TenShadows Posted September 2, 2022 Posted September 2, 2022 I don't know enough about mods to meddle with the load order on my own: I use BOSS to settle the matter automatically. It puts Realistic Fatigue right after LoversRaperS, as it happens. I'll put it a little higher, see if that changes anything.
LongDukDong Posted September 3, 2022 Author Posted September 3, 2022 Never let them sort automatically. That's the problem. In general, non lovers mods MUST load before lovers mods. And the yellow link in my sig, as I stated before, has a recommended mod order. At least you didn't say Wyre Bash. You cannot 'BASH' lovers mods... ever (if you switch over). But sorting mods should be no problem if you follow the recommended mod order as stated.
TenShadows Posted September 3, 2022 Posted September 3, 2022 Doesn't look like it made any difference, though: they still ignore me once knocked out.
kukenmellantuttarna Posted September 10, 2022 Posted September 10, 2022 On 8/13/2022 at 3:32 AM, LongDukDong said: 30% of 12 is 3.6hp ... 4hp damage on rape (actually 3.6, assuming it rounds 'up')... So if her full health is 12hp and she's got 5hp left... STILL no death because 1hp would still remain. OR 2hp remaining if it rounds down. ...that was strange! I was doing other stuff and now I sat down to test some other mods (I never actually get to play this game!!!) and I went to walk around in Sutch Village, and raped some Sutch guards, and yes they get raped to death after three or four rapes! So it was that NPC from my edited CM-partners then who didn't work. And so now when I used my home made setting instead, the MessageBox popped up with "Sutch guard is getting devoured by rapists!"
TenShadows Posted September 26, 2022 Posted September 26, 2022 There's something weird going on with the dynamic mode. As soon as my health or fatigue drops below half, no matter how lowly the enemy or what their own health situation is, they pounce on me. I just got pounded by a level 6 goblin that was about one punch away from dying himself, just because my own attacks wore down my fatigue a little bit. Pretty sure it shouldn't be that lopsided for them.
LongDukDong Posted September 26, 2022 Author Posted September 26, 2022 It is a mix of features. Calculated chance of the creature to rape you compared to that of an NPC to rape you of that gender... Whether they get a bonus from behind or not, and your health and/or fatigue and disposition. It's not one factor but multiple ones that go into the calculations. These are the original calculations that have been part of LoversRaperS since the beginning and they are not going to change. You can alter the settings to suit your tastes however.
TenShadows Posted September 26, 2022 Posted September 26, 2022 (edited) Could you tell me of those calculations in a little bit more mechanical detail? It feels really weird that they're all, seemingly, by default geared up so outrageously high that as soon as my fatigue - the final threshold - falls to 49%, I'm free game to everybody. The promised dynamic granularity doesn't exactly come across. Edited September 26, 2022 by TenShadows
LongDukDong Posted September 27, 2022 Author Posted September 27, 2022 There are multiple scripts that go into determining the validity of the success, this being only one of them. And again, the calculations have not changed since its inception over a decade ago. To change the conditions and calculations as something so established would be harmful for other scripts that may be add-one or dependent upon it. So no change is ever going to be made to these. Spoiler scn xLoversRaperSGetSuccess ref attacker ref target short ok int health int athealth float athealthh float f0 short bl int aresponsibility int adisposition int astrength int dstrength int strengthdiff int apersonality int dpersonality int afatigue int dfatigue int armorhealth short dynchance string_var svChanceDetail short iLen ref rTmp Begin Function { attacker target } set ok to 0 ;NG ;preveri pogoje v check enabled, mora biti 1 da nadaljuje if 0 == Call xLoversRaperSCheckEnabled attacker target SetFunctionValue 0 return endif ;player automatic success vs undetected, sleeping, and the dead if attacker == Player && xLoversRaperSQuest.ok2 >= 3 SetFunctionValue 1 return endif ; Automatic success against Perpeturape victim if ( target.GetItemCount xLoversRaperSFlgPerpeturape ) SetFunctionValue 1 return endif ; Automatic success against player slaves if attacker == Player if target.GetItemCount xLoversPkrFlagSlave SetFunctionValue 1 return endif endif ;Raper Responsibility set aresponsibility to attacker.GetAV Responsibility ; Rape prevent death check, all success except responsibility and 0% gender if ( target.GetItemCount xLoversRaperSDeathDeferred ) set svChanceDetail to sv_Construct "%n-%n (Dying): " attacker target set iLen to sv_Length svChanceDetail if ( aresponsibility > xLoversRaperSQuest.raperMaxResponsibility ) sv_Insert "Responsibility: FAIL" svChanceDetail iLen SetFunctionValue 0 elseif eval ( 0 == call xLoversRaperSGetGenderMatch attacker target ) sv_Insert "Gender: FAIL" svChanceDetail iLen SetFunctionValue 0 else sv_Insert "Success" svChanceDetail iLen SetFunctionValue 1 endif if ( xLoversRaperSQuest.iVerbosity >= 2 ) printc $svChanceDetail endif return endif ; Rapist in refractory period if attacker.hasspell xLoversRaperSSatisfiedSpell setFunctionValue ok return endif ;hp set athealthh to attacker.GetAV Health if athealthh > attacker.GetMaxAV Health set athealthh to attacker.GetMaxAV Health endif set f0 to target.GetAV Health if f0 > target.GetMaxAV Health set f0 to target.GetMaxAV Health endif ;Raper HP % set athealth to athealthh * 100 / attacker.GetMaxAV Health ;Victim HP % set health to f0 * 100 / target.GetMaxAV Health ;Raper Disposition if attacker == Player set adisposition to 0 else set rTmp to xLoversRaperSQuest.rIchSlaveQuest if ( IsFormValid rTmp ) set f0 to GetVariable "PlayerEnslaved" rTmp if ( f0 > 0 ) set adisposition to 0 else set adisposition to attacker.GetDisposition target endif else set adisposition to attacker.GetDisposition target endif endif ;Raper Strength set astrength to attacker.GetAV Strength ;Victim strength set dstrength to target.GetAV Strength ;diff set strengthdiff to astrength - dstrength ;Attacker personality set apersonality to attacker.GetAV Personality ;victim personality set dpersonality to target.GetAV Personality ;fatigue set athealthh to attacker.GetAV Fatigue if athealthh > attacker.GetMaxAV Fatigue set athealthh to attacker.GetMaxAV Fatigue endif set f0 to target.GetAV Fatigue if f0 > target.GetMaxAV Fatigue set f0 to target.GetMaxAV Fatigue endif ;attacker fatigue % set afatigue to athealthh * 100 / attacker.GetMaxAV Fatigue ;victim fatigue % set dfatigue to f0 * 100 / target.GetMaxAV Fatigue ; Threshold checks set bl to 0 if athealth >= xLoversRaperSQuest.raperMinHP if aresponsibility <= xLoversRaperSQuest.raperMaxResponsibility if apersonality <= xLoversRaperSQuest.raperMaxPersonality if dpersonality >= xLoversRaperSQuest.victimMinPersonality if afatigue >= xLoversRaperSQuest.raperMinFatigue if adisposition <= xLoversRaperSQuest.raperMaxDisposition set bl to 1 endif endif endif endif endif endif if bl == 0 SetFunctionValue 0 return endif ; Initialize success rate if attacker == Player set dynchance to xLoversRaperSQuest.PlayerSuccessRate set svChanceDetail to sv_Construct "Base chance %n-%n: %.0f" attacker target xLoversRaperSQuest.PlayerSuccessRate else set dynchance to xLoversRaperSQuest.OtherSuccessRate set svChanceDetail to sv_Construct "Base chance %n-%n: %.0f" attacker target xLoversRaperSQuest.OtherSuccessRate endif if ( health > xLoversRaperSQuest.borderHealthRate || dfatigue > xLoversRaperSQuest.victimMaxFatigue ) && xLoversRaperSQuest.dynamicMode == 0 set dynchance to -1000 set iLen to sv_Length svChanceDetail sv_Insert " HP|Fat threshold fail:-1000" svChanceDetail iLen endif ; Adjust for dynamic health/fatigue if xLoversRaperSQuest.dynamicMode set f0 to ( xLoversRaperSQuest.borderHealthRate - health ) * xLoversRaperSQuest.healthdynrate set dynchance to dynchance + f0 if xLoversRaperSQuest.healthdynrate > 0 set iLen to sv_Length svChanceDetail sv_Insert " Dyn HP:%.0f" dynchance svChanceDetail iLen endif set f0 to ( xLoversRaperSQuest.victimMaxFatigue - dfatigue ) * xLoversRaperSQuest.fatiguedynrate set dynchance to dynchance + f0 if xLoversRaperSQuest.fatiguedynrate > 0 set iLen to sv_Length svChanceDetail sv_Insert " Dyn Fat:%.0f" dynchance svChanceDetail iLen endif endif ; Strength difference bonus/penalty set f0 to strengthdiff * xLoversRaperSQuest.overpower set dynchance to dynchance + f0 if xLoversRaperSQuest.overpower > 0 set iLen to sv_Length svChanceDetail sv_Insert " Str Diff:%.0f" dynchance svChanceDetail iLen endif ; Check upper/lower armor slots set armorhealth to Call xLoversRaperSGetArmorDurability target set f0 to -1 * armorhealth * xLoversRaperSQuest.armorprotect set dynchance to dynchance + f0 if xLoversRaperSQuest.armorprotect > 0 set iLen to sv_Length svChanceDetail sv_Insert " Armor:%.0f" dynchance svChanceDetail iLen endif ; Front success until changed set ok to 1 ; Apply bonusses/penalties ; Back attack bonus if Call xLoversRaperSGetBackAttack attacker target set ok to 2 set f0 to xLoversRaperSQuest.BackAttackSuccessRate / 100 set dynchance to dynchance * f0 set iLen to sv_Length svChanceDetail if xLoversRaperSQuest.BackAttackMin > dynchance set dynchance to xLoversRaperSQuest.BackAttackMin sv_Insert " Back MIN:%.0f" xLoversRaperSQuest.BackAttackMin svChanceDetail iLen else sv_Insert " Back:x%.2f" f0 svChanceDetail iLen endif endif ; Incapacitated bonus if target.GetKnockedState || ( attacker == Player && target.IsStaggered ) || target.AnimPathIncludes "getupface" set f0 to xLoversRaperSQuest.knocked / 100 set dynchance to dynchance * f0 set iLen to sv_Length svChanceDetail if xLoversRaperSQuest.knockedmin > dynchance set dynchance to xLoversRaperSQuest.knockedmin sv_Insert " Incap MIN:%.0f" xLoversRaperSQuest.knockedMin svChanceDetail iLen else sv_Insert " Incap:x%.2f" f0 svChanceDetail iLen endif endif ; Blocking penalty if target.IsBlocking && ok != 2 set f0 to xLoversRaperSQuest.rBlock / 100 set dynchance to dynchance * f0 set iLen to sv_Length svChanceDetail sv_Insert " Block:x%.0f" f0 svChanceDetail iLen endif ; Roll vs final chance set f0 to GetRandomPercent + 1 set iLen to sv_Length svChanceDetail sv_Insert " Final:%.0f Roll:%.0f" dynchance f0 svChanceDetail iLen if f0 > dynchance set ok to 0 endif ; Check for gender match if ok if 0 == call xLoversRaperSGetGenderMatch attacker target set ok to 0 set iLen to sv_Length svChanceDetail sv_Insert " Gender:FAIL" svChanceDetail iLen endif endif if ( ok && xLoversRaperSQuest.iVerbosity >= 2 ) || xLoversRaperSQuest.iVerbosity >= 3 printc $svChanceDetail endif SetFunctionValue ok sv_Destruct svChanceDetail End
TenShadows Posted September 27, 2022 Posted September 27, 2022 (edited) I'm not asking to change things, I'm just seeking to understand. And I don't understand that code. Edited September 27, 2022 by TenShadows
kukenmellantuttarna Posted September 29, 2022 Posted September 29, 2022 (edited) Idea! (I love ideas) That message you get if you want to join the gang action could you change that so it will be sent when the current act is entering orgasm stage (4) ? so there isn't that awkward pause where the NPCs you don't really know that well are waiting for you to decide if you want to have a go Edited September 29, 2022 by kukenmellantuttarna
LongDukDong Posted September 29, 2022 Author Posted September 29, 2022 Entertaining idea. But there was a valid reason why it was never implemented in that fashion. The ability to join in the gangbang, whether it by you or an NPC, appears only after the act of sex had completed... after orgasm stage 4. And the reason is because the system in general first runs a test to see what possible 'damage' the victim had suffered and if death was itself a result. Dependent upon the situation, how low a victim's health was at the time that rape had begun, the percentage of damage based on settings and so on, the victim may die before the next rapist's turn. It'd be a shame for you to say "MY TURN!" and she's as lifeless as a rag doll. I do know necrophilia can be performed with LoversRaperS, but that runs a completely different way and no gangbang is possible with that... dead ensures no gangbang.
Holiday Hentai gamer Posted October 29, 2022 Posted October 29, 2022 (edited) Hi LongDukDong, I recently downloaded and installed LoversRaperS Dukky Edition, I updated my mod sorting by following the yellow link and made sure I was using the latest version of LAPF, but I found out that whether using the rape spell or the rapeme spell, Victims only get pushed away, knocked down, then undressed, be stolen gold(no other items), however further process won't play, I thought it might be a load order issue, but after repeated attempts to sort and move the LAPF plugins to the end of the list. The animation still cannot be played normally, Attacker just continues moving as if nothing happened. The upper right corner will display the relevant information about the successful execution of the action normally (clothes being taken away, pushed down on face. etc). Other animation execution plug-ins, such as Tachicat2, will play the animation and message correctly. My native language is not English so I hope you can understand my message. How can I fix this problem, please? Tried fixing LAPF and switching chaos mode, trying to press N to execute animation, all failed. (I have used another version of RaperS be4, and that works correctly, after installation, this issue occurs UPDATE: When I start a new game, this problem doesn't exist, all good now Edited October 29, 2022 by Holiday Hentai gamer 1
01515151 Posted December 7, 2022 Posted December 7, 2022 Question,i do not appear to have any of the spells in my inventory and pressing N does nothing,what couldve i done wrong?
LongDukDong Posted December 7, 2022 Author Posted December 7, 2022 18 minutes ago, 01515151 said: Question,i do not appear to have any of the spells in my inventory and pressing N does nothing,what couldve i done wrong? That sounds extremely odd. Do you have any other LAPF mods running?
01515151 Posted December 7, 2022 Posted December 7, 2022 5 minutes ago, LongDukDong said: That sounds extremely odd. Do you have any other LAPF mods running? No,the only LAPF mod i have is LRPS
LongDukDong Posted December 7, 2022 Author Posted December 7, 2022 (edited) 13 minutes ago, 01515151 said: No,the only LAPF mod i have is LRPS Can you present your Mod Load Order? Edited December 7, 2022 by LongDukDong
01515151 Posted December 7, 2022 Posted December 7, 2022 27 minutes ago, LongDukDong said: Can you present your Mod Load Order? How would i do that? im kind of code illiterate so forgive me for being slow on this one
LongDukDong Posted December 7, 2022 Author Posted December 7, 2022 (edited) 1 hour ago, 01515151 said: How would i do that? im kind of code illiterate so forgive me for being slow on this one Ah. Well, I use Oblivion Mod Manager when I play Oblivion. To obtain the mod order (beside screencapping the sucker), OMM has a button at the bottom saying [Import/Export]. The first option that comes up is Load Order, which brings up your load order in a window you can save as a text file. Beats screencapping it. Edited December 7, 2022 by LongDukDong
01515151 Posted December 7, 2022 Posted December 7, 2022 26 minutes ago, LongDukDong said: Ah. Well, I use Oblivion Mod Manager when I play Oblivion. To obtain the mod order (beside screencapping the sucker), OMM has a button at the bottom saying [Import/Export]. The first option that comes up is Load Order, which brings up your load order in a window you can save as a text file. Beats screencapping it. Ahhh,right,thank you for the explanation. Here
LongDukDong Posted December 7, 2022 Author Posted December 7, 2022 (edited) First, I was hoping it would be a text file. I was able to download the olod and open it with NOTEPAD and just remove the excess to get your list in the order you have it in your Mod Manager. The problem is... I see the order you have it in your mod manager. FIRST THINGS FIRST. Some mods do not play well with others. VToy.esp is the mod known as "Claudia's Little Secret" Lord knows I know this. Hehehe... I wrote a Prima/Help book for it entitled "Claudia's Little Diary" (you can find it in my spoilers). Claudia is definitely NOT LAPF compliant It has its own sex mechanics that will conflict with LAPF's mechanics. You can play Claudia, or you can play using LAPF... but not both. Second, I see you have a file "beautiful people.esp" That certainly isn't "Modular Beautiful People", because you would be missing the .esm file that goes with it. Both would be required if that is the case. Another file you have is "move-in on her or him mod cobl patch.esp". That is a patch. It assumes you have COBL, and it assumes you have Move-in on her or him". Since you have neither... you would have a problem. After that, you got problems with the order of your mods. And incidentally, I do not see LoversRaperS among them. Incidentally, LoversRaperS actually loads 'before' Lovers with PK.esp... when you actually look at an example mod order. Of the masters (those with .esm), I think you're good. But the ESP files... disaster. The very general order for esp files is (PATCHES) DLCShiveringIsles.esp (WEATHER AND MECHANICS) (DLCS) <--- (MaleBodyRepacer, ITEM MODS AND OVERHAULS BETWEEN SOME) Knights.esp (UNIQUE LANDSCAPES) (TAMAGOCLUB) (LOVERS) (OTHER SEX FILES) (IDLE ANIMS AND ANIMS) (RACES) (BETTER CITIES MODS) Bashed Patch, 0.esp LoversMB2.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp And of these, the DLCs must be in a specific order. AND the 'harvest flora' esps should load right after their respective DLC mods themselves. As in... DLCFrostCrag.esp harvest [flora] - DLCFrostCrag.esp NOTE: Bashed Patch, 0.esp LoversMB2.esp LoversIdleAnimsPriority.esp LoversAnimObjectsPriority.esp ALWAYS last... and in that order. For suggestions, look at the yellow link in my signature and scroll down for the example Mod Order and examine the contents of the spoiler. It is the mod order that I use. And it has placeholders suggesting where things like enhanced water or capesandcloaks would belong (the former with natural waters the latter as an ITEMS mod). Edited December 7, 2022 by LongDukDong
Burensc Posted December 14, 2022 Posted December 14, 2022 Where is the break armor mod you recommend in this thread?
LongDukDong Posted December 14, 2022 Author Posted December 14, 2022 TECHNICALLY... OFF TOPIC. But I'll answer. Content like this would be better in the FIND/REQUEST board folks. As to the location of the Break Armor Framework, it is found (>HERE<) within the Downloads - Oblivion Adult Mods board. And then diebedkin1993 made the Linen Tunic, the Dark Green Vest and Leather Pants, and Loincloth addons found in the Non-Adult Downloads section for some reason. How you break a loincloth is anyone's guess. OTHER BreakArmor addons exist, but I'm not listing em here. AND NOW BACK TO OUR REGULARLY SCHEDULED CONTENT
Burensc Posted January 27, 2023 Posted January 27, 2023 (edited) So I have been using this mod and "Oblivion Combat extender" for a while now... and they were both working well... together... But in the last few days they both stopped working as a death replacer... when I hit 0 health... I am actually dieing now... the death reload screen comes up no matter what I do I can't be unconscious and I can't get raped at 0 health... I just die now... Update: After doing a bunch of tests both mods are working if I die to a trap (I have a mod called deadly traps that effectively one shot kills me), OBCE is working fine in that regard, LoversRapers if I die to a trap will teleport the nearest NPC to rape me which is kind of weird if they are 2 rooms away from me, but the fact it's weird doesn't change the fact it's technically working in this respect... but neither mod is working if I am defeated by NPC I just get the load screen. Update: so by tweaking the ini file I was able to get OBCE to partially work with NPCs agian... but LoversRapers still won't stop the load screen on death... the funny thing is earlier today before I first posted my problem I Totally Uninstalled the game deleted everything in steamapps/common/Oblivion as well as the Oblivion save game files in my documents... and rebuilt the game with only safe working mods (I can Uninstall and rebuild with safe mods in less than an hour)... LoversRapers is still not stopping the death load screen... the rest of the app is working but not this feature... the other funny thing is when I try to use the LoversRapers death replacer (on settings:rape prevents death of player and companions) this will both not work... but also screw up OBCE and make it not work either.... and Like I said both mods were working fine together... for along time... so I'm not sure what happened. Edited January 27, 2023 by Burensc
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