is the normal green now.
  • Fixed issues with pacification with factions upon abduction.
  • OnLocationChange events ONLY occur when you are abducted into an INTERIOR location.
  • Warning Markers are used, regardless of MCM setting, when abducted to EXTERIOR locations.
  • New MCM control allows you to specify whether or not to be abducted to a player-level appropriate site. (1)
  • New MCM control allows you to limit rounds of rape during surrender, to 1, if there is a male involved. (2)
  • Fixed PLEA phase dialogue with final surrender rapist.
  • Allow surrender during abductions. (3)
  • Still doesn't require a clean save or a new game due to the auto-update function in the mod.

1. The game checks to see if a potential abduction location is too high of a difficulty compared to the player's current level by default. However, if you disable this check via the MCM, you can allow more difficult dungeon locations to be randomly selected as an abduction site.

 

2. Enabling this feature in the MCM will bypass the TOTAL ROUNDS setting in the MCM. After all considerations are done on the surrender attackers list, when it filters out dead attackers, non-race appropriate attackers and gender preference (if enabled), if it finds there is only ONE available rapist and they are male, there will only be one round of rape, regardless of your setting in the MCM for total rounds. If the player is male and after filtering there is only one viable rapist, rounds will be limited to one. If it is female/female, rounds will use the MCM setting. Or, you can disable all of this in the MCM and go back to the old way of doing it where the TOTAL ROUNDS is the only measurement used and males can fuck until they shoot their testicles out of their piss hole. @Plaguetard

 

3. Surrender used to always be blocked when the player was considered to be in an "abducted state", whether in the abduction cell or having escaped. That was done to prevent loss of your gear in the existing abduction site's chest. Now, you can surrender anywhere, at any time. If there is an ongoing abduction, a new one will not be allowed to start until you have resolved the one in your Pipboy (killed the boss, emptied the chest - or via popup message, opting to shut down the abduction quest when you escape or when you have been dumped somewhere). Now, if you surrender near your spawn point at the abduction site, and you have surrendered to the faction that had originally captured you, they wont do the usual dialogue, rape, outcomes now. They will instead trigger into a RECAPTURE dialogue, which beats you and then sends you back to the abduction site. When this happens, the free movement markers are enforced, regardless of your MCM settings, AND, the distance is halved, again, regardless of your MCM settings. For example, if your range was set to 1200 units, upon recpature, your range would be reduced to 600. You have no capability to alter this. And, again, even if you have markers disabled, they will still be enforced, as a penalty for being caught, recaptured and being watched a little more closely.

 

In my opinion, this is THE BEST and MOST DEFINITIVE VERSION of Combat Surrender and Abductions that I have ever made.

Link to comment

I tested version 1.6 earlier and was forced to fight everyone because talking to them triggered their hostility, even in my cell. But now with version 1.8 I can talk without being attacked, however my captor is spamming non-stop the feed me lines. Endless loop, and even if I eat all the stuff in my inventory it loops around without pause. I'll try a bit longer as I'm curious to see where this leads, but so far it's been around 20 minutes of the same lines repeated. Thanks :)

 

Post Script Edit:

After a long while she stopped spamming the you don't look so good eat this now, walked away and back, beat me and broke my leg, then started spamming you don't look so good eat this now again.

Link to comment
14 minutes ago, Karna5 said:

I tested version 1.6 earlier and was forced to fight everyone because talking to them triggered their hostility, even in my cell. But now with version 1.8 I can talk without being attacked, however my captor is spamming non-stop the feed me lines. Endless loop, and even if I eat all the stuff in my inventory it loops around without pause. I'll try a bit longer as I'm curious to see where this leads, but so far it's been around 20 minutes of the same lines repeated. Thanks :)

Strange.

The items that initiate that dialogue starting up are only ever applied to the player during Bethesda survival mode and ONLY when you reach one of the following stages:

  • Hunger - Ravenous
  • Hunger - Starvation
  • Thirsty - Dehydrated
  • Thirsty - Severely Dehydrated

But once they come force feed you, you should be hydrated and no longer hungry, so those items should not be applied to the player and as such, the force feed quest should not be starting up.

 

Event Actor.OnItemEquipped(Actor akSender, Form akBaseObject, ObjectReference akReference)
    If akSender == PlayerREF
        If akBaseObject == HC_HungerEffect_Ravenous || akBaseObject == HC_HungerEffect_Starving || akBaseObject == HC_ThirstEffect_Dehydrated || akBaseObject == HC_ThirstEffect_SeverelyDehydrated
            If !RSEII_Mod_CSA_Abduction_Player_ForceFeed.IsRunning()
                RSEII_Mod_CSA_Abduction_Player_ForceFeed.Start()
            Else
                RSEII_Mod_CSA_Abduction_Player_ForceFeed.Stop()
                RSEII_Mod_CSA_Abduction_Player_ForceFeed.Reset()
                Utility.Wait(1)
                RSEII_Mod_CSA_Abduction_Player_ForceFeed.Start()
            Endif
        Endif
        If akBaseObject == StealthBoy || akBaseObject == RRStealthBoy
            CancelTimer(200)
            UnregisterForDistanceEvents(PlayerREF, abPlayerSitMarker.GetReference())
            UnregisterForDistanceEvents(PlayerREF, abPlayerWarningMarker.GetReference())
            If akBaseObject == StealthBoy
                StartTimer(29,200)
            Elseif akBaseObject == RRStealthBoy
                StartTimer(39,200)
            Endif
        Endif
    Endif    
EndEvent

 

That is the code that governs it. As you can see, the quest ONLY starts if you have one of the four HardCore effect items "equipped" on you. There is no other way for this quest to start. It isn't start enabled and it is set to stop running the moment you are force fed.

 

And that the key thing - if you arent on survival mode, these items will never be equipped on you, not even with Advanced Needs, since I don't use these items at all.

 

So yeah... I'm baffled.

Link to comment

*Nod* I was a little hungry when it started, but I'm not anymore. She's still spamming it.

 

On a side note, because I'm playing a survival mode no-armor no-stimpak no-weapon playthrough, one of the first things I invested in my character was maximum adamantine skeleton perk to keep my limbs from crippling (without it they cripple constantly). But her beating broke my leg which I didn't think should be possible.

 

I may have to leave soon, but I'll continue testing this as the whole concept is fun :) Thanks. I'll let you know if I notice anything else.

 

Link to comment
12 minutes ago, Karna5 said:

*Nod* I was a little hungry when it started, but I'm not anymore. She's still spamming it.

 

On a side note, because I'm playing a survival mode no-armor no-stimpak no-weapon playthrough, one of the first things I invested in my character was maximum adamantine skeleton perk to keep my limbs from crippling (without it they cripple constantly). But her beating broke my leg which I didn't think should be possible.

 

I may have to leave soon, but I'll continue testing this as the whole concept is fun :) Thanks. I'll let you know if I notice anything else.

 

I have examined the HC_Manager script and I see what is happening. Stupid Bethesda.

 

Get this.

 

When they update the thirst or hunger effects, they apply ALL SIX EFFECTS at the same time in the script. Why? Because each effect is conditioned to a specific pool variable and only the one of the six that is valid has a magic effect applied to the player. But still, my mod is looking at the potion being applied,not the magic effect - because the magic effect is generic and can come from many different sources, not related to the specifics of the thirst or hunger level, making it impossible to use. So Bethesda did this. All six potions, non-stop being applied.

 

Ridiculous.

 

Now I have to figure out how to tie into the pool values to limit the OnItemEquipped event to only working when the pool variable is applicable.

 

This may take a while. :/

Link to comment
20 minutes ago, Karna5 said:

(p.s. I'd help you read the code, but I can't see well enough read code anymore. It's why I lost my job of 20 years as senior developer and programmer when I went blind.)

Got it. Implemented the same method they use to filter out potion application, so it should only start the force feeding now when the potion is applied and you have the actor value that matches the pool variable. Which doesnt really explain it well, but the takeaway is, I am packaging it up and will upload the fix in a moment.

Link to comment

v1.8.1 is now available to download

 

@Karna5

 

Fixes the survival mode thirst and hunger force-feeding issues noted in the posts above this one. Clean save / new game NOT required. Auto-updater will do its thing.

 

If you DON'T play on Bethesda's survival mode and already have v1.8 installed, there is no need to update to v.1.8.1 at this time - nothing else has been changed.

Link to comment
2 hours ago, Flashy (JoeR) said:

v1.8 is now available to download!

 

This update includes numerous fixes and additions.

  • Abduction Boss no longer has a red quest pip by default - it is the normal green now.
  • Fixed issues with pacification with factions upon abduction.
  • OnLocationChange events ONLY occur when you are abducted into an INTERIOR location.
  • Warning Markers are used, regardless of MCM setting, when abducted to EXTERIOR locations.
  • New MCM control allows you to specify whether or not to be abducted to a player-level appropriate site. (1)
  • New MCM control allows you to limit rounds of rape during surrender, to 1, if there is a male involved. (2)
  • Fixed PLEA phase dialogue with final surrender rapist.
  • Allow surrender during abductions. (3)
  • Still doesn't require a clean save or a new game due to the auto-update function in the mod.

1. The game checks to see if a potential abduction location is too high of a difficulty compared to the player's current level by default. However, if you disable this check via the MCM, you can allow more difficult dungeon locations to be randomly selected as an abduction site.

 

2. Enabling this feature in the MCM will bypass the TOTAL ROUNDS setting in the MCM. After all considerations are done on the surrender attackers list, when it filters out dead attackers, non-race appropriate attackers and gender preference (if enabled), if it finds there is only ONE available rapist and they are male, there will only be one round of rape, regardless of your setting in the MCM for total rounds. If the player is male and after filtering there is only one viable rapist, rounds will be limited to one. If it is female/female, rounds will use the MCM setting. Or, you can disable all of this in the MCM and go back to the old way of doing it where the TOTAL ROUNDS is the only measurement used and males can fuck until they shoot their testicles out of their piss hole. @Plaguetard

 

3. Surrender used to always be blocked when the player was considered to be in an "abducted state", whether in the abduction cell or having escaped. That was done to prevent loss of your gear in the existing abduction site's chest. Now, you can surrender anywhere, at any time. If there is an ongoing abduction, a new one will not be allowed to start until you have resolved the one in your Pipboy (killed the boss, emptied the chest - or via popup message, opting to shut down the abduction quest when you escape or when you have been dumped somewhere). Now, if you surrender near your spawn point at the abduction site, and you have surrendered to the faction that had originally captured you, they wont do the usual dialogue, rape, outcomes now. They will instead trigger into a RECAPTURE dialogue, which beats you and then sends you back to the abduction site. When this happens, the free movement markers are enforced, regardless of your MCM settings, AND, the distance is halved, again, regardless of your MCM settings. For example, if your range was set to 1200 units, upon recpature, your range would be reduced to 600. You have no capability to alter this. And, again, even if you have markers disabled, they will still be enforced, as a penalty for being caught, recaptured and being watched a little more closely.

 

In my opinion, this is THE BEST and MOST DEFINITIVE VERSION of Combat Surrender and Abductions that I have ever made.

Thank you for taking that into consideration so quickly. I'm extremely impressed! Already updated and getting ready to try it out!

Link to comment

I really appreciate everything you're doing and sharing, Flashy JoeR :) I probably won't be able to log in again for another 12 or more hours, but I'm saved in that cell still and look forward to trying out your questline! Thanks so much :)

Link to comment
1 minute ago, Plaguetard said:

Thank you for taking that into consideration so quickly. I'm extremely impressed! Already updated and getting ready to try it out!

Love to hear your impressions / feedback / issues noted with this function.

Link to comment
17 minutes ago, Flashy (JoeR) said:

Love to hear your impressions / feedback / issues noted with this function.

So I updated, mid play-through by the way, which being able to do is always impressive. I maxed the "rounds" and went to a camp I knew had 4 raiders. I have a mod that makes all raiders male, so I didn't have the female aspect in this test through. The raiders each went once, and that was it. So perfect there. I decided to try and see what happened with insects and monsters, and it also made it so that the insects only took one turn each. So, from my perspective, this was implemented flawlessly and seems to work in every aspect that it should.

 

Thank you very much, and well done.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use