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Lovers Rape Slave LST


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Lovers Rape Slave LST

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Lovers Rape Slave LST

v 1.2       and      v 1.35 with setting spell (enslave on/off )                                                                    

 

 

!!!  Anyone who downloaded  v 1,2 before Dec 22 2019 please download the new version  !!!

!!! Anyone who downloaded v 1.3 please download 1.35.  v1.3 did not work !!!

 

Description: v1.2 and 1.35

Like the other Rape Slave version you enslave a NPC by rape. But this version use the LoversSlaveTrade script.

So first the slave obeys you reluctantly until you break the salve.

You have all the LST dialogs for training, inventory, wait, follow,...

So after you rape-ensalved a NPC it is a LST slave, and LoversRapeSlave is not used anymore. ( there are not dialogs or spell in the Mod that you can use

New in version 1.35 : (only a script fix. It is version 1.3 )

New spell: "Rape Slave Settings" .  You can enable and disable enslave by rape.
Maybe your chance of "Enslave by rape" is very high, and you already have 37 slaves following you, and you know "The next NPC I rape will also become a slave, but I just want to rape but no more slaves... " Then you can turn off the "Ensalve" with the spell.

And the enslavement calculation is a little different.

 

ini settings:
set xLoversRapeSlaveQuest.SlaveAverageCount to 10
higher number = you need more rapes to enslave a NPC

 

set xLoversRapeSlaveQuest.AftermathEnabled to 0
set to 1 to enable a temporary attribute malus the NPC have after enslavement.

 

set xLoversRapeSlaveQuest.InfamyDisabled to 0
set to I if the player should not get +1 infamy after a enslavement.

 

How the rape ensalve works.

There is no fixed number of rapes, the enslave chance is a bit flexible and variable.

A brave NPC is harder to enslave. ( the NPC Confidence, which determines when he/she flees )

And if you have a bad guy player ( hight infamy ) a NPC is afraid and surrender earlier.

 

The calculation in v1.2 ( if you want to know it )

Spoiler

enslavement chance:

 

if (defence.GetItemCount xLoversPkrCountPRapeVFinish * GetRandomPercent) >= (xLoversRapeSlaveQuest.SlaveAverageCount * SlaveChance)

 

xLoversPkrCountPRapeVFinish  = how ofteb the NPC was raped by the player
GetRandomPercent =  yes random percent ( 1 to 100 )
xLoversRapeSlaveQuest.SlaveAverageCount  the number you set in the ini (default is 10 )
SlaveChance  = 35 + (defence.GetAV Confidence / 4) - GetPCInfamy
defence.GetAV Confidence = the Confidence/bravery of the NPC
GetPCInfamy  = the player infamy. I the NPC know that the player is a bad guy he/she is afraid and surrender earlier.


Example:
Player rape the NPC the 10th time
And the game set the random percent to 49
Then you have ( 10 x 49 = 490 )  >= (xLoversRapeSlaveQuest.SlaveAverageCount * SlaveChance)


In the int you have the default setting SlaveAverageCount = 10
And the player is a nice guy: infamy = 0
The NPC Confidence is 80  ( 80  / 4  = 20 )

So you have ( SlaveAverageCount 10  x (35 + 20 -0 )  = 550


490 >= 550 ?  No you have not ensalverd the NPC

 

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

 

But when you rape the NPC the 11th time...
And you get  random percent 59  ( 11 x 59 = 649 )  Yes 649 >= 550  you have ensalved the NPC

 

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

And if you have a bad guy player (My Player has 83 infamy )

You rape the NPC the 2nd time,  and random percent is only 11  ( 2 x 11 = 22 )


The NPC is brave, Confidence = 100  ( 100 / 4 = 25 )
35 (25 - 83) = -23.  !!! if the value is below 1 it is set to 1


SlaveAverageCount in the ini is still 10
So you have  (10 x 1 = 10)

 

Endresult: 22 >= 10  you have ensalved the NPC

You are such a infamous rapist ( murderer or thief ) that people are so scared that they surrender immediately.

 

 

The calculation in v 1.35 read the readme

 

Required Mods:
Lovers with PK.esm   (LAPF)
LoversSlaveTrader.esp    https://www.loverslab.com/files/file/24-lovers-slave-trade-10-english-final/

 

And a Mod to rape a NPC: LoversRapers  e.g. https://www.loverslab.com/files/file/101-lovers-rapers-wappyones-edition-180/

 

Installation:
Copy the LoversRapeSlave.esp and the ini folder in your game data folder.

 

Loadorder:
After LoversSlaveTrader.esp
can be
LoversSlaveTrader.esp
LoversRapeSlave.esp

Or
LoversSlaveTrader.esp
LSTBravilUnderground.esp
LSTaddonout.esp
LoversRapeSlave.esp

 

Credits:
I have stolen the Confidence idea from Satyrist's version.
My computer, thanks that you still work.

  • Submitter
  • Submitted
    07/19/2019
  • Category
  • Requirements
    LoversSlaveTrader

 

  • 1 month later...
  • 3 months later...
Posted

I have a question. I was getting an error in game when the "xLoversRapeSlaveCallback" script was running. It would not enslave the NPCs no matter how many times they were raped. I opened up the CS and found that there was an error on line 30 

Call xLoversSTRapeEnSlaveNPC defence

It turns out that "xLoversSTRapeEnSlaveNPC" script does not exist with the mods I have installed currently but there is a "xLoversSTEnSlaveNPC" script that is used for enslaving NPCs.

 

So if I understand what your mod is doing correctly, changing line 30 to the following wouldn't affect any features included with your mod, correct?

Call xLoversSTEnSlaveNPC defence 

 

It compiles with the changed line and enslaves them but I just want to make sure I'm not missing a script that performs differently than "xLoversSTEnSlaveNPC".

Posted

??? The right name is xLoversSTRapeEnSlaveNPC   It is in the masterfile LoversSlaveTrader.esp

 

But script xLoversSTEnSlaveNPC should also work. Seems the scripts are identical.

 

Script: xLoversSTRapeEnSlaveNPC     ID . . 03F115

Spoiler

scn xLoversSTRapeEnSlaveNPC
;;?????
ref me

Begin Function{me}
    if me == Player
        Message"Error, Illegal Target!!"
        return
    elseif me.GetitemCount xLSTInviolableToken > 0
        MessageEX"%n can not become a slave!"me
        return
    elseif me.GetItemCount xLSTEnslavedToken > 0
        MessageEX"%n is already a slave."me
        return
    endif
    
    ;;????????????
    call xLoversSTAnnulOwnerContract me
    
    ;;?????
    call xLoversSTCrimeRapeDetect me

    ;;Persistent?Actor???
    let me :=call xLoversSTCreateScritableCopy me
    
    ;;Actor?Status???
    me.SetIgnoreFriendlyHits 1
    me.SetActorRespawns 0
    
    if me.GetAV Aggression > 5
        me.ForceAV Aggression 5
    endif
    
    if me.GetAV intelligence < 30
        me.ForceAV intelligence 40
    endif
    
    if me.IsGuard
        me.SetClass LSTWasGuard
    endif
    
    if me.GetInFaction LSTSlaveFaction == 0
        me.SetFactionRank LSTSlaveFaction 0
    endif
    
    ;;Token??
    call xLoversCmnSetItemCount me xLSTEnslavedToken 1
    call xLoversSTinitSlaveOption me 4     ;followAI
    
    ;;?????????
    if me.GetIsCreature == 0
        me.StartConversation player xLST10Success
        MessageEX"%n is unconscious."me
    else
        MessageEX"%n is now my slave."me
    endif
    
    SetFunctionValue me
End
;<CSEBlock>
;<CSECaretPos> 595 </CSECaretPos>
;</CSEBlock>

 

 

Script: xLoversSTEnSlaveNPC   ID  . .  02634B

Spoiler

scn xLoversSTEnSlaveNPC
;;?????
ref me

Begin Function{me}
    if me == Player
        Message"Error, Illegal Target!!"
        return
    elseif me.GetitemCount xLSTInviolableToken > 0
        MessageEX"%n can not become a slave!"me
        return
    elseif me.GetItemCount xLSTEnslavedToken > 0
        MessageEX"%n is already a slave."me
        return
    endif
    
    ;;????????????
    call xLoversSTAnnulOwnerContract me
    
    ;;?????
    call xLoversSTCrimeDetect me

    ;;Persistent?Actor???
    let me :=call xLoversSTCreateScritableCopy me
    
    ;;Actor?Status???
    me.SetIgnoreFriendlyHits 1
    me.SetActorRespawns 0
    
    if me.GetAV Aggression > 5
        me.ForceAV Aggression 5
    endif
    
    if me.GetAV intelligence < 30
        me.ForceAV intelligence 40
    endif
    
    if me.IsGuard
        me.SetClass LSTWasGuard
    endif
    
    if me.GetInFaction LSTSlaveFaction == 0
        me.SetFactionRank LSTSlaveFaction 0
    endif
    
    ;;Token??
    call xLoversCmnSetItemCount me xLSTEnslavedToken 1
    call xLoversSTinitSlaveOption me 4     ;followAI
    
    ;;?????????
    if me.GetIsCreature == 0
        me.StartConversation player xLST10Success
        MessageEX"%n is unconscious."me
    else
        MessageEX"%n is now my slave."me
    endif
    
    SetFunctionValue me
End
;<CSEBlock>
;<CSECaretPos> 1080 </CSECaretPos>
;</CSEBlock>

 

Posted

Awesome, thanks for the fast reply.

 

The LoversSlaveTrader.esp file is missing xLoversSTRapeEnSlaveNPC on my end but it's good to know they are identical. I'll just continue to use xLoversSTEnSlaveNPC then.

Posted

I found my mistake. You are right there is no xLoversSTRapeEnSlaveNPC   script in the original esp.

But I was sure I never modifed my LoversSlaveTrader.esp  ( Ok almost all my Lovers esp are changed, but I was sure not this one )

 

Script changed to xLoversSTEnSlaveNPC   and now it should work.

Why no one noticed it ? The Mod was uploaded 07/19/2019

  • 7 months later...
Posted
1 hour ago, sunhawken said:

What do you mash to fight your attacker?

??? I do not understand your question.

 

I is like the original LoverRapeSlave.  Player rape NPC.     Not NPC attacker rape player.    When you rape a NPC xx times he/she becomes your slave.

And the same Requirements.

-you need a Mod to rape NPC. LoversRapers

-you  need LoversSlaveTrader

-you use the LoversRapers rape spell "Rape (Contact)"

-in the RapeSlave ini you can set how many rapes you need to ensalve a NPC ( with a little random chance of more or less rapes. And if the NPC fears you the ensalve chance is higher (Player with higher infamy )

-Then the NPC is your slave, but LoversSlaveTrader slave. You have to train the NPC to break him/her. You get the LoversSlaveTrader  dialog commands.

 ( With the original RapeSlave version the NPC got the Lovers slave token ( so he/she was broken ) but no dialog options. There was the LoversPlaySlave Mod , but the dialog commands wasn't good, no sex, only wait and follow. And the follow AI was shit. If the distance to the slave was too great, he just went home.  And it is not possible to enslave a slave  with LoversSlaveTrader )

 

That's all.  I just changed the enslave function to  LoversSlaveTrader version.

 

 

 

  • 1 year later...
Posted

version 1.3 with spell: "Rape Slave Settings"   You can enable and disable enslave by rape.

And the enslavement calculation is a little different.

  • 4 months later...
Posted

This is really nice. The other day I was mixing the code of your earlier RapeSlave with Satyricon's, but now I found this file instead!

I want to add the Mace of Molag Bal, vampire and personality to the enslavement chance, but I am not sure how you calculate the chance. Could you add that to the code? (or explain how you calculate it so I don't give myself a 100% chance just because I am a vampire or have high personality)

Posted

Okay hope this works.

 

If you use the mace of MB you have to add a script in the mace enchantment  DAMaceofMolagBalENCH [ENCH:0007BAB6]
And your Patch esp must have LoversSlaveTrader Masterfile. OR better you change your LoversSlaveTrader.esp and add the vanilla Molag B mace Enchantment as overwrite.
All you change in the LST esp will be the added vanilla Enchantment  and one new script.

 

---------------------------------------------
Now the script:
The script works with a "Begin ScriptEffectStart" block


looked at the LST Club script    xLSTMTrainerClubEnchScript [SCPT:0200A6F0]
---------------------------------------
 

You need is


Begin ScriptEffectStart
    Set me to GetSelf
    if me.IsActor == 0 || me == Player
        return
    endif

 

    Call xLoversSTEnSlaveNPC me
end

............
That is a 100% enslave, but it does not stop combat.


you can add
        StopCombat
        AddSpell xLSTabKnockDown
And
Begin ScriptEffectFinish
    RemoveSpell xLSTabKnockDown
End
--------------------------------------

 

Now the Chance:  What do you want?
A simple RandomPercent

 

short EnslaveChance

Begin ScriptEffectStart


    Set me to GetSelf  ; me is the target/NPC
        Set EnslaveChance to GetRandomPercent
    if me.IsActor == 0 || me == Player
        return
    endif

 

    if me.GetItemCount xLSTEnslavedToken == 0 && me.GetItemCount xLoversPkrFlagSlave == 0 && me.GetItemCount xLSTInviolableToken == 0   ; check if NPC is slave or have the ensalve block token
     If EnslaveChance > 66   ;  33% chance
           StopCombat
           AddSpell xLSTabKnockDown
           Call xLoversSTEnSlaveNPC me
      endif
      endif
end

 

Begin ScriptEffectFinish
    RemoveSpell xLSTabKnockDown
End
................
If success the Target is Knocked Down (Enchantment duration of your added script )  and enslaved and combat is stopped
-------------------------    


In my rape slave esp I work with the Level, Infamy, Confidence ( see xLoversRapeSlaveCallback [SCPT:03000CE8] )
But in my calculation are also how many times have the player raped unsuccessful an NPC.
All that is stupid for the weapon.

    set resistChance to (me.GetAV Confidence / 10)
    set resistbonus to ( GetRandomPercent / 4 )
    set SlaveChance to (( GetRandomPercent / 3 ) * 2 )
    set RapistLevel to (Player.GetLevel / 5 )
    set DefLevel to (me.GetLevel / 5 )

And I use it all in the chance calculation.

 

 

For a weapon I would maybe use NPC endurance and willpower (for resist magic)  and the NPC Level

set resistChance to (( me.GetAV endurance / 5 ) + ( me.GetAV willpower / 4 ) + ( me.GetLevel  )
    
And the calculation : If GetRandomPercent > resistChance
        
; chance example:  NPC is Level 6
 
NPC resistChance :  ( endurance 65 / 5 = 13 ) + ( willpower 57 / 3 = 19 ) + (NPC level 6 = 6)  = 38
The chance = 61% each hit  or GetRandomPercent must be 39 or higher to enslave this NPC

 

A NPC with endurance and willpower  100 and level 40  will have 5% chance to enslave . resistChance  = 94  ( randomPercent is 0 to 99 )


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

Full script:


short DoOnce
short resistChance

 

Begin ScriptEffectStart
    Set me to GetSelf  ; me is the target/NPC
    if me.IsActor == 0 || me == Player
        return
    endif

 

        set resistChance to (( me.GetAV endurance / 5 ) + ( me.GetAV willpower / 4 ) + ( me.GetLevel / 2 )

 

    if me.GetItemCount xLSTEnslavedToken == 0 && me.GetItemCount xLoversPkrFlagSlave == 0 && me.GetItemCount xLSTInviolableToken == 0   ; check if NPC is slave or have the ensalve block token
     If GetRandomPercent > resistChance
          StopCombat
          AddSpell xLSTabKnockDown
          Call xLoversSTEnSlaveNPC me
     endif
     endif
end

 

Begin ScriptEffectFinish
    RemoveSpell xLSTabKnockDown
End

___________________________

Now you add the script to the DAMaceofMolagBalENCH [ENCH:0007BAB6]
And set a Duration ( KnockDown time )
If you don't want a Knock Down you don't need a duaration.

In the script you just use
       StopCombat
       Call xLoversSTEnSlaveNPC me

And you also delete the "Begin ScriptEffectFinish" part

 

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

 

I hope that works, no time to test it.

 

Posted

Thanks! With the Molag Bal mace I just wanted owning it to give extra chance to enslave with rape, like satyr version has. He also has player vampire status and personality as extras.

But your script then doesn't calculate how many times you rape a victim +- random chance? It is only random chance each rape?

 

Posted

Yes random chance each rape, like LST break chance.

 

You want my Rapeslave Mod with better enslace chance when you have the Molag Bal mace in inventory.

( ?? DAMolagBalMace "Streitkolben des Molag Bal" [WEAP:00027117]   or DAMolagBalCursedMace "Verfluchter Streitkolben" [WEAP:00026F98]  ??? cursed or not cursed ?   )

Then you change the xLoversRapeSlaveCallback [SCPT:03000CE8]  in the LoversRapeSlave.esp

 

If you want that a NPC can't be enslaved during the first rape ( or during first 3-4 rape) you enter a xLoversPkrCountPRapeV  token count in the script ( token from Lovers with PK.esm )

 

You can also make Vampire check 

if (PCVampire > 0)

 

Only the yellow parts you must add   and red  for vampire

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

scn xLoversRapeSlaveCallback

short trg
ref offence
ref defence
short flag
short SlaveChance
;short SlaveChance2
short resistchance
short resistBonus
short RapistLevel
short DefLevel

int i0


Begin Function { trg offence defence flag }

    set resistChance to (defence.GetAV Confidence / 10)
    set resistbonus to ( GetRandomPercent / 4 )
    set SlaveChance to (( GetRandomPercent / 3 ) * 2 )
    set RapistLevel to (Player.GetLevel / 5 )
    set DefLevel to (defence.GetLevel / 5 )

If player.GetItemCount DAMolagBalMace >= 1  

set SlaveChance to  (SlaveChance + 10 )   ; if player has the BM mace you add a bonus of 10 to the above calcutated SlaveChance.  higher or lower bonus as you like

endif

if (PCVampire > 0)

set SlaveChance to  (SlaveChance + 10 )   ; if player is vampire add +10 Bonus

endif


    if offence == Player    

        if flag==0 && offence.GetItemCount xLoversPkrIdentifier==3 && LRSGlobnoEnslave == 0 &&  defence.GetItemCount xLoversPkrCountPRapeV >= 3   ; how many times must the player rape the NPC to get a chance to enslave. Enslave calcutation only starts after 3 rapes.
            if defence.GetItemCount xLSTEnslavedToken == 0 && defence.GetItemCount xLoversPkrFlagSlave == 0 && defence.GetItemCount xLSTInviolableToken == 0
                if (defence.GetItemCount xLoversPkrCountPRapeVFinish + SlaveChance + GetPCInfamy + RapistLevel ) >= ( (xLoversRapeSlaveQuest.SlaveAverageCount * resistchance) + resistbonus + DefLevel )


                    if xLoversRapeSlaveQuest.InfamyDisabled == 0
                        ModPCInfamy 1
                    endif

                    Call xLoversSTEnSlaveNPC defence

                endif
            endif
        endif
    endif

;ƒŒƒCƒvŠ®‹Žž‚ÌŒãˆâÇ
    if xLoversRapeSlaveQuest.AftermathEnabled && offence.GetItemCount xLoversPkrIdentifier==3 && flag==0
;V‚µ‚¢ŒãˆâÇLEVEL‚𓾂é
        if defence.IsSpellTarget xLoversRapeSlaveAftermathHigh
            set i0 to 3
        elseif defence.IsSpellTarget xLoversRapeSlaveAftermathMiddle
            set i0 to 3
        elseif defence.IsSpellTarget xLoversRapeSlaveAftermathLow
            set i0 to 2
        else
            set i0 to 1
        endif
;‚©‚©‚Á‚Ä‚¢‚éŒãˆâÇ‚ðˆê’Uœ‹Ž
        if defence.IsSpellTarget xLoversRapeSlaveAftermathLow
            defence.Dispel xLoversRapeSlaveAftermathLow
        endif
        if defence.IsSpellTarget xLoversRapeSlaveAftermathMiddle
            defence.Dispel xLoversRapeSlaveAftermathMiddle
        endif
        if defence.IsSpellTarget xLoversRapeSlaveAftermathHigh
            defence.Dispel xLoversRapeSlaveAftermathHigh
        endif
;ŒãˆâÇƒXƒyƒ‹‚ð‚©‚¯‚é
        if i0 == 1
            xLoversRapeSlaveActivatorLowRef.Activate defence, 1
        elseif i0 == 2
            xLoversRapeSlaveActivatorMiddleRef.Activate defence, 1
        elseif i0 >= 3
            xLoversRapeSlaveActivatorHighRef.Activate defence, 1
        endif
    endif
End
;<CSEBlock>
;<CSECaretPos> 0 </CSECaretPos>
;</CSEBlock>

Posted

 

Aaam. I didn't see before when I looked at your script in CS that you still had slaveaveragecount. That is how many times you need to rape? But confidence is used...so 50 confidence means you need to rape 5 times. Or hmm no...Anyway, I will try. I asked because the earlier versions were easier to understand, because it was 10 rapes to enslave, but depending on the other things in the formula it could become 8 rapes, or maybe 13 with bad luck.

 

 

Another thing:

What is the flag == 0 in the callback? Does flag == 0 mean rape?

And when does Lovers with PK add xLoversPkrCountPRapeVFinish during the sex? Is it during stage 4?

Also when does it add xLoversPkrCountPRapeV? During stage 1?

I want to make a mod that makes npcs know which other npcs raped them and has cum in them

Posted

The slaveaveragecount was never the count of rape/sex . In old versions it was 10 and you need about 10 rapes, but is was a random chance.  I remember 6 to 14 raped to enslave NPCs.  I think is was a 10% chance (GetRandomPercent)

 

In my version slaveaveragecount is only one part of the calculation.  And because it is in the ini you can change it without change the esp/script to make ensalve easier or harder.

 

You can change the script calculation add and remove things

 

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

short flag  ??? good question, I don't know. It was in the original script and I never changed it. It is never set, so it is always 0

I see in quest script that only the two refs are set : offence  Defence

But maybe you are right the cript must check somewhere if the sex is rape .

 

xLoversPkrCountPRapeVFinish "Lovers Successful Rape Victim Count" :   yes I think it is add in stage 4

xLoversPkrCountPRapeV:  have never checked it with console in game  but I think in stage 1 maybe 2. When guards interrupt me during sex ( hit me ) the victim have the sex a rape token.

 

You can only check player cum and NPC cum. But not which NPC came into which ( not with Lovers token, maybe with new scripts )

I did a quest where a woman wants 4 orgasms during one time sex. Script count orgasm by plyer before and after sex.

Posted
9 hours ago, fejeena said:

You can only check player cum and NPC cum. But not which NPC came into which

Yes I know, I want to make a mod with that. Then if a rapevictim sees one of it's rapists she will get drained stats, maybe run away. I want to make it for player and npc too, it adds immersion. I think it's a bit stupid when an actor is raped then after they walk around naked in the same place and talk to people and to the rapist.

  • 2 years later...
Posted (edited)

@fejeena @LongDukDong

 

Hey guys, i might need to ask for your help again... 😃

 

Long story short (kind of 😅) once again i'm trying to make my own, perfect, brand new Oblivion & Lovers version of the game, precisely following the guide (well i'm trying the best i can), deleting the obsolete and old mods, using mostly only the updated or stable versions and doing a lot of testing on the way before finally starting to play.

 

Right now i'm stuck on the step, where i'm trying to make work the combination of those 3 (i appreciate both your work on this 3 so much, that it would be a crime not to use those, also i've got kind of overwhelmed just by the LoversRaperS - Dukky Edition Update Log, but those changes like

Spoiler

Reverse-Rape is possible. Female rapists may be set to force their victim to act the masculine against his will.

were absolutely worth it):

 

LoversRaperS - Dukky Edition

Lovers Rape Slave LST 1.3

Lovers Slave Trader - Dukky Edition

 

So the main problem as for now is that i can't enslave NPC (Jensine and random female bandit) through the rape (i'm using Rape spell).

 

I've already tried:

  • Setting setpcinfamy to 100 with console
  • Setting LoversRapeSlave.ini like this:
Spoiler

set xLoversRapeSlaveQuest.SlaveAverageCount to 1
set xLoversRapeSlaveQuest.AftermathEnabled to 0
set xLoversRapeSlaveQuest.InfamyDisabled to 0

Spoiler

_0d995c130186cacf70c0eecf8980a6f0.jpeg

 

Nothing works for me, i've tried to make a video of it, but it went to luggy, buggy, clipping hell both times and ended in a 2 GB uninformative video, also it seems that file upload is broken here.

 

At the same time [LST] Enslavement Spell is working just fine.

 

So my guess that it is somewhere in the part, where those 3 mods should work together, but they don't for me. Please help me to solve this issue.

 

UPDATE:

 

Due to the further investigation some good news were discovered and some victory was achieved i believe:


LoversRapeSlave Satyrist version

Lovers Rape Slave LST 1.2

 

are working just fine, as they should (rape => enslavement =>total break through further rape), so the described problem is only relevant for the version of 1.3.

Edited by Katsuni
Problem is partially solved
Posted (edited)

Other NPCs work with enslave by rape?  Only Jensine and Bandits?

 

I tried Jensine and it works in my game.

I use Lovers Rape Slave LST v1.3  and it must be below LoversSlaveTrader.esp

But I use Lovers RaperS - WappyOne's Edition   and original Lovers Slave Trade 1.0

And I am sure the esp names are the same. 

 

My load order:

LoversSlaveTrader.esp

LSTBravilUnderground.esp

LSTaddonout.esp

LoversRapeSlave.esp

 

Can be directly below LoversSlaveTrader.esp

 

Can you enslave Jesine by using the club and the spell  from  LoversSlaveTrader?  Or only the spell if she is sleeping.  If this is not possible, some mod must have changed Jensine.

But the only things what can prevent her from being enslaved is xLSTInviolableToken   (check her inventory)  Or she already has a xLoversPkrFlagSlave  token.

xLSTInviolableToken  xx022DC8

xLoversPkrFlagSlave    yy00080D

You can use RefScope to watch the NPC inventory (it even shows non-playable objects that are normally not visible in an inventory)  or you use the console GetItemCount zzzzzzzzz  (Object ID)

 

xx = LoversSlaveTrader.esp loadorder IT

yy = Lovers with PK.esm load order ID  (Yes esm  not esp )

 

Not sure if there is a Mod that prevents the enslavement of NPCs.  You should not enslave Bandits and other NPCs without names (Marauders, Necromancers, ...  they respawn. Only if you use the "create a copy" funktion in the LST setting you should enslave respawning NPCs )  And you should not enslave quest NPCs if you haven't completely finished the quest.   ( especially if you use the LST "create a copy function" .  The copy function creates a new NPC. Good for respawing NPC but NOT for quest NPCs. The copy is a new NPC, no quest dialogues work with the copy. If another NPC must talk or follow the quest NPC it does not work with the copy.  And if you release the slave you still have the copy !! The original quest NPC is gone forever ( only with the console you can get him/her back )  I never use the create copy function. I don't enslave respawing NPC's and If I accidentally enslave a quest NPC, I can release him so that he can perform actions required for the quest or reach quest locations.

 

I'm not sure if  Dukky's Mod versions automatically block NPCs that shouldn't be enslaved.  Test enslave by rape with other NPCs.

 

EDIT:

Lovers RaperS - WappyOne's Edition   you can set that female raper use the offence or the defence position during sex. The Reverse-Rape is no new dukky function.

 

 

Edited by fejeena
  • 2 weeks later...
Posted (edited)
On 5/29/2024 at 7:21 PM, fejeena said:

I'm not sure if  Dukky's Mod versions automatically block NPCs that shouldn't be enslaved.  Test enslave by rape with other NPCs.

 

The recent Dukky Editions of LoversSlaveTrader includes a separate INI file (which need not exist and can be deleted) that lets you identify NPCs that cannot be "Copied" by way of  the [Creating a Copy] feature. However, the new INI only includes NPCs from Bravil Underground which shouldn't be touched (Berzerker Cats, John "Ugly Mug" and his crew, etc.) and only one Vanilla NPC... Gilgondorin.  BUT... it only prevents them from being 'Copied', and they can still be enslaved as normal. No one else is listed in the INI and thus not covered.

 

BUT a good question. And the reason for the INI file...  Copied NPCs can BREAK your game's quests since they are not the 'referenced' NPCs the quests and dialogues require.

 

Yeah, ReverseRape has been around for AGES.  I don't delete/remove features as other mods may depend upon them (like RapeSlave).  BUT, I did add "Creature Submission / Creature Reverse" options which only shows if LoversCreatures 2.5+ exists.  

Edited by LongDukDong

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