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SexoutSewerSlave


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  • 1 year later...
Posted (edited)

Like the idea of this quest but have some issues I ran into:

 

1. Dermot never came down for my caps

2. After some point in time, all sex stopped working. not just this mod's but all others I had like being able solicit via Soliciting or Strapon mods for example

3. Spare parts needs to be changed to scrap electronics cuz I had a hell of a time tryin to get that to drop or find it via the console when it doesnt exist & the sex stopped workin so no one would give me anything

4. i assume since Dermot never came for me that the collar wouldnt have exploded either. when I did manage to get it off, he also didnt care dat I escaped.

5. read into these forums & i assume whatever is meant to happen with the supposed feral ghouls deep in the sewers wouldnt have worked either. 

 

other than these bugs, i enjoy the premise of this mod & the time i had while it was working. I see that someone here also made a custom plugin that changes some stuff around it. is it still good & should I bother with that or not?

Edited by LesboIsBesto
  • 6 months later...
Posted (edited)
On 4/10/2024 at 8:40 AM, LesboIsBesto said:

Like the idea of this quest but have some issues I ran into:

 

1. Dermot never came down for my caps

2. After some point in time, all sex stopped working. not just this mod's but all others I had like being able solicit via Soliciting or Strapon mods for example

3. Spare parts needs to be changed to scrap electronics cuz I had a hell of a time tryin to get that to drop or find it via the console when it doesnt exist & the sex stopped workin so no one would give me anything

4. i assume since Dermot never came for me that the collar wouldnt have exploded either. when I did manage to get it off, he also didnt care dat I escaped.

5. read into these forums & i assume whatever is meant to happen with the supposed feral ghouls deep in the sewers wouldnt have worked either. 

 

other than these bugs, i enjoy the premise of this mod & the time i had while it was working. I see that someone here also made a custom plugin that changes some stuff around it. is it still good & should I bother with that or not?

 

I just started playing this and didn't run into the same issues.

 

1. Dermot does come down for me. He comes in the morning through the Northwestern ladder to the Westside pawn shop, every second day I think. You can't miss him if you go wait for him in front of the ladder around 10 to 11 am.

2. This has happened to me a few times at random, but not with this mod. I think it's a Sexout issue, the only solution I found is to reload an older save.

3. There's also some things in the deeper sewers.

4. Yeah collar doesn't actually explode if you leave, sadly I have to roleplay that part. For me the only collar mod where it actually exploded was msex Fort Slavery.

5. I haven't tried this yet, but I got the ghoul pheromones and the effect does disappear after a day unlike some issues I saw mentioned when skimming this thread.

Edited by Zaraia0
  • 5 weeks later...
Posted (edited)

Great mod overall, seems to be working fine, and I'm especially enjoying ChucksFeedAndSeed revised version, lots of much needed functions there
One thing I found kinda frustrating though was doctor's services while playing with Wear and Tear and Spunk, basically W&T conditions deal damage to player and if medicine skill to low it renders 1 stimpack useless. Same goes for Radaway with Spunk, I think doc being a ghoul delivers a dose of rads by sex also killing the effect from one pack. (Or maybe not, I'm not sure, was playing with increased rads mods, things got kinda crazy there).
So I tweaked a couple of his of dialogues to heal the player to full heath instead (not limbs hp only) and remove all rads, with usual doctor animations. I'll attach the esp in case anyone else finds it too hard as well. That's ChucksFeedAndSeed last patched esp which need the base mod

SexoutSS_C_Revised.esp

Edited by lendiforma
Posted

The whole point of the mod is to play a sewer rat, being at full health isn't intended. Pretty sure you can tweak W&T to not kill you right away in the context of this mod, and you should lower its damaging factor.

  • 9 months later...
Posted

I'm trying to figure out why the collar doesn't work in this and can't seem to figure it out after looking through all the scripts, it looks like should work, does anyone have and idea where should look 

 

scn SexoutSSSlaveToken

float timer

Begin GameMode
	if( playerRef.isSpellTarget SexoutSlaveryFreePlayer )
		; Because GameBryo is retarded and can't do things in the correct order.
		if(timer < 1)
			set timer to timer + getSecondsPassed
			return
    	endif
		ListAddForm SexoutNGSafeClothes SexoutSlaverySlaveCollar
		set SexoutSlaveryPlayerQ.SlaveryID to 65549
		set SexoutSlaveryPlayerQ.master to DermotRef
		set SexoutSlaveryPlayerQ.slaveryType to 4
		set SexoutSlaveryPlayerQ.punishmentType to 2
		set SexoutSlaveryPlayerQ.takeItems to 1
		set SexoutSlaveryPlayerQ.stolenItemsContainer to "F35DF"
		set SexoutSlaveryPlayerQ.noWeapons to 1
		set SexoutSlaveryPlayerQ.noClothes to 1
		set SexoutSlaveryPlayerQ.noClothesDialog to SexoutSSItemClothed
		set SexoutSlaveryPlayerQ.canSubmit to 1
		set SexoutSlaveryPlayerQ.noSneaking to 1
		set SexoutSlaveryPlayerQ.noCollarReaction to 1
		set SexoutSlaveryPlayerQ.noCollarDialog to SexoutSSDiscovered
		set SexoutSlaveryPlayerQ.collar to SexoutSlaverySlaveCollar
		;AddTopic SexoutSSSewerTricks
		;AddTopic SexoutSSSewerHelp

		AddFormToFormList SexoutSlaverySafeCells OVWestSewers01
		AddFormToFormList SexoutSlaverySafeCells OVWestSewers02
		AddFormToFormList SexoutSlaverySafeCells OVWestSewers02b
		AddFormToFormList SexoutSlaverySafeCells OVWestSewers03
		AddFormToFormList SexoutSlaverySafeCells OVWestSewers03b
		AddFormToFormList SexoutSlaverySafeCells OVWestSewers03c
		AddFormToFormList SexoutSlaverySafeCells OVWestSewers03d
		AddFormToFormList SexoutSlaverySafeCells OVNorthSewers01
		AddFormToFormList SexoutSlaverySafeCells OVCentralSewers01
		AddFormToFormList SexoutSlaverySafeCells OVCentralSewers02
		AddFormToFormList SexoutSlaveryExtraMasters SaintJamesRef

		Player.CIOS SexoutSlaveryEnslavePlayer
		RemoveMe
	elseif( playerRef.isSpellTarget SexoutSlaveryEnslavePlayer == 0)
		playerRef.CIOS SexoutSlaveryFreePlayer
	endif
End

 

Posted (edited)

Thank you for trying to fix the mods.

I don't know what problem you're trying to fix. Is the collar not being put on? Is it not being removed? Have you managed to make any progress?

I don't know if I'll be able to help you, but here are a few questions to try to help.

 

If you think the problem is with this script, you need to check that it is active (has the token been added? Are the token and this script linked?), then are the spells ‘SexoutSlaveryFreePlayer’ and ‘SexoutSlaveryEnslavePlayer’ cast/dispelled somewhere and in a logical way? Do they have a script attached and if so, what does it do? 

 

Several things seem strange:
- SexoutSlaveryFreePlayer and SexoutSlaveryEnslavePlayer seem to be reversed.
- I don't see any Dispel of ‘SpellSexoutSlaveryFreePlayer’ or ‘SexoutSlaveryEnslavePlayer’.
- There is no ‘Wait for RemoveMe’.

 

1) As you can see, in this script we cast the ‘SexoutSlaveryFreePlayer’ spell if the player does not have ‘SexoutSlaveryEnslavePlayer’, and if they have ‘SexoutSlaveryFreePlayer’, we run an algorithm that seems to enslave the player. You should therefore check whether this name reversal is maintained everywhere else and what exactly these spells do.
2) You also need to check where these spells are dispelled (probably in script effect if they are any or in the SexoutSlaveryPlayerQ quest), because given the token script, you end up with both spells active at the same time (‘SpellSexoutSlaveryFreePlayer’ and ‘SexoutSlaveryEnslavePlayer’), which means that if ‘SpellSexoutSlaveryFreePlayer’ is dispelled but not ‘SexoutSlaveryEnslavePlayer’, then the enslavement algorithm will no longer be able to run when this token is added again.
3) When the ‘RemoveMe’ instruction is called inside a Game Mode block of a Script Object, the script object routine may continue to run for some time before being removed, that's why it is strongly recommended to add an iRemoved variable to block script iterations after a RemoveMe instruction (It's also recommand for script effect when dispeled)

4) You can also replace every  'isSpellTarget' by 'isSpellTargetAlt' which  actually works reliably and as advertised.

 

1) and 2) may be directly related to the problem
3) and 4) are for optimisation

 

 


3) and 4)

Spoiler

 

 

scn SexoutSSSlaveToken

float timer
int iRemoved

Begin GameMode
   if iRemoved
      return
   endif

   if( playerRef.isSpellTargetAlt SexoutSlaveryFreePlayer )
      if (timer < 1)
         set timer to timer + getSecondsPassed
         return
      endif
      
      ListAddForm SexoutNGSafeClothes SexoutSlaverySlaveCollar
      set SexoutSlaveryPlayerQ.SlaveryID to 65549
      set SexoutSlaveryPlayerQ.master to DermotRef
      set SexoutSlaveryPlayerQ.slaveryType to 4
      set SexoutSlaveryPlayerQ.punishmentType to 2
      set SexoutSlaveryPlayerQ.takeItems to 1
      set SexoutSlaveryPlayerQ.stolenItemsContainer to "F35DF"
      set SexoutSlaveryPlayerQ.noWeapons to 1
      set SexoutSlaveryPlayerQ.noClothes to 1
      set SexoutSlaveryPlayerQ.noClothesDialog to SexoutSSItemClothed
      set SexoutSlaveryPlayerQ.canSubmit to 1
      set SexoutSlaveryPlayerQ.noSneaking to 1
      set SexoutSlaveryPlayerQ.noCollarReaction to 1
      set SexoutSlaveryPlayerQ.noCollarDialog to SexoutSSDiscovered
      set SexoutSlaveryPlayerQ.collar to SexoutSlaverySlaveCollar
      ;AddTopic SexoutSSSewerTricks
      ;AddTopic SexoutSSSewerHelp

      AddFormToFormList SexoutSlaverySafeCells OVWestSewers01
      AddFormToFormList SexoutSlaverySafeCells OVWestSewers02
      AddFormToFormList SexoutSlaverySafeCells OVWestSewers02b
      AddFormToFormList SexoutSlaverySafeCells OVWestSewers03
      AddFormToFormList SexoutSlaverySafeCells OVWestSewers03b
      AddFormToFormList SexoutSlaverySafeCells OVWestSewers03c
      AddFormToFormList SexoutSlaverySafeCells OVWestSewers03d
      AddFormToFormList SexoutSlaverySafeCells OVNorthSewers01
      AddFormToFormList SexoutSlaverySafeCells OVCentralSewers01
      AddFormToFormList SexoutSlaverySafeCells OVCentralSewers02
      AddFormToFormList SexoutSlaveryExtraMasters SaintJamesRef

      Player.CIOS SexoutSlaveryEnslavePlayer
      RemoveMe
      set iRemoved to 1
   elseif( playerRef.isSpellTargetAlt SexoutSlaveryEnslavePlayer == 0)
      playerRef.CIOS SexoutSlaveryFreePlayer
   endif
End

 

 

 

Edited by Machiavelique
Posted

what trying to fix is that the punishment being set to exploding the collar is not working, it doesn't start the beeping to explode the collar when go outside the safe cells

Posted

So it's not directly related to this script. You need to find where the collar is added and equipped. This collar probably has an attached object script that activates when equipped, otherwise it's probably managed by the SexoutSlaveryPlayerQ quest, or else the collar's explosion feature may simply not be implemented.

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