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11 hours ago, Andy14 said:

I only do this when it is necessary.
So if you already have the job and you see the guard approaching you. So the mod works to some extent. Because the guard is probably the only problem at the moment, which is really really annoying. TAI does not break a quest or influence anything else. On the contrary, once the job is done, you can wake up the guard with TAI - if you wish.
If the mod has been deactivated, of course, that doesn't help.

 

PS: In individual cases it can happen that after loading the game, this guard was removed from the game itself.


If it happens again I'll give that a try.

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On 7/18/2021 at 6:34 PM, Visio Diaboli said:

Progress Update

 

I've been sporadically refactoring the mod, which isn't to say an update is coming soon - just that it's closer to realization than before.

 

The released version is a mess as far as division of responsibility between scripts; right now I am overhauling it to be comprised of more, smaller, better-defined scripts that communicate with each other almost entirely through mod events. This reduces my compile times, makes further refactoring and expansions easier, and makes it possible for other mods to communicate with PW. The quota system is being revised internally as a part of this, now being extracted into it's own 'quota manager' script, which if managed properly should pave the way to duration quotas and an endless mode.

 

My plan as of now is to continue such overhauls until all of the major scripts are entirely divorced from each other, finish the quota system revisions, and then begin converting anything involving forcegreets into scenes. Forcegreets currently use aliases with the behavior packages for forcegreeting permanently attached to them, with the objective of assigning and unassigning the aliases as necessary. My thought is that by moving the packages into scenes, the packages can be controlled a bit more securely. Thus even if the alias failed to clear, the package would no longer be attached to it. This is my theory at least, time will tell if it proves correct.

 

Essentially, the current state of the project is that I built it before gaining enough exposure to software engineering principles, and now I'll need to do some repairs if I'm going to add any more content without breaking the existing content. Ideally once the current work is completed, it will be equivalent to what it was before, but built upon a better base.

 

I'm getting around to this about once or twice a week, though I think I'm making decent progress refactoring it, and that if it gets up and running again it will have been worth the time to do so.

 

I'm a bit late in saying so, but I'm very happy to hear you've been making progress!

 

Take your time. Don't rush yourself. It'll be worth it once it's done!

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Happy to hear you are working on it again! Take your time though, enjoy the process.

Oddly, I seem to have a pretty stable version of this going (It's unusual with my game, due to me having almost zero knowledge, haha!)

The only "issue" I had was once, I was sent from SS++ to Morthal, given a quota and got to work. During this, there was a message that I was about to be gang raped (Yay!) but only one person used me. However, after that I had about 8 npc following me! They never did anything, just followed. I would have killed them, or used TAI, but wanted to keep them active. I tried various things like fast travel to other cities, etc but no matter what they just kept following. I ended up just going back to a save before I was sent to Morthal so no big deal. I'm pretty sure it was just a "follower" error of some sort, no doubt caused by something on my end, not this mod. But I wanted to mention it.

Otherwise I'm having a great time with it! 

Well done so far, and best of luck with any future work you do on it. It's the perfect mod for my current character! 

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8 minutes ago, JustMe469 said:

Happy to hear you are working on it again! Take your time though, enjoy the process.

Oddly, I seem to have a pretty stable version of this going (It's unusual with my game, due to me having almost zero knowledge, haha!)

The only "issue" I had was once, I was sent from SS++ to Morthal, given a quota and got to work. During this, there was a message that I was about to be gang raped (Yay!) but only one person used me. However, after that I had about 8 npc following me! They never did anything, just followed. I would have killed them, or used TAI, but wanted to keep them active. I tried various things like fast travel to other cities, etc but no matter what they just kept following. I ended up just going back to a save before I was sent to Morthal so no big deal. I'm pretty sure it was just a "follower" error of some sort, no doubt caused by something on my end, not this mod. But I wanted to mention it.

Otherwise I'm having a great time with it! 

Well done so far, and best of luck with any future work you do on it. It's the perfect mod for my current character! 

 

Was this during the second punishment scene? I think that's the only 'group sex' type thing PW does right now.

 

I think Sexlab Adventures(?) can cause that with the Proximity Rape feature, notably it prevented me from testing my own mod for like a solid 3 minutes yesterday. Though if the NPCs don't stop following that sounds like unintended behaviour

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25 minutes ago, Visio Diaboli said:

 

Was this during the second punishment scene? I think that's the only 'group sex' type thing PW does right now.

 

I think Sexlab Adventures(?) can cause that with the Proximity Rape feature, notably it prevented me from testing my own mod for like a solid 3 minutes yesterday. Though if the NPCs don't stop following that sounds like unintended behaviour

No, it was just in the tavern in Morthal. No punishment scene at all.

I do have Adventures running, so that was probably it. I've had instances where I am the Public Whore and asked an npc if they want to use me, they say no, but then Adventures kicks in and they rape me, lol! 

"So, you aren't interested in me as a PW but you'll rape me for free huh? You cheap bastard!" Hahahaha! 

I'll probably turn Adventures off at some point. Clicking the "ignore when collared" option didn't do anything. 

And between the two mods I definitely prefer PW!!! No question about that! 

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5 hours ago, JustMe469 said:

No, it was just in the tavern in Morthal. No punishment scene at all.

I do have Adventures running, so that was probably it. I've had instances where I am the Public Whore and asked an npc if they want to use me, they say no, but then Adventures kicks in and they rape me, lol! 

"So, you aren't interested in me as a PW but you'll rape me for free huh? You cheap bastard!" Hahahaha! 

I'll probably turn Adventures off at some point. Clicking the "ignore when collared" option didn't do anything. 

And between the two mods I definitely prefer PW!!! No question about that! 

If it's a Proximity Rape thing, you can set the flag for collars as "NOT" and it should prevent being raped while collared. Setting it to "OR NOT" or "IGNORE" will not have the same results as setting it to "NOT" (further explanation in the spoiler)

The "Ignore when collared" thing, iirc, is for the Crime Rape options, which is different.

 

Spoiler

Proximity Rape looks for 3 things:

 

1) Does the PC meet the specified number of flags? [You set this in the proximity rape settings, it should be the only number you can edit in that section, iirc]

 

2) Is there an available "rapist"? (Based on arousal, distance, and gender settings)

 

3) Are there any preventative flags? If so, no rape is performed unless that flag is Active (if set to "AND") or Inactive (if set to "NOT").

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

 

For example, let's say I've set Proximity Rape to trigger at 3 flags.

 

For each flag set to "OR", that means each flag counts for 1 of my 3 required conditions. Let's say "Skimpy", "Night", and "City" are all set to "OR". When I'm wearing a Skimpy outfit, in a city, at night, then I can be raped.

 

(Setting a condition to "OR DOUBLE" makes the condition count for 2, "OR TRIPLE" makes the condition count for 3, and "OR NOT" makes the condition count for 1 if it's NOT active)

 

Continuing with the example of 3 required flags, if I set "Nude" to "AND" that means I can only be raped if I'm naked AND at least two other flags are active. From our previous example, that means I could wear a skimpy outfit but not be raped because I don't meet the Nude "AND" requirement anymore.

 

Therefore, if I set the "Collared" condition to "NOT", that means I can only be raped if I'm NOT wearing a collar. This should fix your issue with SL Adventures proxy-raping you while doing PW (as long as you wear a collar).

 

Edited by NymphoElf
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2 hours ago, NymphoElf said:

If it's a Proximity Rape thing, you can set the flag for collars as "NOT" and it should prevent being raped while collared. Setting it to "OR NOT" or "IGNORE" will not have the same results as setting it to "NOT" (further explanation in the spoiler)

The "Ignore when collared" thing, iirc, is for the Crime Rape options, which is different.

 

  Reveal hidden contents

Proximity Rape looks for 3 things:

 

1) Does the PC meet the specified number of flags? [You set this in the proximity rape settings, it should be the only number you can edit in that section, iirc]

 

2) Is there an available "rapist"? (Based on arousal, distance, and gender settings)

 

3) Are there any preventative flags? If so, no rape is performed unless that flag is Active (if set to "AND") or Inactive (if set to "NOT").

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

 

For example, let's say I've set Proximity Rape to trigger at 3 flags.

 

For each flag set to "OR", that means each flag counts for 1 of my 3 required conditions. Let's say "Skimpy", "Night", and "City" are all set to "OR". When I'm wearing a Skimpy outfit, in a city, at night, then I can be raped.

 

(Setting a condition to "OR DOUBLE" makes the condition count for 2, "OR TRIPLE" makes the condition count for 3, and "OR NOT" makes the condition count for 1 if it's NOT active)

 

Continuing with the example of 3 required flags, if I set "Nude" to "AND" that means I can only be raped if I'm naked AND at least two other flags are active. From our previous example, that means I could wear a skimpy outfit but not be raped because I don't meet the Nude "AND" requirement anymore.

 

Therefore, if I set the "Collared" condition to "NOT", that means I can only be raped if I'm NOT wearing a collar. This should fix your issue with SL Adventures proxy-raping you while doing PW (as long as you wear a collar).

 

Awesome, thanks NymphoElf! I'm sure that's what it was doing. Much appreciated.

BTW I love your profile pic, where is that from?

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16 hours ago, JustMe469 said:

Awesome, thanks NymphoElf! I'm sure that's what it was doing. Much appreciated.

BTW I love your profile pic, where is that from?

Glad I could help!

 

It's a picture of Zelda I found and edited down to fit LL's profile pic requirements. Full image in the spoiler.

 

Spoiler

5fde830aaf4789789f330520566e82b1b34def08.thumb.jpeg.10c8338fdd5b2367b343a07aa56ce83f.jpeg

 

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8 hours ago, fooman said:

I've got a bunch of MGEF debufs that didn't go away after being released. How do I get rid of these?

 

Edit: Nevermind, found it in the MCM. Are those latent debufs intentional?

After you're done with your stint as PW? Yes. They gradually dissipate over several in-game days.

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If anyone who's been having the guard forcegreet loop issue wants to test if it's working in my current version, let me know.

 

I think my copy is properly restored to previous functionality now, so I'll add and fix a couple more things and then do a test run with any volunteers, starting either later today or tomorrow soon. Trying to keep its deployment controlled until I'm pretty sure it's stable.

 

(edited for better approximation of timeframe)

Edited by Visio Diaboli
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Thanks for one of the most fun mods I've ever encountered, and I've been using mods since the original FO3.

 

The encforcement mode after alternate start is great, and even more so the quest line. Maybe you'd like to add an encforced "enforced" mode in the quest like, activated by some of the player's quest choices?

 

Another observation is that the "approach chance" and "approach interval" seems to be rather static atm. An idea for more immersive gameplay would be to make this more depending on encountering new npc - i.e. parading around (unlike just standing in a crowd of npc) would increase the chance, while npc that have failed the probability to activate the approach would need a cooldown. And/or the approach probability could depend on PC arousal - but this is very "black box".

 

I would like to request a MCM lockout option like in DD or rapetats. Otherwise it's too tempting to change probabilities or payment after starting the quest. Esp. activating active approaches is far less immersive for me. To me, the outfit enforcement seems to be designed for passive approaches - unlike spamming "Do you want to...?" dialogue line. There have been some add-on mods for MCM lockouts in the past, but they don't seem to able to keep up - so inclusion in the original mod would be great.

 

Please do take these as mere suggestions, the mod is terrific as-is, and I'm not trying to be impertinent asking for a modder's attention. Do ignore at your leisure. I just installed Skyrim and cannot isolate/report bugs yet, however: the "haircut" option doesn't seem to work with KS hairdos?

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2 hours ago, BillyG said:

the "haircut" option doesn't seem to work with KS hairdos?

Please ignore this if I misinterpreted (I'm not familiar with all the details of this mod), but if the haircut is similar to the head shaving (or hair style changing) in Submissive Lola (The Resubmission), I found that hair mods complicate matters.

 

With vanilla hair, it's simple.  But KS Hair uses head part index 3, whereas vanilla uses head part index 5, so the approach for vanilla doesn't work.  I couldn't be sure what index various hair mods might use, so I ended up iterating through the player character's head parts to find the hair.  Then it turns out that for some players (but not others), the hair change doesn't persist after saving and reloading a game, so I had to add an MCM button so players could add the hair change back.  The author might well want to remove hair changing features and just avoid the problems.

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5 hours ago, BillyG said:

Another observation is that the "approach chance" and "approach interval" seems to be rather static atm

Could be more dynamic as described, but it'd be mechanically strange to try and implement right now. Will keep it in mind.

 

5 hours ago, BillyG said:

I would like to request a MCM lockout option like in DD or rapetats.

That should be easy to do

 

5 hours ago, BillyG said:

I just installed Skyrim and cannot isolate/report bugs yet, however: the "haircut" option doesn't seem to work with KS hairdos?

 

2 hours ago, HexBolt8 said:

Please ignore this if I misinterpreted (I'm not familiar with all the details of this mod), but if the haircut is similar to the head shaving (or hair style changing) in Submissive Lola (The Resubmission), I found that hair mods complicate matters.

It would surprise me if the hair feature were working correctly considering I didn't add one. It's an interesting idea though, no doubt the Jarl would have some opinions on what the public whore should look like. Though if it's as difficult to implement as HexBolt's experience suggests then I don't think I want to.

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1 hour ago, Visio Diaboli said:

It would surprise me if the hair feature were working correctly considering I didn't add one.

Darn, I mixed up the mods - the haircut option is from "Naked defeat", I'll ask about this over there.

 

Thanks for considering the MCM lockout, and keeping more immersive "passive approach" in mind - these suggestions actually were for PW :-p

Edited by BillyG
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Very nice mod with a lot of options for being a beta. The MCM is amazing to work with and has clear explanations where needed. Regarding SlaveTats, what do the labels look like and what are you using in the screenshots? Looks like a combination of both.

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On 7/27/2021 at 9:10 PM, Seeker999 said:

After you're done with your stint as PW? Yes. They gradually dissipate over several in-game days.

I thought about that, but I continued for several days, probably 6 or 7, and they didn't go away. Not sure if the effect was decreasing though.

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13 hours ago, fooman said:

I thought about that, but I continued for several days, probably 6 or 7, and they didn't go away. Not sure if the effect was decreasing though.

I don't remember how long exactly, but it is a considerable period of time. The debuff has different stages, from you are virtually useless -> seriously impaired -> impaired, etc. Each stage lasts a few days. That's how it was for me, anyway. I can't tell you how happy I was when I was finally 50% effective! Phe-ew!

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Another mistake. Always with Farengar

 

This time, instead of getting fucked by a guard, he undresses us, after a few seconds the animation that takes us to the Jarl starts and, from here on, nothing more happens. It is not possible to perform any type of action with the exception of accessing the main menu of MCM.

Additionally, all areas become inaccessible when exiting Dragnosreach

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On 4/10/2021 at 5:31 AM, pootisbird said:

the repeating force greeting loop that's really killing me is the guards escorting me to the Whiterun thane.

 

Even after starting PW after talking to the thane, the guard still runs to me and says they need to escort me.

I get stuck teleporting back to the thane with the pop up messages detailing the escort endlessly.

even resetting myself to make myself ineligible for PW still causes the guard to continue escorting. (only after the guard has been set to escort me. does not occur while ineligible.)

Even funnier when the guard in question in in the keep. the guard will immediately talk to me after leaving conversation with the thane to 'escort me' while I'm still standing in front of the thane after starting PW.

Quitting dialog without selecting anything causes the guard to say "oh, ok then" or something like that before chasing me and repeating the escort dialog. so nothing I did could get the guard to stop.

 

not entirely sure if this occurs in other cities as I haven't tested outside whiterun.

 

TLDR; escort guard endlessly brings up escort dialog no matter what, even after complying and becoming PW. (doesn't happen if I was ineligible and force my state into PW immediately, skipping eligible state.)

 

Has somebody found a solution to this problem? Because I have the same problem right now (in Winterhold). I already became PW but then the guard forcegreets me and escorts me to the thane, over and over again.

 

It's the SE version, btw.

Edited by Sador
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First of all thank you Visio Diaboli for this awesome mod. I have played through with pleasure the first time in Whiterun. Unfortunately, I also have/had the "Guard Loop" problem.
I play on version 1.0.3 with the German translation file. What helped me was, as already has been mentioned, turning off the AI for the special guard.
Continue to have fun and thanks again for the awesome mod! ?

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