DrN Posted October 29, 2015 Posted October 29, 2015 Try selecting it in the console, and type update3D then leave and re-enter the cell. I had a similar problem with a Rider recently. The bugger had low health and was stuck in sex position, and based on my LAPF settings, he was invulnerable. The above method worked, I'm not sure about summoned creatures. Â Or you can use Refscope to find the responsible token, and remove it: removeitem tokenID 1 Â I'm not sure what's the particular token involved, though. I'll try that, thanks
gregathit Posted October 29, 2015 Posted October 29, 2015 You can also try summoning the scamp, then immediately using the console to kill him. Â Then summon him again. Â That "ought" for force a 3dupdate.
Zor2k13 Posted December 9, 2015 Posted December 9, 2015 How do I get a bad end to happen 100% of the time? I am using PSE mod so bad end is set to enslavement.
WoodGolem Posted December 10, 2015 Posted December 10, 2015 Use the option for player damage in your configuration spell. Â Rape Settings - Master -> Rape Options -> Set "Rape Damage chance" to 100% Set "Rape Damage type" to Health and set both its minimal and maximum amount to 100%. Â This will always drop your health from any amount to zero which would normally result in your character's death and should therefore trigger the bad end with your mod. Â
Zor2k13 Posted December 10, 2015 Posted December 10, 2015 Ah that makes sense now, so will other mods that initiate rape cause this to trigger like lovershooker or any dialogue based rape trigger mod?
myuhinny Posted December 10, 2015 Posted December 10, 2015 junkacc recently uploaded this to the fallout 3/New Vegas section of the old archived site of a fixed FO neckseam file. Though it no longer working now. http://archive.loverslab.com/topic/55976-neckgaps-and-neckseams/#comment-1406017
ninth_alt Posted December 10, 2015 Posted December 10, 2015 Ah that makes sense now, so will other mods that initiate rape cause this to trigger like lovershooker or any dialogue based rape trigger mod? Â Pretty sure only this mod can trigger it. Which is probably a good thing considering that if ANY mod triggered the damage on rape, you'd end up dead pretty quick if you were using PSE or something.
dult Posted December 10, 2015 Posted December 10, 2015 Stalker can do it, so it's not just locked to this mod. That said, it's optional there, and I think it's the only other one that does it.
Zor2k13 Posted December 10, 2015 Posted December 10, 2015 Yeah I modded pse to kind of act like stalker during certain hours of the day so I haven't used stalker in a while.
Grom424 Posted January 22, 2016 Posted January 22, 2016 I've been trying to edit the dialogs on this mod but I'm not really familiar with the construction kit. I've tried looking in the "filter dialog" menu for stuff that started with an "x", but had no luck. Tried searching for quests too. Anyone would know where I can find the dialogs so that I could edit them?
dult Posted January 22, 2016 Posted January 22, 2016 I'm not even sure this mod has dialog. Sure you're not thinking of something else, like joburg or stalker?
varenne Posted January 22, 2016 Posted January 22, 2016 Oblivion uses TES Construction Set, and if you intend on doing any amount of MOD editing it is highly recommended to add Construction Set Extender by shadeMe. (I think if you check one of fejeena's posts there are links to it.)  With that said, the WappyOne messaging is within scripts, specifically scn xLoversRaperSQuestScript.   if ( iVerbosity >= 2 && rGBangVictim.GetItemCount xLoversRaperSFlgNoMsg == 0 )      if rGBangVictim == Player       if tmpi >= 4        MessageEx "%n just can't get enough of me!" rGBangNext       elseif tmpi >= 1        MessageEx "%n has another go at me!" rGBangNext       else        MessageEx "%n is gangraping me!" rGBangNext       endif      elseif rGBangNext != Player       if tmpi >= 4        MessageEx "%n just can't get enough of raping %n!" rGBangNext rGBangVictim       elseif tmpi >= 1        MessageEx "%n takes another go at %n!" rGBangNext rGBangVictim       else        MessageEx "%n has joined in the gangrape of %n!" rGBangNext rGBangVictim       endif      endif     endif   (That is not all of them, just an example.)  To edit scripts first setup Construction Set Extender mentioned above, it provides some additional features specifically aimed at working with and compiling scripts. Once CS/E is setup on the top tool bar navigate to Gameplay | Edit Scripts... This will open the CSE Editor.  In CSE Editor navigate to the Open Script icon, which looks sort of like an opening folder graphic. That will open the Select Script window and list at the top all scripts added by this MOD, also indicated with a gold star icon. Scroll down till you see xLoversRaperSQuestScript and then open it by dble clicking on it.  The messages you see in game begin at lines 471 and end at 754.     You can find and edit more quickly using the edit features in CSE Editor by searching for "MessageEx" without the quotes. There should be 12 in this script. Then just dble click on the line and it will jump you right to where it is located in the script and add an icon indicating the location of the MessageEx.  When you are done editing the text of the MessageEx you'll need to compile and save the script. On the tool bar of CS Editor click on the icon that looks like an old school floppy disk. That compiles and saves the script. Close CS Editor and now save the MOD esp by using File | Save or just use a short cut combo; CTRL-S. Go in-game and test for your edits.  I don't know if other scripts have additional messages since I did not review them all. Their placement should be logical and the script name itself may provide a clue as to what it may contain as far as messaging is concerned.
WoodGolem Posted January 22, 2016 Posted January 22, 2016 There are some more which also have texts you might want to edit. I have applied changes for myself, translations into German for example. These are the scripts I have changed to fit into my flavour:  xLoversRaperSAfterAction Includes everything related to after-action-reports. You should not have a problem to add more creatures, too, if you wish so, because some of them have not been adressed by default. If you want to increase the amount a creature-dialogue, take a look at xLoversRaperSCreatureType and replace the given creatures with this    if( me.ModelPathIncludes "\Baliwog\" == 1 )      ;Baliwog      SetFunctionValue 201   elseif( me.ModelPathIncludes "\Bear\" == 1 )      ;Bear      SetFunctionValue 202   elseif( me.ModelPathIncludes "\Boar\" == 1 )      ;Boar      SetFunctionValue 203   elseif( me.ModelPathIncludes "\Clannfear\" == 1 )      ;Clannfear      SetFunctionValue 204   elseif( me.ModelPathIncludes "\Daedroth\" == 1 )      ;Daedroth      SetFunctionValue 205   elseif( me.ModelPathIncludes "\Deer\" == 1 )      ;Deer      SetFunctionValue 206   elseif( me.ModelPathIncludes "\Dog\" == 1 )      ;Dog      SetFunctionValue 207   elseif( me.ModelPathIncludes "\Elytra\" == 1 )      ;Elytra      SetFunctionValue 208   elseif( me.ModelPathIncludes "\FlameAtronach\" == 1 )      ;FlameAtronach      SetFunctionValue 209   elseif( me.ModelPathIncludes "\FleshAtronach\" == 1 )      ;Fleshatronach      SetFunctionValue 210   elseif( me.ModelPathIncludes "\FrostAtronach\" == 1 )      ;Frostatronach      SetFunctionValue 211   elseif( me.ModelPathIncludes "\GateKeeper\" == 1 )      ;GateKeeper      SetFunctionValue 212   elseif( me.ModelPathIncludes "\Ghost\" == 1 )      ;Ghost      SetFunctionValue 213   elseif( me.ModelPathIncludes "\Gnarl Dementia\" == 1 )      ;Gnarl Dementia      SetFunctionValue 214   elseif( me.ModelPathIncludes "\Gnarl\" == 1 )      ;Gnarl      SetFunctionValue 215   elseif( me.ModelPathIncludes "\Goblin\" == 1 )      ;Goblin      SetFunctionValue 216   elseif( me.ModelPathIncludes "\Grummite\" == 1 )      ;Grummite      SetFunctionValue 217   elseif( me.ModelPathIncludes "\Horse\" == 1 )      ;Horse      SetFunctionValue 218   elseif( me.ModelPathIncludes "\Hunger\" == 1 )      ;Hunger      SetFunctionValue 219   elseif( me.ModelPathIncludes "\Imp\" == 1 )      ;Imp      SetFunctionValue 220   elseif( me.ModelPathIncludes "\Jyggylag\" == 1 )      ;Jyggylag      SetFunctionValue 221   elseif( me.ModelPathIncludes "\LandDreugh\" == 1 )      ;LandDreugh      SetFunctionValue 222   elseif( me.ModelPathIncludes "\Lich\" == 1 )      ;Lich      SetFunctionValue 223   elseif( me.ModelPathIncludes "\MehrunesDagon\" == 1 )      ;MehrunesDagon      SetFunctionValue 224   elseif( me.ModelPathIncludes "\Minotaur\" == 1 )      ;Minotaur      SetFunctionValue 225   elseif( me.ModelPathIncludes "\MountainLion\" == 1 )      ;MountainLion      SetFunctionValue 226   elseif( me.ModelPathIncludes "\MudCrab\" == 1 )      ;MudCrab      SetFunctionValue 227   elseif( me.ModelPathIncludes "\MurkDweller\" == 1 )      ;MurkDweller      SetFunctionValue 228   elseif( me.ModelPathIncludes "\Ogre\" == 1 )      ;Ogre      SetFunctionValue 229   elseif( me.ModelPathIncludes "\Rat\" == 1 )      ;Rat      SetFunctionValue 230   elseif( me.ModelPathIncludes "\Scamp\" == 1 )      ;Scamp      SetFunctionValue 231   elseif( me.ModelPathIncludes "\Shambles\" == 1 )      ;Shambles      SetFunctionValue 232   elseif( me.ModelPathIncludes "\Sheep\" == 1 )      ;Sheep      SetFunctionValue 233   elseif( me.ModelPathIncludes "\Skeleton\" == 1 )      ;Skeleton      SetFunctionValue 234   elseif( me.ModelPathIncludes "\Slaughterfish\" == 1 )      ;Slaughterfish      SetFunctionValue 235   elseif( me.ModelPathIncludes "\SpiderDaedra\" == 1 )      ;SpiderDaedra      SetFunctionValue 236   elseif( me.ModelPathIncludes "\Spriggan\" == 1 )      ;Spriggan      SetFunctionValue 237   elseif( me.ModelPathIncludes "\StormAtronach\" == 1 )      ;StormAtronach      SetFunctionValue 238   elseif( me.ModelPathIncludes "\Troll\" == 1 )      ;Troll      SetFunctionValue 239   elseif( me.ModelPathIncludes "\WillOTheWisp\" == 1 )      ;WillotheWisp      SetFunctionValue 240   elseif( me.ModelPathIncludes "\Wraith\" == 1 )      ;Wraith      SetFunctionValue 241   elseif( me.ModelPathIncludes "\Xivilai\" == 1 )      ;Xivilai      SetFunctionValue 242   elseif( me.ModelPathIncludes "\Zombie\" == 1 )      ;Zombie      SetFunctionValue 243   else      ;Other      SetFunctionValue 0   xLoversRaperSCallback Some dialogue regarding quick messages like "x came in y" and the like.  xLoversRaperSGetSuccess This has log entries regarding the formular and calculations which are printed in your console, if your message level is set to verbose. I like to take a look at this, so I changed this script as well. xLoversRaperSStartRape has another string related to this.  xLoversRaperSQuestScript Varenne gave a great explanation about this one.
Grom424 Posted January 23, 2016 Posted January 23, 2016 Many thanks for the great explanations. I just found the CS Extender on the Nexus. I'll try my hand at it and see how it goes
Zor2k13 Posted February 13, 2016 Posted February 13, 2016 Experimenting with the bad end thing doesn't work well, I don't want other npcs to die from being raped is there any way to alter this mod so that bad end only happens for the player and happens often? I am using lovers hooker mod which has a rape option if the player asks for too much money for sex so it would fit right in there. I have another mod that adds traveling npcs to main roads so this helps to spread the PSE mod player slavery thing around more quickly and npcs constantly buy and sell the player all the way down a road. Without enslavement from bad end rape the enslavement can only happen from attacking npcs which are not that common without additional mods. It is more fun to think some traveller npcs are just more devious and horny than they appear.
fejeena Posted February 13, 2016 Posted February 13, 2016 No only one setting for player and NPCs. Ok there is a way... if you change the scripts and split Player and NPCs. ( Lovers RaperS-Zor2k13 Edition )  I never had a Bad end in my game with my player. Only during a testing phase I set the damage chance to 95%. Then a Female NPC in a prision was raped to death ( But thing that was not the bad end, she died because she had no more health points. )
WoodGolem Posted February 13, 2016 Posted February 13, 2016 I hope someone corrects me in case I am wrong but from how I understand the script, you could easily completely disable all damage to NPCs by adding an additional condition in the xloversrapedamage script. This is my suggestion:   Change line 125 from  "if xLoversRaperSQuest.rDamageType != 1 && GetRandomPercent < xLoversRaperSQuest.rDamage" to "if xLoversRaperSQuest.rDamageType != 1 && GetRandomPercent < xLoversRaperSQuest.rDamage && GetIsReference Player == 1".  This will prevent NPCs from taking any health damage by the rape itself, while the player character will still suffer the chance to receive damage. In case you apply this change I would suggest to also alter the attribute damage further up, in line 29.  Â
Supierce Posted February 13, 2016 Posted February 13, 2016 I hope someone corrects me in case I am wrong but from how I understand the script, you could easily completely disable all damage to NPCs by adding an additional condition in the xloversrapedamage script. This is my suggestion:   Change line 125 from  "if xLoversRaperSQuest.rDamageType != 1 && GetRandomPercent < xLoversRaperSQuest.rDamage" to "if xLoversRaperSQuest.rDamageType != 1 && GetRandomPercent < xLoversRaperSQuest.rDamage && GetIsReference Player == 1".  This will prevent NPCs from taking any health damage by the rape itself, while the player character will still suffer the chance to receive damage. In case you apply this change I would suggest to also alter the attribute damage further up, in line 29.   Yes, you're right. That will work. Â
Zor2k13 Posted February 14, 2016 Posted February 14, 2016 It would be better to simplify it or allow stats damage to do the same thing as health damage since that would kinda make sense aka willpower down from rape makes it easier for raper to enslave player. Â This mod calls for lovers slave trader too so npcs can be enslaved from what I can tell anyway so instead of leaving out the users of that mod just make an option to use stats damage instead of health damage so the mod will be an equal opportunity enslaver hehe:-)
anonymous9393 Posted April 11, 2016 Posted April 11, 2016 seems to work fine but for some reason gangbang don't start (tried only with goblin)
fejeena Posted April 12, 2016 Posted April 12, 2016 I never saw a gangbang with creatures. Maybe it works only with "human races". Most creatures are solitary.  But to be sure have you set the gangbang chance very high ? the Satisfied Rapist low ? ..... ( all gangbang settings to max or min. If it works you can lower the settings again step by step till you found the optimal setting )
movomo Posted April 12, 2016 Posted April 12, 2016 If I remember correctly, gangbang does work with creatures. Goblins included.
anonymous9393 Posted April 12, 2016 Posted April 12, 2016 it didn't work and i have this value :100 gRape Disposition - A potential rapist's disposition to the gangrape victim must be this value or lower.100 gRape Responsibility - A potential rapist's Responsibility must be this value or lower.100% gRape Chance - Similar to PC/NPC Success Rate in the Options settings, this is multiplicative to the gender pairing base success chance to see if the gangrape is joined.
movomo Posted April 12, 2016 Posted April 12, 2016 Well, then it should work. I do remember I got gangrape reports time to time. Is your .ini file encoded in ANSI? And, did you actually apply the settings in game with the master rape settings spell?
anonymous9393 Posted April 12, 2016 Posted April 12, 2016 the setting are choosed with the master rape settings spell. Which file.ini are you talking? and what is ansi?
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