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Peril

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Peril is a death-alternative mod that allows the player to try to recover from defeat in combat. Enemies will punish the player and their allies if they continue to attack after their first defeat, stealing any and all items they carry, and doing more nefarious things if other mods are installed.

 

Defeat

 

After entering combat you can be defeated by your enemies after you and all your allies are bleeding out, or by pressing the Surrender Hotkey in the MCM. Without aid, you and your companions won't be able to recover from bleedout. If you give your allies potions or scrolls of healing, they may use them to get back on their feet. (This doesn't always work, so it's disabled by default.)

 

After being defeated, one of your enemies will come up to you to start negotiations, if they're humanoid. If you're defeated by creatures, then you will have a prompt to try to distract them. If you move, draw your weapon, try to pickpocket, open a container, take any items, or exit dialogue before or during this parlay, then combat will start again, and your enemies won't bother trying to talk to you if you are defeated again.

 

Parlay

 

During parlay, you have few options to escape worse punishments. You can attempt to bribe your enemies with some gold or some of your carried gear. You can only offer your gear as a tribute if you are carrying some useful items, like lockpicks, health potions, or gems. If your enemy is a member of one of the holds, then you will have the option to surrender and be escorted to jail. (Currently, you're just taken to vanilla jail.) If you want to experience some of the worse punishments, you can pathetically plead for your life.

 

Punishments

 

If you are defeated twice by the same enemy, or grovel during negotiations, then you will be subject to some worse punishments by your enemies. Without any other mods installed, the punishments are mostly stealing certain items. Either all of your carried gold could be stolen, all of your potions, scrolls, soul gems, etc. could be stolen, your weapons could be taken, and you could be stripped completely bare of all items, including quest items. The relative weights for these punishments can be set in the MCM

 

The last two punishments will only happen if you are at a dungeon that has had a Stolen Items container placed inside. These containers are placed right next to the end chest of the dungeon. These containers don't respawn, so, any quest items or unique equipment can be recovered if you return to clear the dungeon.

 

If you have SexLab installed, then your enemies may rape you, one of your companions, or will force one of your allies to rape you. Again, the rates for these punishments can be set in the MCM.

 

If you have Devious Devices installed, then you and your allies can be bound in either chastity devices, or heavy restraints.

 

Escape

 

After parlay or punishments, you will be given 30 seconds to flee the area before combat starts again. If you draw your weapon or try to loot or steal anything, then combat will start before then.

 

If you want to avoid punishments completely, then you will either need to kill all of the enemies you face, or flee until you're roughly 60 meters away from them before you are defeated.

 

Compatibility

 

This mod shouldn't be used with other defeat mods under most circumstances. However, other modders can temporarily shut down this mod if they need to for certain scenarios. To do this, they should call the following papyrus command before combat starts in their scenario:

 

if(Game.GetModByName("Peril.esp") != 255)
	(Game.GetFormFromFile(0x008AC2, "Peril.esp") as GlobalVariable).SetValue(0)
endIf

 

This will prevent Peril from starting a defeat scenario when combat starts. After the external scenario is completed, the above command should be used to reset the global variables value back to 1, which will re-enable Peril's defeat system.

 

Future Updates

 

This mod is going to be developed at a slow pace. One of the reasons I decided to make my own defeat mod, first with Dragonborn in Distress, and now with Peril, was because every other defeat mod consistently failed during defeat scenarios. So, I'm developing this mod with the hope that every defeat scenario will work every single time. For that to happen I have to plan these mods out carefully, which takes a lot of time.

 

Changelog:
 

2.1.1 (4-9-21)

-Added an option for the defeat notifications. Disabled by default.

-Quadrupled the distance required to flee to escape defeat.

-Successfully fleeing from enemies stops combat with them.

-Made defeat start more reliably, especially if transitioning from one combat encounter to another.

 

Spoiler

2.1.0 (3-29-21)

-Rebuilt the rape punishment scenarios.

-Up to four enemies can rape the player or one of their allies at once.

-Reverted back to a weighted system for punishments.

-Added a dozen sliders that determine what kinds of sex scenes can happen between different genders and with creatures.

-Updated Devious Devices support to version 5.

-Added objectives to the defeat quest, so now you will know what the defeat system is currently doing.

-Temporarily removed allies raping the player. This will be re-implemented when I have the time for it.

 

2.0.4 (3-3-21)

-The player will drop the "Essential" tag if they enter bleedout while the Defeat quest is not active. Hopefully, this will stop the stuck in bleedout bug.

 

2.0.3 (2-7-21)

-Reverted change from previous version that caused defeat to end prematurely.

-Halved the distance needed between the player and enemies to stop defeat.

-Fixed some papyrus spam caused by theft punishments.

-Added another faction used during defeat that hopefully stops combat more reliably.

-Fixed a UI bug with the defeat search perk.

 

2.0.2 (2-2-21)

-Defeat will now end if nearby enemies aren't in combat with the player.

-Can now talk to followers during defeat if they aren't downed.

 

2.0.1 (1-23-21)

-Player and allies won't be raped if they're wearing chastity belts.

 

2.0 (1-22-21)

-Back-end rewrite of post-defeat scenarios.

-Changed post-defeat scenarios from a weighted system to a chance system.

-Added a Minimum Bribe threshold.

-Added a Combat timer. If combat continues for a certain duration of time after the player and their allies have been downed, then they are given the opportunity to recover.

-Being defeated by non-humanoids no longer gives a message giving the option to distract them.

-Bribing enemies with gold or gear now requires you to have the Bribery perk from the Speech tree.

 

1.0.2 (1-19-21)

-Inherited location and cell changes from USLEEP

-The player and allies will be dismounted if they are defeated while on a horse.

-Added a Safe Word option in the MCM to stop Peril's Defeat if it gets stuck.

-Escaping defeat will now only heal the player and allies if they are bleeding out, and will only heal them to 50 health.

 

1.0.1 (7-29-20)

-Doubled the number of enemies that can be tracked at once

-Enemies reserved by other quests will now be tracked

-Will now be arrested by guards and citizens through other avenues besides dialogue

-Bleedout potion and scroll now works reliably, and is somewhat OP

-Non-playable items, and items with the SexLabNoStrip keyword, won't be stolen

 


  • Submitter
  • Submitted
    07/26/2020
  • Category
  • Requires
    SKSE
  • Special Edition Compatible
    No

 

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I've been looking for a modern defeat mod. Thank you.

 

Did a little testing with a low level character. When I reach 0 HP the bandits keep right on hitting me until I press the surrender key. I'd like to suggest maybe adding some auto-surrender options? Maybe have the character fall to one knee?

 

Anyway, it's looking promising and I'll keep losing in different ways to test it more.

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1 hour ago, Maddac said:

can we use Peril and Dragonborn in Distress together?

If you disable DiD's defeat system, yes.

1 hour ago, Maddac said:

does it have option in MCM to not strip quest items

No, and I'm not going to add one. I don't want players to see quest item swords as permanent back-ups. Quest items will only be stolen if there is a safe place to put them.

 

8 minutes ago, bubba999 said:

When I reach 0 HP the bandits keep right on hitting me until I press the surrender key.

8 minutes ago, bubba999 said:

Maybe have the character fall to one knee?

Did you not start bleeding out? That's how Peril determines whether you've been defeated or not. If you aren't bleeding out at 0 hp then some other mod is interfering.

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18 minutes ago, Code Serpent said:

If you disable DiD's defeat system, yes.

No, and I'm not going to add one. I don't want players to see quest item swords as permanent back-ups. Quest items will only be stolen if there is a safe place to put them.

 

Did you not start bleeding out? That's how Peril determines whether you've been defeated or not. If you aren't bleeding out at 0 hp then some other mod is interfering.

I did have the mod SM Essential Player but removed it and cleaned the save.

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A suggestion I would have is to make sure it obeys SL's no strip rules so people cant steal things that shouldn't be possible like hair/claws/tails/other things that from a RP perspective are permanent body parts/ect (or is an annoyance). Beyond that I think this sounds like it has potential to be much better then SLdefeat.

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The translation function comes from the following language contents:


Hello, code serpent


I am a player from China. I have tried to support your mod in Chinese and post it to the forum in China. In the process, I have indicated the original website address of your mod. And there is no charge for it. It's free and public.


This is my address:http://www.9damaomod.com/forum.php?mod=viewthread&tid=202731&page=1&extra=#pid27098495


If this infringes on your rights and interests, please reply to me and I will delete the Chinese language support package I published.


Of course, if you agree, I hope you can reply to me.


The following is my bug feedback from other players after testing in China Forum


1. When you are defeated with the beast, you can only trigger the window option for the first time, and you can escape successfully. However, the second time, you will only enter the bleeding state, kneel on the ground, or stand still. The game cannot continue. You can only read the file or open the potion treatment option, and use the potion therapy to break away from the battle.


2. After the battle with the guard of the stronghold fails, no matter how many times you have left the prison, the dialogue can be triggered no matter how many times. However, if you are defeated in the prison, you will not be able to continue the game as above.


3. If you fail in the battle with bandits, in many cases, you can't trigger the dialog option of the first defeat. Instead, the robbers choose punishment at random. There is also the probability that not only does not trigger the dialogue, but also, like the above, the game cannot be played.

 

4. Most of the time, after negotiation, the fight will start immediately within 30 seconds. Maybe it's just a moment. Maybe mod didn't let me put away my weapons after I lost the battle? Or it triggers the mechanism of moving something, which makes it impossible to achieve this separation from combat, and can only choose to kill all the enemies. Otherwise, there is a high probability that the game will not continue.


This mod is very thoughtful. I will regularly communicate with Chinese players and feed back some bugs. I hope this mod can do well.

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Hi Code Serpent, I have had a look at the mod in Tes5edit and identified that Cell, Location and Worldspace locations were not updated to be USLEEP compatible, so when this mod is loaded after USLEEP it is reverting the locations, whether it be location names, water height etc. These updates do not require USLEEP dependency.

 

Please find attached Peril.esp updated for USLEEP for your review. Peril.esp

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1 hour ago, Maddac said:

Hi Code Serpent, I have had a look at the mod in Tes5edit and identified that Cell, Location and Worldspace locations were not updated to be USLEEP compatible, so when this mod is loaded after USLEEP it is reverting the locations, whether it be location names, water height etc. These updates do not require USLEEP dependency.

 

Please find attached Peril.esp updated for USLEEP for your review. Peril.esp

I tried the esp you provided, it can trigger the defeat penalty normally, but there is still no way to trigger the dialog box normally, but thank you very much

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3 hours ago, cs940124 said:

I tried the esp you provided, it can trigger the defeat penalty normally, but there is still no way to trigger the dialog box normally, but thank you very much

hmmm, are you talking about triggering a dialog box after surrender or just outside of combat? I just tested the mod in game and after surrendering had the dialog boxes show up to take stuff, or bandit would just rape PC. but as far as I can tell the mod is working as intended.

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40 minutes ago, Maddac said:

hmmm, are you talking about triggering a dialog box after surrender or just outside of combat? I just tested the mod in game and after surrendering had the dialog boxes show up to take stuff, or bandit would just rape PC. but as far as I can tell the mod is working as intended.

I know the reason why the dialog box will not appear is because I have some mods with expanded enemy numbers, and some expanded enemies do not trigger. This mod is indeed working as expected

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Looks interesting. I look forward to seeing how this turns out. And by all means, take your time. Get it right. And most importantly, actually finish, please.        

 

Just don`t add too much to it. There`s plenty of unfinished, buggy, over-complicated mods around.

 

Thanks for your mods.

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looks great. havnt tried it but if this isnt already the case it would be great if you couldnt be one shot with this mod. i have alot of hard core npc mods that make them do alot of damage and id prefer if this let the scenario play out even after they one shot me. if this mod already does this then ignore me.

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Having a problem with Dragonborn in Distress/Peril where Talk option with follower stopped working. Was working fine and then stopped. Other SkyUI follower options work except for talk. Removed mods, talk works. Add mods back in, talk stops working. Log attached. Really looking forward to trying these. They were added on fresh save/game.

skse.log

 

Defeat quest was active. Even after I exited dungeon or won the fight. When I used safe word to end defeat, follower stumbled but then was able to talk again.

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