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Beta - Sex Assault (Brutal Rapers 2)


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Posted

Ah, you also need to change the '7' to an '8' because I added a new option in its place.

;SetUIFloat "StartMenu/MCM/*:1/*:7/_enable" 1

 

To

;SetUIFloat "StartMenu/MCM/*:1/*:8/_enable" 1

 

For all of them.

Also uncomment the line in the MCM script under: ;3 -NEW VALUE .... elseif (iSubmenu == 3)

 

;elseif (iOption == 8)
;    set SexAssault.iOthers to fValue

 

I think thats the two you said you did already.

 

Or your way works too.

Posted

Hello people i think you guy know it but i have crash with AWOP (a world of pain) mod.
After check/uncheck many mod i found were conflit come from: sex assault.
I came here to found solution, and i found some different version.
I have DL the "WIP" version in post 257 of this forum and it work nice now.
But i'm sorry i dont remember where i dl the version with conflict.

So download post 257 "wip" version and every ppl with awop mod will not crash anymore :)
ty bye-bye!

Posted

 I'm trying to get Sex Assault working with TTW; I've already tried

the SetStage xx104c1c 200 workaround, and seen the quests

associated with New Vegas activate.

 

 Sex Assault is showing up in the MCM, I also get a "go get molested"

message when first activating it; I don't get the message for stalkers, though.

 

 Sexout itself is working fine using Sexout Sex.

 

 Is this the sort of thing where I'll have to travel to New Vegas to get it started?

I didn't install it until after I had left Vault 101, btw. I've also done the whole clean

save routine and tried changing the load order.

 

 There is zero activity in the console for Sex Assault from what I can see; although it's a bit

hard to tell because Sexout Spunk is spamming it.

 

Thanks

 

EDIT:

 

 I loaded up a New Vegas game save (Pre TTW) and Sex Assault is most definitely working

in the New Vegas area with this install. I just need to find some way to trick it into working in the

Capitol Wasteland. I can't imagine the problem would be faction-related, since I've seen it

working with mods that add unique factions to New Vegas.

Posted

I got it to work by going into the mcm menu and under random rape --- exteriors only set to off.

Must be fallout 3 world is considered an interior?

Hope it works for you.

 

Posted

 I've got exteriors set to 'off' but it does occur to me that I might not have the latest

version of Sex Assault installed, since the name of the .esp hasn't changed to reflect

the latest version.... and yes, I appear to have been using an earlier version; the file

size is smaller than what I just downloaded. I will try it again :blush:

Posted

The last version in the OP has a bug which means it won't work with TTW (if fallout3.esm in your load order). It disables the mod when the FO3 opening quest is not running rather than the other way around. I fixed this in my version, I've never used TTW but people have reported it works.

Posted

 Latest version of Sex Assault is installed; still no action even after a clean save.

I'm going to try starting a new game and see if it works. Do I need to enter

SetStage xx104c1c 200 in the console with your latest version?

Posted

 I've gotten it to work by going back to a save while I was still in Vault 101, anything later doesn't

work. Hopefully some other poor soul will read all my bitching and whining and be able to solve

their problems without bugging you ;)

 

 It seems I missed out on some of your updates, could you possibly make your November 24th

release available to me, or the last version before you went to the new system with base defense etc.?

 

 I've tried the newer system and I understand the modifiers you've incorporated, but I honestly

prefer the control of the health percentage-based system for my playing style and would like

to get the best version of that iteration.

 

 I appreciate all your patient help.

 

Thanks

 

Posted

The last version before I changed it is attached to the same post. The new system is still mostly based on health percent (its BD * %), the base defense is more or less equivalent to the health threshold, but now using melee weapons isn't so misbalanced. I've been meaning to make the base defense MCM options more clear, since the numbers are a lot harder to understand than health %.

 

I got around to adding the concede key today, which guarentees success if you press it, and you avoid drugging/equipment damage. I felt the NCR CF mod didn't seem right without it. I'll upload it when I've added some other things I mentioned, whatever they were ;)

Posted

 I'll try your updated mod when you upload it and see how it feels. The concede key sounds like a nice addition.

 

  With the new system I was just taking too much damage even with the base defense set all the way negative.

I'm more into the fantasy aspect than realism, (the heroine in peril scenario) and snuff or grievous injury is not

something I get off on. It didn't feel right to unequip my weapons either to tip the balance towards rape.

 With the old system I can get gang-banged by Fiends and still escape alive. 

 

 I think I might have the latest (old) version already; file size is 161K like what I just downloaded.

 

 It seemed from the older posts that it would work with TTW, and I started a new game with it installed

and everything worked fine in Vault 101, but as soon as I got outside it stopped working...Arghh!

Posted

Checking the code it won't initialize if FO3 is loaded and its quest XX014E87 (XX = FO3.esm) is running. If it has initialized once then it should keep working but with some issues.

 

Try GetQuestRunning XX014E87 and if it returns 0 then TTW probably isn't causing the problem. I will make it not init until you are in an exterior cell instead of checking quests, which should be equivalent.

Posted

Okay, I dug out the FO3 GECK and that quest is MQ01: "Following in His Footsteps". I think this quest starts on leaving the vault but ends midway through the game, so wasn't a good choice to enable the mod on. Its an easy fix

Posted

The player as rapist key was removed in the newer versions, and an existing mod suggested

(which is in the downloads, but I don't remember the name) to do rape by the player. Unfortunately

the player as rapist mod doesn't work with Positioning so ypu'll have to add the line of deleted

code back into the script of Sex Assault yourself if you actually want everything to work properly.

 Odessa left some instructions on how to do this a few pages back.

What is the key for player to initiate ?? i thought it was x key has this been changed in sexoutAssault ??

 

Posted

Thanks for looking into this; things are looking brighter for TTW and Sexout :)

 

Okay, I dug out the FO3 GECK and that quest is MQ01: "Following in His Footsteps". I think this quest starts on leaving the vault but ends midway through the game, so wasn't a good choice to enable the mod on. Its an easy fix

 

Posted

Thanks then maybe something is not working right on my end, because combat rape is not working at all. even if i set chance to 100 % and health rate to 75.

 

npc dies and nothing happened.

Posted

 I tried out your latest version, stalking and combat rape are now working with TTW. Much appreciated!

 

 On the down side, the 'concede' key doesn't seem to be doing anything during combat rape,

and it's still requiring an excessive amounts of damage to trigger combat rape.

Settings:

Base health -100

Rape chance 100%

Smart rape - off

repeat rape - on

Player character - level 4, no weapon equipped, Vault 101 combat armor with DT of 8

Rape KO's disabled in Sexout, KO time set to minimum.

Clean save

 

No other Sexout mods except Spunk and Sexout Sex

 

The only other mods are those required by TTW, Fellout, NMC's Texture Pack and Fallout 3 Interiors.

 

 It took 4 attempts to get raped with these settings, I died before it happened on the first three

attempts. Opponents were 3 low-level fiends at the Springvale School.

 

 The only way I could get more than one rape to happen without dying first was to allow my health

to drop below about 40%, toggle god mode on,take off all my clothes and get beaten and shot for

2-3 minutes. I can't really tell how the dynamic would have changed if the 'concede' key had been working.

I was getting a message that the key had been pressed, BTW, and I was spamming the 'x' key to try to get

something to happen.

 

 Combat rape means somewhere between 3 to 8+ NPC's are going to be jumping the PC; the chances of being overwhelmed

are a lot higher, from my perspective, regardless of equipment and stats, compared to random rape. Maybe the 'concede' key

will make things more manageable when it's working, but I think some more adjustment range within the MCM would help things

quite a bit too, so that players can decide if they want Sex Assault to be 'violence with a chance of sex', or 'gang bang city' with some

violence thrown in. The older system allowed one to do that, despite it's other shortcomings, and it would be nice to have that degree of

versatility with the new system.

 

 I certainly appreciate the work you've put into this mod, especially getting it happening with TTW. I'll give some feedback on how

Random rapes are working as I progress through the game a bit more. My PC did get jumped by Micky the beggar right out of the

front gate of Megaton, and he's a pretty weak dude, so that looks promising.

 

Thanks!

Posted

Concede skips the defense roll, it lasts for 30 seconds after you press the key, if you see the message then it is registered.

 

Its not the new system, that just makes the health threshold dynamic.. I think it is actually that there is a bug in the script and it is checking an old variable I removed from MCM that isn't meant to be used any more.

 

I'll see if I can fix it tomorrow

 

Oh, and the stalking cooldown affects CR too, so if you start combat with a stalker after they've stopped one way or another they won't try you out.

Posted

Uploaded a new version with 1 change: CR checked the wrong variable for attempt chances, now fixed.

 

This is how combat works: Every 3 seconds the MCM rate chance is checked, if it succeeds it goes to the defense check.

 

The defense check for stalking/combat works like:

 

Opponent roll = 0->99 Vs (  Base Defense (MCM) + Unarmed Skill + Equipped Weapons modifiers ) * Health Percent

 

Example: Base Defense = 100, Unarmed = 25, Pistol equipped (+20) = 145

 

at 100% health: Defense = 145, Attempt Success = 0%

at 50% health: Defense = 72, Attempt Success = 27%

at 10% health: Defense = 14, Attempt Success = 85%

 

Now, suppose you put your weapon away (careful using the sprint mod ;)), the 100% health defense is now 100 + 25 - 30 = 95

 

This correlates to Attempt Success chances for the above three health levels of 4%, 52% and 90%

 

Or, you pull out a combat knife and have 50 melee skill (no one wants a bowie in the balls), the 100% health defense is now 100 + 25 + 65 =190

 

This correlates to Attempt Success chances for the above three health levels of 0%, 4% and 80%

 

All the above are with a base rate of 100, which is default for CR, although stalking defaults to 50 (so you want to stare them down early)

 

Now suppose you're really desperate for a boning, you could press the concede key, or if its a long term kind of thing, set the base defense to -100, then if you have a pistol like first example, then it is -100 + 25 + 20 = -55.

So, at the three health levels (100/50/10) that is Attempt Success of 100%, 100%, 100%. So, you're screwed.

 

I would recommend keeping the default CR/Stalk base defenses of 100 / 50 to start with, then keep within ranges 50 -> 150 and 0 -> 100 for gameplay, but the ranges are left open to suit your required level of depravity :P.

 

If you enable debug, you can see how the defense score is changing in the console

Posted

Sorry if this was answered but couldnt find, What's TTW? (if its from F3 then i wouldnt know since i never played it :( )

Posted

Uploaded a new version with 1 change: CR checked the wrong variable for attempt chances, now fixed.

 

This is how combat works: Every 3 seconds the MCM rate chance is checked, if it succeeds it goes to the defense check.

 

The defense check for stalking/combat works like:

 

Opponent roll = 0->99 Vs (  Base Defense (MCM) + Unarmed Skill + Equipped Weapons modifiers ) * Health Percent

 

Example: Base Defense = 100, Unarmed = 25, Pistol equipped (+20) = 145

 

at 100% health: Defense = 145, Attempt Success = 0%

at 50% health: Defense = 72, Attempt Success = 27%

at 10% health: Defense = 14, Attempt Success = 85%

 

Now, suppose you put your weapon away (careful using the sprint mod ;)), the 100% health defense is now 100 + 25 - 30 = 95

 

This correlates to Attempt Success chances for the above three health levels of 4%, 52% and 90%

 

Or, you pull out a combat knife and have 50 melee skill (no one wants a bowie in the balls), the 100% health defense is now 100 + 25 + 65 =190

 

This correlates to Attempt Success chances for the above three health levels of 0%, 4% and 80%

 

All the above are with a base rate of 100, which is default for CR, although stalking defaults to 50 (so you want to stare them down early)

 

Now suppose you're really desperate for a boning, you could press the concede key, or if its a long term kind of thing, set the base defense to -100, then if you have a pistol like first example, then it is -100 + 25 + 20 = -55.

So, at the three health levels (100/50/10) that is Attempt Success of 100%, 100%, 100%. So, you're screwed.

 

I would recommend keeping the default CR/Stalk base defenses of 100 / 50 to start with, then keep within ranges 50 -> 150 and 0 -> 100 for gameplay, but the ranges are left open to suit your required level of depravity :P.

 

If you enable debug, you can see how the defense score is changing in the console

Silly Question, where did you upload it? :)

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