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


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Posted
4 hours ago, Flashy (JoeR) said:

But my certification exam is this morning, so I will definitely be recharged for working on this come tomorrow. :)

Good luck man, hope you nail it.

Posted
 
 
 
12 hours ago, Flashy (JoeR) said:

Strapons are the domain of AAF, not this mod.

 

yeah sorry wasted ur time there, I didn't check that my Strap on mod is disabled for some reason.

Posted
2 hours ago, Miss Ripley said:

Good luck man, hope you nail it.

97 %, completed in 15 mins, when it was a 90 minute examination. I'm chuffed! :)

Posted

Sooo... not only did I finish that 90 minute exam in 15 minutes with 97%, I was also the fastest completion they've had in the certification AND the highest score in the group of seven participants. :)

 

This calls for some futomaki and sashimi! Bon apetite moi! :blush:

 

IMG_0346.thumb.JPG.bb23dc4c6d37425a12646d6b3285c945.JPG

 

 

Posted
3 hours ago, Flashy (JoeR) said:

AND the highest score in the group of seven participants.

Well, that may have surprised you...but not us. Congrats!

Posted

Work has begun.

 

Trying to get the randomized alt-outcome scripting done this morning. I mean, its mostly done as it is, but I want to tie the outcomes into a small dialogue, related to the outcome, before just taking actions. Remember, this is randomly allowable, based on MCM settings. If an alt-outcome is allowable, the following may happen, otherwise it simply goes into sexual assault. So far, I have the following lined up.

 

Sexual Assault - it is a random possibility, even if an alt-outcome is to be used. (DONE)

 

Bondage - using GreyUser's bondage animations, to create some outcomes of this alt-scenario (I plan three layers of outcomes to this one). (DONE)

 

Robbery - if this alt-outcome happens, it looks to see if there is already an active robbery quest running. If not, you will be robbed and then told to leave. If there is already an active robbery target from a previous CSA, this will then go into a sexual assault instead. (DONE)

 

Restraints - if this alt-outcome happens, there are two possible outcomes. 1) You are handcuffed and then left to your own devices, or 2) you then assaulted. Obviously, this requires Real Handcuffs to be installed. (DONE)

 

Raider Pet - if that mod is installed, this outcome will send the player into the raider pet functions.

 

Also of note, I am looking at Bad Endings as well. Ive started to get it linked into the RSE II Resources ESM, so it is within the realm of possibility that it makes an appearance here. Just not sure yet...

Posted

Okay... Still not sure how to tie Raider Pet into things, but everything else that I wanted to add has been added.

 

Later, I will revist the Raider Pet and Bad Endings additions to alt-outcomes.

 

Just bundling up the new version and it will be online shortly.

 

Remember! You need the LATEST RSE II Resources ESM for this update to work! That would be version 0.5!

 

AND

 

You will need a new game or VERY cleaned save.

Posted

v1.2 is now available for download.

 

Remember! You need a clean save and you need RSE II Resources ESM v0.5.

 

This update adds new controls to the MCM that allow you to experience other outcomes than rape when you surrender. It comes, via the resources ESM, with sexual assault, instant death, bondage scenarios featuring Grey User's bondage animations, robbery and can take advantage of Real Handcuffs, if it is installed.

 

Otherwise, everything else is the same for now.

 

On 5/31/2019 at 5:42 AM, isanchez said:

I can't wait for the update to come. When can we expect it?

How about right now? :D

Posted

12 hours, a couple hundred downloads, no complaints... not bad. I'll take it! :D

Posted

I like all these new changes. A huge number of opportunities. That is what I love RSE for.
But unfortunately, for me the mod is still unstable.
I can say that with a probability of 50% something freezes. That is, just relax and play until it comes out.
I would rather see in the case of Abduction. But I understand that everything should work at 100%. Sorry I can not participate in the development. Since I do not have the necessary knowledge. But it is very interesting for me to follow the realization of all the capabilities of the RSE.

Maybe I can do something as a beta tester.
How can I see a possible error log?

Posted

I played a couple more hours with CSA.
And I noticed that at the end of the phase of delivery, a message appears, example: outcome [bondage 2].
But bondage animation not playable. Instead, I get a standard rape script. Although in my settings it is set to 100%.

Everything else seems to work really well. I generally see a tangible difference with version 1.0 which I tried before. I especially like how enemy surrender phase works.

Posted
17 minutes ago, asebw said:

Eh, bit of a stupid question, but could someone link which four play patch we are supposed to use with this?

The only non-defunct one used by mods still outside of going back and installing old Four-Play-related ones for old mod installs, ships with AAF. Nothin user-side necessary to alter or add.

Posted
16 hours ago, alexsoar said:

I played a couple more hours with CSA.
And I noticed that at the end of the phase of delivery, a message appears, example: outcome [bondage 2].
But bondage animation not playable. Instead, I get a standard rape script. Although in my settings it is set to 100%.

Everything else seems to work really well. I generally see a tangible difference with version 1.0 which I tried before. I especially like how enemy surrender phase works.

Yep - this was a debug function I forgot to remove - long story short, the outcome randomizer occurs at the time of surrender, meaning it knows ahead of time, what possible outcome will be used, IF an alt-outcome is going to happen. But just because you saw the BONDAGE 2 as a possible outcome, it probably didn't fall within alt-outcomes chances and thus the rape happened. I have removed that debug for the next release; forgot it was in there. Its nothing wrong on your part or the mod's part. Its doing what it is supposed to be doing.

9 hours ago, asebw said:

Eh, bit of a stupid question, but could someone link which four play patch we are supposed to use with this?

This is an AAF mod, not a fourplay mod and as such, using fourplay with it will just break your game and none of the scripted functions will work.

Posted
16 hours ago, Nebuchadnezzer2 said:

The only non-defunct one used by mods still outside of going back and installing old Four-Play-related ones for old mod installs, ships with AAF. Nothin user-side necessary to alter or add.

Thank you for your input. Had a feeling that was the case, just wanted to make sure since it was an odd bit added to the end of the requirements.

 

7 hours ago, Flashy (JoeR) said:

This is an AAF mod, not a fourplay mod and as such, using fourplay with it will just break your game and none of the scripted functions will work.

Just wanted to make sure since the lover's lab FP community patch is still listed as a requirement.

Posted

Looks very promising I was so sad when I heard RSE was no longer being developed but its good to see some people are still around to update and improve it. But it will be some time before a comprehensive collection of mods is compatible and stable with this new version of RSE will keep an eye on this as it grows.

Posted
1 hour ago, Spectre5342 said:

Looks very promising I was so sad when I heard RSE was no longer being developed but its good to see some people are still around to update and improve it. But it will be some time before a comprehensive collection of mods is compatible and stable with this new version of RSE will keep an eye on this as it grows.

Some people? I am, and always have been, the only person to ever work on RSE, both the original, the Elements and this RSE II. :)

 

And yes, it will take time because this time around, my plan is to do it right and to get it right. Failure is not an option.

Posted

Okay, I followed the instructions for creating a Race Patch and have successfully managed to get it so that when I play as said race, I can be assaulted properly, but I have no idea how to edit the patch to allow others of said race to assault people or be assaulted. It tells me which categories to add the FormList to for what, but not how I am able to do so. Can someone help?

Posted
2 hours ago, Rorahusky said:

Okay, I followed the instructions for creating a Race Patch and have successfully managed to get it so that when I play as said race, I can be assaulted properly, but I have no idea how to edit the patch to allow others of said race to assault people or be assaulted. It tells me which categories to add the FormList to for what, but not how I am able to do so. Can someone help?

To be honest, I don't think I took into consideration the reverse, where it is the npcs that use the custom race. I could be wrong, they both may use the same formlist. I'd need to look at the source code. Sadly I'm not home and can't do that. But you can. The source is included in the download. Just look at the OnHit event for non player checks and also at the hostile surrender function it calls. See what formlist it uses. It may just use a race check... which I'd have to fix, if so. But for sure, you'll have a better understanding of what is going on and possibly what it will take to make it work.

Posted

Really like all those new outcomes you included, you never know what gonna happen or how the surrender scenario will play especially with your support toward other mods, looking forward to bad endings !

Great job as always!

Posted
8 hours ago, Benjou1 said:

Really like all those new outcomes you included, you never know what gonna happen or how the surrender scenario will play especially with your support toward other mods, looking forward to bad endings !

Great job as always!

That's the beauty of it, I'd like to think. That surrender becomes a tactical decision, not knowing what the outcome will be, within its possible outcomes that is. Of course, one can disable alt-outcomes altogether and have the mod function as it always used to. But I tend to believe people will find that boring once they play with the alt-outcomes enabled. Glad you're enjoying them!

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