DeadSomething Posted January 30, 2013 Posted January 30, 2013 i think you really got a point there - this also should be the same with joburg. maybe there the authors can stick their heads together and find a common way to setting/reading data into a character.
Neliahawk Posted January 30, 2013 Posted January 30, 2013 sounds interesting... maybe create some "1.51 experimental.esp" or so to test the new gender % method or even better, make it an additional optional setting. little offtopic joburg "rant" XD: kind of wish joburg rape would trigger the rape from this mod i.e. it would allow gangrapes and stat damage and dropped cloths etc then.(not entirely sure but i think joburg is more lovers settings rape and rapers is special or so) i am kind of at a war with the joburg settings anyways... seems like i change them everytime as it always seems that everyone is always after my character. think i have it set around lewdness 5, leader attacker level around .10 or .20, male<-female 0.8 and creature<-female 1.0. (still its totally rare a dog rapes a npc woman... still remember once standing on the imperial city stables and switching lewdness to 300. all horses always tried to get to me on the roof and ignored the female stable girls.) would also be nice to have a setting like MB2 (% chance to notice you masturbating) with a % chance that people notice you haveing sex, as it seems that instantly everyone starts to stalk you when someone caught you and has sex with you. (same would be nice for sleep/resting rape... to be able to set some % chance instead of... well no clue how joburg decides that on its own) and even with "set xLoversJoburg.SpectatorMBPer to 2.0" (2%) people still seem to start masturbating way too quickly/often and once the first rape is done everyone else is masturbating and not going after me anymore. also that damaged "Sinblood LethalMajestyOutfit" armor gets a joburg sexiness over 100 (saw 116 once) probably doesnt help... same with the nudeshy mod and armor breaking. well nothing realy "wrong" with all of that... but still quite fiddely with the settings and .ini files to get all mods working together , but its fun to get stuff working too that was messed up somehow. regarding clothing... (mentioned it once in the last topic and gregathit said it is unlikly to get into lovers pk and is more something to be added to a mod) i like the lovers clothing settings, that you can set each piece of equipped armor/cloths to stay on/unequip/random especially the random ones of lovers and the "strip drop" function from this mod. maybe its possible to combine it somehow... atm its either "everything unequip" or "everything drops to the ground"... maybe there could be instead a similar settings screen like lovers has with the rape clothing settings with settings for males/females (or attacker/victim) and for each clothing part to: -stay on -unequip (always unequips) -drop (always gets dropped to the ground) -random unequip (chance to stay on or unequip) -random drop (chance to stay on or drop to the ground) -total random (chance to stay on, unequip, drop to the ground) another idea would be an additional setting to the "strength/health/fatigue needed for rape" so its not just a "after this number its turned active" but more varied... it would work like this: (hmm how to explain it...) basically there would be a new line under strength, health and fatigue where you can change a % number. this % would be added to the rape chance for each +5 points strength more, -5% health and -5% fatigue. so if the requirement is "50% health with a 10% chance to rape" and it would add 2% for each -5% the chance would be: over 50% health = 0 at 50% health = 10% at 45% health = 12% at 40% health = 14% ... at 25% health = 20% ... at 10% health = 26% etc same for fatigue. and for "must be X str stronger" it could add the % for every 5 str points more like: must be 20 points stronger = 10% victim str 50, attacker str 70 = 10% victim str 50, attacker str 75 = 12% victim str 50, attacker str 80 = 14% victim str 50, attacker str 85 = 16% and you could set the % for str/health/fatigue individually, so you could add +5% for every 5 str points and +2% for every -5% health and +1% for every -5% fatigue. to set the % setting itself there could be settings for: +10% +5% +1% +0.5% +0.1% -0.1% -0.5% -1% -5% -10% and the range would be 0-100... with 0 it would be turned off and makes no sense to have it over 100 and if the chance gets over 100 this way it would reset to 100 (incase it messes stuff up). also no negative additions... (doesnt make much sense to have less chance the weaker the victim gets.) well just throwing out ideas as usual. regarding bugs: the only two things that were a bit annoying (think i used 1.43) were that always all gold got stolen and that dropped items fall through the ground often... but i think both were changed by now to be better in 1.50)
vashar Posted January 30, 2013 Posted January 30, 2013 Neliahawk: It was stated recently in the LoversJoburg thread, that "Lewdness" only applies to the character. So by upping the lewdness to 300, you made EVERYTHING want you.
DeadSomething Posted January 30, 2013 Posted January 30, 2013 Neliahawk: It was stated recently in the LoversJoburg thread' date=' that "Lewdness" only applies to the character. So by upping the lewdness to 300, you made EVERYTHING want you. [/quote'] so the readme and every other text explaining how it worked was wrong by titeling lewdness as "a general multiplyer". good to know...
Sarnaath Posted January 30, 2013 Posted January 30, 2013 What if instead the Gender settings were a % chance that an actor had that orientation? So now take Male->Male 5% and a low health/fatigue Male PC. 19 out of 20 male bandits won't care' date=' that's not their thing and will never initiate a rape. The 20th is interested in Male->Male and will initiate a rape on the first hit. [/quote'] I never really understood how the gender settings interacted with the NPC Success Rate setting. Are they multiplied? So if I have M->M set to 50% and NPC Success Rate set to 25%, then (ignoring everything else for the moment) my male PC has a 12.5% chance of getting raped by a male bandit? With your suggested changes, half of the male bandits would have a 25% chance of raping my PC and half would have a 0% chance? If I understand that correctly, then when I enter a room with 4 male bandits: -currently each has a 12.5% chance of raping my PC, even down to the last bandit which is when it's more likely that my PC's health/fatigue will be below the successful rape thresholds. -in your changed method though, it all depends on how I randomly kill the bandits. I could, or could not, be facing any chance of rape from the last bandit, assuming my health (and other factors) are low enough. I guess my point is that changing the gender settings to ultimately control the population of each gender that can rape your PC you actually introduce another variable: who you kill early versus who you kill later - a variable your mod will not be able to affect. (At least if the gender setting is low. If you set it 100% and correctly lowered the NPC success rate, I expect you'd get the same results.) Is that what you want to do? Maybe over the run of things it would work out to be the same. But if my analysis is correct, I feel like I have more control over the level of combat rapes in my game with the current implementation of the gender settings.
WappyOne Posted January 30, 2013 Author Posted January 30, 2013 i think you really got a point there - this also should be the same with joburg. maybe there the authors can stick their heads together and find a common way to setting/reading data into a character. This does seem like something it would have been nice for Lovers to support naturally. Orientation settings per actor that all mods could then easily follow. little offtopic joburg "rant" XD: kind of wish joburg rape would trigger the rape from this mod i.e. it would allow gangrapes and stat damage and dropped cloths etc then.(not entirely sure but i think joburg is more lovers settings rape and rapers is special or so) It is technically possible to do this. Except for the clothes bit could add RaperS stat/health damage & gangrape to every other rape that occurs. Problematic with other mods that use quest rape (CrowningIsle' date=' Player Slave Encounters). another idea would be an additional setting to the "strength/health/fatigue needed for rape" so its not just a "after this number its turned active" but more varied... it would work like this: (hmm how to explain it...) "Dynamic Mode" has been in the idea pool for a bit, where as you described rape chance increases as health/fatigue drop instead of a hard cutoff line. regarding bugs: the only two things that were a bit annoying (think i used 1.43) were that always all gold got stolen and that dropped items fall through the ground often... but i think both were changed by now to be better in 1.50) Since 1.44 gold steal amount now matches the % steal amount. I'd also suggest a banking mod so you aren't carrying one hundred thousand Septims around the wilderness like a fool. Since 1.50 dropepd items are elevated a bit above the ground on drop. Gives them a bit more horizontal bounce' date=' but I haven't lost anything through the ground since then. I never really understood how the gender settings interacted with the NPC Success Rate setting. Are they multiplied? So if I have M->M set to 50% and NPC Success Rate set to 25%, then (ignoring everything else for the moment) my male PC has a 12.5% chance of getting raped by a male bandit? With your suggested changes, half of the male bandits would have a 25% chance of raping my PC and half would have a 0% chance? Yes, exactly right on both counts. 12.5% per hit while health/fatigue are low in the first scenario, 25% per hit for half the bandits, the other half 0% in second. If I understand that correctly' date=' then when I enter a room with 4 male bandits:-currently each has a 12.5% chance of raping my PC, even down to the last bandit which is when it's more likely that my PC's health/fatigue will be below the successful rape thresholds. -in your changed method though, it all depends on how I randomly kill the bandits. I could, or could not, be facing any chance of rape from the last bandit, assuming my health (and other factors) are low enough.[/quote'] This essentially changes low gender settings from low chance per hit to low chance that an individual is interested, but will be at the stated success rate if so. Did you kill the M->M bandit first or last? You'll find out... I guess my point is that changing the gender settings to ultimately control the population of each gender that can rape your PC you actually introduce another variable: who you kill early versus who you kill later - a variable your mod will not be able to affect. (At least if the gender setting is low. If you set it 100% and correctly lowered the NPC success rate' date=' I expect you'd get the same results.) Is that what you want to do? Maybe over the run of things it would work out to be the same. But if my analysis is correct, I feel like I have more control over the level of combat rapes in my game with the current implementation of the gender settings. [/quote'] It would be sacrificing a little control for realism's sake. The overall amount of rape will be the same, but the player would not have a way of knowing which of the foe's they face have a matching orientation (if that orientation is set low % at least).
DeadSomething Posted January 31, 2013 Posted January 31, 2013 so maybe its a good idea to have a script that uses the variables set by this mod to assign sexual orientations on npcs. it could also be nice to have it read out an ini file with custom set orientations for certain npcs - like maybe there are npcs who would break immersion if they turned out to be gay/or straight. that would be done best by rearranging the lovers-mods-framework: -a new base which defines animations, strip-settings, sounds, effects and option to either let it assign sexual orientation for npcs/playersettings or use those percentages on hit. -a plugin that defines rape (loversrapers) (animations, strip/drop/steal etc.) -a plugin that defines rape (loversjoburg) responsibility, personality, disposition, etc. which initiates rape from loversrapers. somehow at the moment those loversmods arent modular enough, like all thats needed is the base - then you have plugins, but they work completely independant - so the settings in one plugin doesnt affect the other. if thats changed, it might give the opportunity to have faster scripts, easier to understand settings (every setting only occurs once, because its used by all mods) <-- easier troubleshooting for users. i hope you get what i mean. i know thats some reorganization and rescripting, but it might be worth the effort for it will reduce trouble in the long term.
WappyOne Posted January 31, 2013 Author Posted January 31, 2013 so maybe its a good idea to have a script that uses the variables set by this mod to assign sexual orientations on npcs. it could also be nice to have it read out an ini file with custom set orientations for certain npcs - like maybe there are npcs who would break immersion if they turned out to be gay/or straight. i hope you get what i mean. i know thats some reorganization and rescripting' date=' but it might be worth the effort for it will reduce trouble in the long term. [/quote'] It's a good idea in theory, but the main issue preventing this right now is most of the appropriate mods aren't worked on here. We just get them as translations from the Japanese modder's forums, the Lovers w/ PK base package and Joburg included. Looking at Lovers w/ PK there are currently 6 tokens reserved for future use, xLoversPkrReserve15-20. One of these could be used by modders here as the Orientation flag, but without a dialog with the Lovers w/ PK maintainer(s) risk that flag being changed down the road breaking everything.
WappyOne Posted January 31, 2013 Author Posted January 31, 2013 Updated OP to version 1.51. New feature allows the enslavement of player via Ichabod's great "Player Slave Encounters" instead of a fatal rape. Rewrote/merged the player joins gangrape code with the main gangrape loop (It was previously separate in front of the main loop). Bunch of fixes with that, and orgies are a little less annoying as the player isn't asked first every single time. The Gender % -> Orientation % is not part of this release, will work on a test version of that next. .ini changes in this version: _Motion.ini is unchanged, the others have one new setting at the bottom in the Advanced section.
Someone92 Posted February 2, 2013 Posted February 2, 2013 What if instead the Gender settings were a % chance that an actor had that orientation? So now take Male->Male 5% and a low health/fatigue Male PC. 19 out of 20 male bandits won't care, that's not their thing and will never initiate a rape. The 20th is interested in Male->Male and will initiate a rape on the first hit. The only drawback to this I can see is that it would make fine-tunning the average number of rapes in a gRape less consistent. another idea would be an additional setting to the "strength/health/fatigue needed for rape" so its not just a "after this number its turned active" but more varied... Yeap, making the rape chance more dynamic is something I would like to see as well. Btw: Is it possible to give Player/NPC Success Rate negative values? If so one could set up many different behaviors with variables which increase the rape chance for every percent of maximum health or fatigue lost and strength difference. Regarding gRapes: How about preventing the same actor to participate in a gRape consecutively? That would prevent the "single-person-gRapes" and make normal gRapes a little more immersive. A Suggestion for another Bad End: Instead of ending the gRape when health reaches zero or becoming a slave via Player Slave Encounters it continues with the Unsatisfied Raper chance, gRape Unsatisfied chance and gbangChance set to 100, so bacially a never ending gRape. Lynges Unlimited Death Reload Time is a mod that let the game continues after the PC has died, maybe it could be a requirement for this kind of Bad End or you incoperate the code into this mod.
WappyOne Posted February 2, 2013 Author Posted February 2, 2013 Yeap, making the rape chance more dynamic is something I would like to see as well. Btw: Is it possible to give Player/NPC Success Rate negative values? If so one could set up many different behaviors with variables which increase the rape chance for every percent of maximum health or fatigue lost and strength difference. The Success Rate values are multiplicative and will likely remain that way in Dynamic Mode. I see Dynamic mode having four main settings: Health 0% line, Fatigue 0% line, Rape chance per HP %, and Rape chance per Fatigue %. Being above the threshold will apply negative %s, so maximum fatigue could offset low health say for a character that has disengaged from combat and is trying to flee. Regarding gRapes: How about preventing the same actor to participate in a gRape consecutively? That would prevent the "single-person-gRapes" and make normal gRapes a little more immersive. The single rapist having himself multiple goes isn't something I want to prevent. A Suggestion for another Bad End: Instead of ending the gRape when health reaches zero or becoming a slave via Player Slave Encounters it continues with the Unsatisfied Raper chance, gRape Unsatisfied chance and gbangChance set to 100, so bacially a never ending gRape. Lynges Unlimited Death Reload Time is a mod that let the game continues after the PC has died, maybe it could be a requirement for this kind of Bad End or you incoperate the code into this mod. This is close to my original idea for a bad end, to have it all internal as a perpetual gangrape. I did not know there was a way to delay the game over reload, that opens up some interesting possibilities in this direction.
tazzrr Posted February 3, 2013 Posted February 3, 2013 WappyOne, have you thought about making stat loss permanent. If it is possible it would add a real threat to the mod, on top of the lost items.
Nepro Posted February 3, 2013 Posted February 3, 2013 Can someone help me to configure the mod on chaos settings? My player get abused too often. It usually requires two hits to get her abused. I lowered the NPC success rate from 100% to 50% but it didn't do much.
WappyOne Posted February 3, 2013 Author Posted February 3, 2013 Can someone help me to configure the mod on chaos settings? My player get abused too often. It usually requires two hits to get her abused. I lowered the NPC success rate from 100% to 50% but it didn't do much. Chaos preset is meant to be very rapey. You might want to start with the Default or Custom presets instead (The Custom preset is actually what I use when playing). Or at the least lower the Victim Health <= setting on the Attributes page so your health has to be reduced further before rape is possible.
WappyOne Posted February 3, 2013 Author Posted February 3, 2013 WappyOne, have you thought about making stat loss permanent. If it is possible it would add a real threat to the mod, on top of the lost items. Given how raising Oblivion stats work, permanent stat loss is very rarely used. Is the possibility of death via rape not threatening enough?
tazzrr Posted February 3, 2013 Posted February 3, 2013 to be honest, no. Death only means I have to load the game from a previous save. Maybe if this game had permanent death then it would really suck to get killed after putting in 15+ hours into a character
WappyOne Posted February 3, 2013 Author Posted February 3, 2013 to be honest, no. Death only means I have to load the game from a previous save. Maybe if this game had permanent death then it would really suck to get killed after putting in 15+ hours into a character Well all right, then! If you want to play it that hardcore, I can help oblige. How about an additional Damage Type setting, "Permanent Stat+Health"? This would do the normal temporary damage, and then 1 permanent Str/End/Will and 2 max Health damage. That's basically erasing 20% of a levelup each rape.
Someone92 Posted February 3, 2013 Posted February 3, 2013 to be honest, no. Death only means I have to load the game from a previous save. Maybe if this game had permanent death then it would really suck to get killed after putting in 15+ hours into a character There are mods that record your number of deaths and weaken your character even if you load an older savegame, though I'm not sure what penalties exactly you suffer and if and how you can get rid of them again. Search for them on Nexus. edit: I think that's the one I had in mind: Alternatives to death and reload Can someone help me to configure the mod on chaos settings? My player get abused too often. It usually requires two hits to get her abused. I lowered the NPC success rate from 100% to 50% but it didn't do much. Chaos is just another template like Default and Custom, it's not like in older LoversRaperS versions where the mod behaves fundamentally different in Choas mode. If you want less likely rapes load Default or Custom and fine-tune it via the ingame menu or the .ini files.
Nepro Posted February 3, 2013 Posted February 3, 2013 Does turning on Slave on Death option breaks the gangrape? Also what does it do exactly? I know it requires PlayerSlaveEncounters. Advanced setting "Enslave on Rape Death" will enslave the player after a rape that would have otherwise killed. Requires Player Slave Encounters.
tazzrr Posted February 3, 2013 Posted February 3, 2013 to be honest, no. Death only means I have to load the game from a previous save. Maybe if this game had permanent death then it would really suck to get killed after putting in 15+ hours into a character Well all right, then! If you want to play it that hardcore, I can help oblige. How about an additional Damage Type setting, "Permanent Stat+Health"? This would do the normal temporary damage, and then 1 permanent Str/End/Will and 2 max Health damage. That's basically erasing 20% of a levelup each rape. that would be excelent. You can oblige me any day sir!
WappyOne Posted February 3, 2013 Author Posted February 3, 2013 Does turning on Slave on Death option breaks the gangrape? Also what does it do exactly? I know it requires PlayerSlaveEncounters. Advanced setting "Enslave on Rape Death" will enslave the player after a rape that would have otherwise killed. Requires Player Slave Encounters. It does break the gangrape after the rape that would have killed, to allow Player Slave Encounters time to do it's thing. If RaperS sees that potential rape damage is more than current health on the player, it calls Player Slave Encounter's "Enslave Me" spell on the rapist and breaks the gangrape instead. Got an additional bad end working for next version that results in a perpetual gangrape, as well as inviting everyone in the dungeon to come enjoy their new toy.
Someone92 Posted February 4, 2013 Posted February 4, 2013 Got an additional bad end working for next version that results in a perpetual gangrape, as well as inviting everyone in the dungeon to come enjoy their new toy.Is it possible to let only the actors who are, based on the gender settings, allowed to join the gRape move (or teleport) towards the PC? Also are you sure that all actors within an area are friendly/not hostile to each other? I could imagine that the whole thing ends in a massive battle.
WappyOne Posted February 4, 2013 Author Posted February 4, 2013 Got an additional bad end working for next version that results in a perpetual gangrape, as well as inviting everyone in the dungeon to come enjoy their new toy.Is it possible to let only the actors who are, based on the gender settings, allowed to join the gRape move (or teleport) towards the PC? Also are you sure that all actors within an area are friendly/not hostile to each other? I could imagine that the whole thing ends in a massive battle. Still working on it. At the moment it adds a follow package to actors on the present map that meet the disposition and responsibility settings, i.e. those that would join in the gangrape if already close. gRape chance and unsatisfied are set to 100%. Any gender settings that are already 50% or higher are changed to 100%. Should the PC somehow break free, by companion or guard intervention, the original settings are saved and restored.
Someone92 Posted February 6, 2013 Posted February 6, 2013 I've played around with the setting a little bit and I'm not sure which setting affects the likelihood if an actor joins a or has another go in a gRape.The gender settings are multipled at the end to every chance and in the near future will determine if an actor will even be interested in the first place so I think their behavior is pretty clear. However there are a few I'm not sure about:gbangChance: Does this value has an effect if an actor has another go or is it only important if it's determined if they join a gRape?Has another go: From my observations it seems the initiator has always a rSatisfied chance for a second round, however what happens afterwards? Is the chance still rSatisfied or does it changes to gbangsatisfied or rSatisfied * gbangsatisfied. What about the actors that join a gRape, what's their chance for a second round?
WappyOne Posted February 6, 2013 Author Posted February 6, 2013 I've played around with the setting a little bit and I'm not sure which setting affects the likelihood if an actor joins a or has another go in a gRape. The gender settings are multipled at the end to every chance and in the near future will determine if an actor will even be interested in the first place so I think their behavior is pretty clear. However there are a few I'm not sure about: gbangChance: Does this value has an effect if an actor has another go or is it only important if it's determined if they join a gRape? Has another go: From my observations it seems the initiator has always a rSatisfied chance for a second round, however what happens afterwards? Is the chance still rSatisfied or does it changes to gbangsatisfied or rSatisfied * gbangsatisfied. What about the actors that join a gRape, what's their chance for a second round? Your observations are correct. Once the gangrape is started, gbangChance replaces (N)PC Success Rate as the second multiplier and gbangsatisfied replaces rSatisfied in every rape regardless if it is their first go in the gangrape or not.
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