Boceifus Posted February 4, 2023 Posted February 4, 2023 19 minutes ago, Gorvi said: Those ideas would be better suited in another post as not to stray off topic from the mods original purpose of kidnapping and slavery I dont think flashy cares one way or the other what is discussed on his mod thread, considering he doesn't support the mod, hasn't in a few years nor has he made any comments for quite some time. This is a dead mod, we both have recommended not to use any more, and it was about slavery, rape, and kidnappings, just something I may want to try to add too it, to play along side it.
cheese76 Posted February 13, 2023 Posted February 13, 2023 thanks ,good work. but can i rape the deadbody?
vaultbait Posted February 13, 2023 Posted February 13, 2023 1 hour ago, cheese76 said: thanks ,good work. but can i rape the deadbody? No, and you never will with this mod. Its author ceased development on it years ago. 1
cheese76 Posted February 14, 2023 Posted February 14, 2023 12 hours ago, vaultbait said: No, and you never will with this mod. Its author ceased development on it years ago. all right....thanks u reply...
VenomousOuroboros Posted February 14, 2023 Posted February 14, 2023 Maybe I'm the idiot spouting verboten ideas, but... What's to stop somebody from looking at all the design/scripting of RSE2CSA and rewriting it from scratch? Does Flashy/JoeR hold some claim or right to even the mere idea of a mod for enemy faction abductions in Fallout 4?
georgechalkias Posted February 14, 2023 Posted February 14, 2023 32 minutes ago, VenomousOuroboros said: Maybe I'm the idiot spouting verboten ideas, but... What's to stop somebody from looking at all the design/scripting of RSE2CSA and rewriting it from scratch? Does Flashy/JoeR hold some claim or right to even the mere idea of a mod for enemy faction abductions in Fallout 4? Probably too much effort for something that exists in other mods in some ways (ie. Violate, Crime and Punishment). Scripting is not easy and not everyone is interested in similar things, sadly.
vaultbait Posted February 14, 2023 Posted February 14, 2023 7 hours ago, VenomousOuroboros said: Maybe I'm the idiot spouting verboten ideas, but... What's to stop somebody from looking at all the design/scripting of RSE2CSA and rewriting it from scratch? Does Flashy/JoeR hold some claim or right to even the mere idea of a mod for enemy faction abductions in Fallout 4? "Clean room" rewriting it from scratch (i.e. without looking at its plugins or scripts) is hard to argue against, as long as you give it a completely different name. You're essentially making a new mod inspired by the features of this one and nothing more. But also, as someone else mentioned, this is a bit of a grab-bag of features some of which are implemented better in existing actively maintained mods, so you'd be better off just reimplementing the unique features you like which you can't get anywhere else at the moment. 1
Olmech Posted February 15, 2023 Posted February 15, 2023 8 hours ago, vaultbait said: "Clean room" rewriting it from scratch (i.e. without looking at its plugins or scripts) is hard to argue against, as long as you give it a completely different name. You're essentially making a new mod inspired by the features of this one and nothing more. But also, as someone else mentioned, this is a bit of a grab-bag of features some of which are implemented better in existing actively maintained mods, so you'd be better off just reimplementing the unique features you like which you can't get anywhere else at the moment. The abduction part of this mod is really the only feature for which it should be used in my opinion and the only feature worth replicating. Other mods handle the other features of this mod better. I had hope for Assimilation and I think that mod has a lot of unlocked potential but it isnt really being developed any further either.
N.Gamma Posted March 23, 2023 Posted March 23, 2023 Under Requirements you will find RSEII_Resources.esm file. Do you need only the .esm or the whole mod?
slight_of_mind Posted March 24, 2023 Posted March 24, 2023 9 hours ago, N.Gamma said: Under Requirements you will find RSEII_Resources.esm file. Do you need only the .esm or the whole mod? For CSA there are at least some scripts needed. Maybe MCM settings I can't recall. Just the ESM alone probably won't work correctly.
N.Gamma Posted March 25, 2023 Posted March 25, 2023 I'm trying out the mod right now and every time I surrender to an enemy and dialoag "Please. Don't hurt me." I get the message "You have 15 seconds to escape. AAF Init Error Detected! CSA Resetting." I wanted to use RSE II to work in conjunction with AAF Violate. What can I do about this problem?
vaultbait Posted March 25, 2023 Posted March 25, 2023 1 hour ago, N.Gamma said: I'm trying out the mod right now and every time I surrender to an enemy and dialoag "Please. Don't hurt me." I get the message "You have 15 seconds to escape. AAF Init Error Detected! CSA Resetting." I wanted to use RSE II to work in conjunction with AAF Violate. What can I do about this problem? Don't use CSA's surrender feature. The easiest solution is to globally disable CSA in its first MCM page, and then enable the Abductions feature on its dedicated MCM page so that you can adjust options for it (though note that the abduction chance setting there is irrelevant if you're using Violate to hand you off to CSA abductions). 1
imafaget Posted April 10, 2023 Posted April 10, 2023 (edited) I just came upon this mod, is there any reason to use Violate if I have this installed? I know you can get abductions to take over after violate, but violate seems redundant since this mod can also do what violate does? edit: I was testing out the abduction part of the mod in conjunction with violate, how do I perform the 'silent takedown' as shown in one of the mod screenshots? Edited April 11, 2023 by imafaget
Boceifus Posted April 12, 2023 Posted April 12, 2023 (edited) On 4/10/2023 at 7:18 AM, imafaget said: I just came upon this mod, is there any reason to use Violate if I have this installed? I know you can get abductions to take over after violate, but violate seems redundant since this mod can also do what violate does? edit: I was testing out the abduction part of the mod in conjunction with violate, how do I perform the 'silent takedown' as shown in one of the mod screenshots? This mod was abandoned a few years ago and nothing will be added to it or any fixes. Abduction will still work, mostly, but it is pretty much a defunct mod, you dont want to use the forced from this mod, it will break your game. ONLY use the abduction, its the only thing that will works somewhat. There is integration in the Violate for the abduction part of this mod, that is where you set the chances for abduction if I remember right. Its been a while since I have used it. Edited April 12, 2023 by Boceifus
imafaget Posted April 13, 2023 Posted April 13, 2023 On 4/12/2023 at 9:56 AM, Boceifus said: This mod was abandoned a few years ago and nothing will be added to it or any fixes. Abduction will still work, mostly, but it is pretty much a defunct mod, you dont want to use the forced from this mod, it will break your game. ONLY use the abduction, its the only thing that will works somewhat. There is integration in the Violate for the abduction part of this mod, that is where you set the chances for abduction if I remember right. Its been a while since I have used it. Yes I'm currently using violate + RSE for the abduction part, works flawlessly so far, other than being sent to Far Harbor during one abduction before I had done the intro quest, leading to Avery coming to greet me as though I just got off the boat, even though I ran in through the front gate xD but it's a minor issue, so no biggie there. Thanks for the tip about the limited functionality though, I'll just stick to my current setup then.
dr_rsc Posted April 18, 2023 Posted April 18, 2023 The player character gets attacked by an alien, surrenders but then this error opens up: "aaf init error csa resetting you have 15 seconds to get away" Am not using a custom skeleton nor is the alien that I know of. Am thinking perhaps an animation isn't present that should be, but I haven't found any so far. The alien cannot be killed by npcs (creatures, humanoids, turrets -watched the alien get knocked down by turret gunfire for 20+ minutes once- or by console commands but can be killed by the pc. So, what am I missing here?
dr_rsc Posted April 18, 2023 Posted April 18, 2023 On 3/25/2023 at 7:34 AM, vaultbait said: Don't use CSA's surrender feature. The easiest solution is to globally disable CSA in its first MCM page, and then enable the Abductions feature on its dedicated MCM page so that you can adjust options for it (though note that the abduction chance setting there is irrelevant if you're using Violate to hand you off to CSA abductions). Tried this and it made no difference, however I did have a mod "Portable Cloning Device" which I just removed because it turns the Alien blaster into a '..cloning device..' that I tried once but never used again. Anyways, long story short, once that cloning mod was removed the annoying, sort of undying alien disappeared.
kaindayo Posted May 16, 2023 Posted May 16, 2023 (edited) Can anyone help me figure out how to change the spawn locations when Abducted? Most of them are very bad and impractical... Like the "Apartments" in Lexington would make a lot more sense.. Its got 3 raiders, a couch, a bed.. and its creepy enough of an environment setting I can see a women being dragged up those stares and assaulted... The frame rate is good, because its a small interior cell with a few raiders, Would be much better setting, then a locked closet where the AI bugs out trying to get in, and you cannot get out... meanwhile the frame rate is dead to nothing because theres 25-50 NPC's in the area... There is like 50 locations in this game, off hand that I can think of that are WAY better then the default locations with furnisher and a lived in environment. Its almost like the Mod author hand selected the worst buggiest, Laggiest, and dumbest locations possible on purpose. Or.. he selected them blindly and randomly, without thinking about player immersion, performance, believeability and/or practicality..... I mean whos he trying to torture here, the character, or you?.... LOL If I knew how to change those locations... I would be moving most of them to more practical area's. Edited May 16, 2023 by kaindayo
vaultbait Posted May 16, 2023 Posted May 16, 2023 2 hours ago, kaindayo said: Can anyone help me figure out how to change the spawn locations when Abducted? Most of them are very bad and impractical... Like the "Apartments" in Lexington would make a lot more sense.. Its got 3 raiders, a couch, a bed.. and its creepy enough of an environment setting I can see a women being dragged up those stares and assaulted... The frame rate is good, because its a small interior cell with a few raiders, Would be much better setting, then a locked closet where the AI bugs out trying to get in, and you cannot get out... meanwhile the frame rate is dead to nothing because theres 25-50 NPC's in the area... There is like 50 locations in this game, off hand that I can think of that are WAY better then the default locations with furnisher and a lived in environment. Its almost like the Mod author hand selected the worst buggiest, Laggiest, and dumbest locations possible on purpose. Or.. he selected them blindly and randomly, without thinking about player immersion, performance, believeability and/or practicality..... I mean whos he trying to torture here, the character, or you?.... LOL If I knew how to change those locations... I would be moving most of them to more practical area's. If it were me, I'd try to reverse-engineer the Addon Pack for it and see how that was done.
kaindayo Posted May 17, 2023 Posted May 17, 2023 (edited) 13 hours ago, vaultbait said: If it were me, I'd try to reverse-engineer the Addon Pack for it and see how that was done. Nah... That would cause even more problems then it solves. I need to directly edit the default locations... This reply also gets me nowhere as far as helping me understand the process. If I knew how to reverse engineer that mod, I wouldn't be asking for help with the original mod. Thanks for trying though. Edited May 17, 2023 by kaindayo
Boceifus Posted May 17, 2023 Posted May 17, 2023 16 hours ago, kaindayo said: Can anyone help me figure out how to change the spawn locations when Abducted? Most of them are very bad and impractical... Like the "Apartments" in Lexington would make a lot more sense.. Its got 3 raiders, a couch, a bed.. and its creepy enough of an environment setting I can see a women being dragged up those stares and assaulted... The frame rate is good, because its a small interior cell with a few raiders, Would be much better setting, then a locked closet where the AI bugs out trying to get in, and you cannot get out... meanwhile the frame rate is dead to nothing because theres 25-50 NPC's in the area... There is like 50 locations in this game, off hand that I can think of that are WAY better then the default locations with furnisher and a lived in environment. Its almost like the Mod author hand selected the worst buggiest, Laggiest, and dumbest locations possible on purpose. Or.. he selected them blindly and randomly, without thinking about player immersion, performance, believeability and/or practicality..... I mean whos he trying to torture here, the character, or you?.... LOL If I knew how to change those locations... I would be moving most of them to more practical area's. Lexiton apartments is one of the locations in the mod, when I used to use it it was a location a couple different times. its just random where you are sent, also need to have "above player level" selected too to open up all locations in the mod I think.
vaultbait Posted May 17, 2023 Posted May 17, 2023 1 hour ago, kaindayo said: Nah... That would cause even more problems then it solves. I need to directly edit the default locations... This reply also gets me nowhere as far as helping me understand the process. If I knew how to reverse engineer that mod, I wouldn't be asking for help with the original mod. Thanks for trying though. Analyzing the addon pack will likely help you narrow down the part of this mod's plugin which is responsible for setting the abduction locations. In effect, I was trying to help reduce the effort involved in reverse-engineering the mechanism. The usual implementation is that a plugin adds invisible markers or kneeling position "furniture" to various cells in the game and passes those in a FormList or ObjectReference array to a script which then picks one at random. I think I recall Flashy saying he also added or moved keys in some locations to make it possible for the player to get out of whatever locked room they initially get placed in. It's going to require familiarity with the FO4CK and/or FO4Edit to do what you're wanting, full stop. Those are the same tools you'll be using to work out how it was originally implemented. If you're expecting someone to give you a step-by-step tutorial, you may be in for a very long wait.
EgoBallistic Posted May 17, 2023 Posted May 17, 2023 (edited) 17 hours ago, kaindayo said: If I knew how to change those locations... I would be moving most of them to more practical area's. RSE uses the same Locations as the vanilla "Kidnapping" radiant quest and the same mechanism to choose them. In RSE, the Locations are picked automatically at random by a LocationAlias in the RSEII_Mod_CSA_Abduction_Player_Location quest. To fill the LocationAlias, the Locations must have a ref type of Boss, a ref type of BossContainer, and a ref type of CaptiveMarker which is where the captive, or you, end up when kidnapped. The Addon Pack just adds some of these ref types to additional Locations so that they qualify to fill these aliases. Editing this would require finding all the locations that have a CaptiveMarker in the vanilla game, then moving that marker to somewhere less irritating. It would be kind of a lot of work. What I would do instead is change the RSEII_*_Location quest so that it just looks for Locations with a Boss and a BossContainer. Then it would dynamically place a NPCPrisonerFloorSit furniture marker where the Boss is, and fill that quest's PlayerSpawnmarker with it. This would open up a lot more locations to be chosen at random since the search wouldn't be limited to Locations with a pre-existing CaptiveMarker. And you would spawn kneeling tied up near the Boss, which makes more sense in terms of you being kidnapped for sex. Edited May 17, 2023 by EgoBallistic 1
EgoBallistic Posted May 18, 2023 Posted May 18, 2023 So I decided to go ahead and implement the idea I had in my previous post above. It was pretty simple to do. The attached is a patch you can install with your favorite mod manager. The plugin is flagged as an ESL so it won't count toward your plugin limit. What it does: Removes the requirement that abduction locations must qualify for the vanilla Kidnapped! quest. They still need a Boss and a Boss Chest. This opens up a lot of new locations as potential destinations, including ones added by mods. In my most recent test I was abducted to the East C.I.T. Raider Camp from ThuggySmurf's Commonwealth Bounties mod. The player will now spawn kneeling near the location's Boss. This will hopefully work out better than in closets and locked rooms and whatnot. The patch only edits a couple of aliases in CSA's abduction quests and adds a little script to try to ensure the new player spawn marker doesn't get placed on top of furniture or inside a wall. It doesn't modify any of CSA's own scripts and it doesn't otherwise alter the way the abduction system works. I tried with all three factions and it worked well for me, but this is a Bethesda game so your mileage may vary. @kaindayo and anyone else interested - give this a try and let me know what you think. If people like it I might roll it into Violate as an install option. RSEII_CSA Location Patch.7z 14
kaindayo Posted May 19, 2023 Posted May 19, 2023 (edited) On 5/18/2023 at 1:43 AM, EgoBallistic said: So I decided to go ahead and implement the idea I had in my previous post above. It was pretty simple to do. The attached is a patch you can install with your favorite mod manager. The plugin is flagged as an ESL so it won't count toward your plugin limit. Wonderful Thank you... I'll give it a go in a day or so... Need a new playthough.. Kinda level 230 right now and my girl would kill most people.. I know I can test it with her, but Naw... Not her. I introduced these mods as a Punishment for a being a fool or a low level chump... If I can avoid being Abducted, I will... I'm not the type to run towards the raiders, ass first, screaming, "Oh please dont rape me, Mr.Raider!" lol... To me, this is an immersion mod, cause lets be real. a women, never exposed to rads before and hasn't lived a life that has given her countless battle scars, or turned her into a chem addicted quack job. She would be one of, if not THE hottest women in the commonwealth... They wouldn't simply gun her down where she stands if she was defeated in battle. They would most certainly take her as a trophy. People do that in REAL LIFE... and even the villains in real life arnt nearly as demonic as raiders and gunners are. They are downright sickening monsters who hang the corpses of their enemies around their homes like a Christmas decoration =/ That kind of crazy, would do horrific things to a pretty women who killed their comrades... for me, this is a Its a death Alternative, written in reality. I do use Violate though. 1 round then abduction. Ive had nothing but problems with CSA surrenders, and have disabled it and use Violate for the Abduction process. Works much smoother. All my glitches stopped once I started using Violate to initiate the Abduction scripts. You may wanna make a patch for that... Edited May 19, 2023 by kaindayo 2
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now