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


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Posted

I only use this with violate for the kidnapping. But the last two times, I am just left alone and I get the quest to find the boss and get my gear back.
No raider comes up to me. I try to talk to them but nothing.  No getting slapped around or raped or anything. Have I got something set wrong or

is the mod completely broken when it comes to the kidnapping too?  Thanks

Posted (edited)
15 minutes ago, ivanoff said:

I only use this with violate for the kidnapping. But the last two times, I am just left alone and I get the quest to find the boss and get my gear back.
No raider comes up to me. I try to talk to them but nothing.  No getting slapped around or raped or anything. Have I got something set wrong or

is the mod completely broken when it comes to the kidnapping too?  Thanks

 

I have had this happen with other mods that have approach, like Sexual Harassment or the old Vanilla Fudge.  If you have Sexual Harassment, go to debug in the MCM, clear all approaches, then turn approaches off, all that will be left for approaches is from Abductions.  Just remember to turn Sexual Harassment back on later.  I haven't used Vanilla Fudge in so long I cant remember if you can turn it off and on like you can with Sexual Harassment.   If this doesnt work for your current abduction you may have to re load a save before the abduction and go through those steps before your encounter.  If an approach had started sometimes this can lock up things if you left the area like quest turn ins, ect until the approach is done.

Edited by Boceifus
Posted
3 hours ago, bearminiman said:

Dont know what im doing wrong but i followed instructions and in game it says i have missing plugins, please help 

 

What plug ins is it saying you are missing?

 

 

Posted (edited)
3 hours ago, Olmech said:

 

RSE Resources Id guess

 

You need to install this first.

 

Requirements:

 

This mod *requires* the RSE II Resources ESM v0.9+ file to be installed in your game.

 

 

 

Edited by Boceifus
  • 1 month later...
Posted
8 hours ago, eglenn895 said:

it says the int failed and it restarts but that doesn't do anything 

 

It sounds  like you're seeing it report that it received an OnSceneInit failure event from AAF. The error number indicates the basic class of failure so may give some clue as to the cause and a better idea of where to look for a fix: https://bitbucket.org/dagobaking/aaf-framework/wiki/API/OnSceneInit.md

 

It would also help if you explained what you were doing which led to the failure condition... surrendering to attackers? trying to take advantage of a surrendered enemy? approached by your captors? something else? Also, who were the actors involved (what races/factions/genders, how many were there), and what is your character's gender and are you using some custom race (Nanako, Furry...)?

  • 4 weeks later...
Posted

When I surrender and the dialogue appears, I select beg for mercy. The raider will go "Aw, you'd be pulling on my heartstrings if I had any" and then just stands there. I'm also at this point standing with no control of my body and can't access the AAF menu either. I can only pause the game. Do i need to wait a certain period of time before the animations play or is there perhaps something i missed?

Posted
1 hour ago, LocalQueerGoblin said:

When I surrender and the dialogue appears, I select beg for mercy. The raider will go "Aw, you'd be pulling on my heartstrings if I had any" and then just stands there. I'm also at this point standing with no control of my body and can't access the AAF menu either. I can only pause the game. Do i need to wait a certain period of time before the animations play or is there perhaps something i missed?

 

Do not use any options from this mod other than player abductions and only have them triggered through AAF Violate.

Posted

So, I surrendered to the Raiders in Andrew Station, since the boss is female, and I don't want my character to be touched by male raiders. I even systematically killed all of the male raiders to make sure it doesn't happen. However, despite this, my character is offered as a peace offering to a male boss. Is there a way to prevent this from happening that I may have overlooked?

Posted
5 minutes ago, 1337DragonWolf said:

So, I surrendered to the Raiders in Andrew Station, since the boss is female, and I don't want my character to be touched by male raiders. I even systematically killed all of the male raiders to make sure it doesn't happen. However, despite this, my character is offered as a peace offering to a male boss. Is there a way to prevent this from happening that I may have overlooked?

There is a setting to only allow specific genders to do the assaults, but not pick the gender you are sent too.

Posted
3 hours ago, 1337DragonWolf said:

So, I surrendered to the Raiders in Andrew Station, since the boss is female, and I don't want my character to be touched by male raiders. I even systematically killed all of the male raiders to make sure it doesn't happen. However, despite this, my character is offered as a peace offering to a male boss. Is there a way to prevent this from happening that I may have overlooked?

 

This sounds like you're describing the Raider Pet mod rather than CSA, but regardless RP has no such option unless you want to develop your own patch for that mod.

Posted
5 hours ago, vaultbait said:

 

This sounds like you're describing the Raider Pet mod rather than CSA, but regardless RP has no such option unless you want to develop your own patch for that mod.

Fuckin' hell. What a mess.

  • 1 month later...
Posted

I've tried over 3 days of tweaking and testing to get the abduction portion of mod at a playable state without completely breaking the immersion or cheesing your way through it and it's impossible.  It's not even a case of bugs but the fact that it was so haphazardly thrown together.  Multiple locations lock me into a fake makeshift cell which was just a loot room but no raider visitors actually have keys to open the door and end up stuck with me after phasing into the room using AAF.  Using existing locations was a very bad decision compared to dedicated slaver camps inside their own cells that wont touch the rest of the game.  Real Handcuff support is almost nil with no authentic way to attempt escaping the captors when your character is bound.  No torture device support.  No slave mini-quests that allow me to roleplay being a raider captive or creating opportunities to escape such as sabotage or rallying other slaves to rebel.  No alpha/beta/gamma/zeta slave system.  No forced cannon fodder scenarios for when other factions attempt to raid the raiders.

I will say it had potential as a framework and was my original reason for downloading it however now I can firmly say avoid this mod at all costs.  It will break your saves once you ultimately decide to remove it.  It's just not worth the headache especially since it's been both abandoned and locked behind pettiness preventing other programming engineers to pick up the slack.  I'm aware its bad practice but I would suggest locking this mod and deleting the files off LL as it will just lead to other users endless frustrations.

That being said, if anyone is interesting in making a true slaver mod with true LL support please toss me a DM.  I'm well practiced in environment and level design for making authentic slaver camps akin to The Pitt.

Posted (edited)
44 minutes ago, Gorvi said:

I've tried over 3 days of tweaking and testing to get the abduction portion of mod at a playable state without completely breaking the immersion or cheesing your way through it and it's impossible.  It's not even a case of bugs but the fact that it was so haphazardly thrown together.  Multiple locations lock me into a fake makeshift cell which was just a loot room but no raider visitors actually have keys to open the door and end up stuck with me after phasing into the room using AAF.  Using existing locations was a very bad decision compared to dedicated slaver camps inside their own cells that wont touch the rest of the game.  Real Handcuff support is almost nil with no authentic way to attempt escaping the captors when your character is bound.  No torture device support.  No slave mini-quests that allow me to roleplay being a raider captive or creating opportunities to escape such as sabotage or rallying other slaves to rebel.  No alpha/beta/gamma/zeta slave system.  No forced cannon fodder scenarios for when other factions attempt to raid the raiders.

I will say it had potential as a framework and was my original reason for downloading it however now I can firmly say avoid this mod at all costs.  It will break your saves once you ultimately decide to remove it.  It's just not worth the headache especially since it's been both abandoned and locked behind pettiness preventing other programming engineers to pick up the slack.  I'm aware its bad practice but I would suggest locking this mod and deleting the files off LL as it will just lead to other users endless frustrations.

That being said, if anyone is interesting in making a true slaver mod with true LL support please toss me a DM.  I'm well practiced in environment and level design for making authentic slaver camps akin to The Pitt.

 

If you're looking for a slave experience with raiders specifically, check out Commonwealth Slavers or maybe Raider Pet. Or if you just want to live dangerously whoring yourself to raiders, then maybe TSEX Hardship.

 

FWIW, I agree this mod seems sort of incomplete and starts to feel repetitive after a while. I used it for many years, but dropped it from my load order probably a year ago, for many of the reasons you cite. Also because its author washed his hands of it years ago and expressly did not grant permission for anyone to fix or continue development on it, so there's zero chance of it getting any better or having new content.

 

If your kink is brutal super mutant captivity, I'm nearing the point where I feel good about releasing an initial version of a mutie breeder scenario mod I'm working on (and like you mentioned, I use new locations unique to the mod with only the most minimal edits to existing game cells in order to add teleport doors, connect navmeshes, place a few temporary refs like extra NPCs and equipment, and add keywords to some original workbenches in order to link them).

Edited by vaultbait
Posted
46 minutes ago, vaultbait said:

 

If you're looking for a slave experience with raiders specifically, check out Commonwealth Slavers or maybe Raider Pet. Or if you just want to live dangerously whoring yourself to raiders, then maybe TSEX Hardship.

 

FWIW, I agree this mod seems sort of incomplete and starts to feel repetitive after a while. I used it for many years, but dropped it from my load order probably a year ago, for many of the reasons you cite. Also because its author washed his hands of it years ago and expressly did not grant permission for anyone to fix or continue development on it, so there's zero chance of it getting any better or having new content.

 

If your kink is brutal super mutant captivity, I'm nearing the point where I feel good about releasing an initial version of a mutie breeder scenario mod I'm working on (and like you mentioned, I use new locations unique to the mod with only the most minimal edits to existing game cells in order to add teleport doors, connect navmeshes, place a few temporary refs like extra NPCs and equipment, and add keywords to some original workbenches in order to link them).

Super-Snu?  Abso-fucking-lutely!  Personally I was trying to use it as an alternate death mod more in line with a lore friendly approach to raiders and mutants rather than ONLY for sex.  I can achieve sex through multiple different mods but my ideal play through is an adult themed fallout with authentic scenarios true to source material.  Commonwealth Slavers is on my radar, but yeah.  Alternate death with consequence was the main goal of installing this heap of abandoned spaghetti code.  I had the right balance of bad end and abduction but the abuction part is just so horribly broken in gameplay design even if you ignore the bad coding.

At this point violate should offer an abduction/slave module.  They already have the framework to make for an excellent alternate death mod that others can build upon.

Posted
4 hours ago, Gorvi said:

At this point violate should offer an abduction/slave module.  They already have the framework to make for an excellent alternate death mod that others can build upon.

 

This is what I've been hoping to see.  IDK when (after sexlab was first incepted for Skyrim) the first iteration of Simple Slavery was developed -- though it was justified once there were enough situations/quests to work as tie-ins -- but methinks it's well overdue for FO4.  Flashy/JoeR had good ideas, but kept reinventing the wheel (RSE, RSEII, Crime and Punishment), and never allowed a subsequent one to build off of its predecessors.

 

So much of what exists out there requires the player to RP and force onto their character, rather than play out a seamless transition.

The mods we have are, as a collective, disjointed.  That said, Tentacus stated that TSEX/Hardship have the capability for a slavery/bad-end/abduction/etc system.  Someone just needs to capitalize on that option.

Posted
3 minutes ago, VenomousOuroboros said:

Tentacus stated that TSEX/Hardship have the capability for a slavery/bad-end/abduction/etc system.

 

Somewhat. At the moment if you respond submissively during and after a TSEX Hardship rape, you may see the "slavery system not yet implemented" message (something like that, I forget the exact wording). There are a lot of great building blocks in TSEX, but they would need to be put together and some glue added in between.

Posted (edited)

Not into the slavery bit, but I used to used this mod too, I like the idea of abductions and bad things happening during abductions, and if you let it play out they get bored and drop you off somewhere I guess you could say showing you a little bit of mercy, but as stated its incomplete.  You have the ability to try to escape but a silent kill function, but no matter the detection radius you set its near impossible to to do any kills undetected.  Add on top of that if you use Advanced Needs 76, you can die of thirst or hunger depending on how long you have the abductions lasting.  It actually is quite boring waiting for a scene to happen, listening to all the vanilla dialog over and over if you cant get out of your restraints and try to sneak kill your way out.  There is no option for multiple assaulters at the same time (gang bangs) or any way whatsoever to RP convo your way out of the situation.  You just stand there.. waiting for the next round.  Unfortunately a lot of mods are outpacing it for development, it was a good idea and start, but as AAF and other mods develop and advance this one has become more broken and not compatible with many of the mods out there now.

 

Flashy makes some good stuff, I really like is advanced needs 76, I don't know why he stopped on his RSE mods other than some private, personal reasons, but can agree that maybe he could have made it an open source for people to work with and keep his work going.

 

I dunno a whole lot about scripting, eventually I plan on looking at some tutorials and try my hand at it, outfit conversions and simple xml's are about my limit right now, but I got some ideas, not all them them have to do with assaults, abductions and stuff.  Maybe when Starfield gets going I may venture into making quests, consequence mods and the like.

Edited by Boceifus
Posted
8 minutes ago, Boceifus said:

if you use Advanced Needs 76, you can die of thirst or hunger depending on how long you have the abductions lasting.  It actually is quite boring waiting for a scene to happen, listening to all the vanilla dialog over and over if you cant get out of your restraints and try to sneak kill your way out.

 

Yes, any modern replacement framework should basically have unlimited access to food, drink, unowned beds, toilets, bathing (showers/tubs/swimming/soap), and some means of getting free from restraints (basically supporting users of Advanced Needs 2/76, CWSS/BYOP, Get Dirty, RH/DD...).  Also eyeglasses if it's going to steal all the player's belongings (Myopia SImulator). Probably a functioning doctor for longer stays too (for FPE obstetrics checkups and dealing with other mod-inflicted ailments).

 

Too many of the locations CSA chooses are just not sufficiently supplied for players of survival type mods. StaticPhobia's tweaks for Raider Pet added forced consumption of food and drink but that really doesn't cover the rest (though at least it lets you wander enough to solve most of those sorts of problems). Authors of recent mods are increasingly taking these play styles into account thankfully, but it does make it that much harder to reuse locations from the original game since you're adding or replacing furniture and more, inviting conflicts with other mods which touch the same places. And making your own new locations which don't feel bland or empty becomes excruciatingly time-consuming.

 

That's really what's driving me to start creating mods: a desire to be able to soft-integrate or otherwise support the sorts of existing survival mods I enjoy, and to offer improvements for aspects of my preferred play style which are under-served by what's already available. Hopefully others will start or continue to do the same.

Posted
29 minutes ago, vaultbait said:

 

Yes, any modern replacement framework should basically have unlimited access to food, drink, unowned beds, toilets, bathing (showers/tubs/swimming/soap), and some means of getting free from restraints (basically supporting users of Advanced Needs 2/76, CWSS/BYOP, Get Dirty, RH/DD...).  Also eyeglasses if it's going to steal all the player's belongings (Myopia SImulator). Probably a functioning doctor for longer stays too (for FPE obstetrics checkups and dealing with other mod-inflicted ailments).

 

Too many of the locations CSA chooses are just not sufficiently supplied for players of survival type mods. StaticPhobia's tweaks for Raider Pet added forced consumption of food and drink but that really doesn't cover the rest (though at least it lets you wander enough to solve most of those sorts of problems). Authors of recent mods are increasingly taking these play styles into account thankfully, but it does make it that much harder to reuse locations from the original game since you're adding or replacing furniture and more, inviting conflicts with other mods which touch the same places. And making your own new locations which don't feel bland or empty becomes excruciatingly time-consuming.

 

That's really what's driving me to start creating mods: a desire to be able to soft-integrate or otherwise support the sorts of existing survival mods I enjoy, and to offer improvements for aspects of my preferred play style which are under-served by what's already available. Hopefully others will start or continue to do the same.

Thats what I want to do, though my ideas are more along the lines of like Sexual Harassment, but more on the line of consensual, monogamy and consequences if your reputations suffer, perhaps an add on that works along side Harassment depending on the personality traits you use.  I have some stuff floating around in my head, but the mod author has a lot on their plate right now as it is maintaining what they got.

Posted
6 minutes ago, Boceifus said:

Thats what I want to do, though my ideas are more along the lines of like Sexual Harassment, but more on the line of consensual, monogamy and consequences if your reputations suffer, perhaps an add on that works along side Harassment depending on the personality traits you use.  I have some stuff floating around in my head, but the mod author has a lot on their plate right now as it is maintaining what they got.

Raiders and super mutants are rapists and slavers.  Whatever gender or species, it doesn't matter.  That's been established lore within fallout forever and even nuka-world cements it.  Not to say there isn't room to consensually romance raiders or super mutants, as thats lore supported as well even if rare in the post apocalyptic world where people are a resource and why untainted vault dwellers were so important to both factions.  We already have mods to support that in spades. The main issue is Bethesda gets cold feet with the more adult themes they allow the player to experience so we just get the "everyone is a murderhobo" gameplay.  Modders must rely on scripted solutions rather than baked in engine support which drastically affects the end users experience, or in this mods case, abandonment.

Posted (edited)
6 hours ago, Gorvi said:

Raiders and super mutants are rapists and slavers.  Whatever gender or species, it doesn't matter.  That's been established lore within fallout forever and even nuka-world cements it.  Not to say there isn't room to consensually romance raiders or super mutants, as thats lore supported as well even if rare in the post apocalyptic world where people are a resource and why untainted vault dwellers were so important to both factions.  We already have mods to support that in spades. The main issue is Bethesda gets cold feet with the more adult themes they allow the player to experience so we just get the "everyone is a murderhobo" gameplay.  Modders must rely on scripted solutions rather than baked in engine support which drastically affects the end users experience, or in this mods case, abandonment.

I understand this but I wasnt talking about consent with raiders and super mutants, I was talking more on the lines with non enemy factions, we have a ton of slut mods and rape content out there out there, but not many about the trials and tribulations of maintaining a monogamous relationship, I have ideas, but I just dont know how to script or plan this stuff to even begin to put ideas into a mod pack.  A lot of these mods just assume you are going to play a toon as a slut just because your toon has sex, for whatever reason whether it be rape or consensual.   I would like to see something different, or make something that could play nice with some of these mods.  Just because its the aftermath of an apocalypse doesnt mean every woman (or man) is a slut just because they have sex.

Edited by Boceifus
Posted
6 hours ago, Boceifus said:

I understand this but I wasnt talking about consent with raiders and super mutants, I was talking more on the lines with non enemy factions, we have a ton of slut mods and rape content out there out there, but not many about the trials and tribulations of maintaining a monogamous relationship, I have ideas, but I just dont know how to script or plan this stuff to even begin to put ideas into a mod pack.  A lot of these mods just assume you are going to play a toon as a slut just because your toon has sex, for whatever reason whether it be rape or consensual.   I would like to see something different, or make something that could play nice with some of these mods.  Just because its the aftermath of an apocalypse doesnt mean every woman (or man) is a slut just because they have sex.

Those ideas would be better suited in another post as not to stray off topic from the mods original purpose of kidnapping and slavery

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