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Beta - Sex Assault (Brutal Rapers 2)


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Posted

I think its supposed to 6 (or 3?) game hours. However, effect durations can get a little unpredictable with sleeping/waiting/fast travelling

Posted

Ok thanks, well I tested it a bit more and I can kinda get this to work. The issue I seem to be having and I am guessing it is a setting I am just missing or something is this. When a combat rape happens, if there is more NPC's around the one will start the animation but the rest just keep attacking and kill the character.

 

Right now I do have the knock down left off in the main sexout menu so I am wondering if it needs to be on to make them stop attacking or something. Thanks for the help.

Posted

Not sure what I'm doing wrong or what I may be missing, but I get CTD on start up.

 

I have SexoutNG (latest version), Zaz, SCR, SexoutLegion, SexoutSlavery, etc (the stuff from SexoutTryout).

 

The moment I enable the .esp for this, I CTD upon starting up NV.

 

EDIT: Disregard this.. I had SSR installed but not SCR. Whoops =.=

Posted

@Nutluck: Yes, enemies remain hostile- it is the current scope of the mod.

 

Setting rapee KOs to OFF / 1 seconds in sexout MCM and raper to ON / ~5 seconds is an option.

 

My mod Another Kick in the Head adds its own 'KO' effect that removes you from combat before you die, and there are some other mods with similar effects.

 

@Nippero: Are you sure you have SCR (Sexout Common Resources) and not just SSR (Sexout Shared Resources)?. SCR is a mod requirement and will crash your game on load without it.

 

If that is not it, please post your load order via FOMM -> Load Order -> Export -> save as .txt file -> copy contents to post inside a spoiler tag ( [**spoiler]..[**/spoiler] without the **)

Posted

Hey guys, so I can't get the combat rape to work for my companions. The random rape works fine, and if I turn player combat rape on it works fine, but my companions just will not get raped by enemies.

 

I've been trying to play around with my load order to fix it but here it is currently.

 

[X] FalloutNV.esm
[X] DeadMoney.esm
[X] HonestHearts.esm
[X] OldWorldBlues.esm
[X] LonesomeRoad.esm
[X] GunRunnersArsenal.esm
[X] ClassicPack.esm
[X] MercenaryPack.esm
[X] TribalPack.esm
[X] CaravanPack.esm
[X] Project Nevada - Core.esm
[X] Project Nevada - Equipment.esm
[X] Project Nevada - Extra Options.esm
[X] Sexout.esm
[X] SexoutSharedResources.esm
[X] SexoutCommonResources.esm
[X] SexoutPregnancyV3.esm
[X] SexoutSlavery.esm
[X] SexoutLegion.esm
[X] SexoutStore.esm
[X] msexBase.esm
[X] wsex.esm
[X] oHUD.esm
[X] MikotoBeauty.esm
[X] Project Nevada - Cyberware.esp
[X] Project Nevada - Rebalance.esp
[X] The Mod Configuration Menu.esp
[X] The Weapon Mod Menu.esp
[X] HZFollowerCheatMenu.esp
[X] CASM.esp
[X] Project Nevada - Cyberware Additions.esp
[X] Project Nevada - Rebalance Complete.esp
[X] Project Nevada - All DLC.esp
[X] Mission Mojave - Ultimate Edition.esp
[X] MMUE POP.esp
[X] MMUE-CP-PNCore.esp
[X] MMUE-CP-PNEquipment.esp
[X] MMUE-CP-PNRebalance.esp
[X] MMUE-CP-PNALLDLC.esp
[X] MMUE+ Freeside Expanded.esp
[X] WeaponModsExpanded.esp
[X] WMX-DeadMoney.esp
[X] WMX-HonestHearts.esp
[X] WMX-OldWorldBlues.esp
[X] WMX-LonesomeRoad.esp
[X] WMX-GunRunnersArsenal.esp
[X] WMX-PreOrderPackClassic.esp
[X] WMX-PreOrderPackMercenary.esp
[X] WMX-PreOrderPackTribal.esp
[X] WMX-PreOrderPackCaravan.esp
[X] Project Nevada - WMX.esp
[X] MMUE-CP-WMX.esp
[X] SmallerTalk.esp
[X] SexoutZAZ.esp
[X] SexoutConsequences.esp
[X] SexoutFiends.esp
[X] SexoutKhans.esp
[X] SexoutKings.esp
[X] SexoutNCR.esp
[X] SexoutPowderGangers.esp
[X] SexoutWorkingGirl.esp
[X] Tryout-PG Kennel.esp
[X] SexoutOffspringDialogue.esp
[X] SexoutLust.esp
[X] SexoutLust - oHUD.esp
[X] VegasOutfits.esp
[X] Type3 Leather Armors.esp
[X] sexysleepwear.esp
[X] sexysleepwearnr.esp
[X] NVRefugee Outfits.esp
[X] epock.esp
[X] bzArmour.esp
[X] SexoutSexAssault.esp
[X] msexVeronica.esp
[X] wsexInnuendoAnims.esp
[X] wsexInnuendoNPCs.esp
[X] wsex.esp
[X] SunnyCompanion.esp
[X] NVWillow.esp
[X] SexoutWillow.esp
[X] SexoutCompanions.esp
[X] MikotoBeauty.esp
[X] Mission Mojave - Ultimate Edition Plus.esp
[X] MERGED.esp

 

 

Anyone else have this problem? Anyone have any ideas?

Posted

Ah ok, so it is a unfinished part of the mod then. Since it should really take you out of combat. A shame, cause it is a nice mod but as it stands now just not very feasible. Since if a event starts in combat you just die anyways. I will try the victim knockdown for 5 seconds and see if that works for ending combat. But while I know this is not your mod, what it really needs is to just take people out of combat.

 

Reason I gave this mod a try is because it is listed as required for player slave which again neat concept but has a few things I feel need tweaked to make it more playable. Thanks for responding.

Posted

@toothache: It works for me with Cass and Veronica, although it seems to happen less often, maybe because of health

 

@nutluck: its a tricky to stop combat and if so, what do you do after- make the enemies neutral? or temporarily so? Someone with a good idea could add something. Otherwise player slave, sexout yield, sewerslave and my mod another kick are options that sort of cover it

Posted

 People that have just gotten their rocks off tend to feel a bit mellow for a while; at the very least

the people that have already had an orgasm should chill out for a while and either wander off, sleep,

or stand around/crouch and watch the action until the player leaves the cell.

 I could see the rapers dosing the player with Med-X to keep them alive and prolong the rape sometimes.

 If the player survives the Combat Rape, Random Rape could take over if enabled, so you would have to

sprint for the exit to keep from getting raped again, which could be kind of hard if crippled.

 

 An accidental effect of the random rape feature is having multiple stalkers cluster around the

victim at the beginning of the rape, which is pretty hot; they always disperse too soon though :(

 

@toothache: It works for me with Cass and Veronica, although it seems to happen less often, maybe because of health

 

@nutluck: its a tricky to stop combat and if so, what do you do after- make the enemies neutral? or temporarily so? Someone with a good idea could add something. Otherwise player slave, sexout yield, sewerslave and my mod another kick are options that sort of cover it

 

Posted

@toothache: It works for me with Cass and Veronica, although it seems to happen less often, maybe because of health

 

@nutluck: its a tricky to stop combat and if so, what do you do after- make the enemies neutral? or temporarily so? Someone with a good idea could add something. Otherwise player slave, sexout yield, sewerslave and my mod another kick are options that sort of cover it

 

I don't know if it is doable or not with FONV, but I know in Skyrim some of the mods are set so the NPC's go non hostile and stay non hostile till the event is over. Then it starts a 60 second timer after the event, after the 60 seconds they revert to normal hostile behavior. This allows for the NPC's to each have a turn and then gives you a small window in which to escape in. I believe also if you equip anything at all it activates them to hostile as well. So you have to run away naked till you are far enough away then requip  your gear.

 

I know in skyrim this is a spell effect that calms them to make them go non agro for the event and then casts another spell on all NPC's in the area that has a timer on it. I don't know if FONV has something similar to that with drug effects or not. If it does then that might be the way to go, when the even starts it activates the drug that makes them non hostile, then each of them has a turn with the character, then does the drug again but this time with a 60 second timer.

 

I think the range would have to be adjusted though, to the maximum agro range so it makes all the NPC's who might attack stop attacking and then likely they would all then take a turn on the character.

 

Anyways just a idea, I like the mod but as it stands now it is just hard to use if there is more than one NPC.

Posted

The cum faction reset feature of SCR does a similar thing.. but it is imperfect.

 

It may be possible to add the player to the enemy faction and then remove them after 60 seconds. That might work. It might lead to odd results interacting with other factions though. Would have to try it and see.

 

You could maybe add the enemies to the player faction instead, and then remove them. The trouble may be that the game engine is unreliable for scripting NPCs outside the player cell- Spell effects dispel, etc. Maybe non-persistent references are awkward too- I am not sure. It is definitely possible, but something that will need some testing and thinking. Have a go and we can add it to the plugin if you figure something out.

Posted

I am still in the very early stages of trying to figure out how to mod. I still have not gotten far enough to make minor adjustments yet. I was just offering suggestions in case someone else wanted to do it. If it is still undone by the time I am good enough to adjust mods I will give it a go.

Posted

We are working on a new plugin that will replace the cum texture/smell/faction system in SCR. But it might be in beta for a while, but I wouldn't be basing anything using the SCR stuff as it will be removed when the new plugin is stable, SCR should automatically disable cum stuff if it detects the new plugin.

Posted

@toothache: It works for me with Cass and Veronica, although it seems to happen less often, maybe because of health

 

@nutluck: its a tricky to stop combat and if so, what do you do after- make the enemies neutral? or temporarily so? Someone with a good idea could add something. Otherwise player slave, sexout yield, sewerslave and my mod another kick are options that sort of cover it

 

I figured it might be because of health so I put health and chance to max for testing. When I have it set to just companions, no one ever gets raped. When I turn player rape on, my pc gets raped consistently. I figured my load order might have something to do with it since it seems to be working for everyone else, but I've tried every order combination I can think of that would make a difference. It's frustrating! Where is it in your load order that it works?

Posted

Okay, so I got desperate, opened up the mod in the GECK, and actually figured it out. The script that registers companions for combat rape checks player gender and only registers companions if the player is female. I happen to be playing a male. A few lines deleted and now it's working for me. Wonder why Jallil put that check in there, especially since it doesn't prevent the player from being raped in combat either way.

Posted

Cool, you should try some more scripting.. its not so hard.

 

I'll add it to the version in the other post soon, or you can u/l it- right now my version has a whole bunch of WIP gameplay features in it to make the CR system much smarter (unarmed skill, weapon equipped etc is checked, meaning melee weapons aren't unfairly misbalanced)

Posted

Okay, so I got desperate, opened up the mod in the GECK, and actually figured it out. The script that registers companions for combat rape checks player gender and only registers companions if the player is female. I happen to be playing a male. A few lines deleted and now it's working for me. Wonder why Jallil put that check in there, especially since it doesn't prevent the player from being raped in combat either way.

 

Thank gawd I am not the only one, I thought I broke it when I added realistic damage mods cause the actors weren't getting enough time to prep for the animation. 

Posted

 

Okay, so I got desperate, opened up the mod in the GECK, and actually figured it out. The script that registers companions for combat rape checks player gender and only registers companions if the player is female. I happen to be playing a male. A few lines deleted and now it's working for me. Wonder why Jallil put that check in there, especially since it doesn't prevent the player from being raped in combat either way.

 

Thank gawd I am not the only one, I thought I broke it when I added realistic damage mods cause the actors weren't getting enough time to prep for the animation. 

 

 

Hahah, yeah, I was convinced it was something like that for a while too, or that I had done something else wrong, like installed some conflicting mods maybe.

 

Odessa, I would upload my edited version, but while I was in the GECK I also followed your instructions on re-implementing a certain feature you chose to remove, and I wouldn't want to start any trouble over that. :angel:

Posted

 

 

Okay, so I got desperate, opened up the mod in the GECK, and actually figured it out. The script that registers companions for combat rape checks player gender and only registers companions if the player is female. I happen to be playing a male. A few lines deleted and now it's working for me. Wonder why Jallil put that check in there, especially since it doesn't prevent the player from being raped in combat either way.

 

Thank gawd I am not the only one, I thought I broke it when I added realistic damage mods cause the actors weren't getting enough time to prep for the animation. 

 

 

Hahah, yeah, I was convinced it was something like that for a while too, or that I had done something else wrong, like installed some conflicting mods maybe.

 

Odessa, I would upload my edited version, but while I was in the GECK I also followed your instructions on re-implementing a certain feature you chose to remove, and I wouldn't want to start any trouble over that. :angel:

 

 

I would wait awhile and do more testing first. I always play with female PC with companions and they never get combat raped. Random rapes also almost never occur unless I crank up the settings all the way up and remove NPCs checkbox. Just do some testing under various condition, sometimes things work for awhile then stop for no discernible reason.

Posted

Is there a known problem with two creatures (Feral Ghouls, Spore Carriers) combat raping the player character at the same time? It always results in the player character starting the animation, but the creatures stand in or besides the player character and just do idle animations. At the end of the sequence, they fall to the ground like it's supposed to happen. Just the animation is missing. This is only the case with two creatures at the same time.

Posted

Yes. The mod is attempting to start a threesome but no animations exist.

 

I fixed this already, actually. Maybe not in the one I uploaded yet though... I can maybe upload a new version on Sunday

Posted

Yes. The mod is attempting to start a threesome but no animations exist.

 

I fixed this already, actually. Maybe not in the one I uploaded yet though... I can maybe upload a new version on Sunday

 

Any chance you was able to figure out the agro issue? To put in a temporary turn agro off when the event stats, so you don't get killed during the event and then have a chance to escape after. More as a alternative to death.

 

I don't know what the distances is in this game, but if possible set it to calm or passive everyone in the max range of those able to agro the character and a bit beyond for walkers. Have the event take place then give 30 seconds after the event ends or 60 from when it starts with them being calm. Give you a chance to escape after a failed fight.

 

i know there is a mod very similar in Skyrim that does that. It works very effectively, they steal your caps, rape the character and then you have a short time to make a escape.

 

Another suggestion would be to increase the range it can trigger, since many NPC's use guns. Increasing the range up to short range for guns. (I think the mod says 250 is just outside of melee range so I am guessing thats about 5 feet) I would suggest setting it to about 50ft (which if my guess of 250 equal 5ft making the make range 2500 to be able to trigger)

 

My final suggestion is adding a toggle since this is in place of death option mod, that they steal some or all of your gear. Perhaps a couple of settings to adjust up just how much the steal beyond caps.

 

Anyways it is a ok mod but I think it could be better. I know I am making suggestions on a mod that is not yours and you are doing this out of the goodness of your hear to share with the rest of us, so if you are not interested in doing any of this no worries. I just thought I would suggest what I felt would make the mod better. :)

Posted

Well there is a part of code =====Threesome Additions===== which is taken out in the current version. Is this already the fix for the problem? In debug mode, it seems like it tries to take a random animation, but the result is the situation I posted in my last comment.

Posted

@Sunnstor: that commented out code is for humans, it works but some of those specified anims are broken and not in the default random picker. Enable them if you want to have a look, they are nice but misaligned. The fix for creatures is different, its an extra condition added to the searching loop.

 

 

@nutluck: the problem is finding a good way to achieve that, if it was easy/reliable someone would have done it already. You'll have to look into this yourself. One solution I tried is adding a +50 Damage threshold for 30 seconds to the roofie effect and setting drugging to 100%. Of course, that is obviously not a great solution. Setting the range to 2500 is amusing for a while but doesnt play well.

Posted

Yeah I am still looking at how to mod, I am still fairly far away from doing it but I am still working on it.

 

Well my idea was if there was a drug that caused a calming effect. Which I am not sure if there is since I have only been playing FONV for about a week so far. Since during a event the PC can become drugged if that option is selected. So could do the same things with the NPC's auto give them a drug that has a calming effect, if one exists. If one does not exist then yeah one would need to be invented first which is a whole extra step in mod.

 

Anyways as I said was just tossing out idea's, if no one else has tried it before I feel I am to the point I can attempt it. Then I will give it a try.

Posted

 Could someone get their female character raped by another

female and tell me if the strap-ons are staying equipped?

 

 I only have the latest patch of Sex Assault enabled; no other Sexout

mods other than Wear and Tear, and have done a clean save.

 

 The strap-ons equip as soon as the female undresses, and immediately

unequip before the sex starts :(  Afterwards, the character may sometimes

be seen sporting a bright red strap-on while fully clothed.

 This is happening with Random Rape and Combat Rape toggled on;

I've also tried different MCM settings with no success.

 

 I had Sexout Strap-On Sex enabled for a while, and strap-ons equipped

properly with that mod FWIW.

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