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Lovers True Crime Extended LAPF version


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Ok,  here is my revised version of Gaebrial's script changes:

 

 

 

scn aaaGetFactionScript
 
ref npc
short ftype
 
Begin function { npc }
 
if ( GetObjectType npc == 35 ) ;&& ftype == 0
if ( CompareName "andit" npc == 1 ) || ( CompareName "araud" npc == 1 ) || ( CompareName "obber" npc == 1 ) || ( CompareName "ssas" npc == 1 ) || ( CompareName "ecromancer" npc == 1 ) || ( CompareName "remora" npc == 1 ) || ( CompareName "ampire" npc == 1 ) || ( CompareName "ythic" npc == 1 ) || ( CompareName "eretic" npc == 1 ) || ( CompareName "onjurer" npc == 1 ) || ( CompareName "ighwayman" npc == 1 )
set ftype to 1  ;
elseif ( CompareName "utlaw" npc == 1 ) || ( CompareName "ingleader" npc == 1 ) || ( CompareName "irate" npc == 1 ) || ( CompareName "eseeche" npc == 1 ) || ( CompareName "voker" npc == 1 ) || ( CompareName "eserter" npc == 1 ) || ( CompareName "arlord" npc == 1 ) || ( CompareName "mazon" npc == 1 ) || ( CompareName "rigand" npc == 1 ) || ( CompareName "aider" npc == 1 ) || ( CompareName "ummoner" npc == 1 )
set ftype to 1  ;
elseif  || ( CompareName "rethren" npc == 1 )  || ( CompareName "amonna" npc == 1 )  || ( CompareName "oadman" npc == 1 )  || ( CompareName "itch" npc == 1 )  || ( CompareName "nchorite" npc == 1 )  || ( CompareName "rotherhood" npc == 1 )  || ( CompareName "ealot" npc == 1 )
set ftype to 1  ;
elseif ( CompareName "avager" npc == 1 ) || ( CompareName "eaver" npc == 1 ) || ( npc.IsActorEvil == 1 ) || ( npc.GetCrimeGold > 0 )
set ftype to 1  ;
elseif ( CompareName "uard" npc == 1 ) || ( CompareName "atch" npc == 1 ) || ( CompareName "alantin" npc == 1 ) || ( CompareName "egion" npc == 1 ) || ( CompareName "aladin" npc == 1 ) || ( CompareName "raveller" npc == 1 ) || ( CompareName "mperial" npc == 1 ) || ( CompareName "oth" npc == 1 )
set ftype to 2  ;
elseif ( npc.GetInFaction ImperialLegion == 1 ) || ( npc.GetInFaction ImperialWatch == 1 ) || ( npc.GetInFaction MagesGuild == 1 ) || ( npc.GetInFaction FightersGuild == 1 ) || ( npc.GetInFaction NineDivines == 1 ) 
set ftype to 2  ;
else
set ftype to 3  ;
endif
endif
 
 
SetFunctionValue ftype 
 
 
end

 

 

 

Let me know if I have missed anyone, included folks who should be listed, or just generally fucked the script all to heck and gone (the last being most likely with my piss poor scripting skill).   :P

 

If no further changes are needed, I should be able to release this very quickly.  I have removed all the message spam also.

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A few observations...

 

You've got "elseif  || (" at the start of one of the lines (the one starting with "rethren". Take out the ||.

 

Not sure about the " ( CompareName "oadman" npc == 1 )" in the criminal check. Could catch some "Imperial Roadman" NPCs (looks like this check was in the guard section originally).

I notice you've also moved ( CompareName "ealot" npc == 1 ) from the guard section to the criminal section. Were these moves intentional?

 

Also, I've just found one criminal type I missed - Barbarians (so, ( CompareName "arbarian" npc == 1 ) should be added to the criminal checks).

And, just thinking, what about ( CompareName "hief" npc == 1 ) as well?

 

The original checks on "ailor" (Sailor) and "age" (Mage) also appear to have disappeared from the guard section. Intentionally?

 

Rather than checking for "oth" for the Blind Moth Priests, it might be better to check for the faction "MothPriests".

 

-----

Incidentally, not sure if it's an error on my part, but my character got accosted by one of the robbers from this mod, and he tried to play animation 198 (she selected the "being a highwayman must be lonely" option).

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There currently is no animation 198 in the LAPF so you got an error.  The good news is that I already fixed this (and several others) in the soon to be released beta.   :P

 

 

 

As to the script changes:

1. The extra | | was a typo, good catch!

2. I thought roadman was another form of bandit.  I have never noticed an imperial roadman.  If that is a good character then I'll remove "odman" completely so no conflicts occur.

3. zealots are really bad folks or at least they are not good, so I moved them to the "evil" faction.  It was intended.

4. I'll add the barbarians.  Should it be "arbarian" or "arbarians"  ????

5. Yes, sailor and mage were removed.  The reason is sailors are pretty much neutral and mage could generate conflicts.  There are bandit mages and marauder mages.  As an alternative I added the mages guild faction to cover the "good" mages.

6. Probably just wiser to drop the Blind Moths.  Outside of the Imperial City you really never run into them.

7.  Not sure if adding thief is wise or not.  Some are neutral and some are quest givers so potentially we could break plugins.  I don't think many NPC's run around in the game world, probably not enough to make it worth the potential trouble it might bring.

 

Holler back on items 2 and 4 (and anything else you question).   ;)

 

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Gaebrial picked up raider, deserter and ravager already.  I'll make sure cutthroat is added.

 

I'll also remove roadsman completely so we don't have conflicts.  If they are not listed as good or bad then they fall under neutral and that is probably best.

 

 

Thanks!

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Ok, revised script with more changes and the typo correction:

 

 

scn aaaGetFactionScript
 
ref npc
short ftype
 
Begin function { npc }
 
if ( GetObjectType npc == 35 ) ;&& ftype == 0
if ( CompareName "andit" npc == 1 ) || ( CompareName "araud" npc == 1 ) || ( CompareName "obber" npc == 1 ) || ( CompareName "ssas" npc == 1 ) || ( CompareName "ecromancer" npc == 1 ) || ( CompareName "remora" npc == 1 ) || ( CompareName "ampire" npc == 1 ) || ( CompareName "ythic" npc == 1 ) || ( CompareName "eretic" npc == 1 ) || ( CompareName "onjurer" npc == 1 ) || ( CompareName "ighwayman" npc == 1 )
set ftype to 1  ;
elseif ( CompareName "utlaw" npc == 1 ) || ( CompareName "ingleader" npc == 1 ) || ( CompareName "irate" npc == 1 ) || ( CompareName "eseeche" npc == 1 ) || ( CompareName "voker" npc == 1 ) || ( CompareName "eserter" npc == 1 ) || ( CompareName "arlord" npc == 1 ) || ( CompareName "mazon" npc == 1 ) || ( CompareName "rigand" npc == 1 ) || ( CompareName "aider" npc == 1 ) || ( CompareName "ummoner" npc == 1 )
set ftype to 1  ;
elseif ( CompareName "rethren" npc == 1 )  || ( CompareName "amonna" npc == 1 )  || ( CompareName "utthroat" npc == 1 )  || ( CompareName "itch" npc == 1 )  || ( CompareName "nchorite" npc == 1 )  || ( CompareName "rotherhood" npc == 1 )  || ( CompareName "ealot" npc == 1 ) || ( CompareName "arbarian" npc == 1 )
set ftype to 1  ;
elseif ( CompareName "avager" npc == 1 ) || ( CompareName "eaver" npc == 1 ) || ( npc.IsActorEvil == 1 ) || ( npc.GetCrimeGold > 0 )
set ftype to 1  ;
elseif ( CompareName "uard" npc == 1 ) || ( CompareName "atch" npc == 1 ) || ( CompareName "alantin" npc == 1 ) || ( CompareName "egion" npc == 1 ) || ( CompareName "aladin" npc == 1 ) || ( CompareName "raveller" npc == 1 ) || ( CompareName "mperial" npc == 1 )
set ftype to 2  ;
elseif ( npc.GetInFaction ImperialLegion == 1 ) || ( npc.GetInFaction ImperialWatch == 1 ) || ( npc.GetInFaction MagesGuild == 1 ) || ( npc.GetInFaction FightersGuild == 1 ) || ( npc.GetInFaction NineDivines == 1 ) 
set ftype to 2  ;
else
set ftype to 3  ;
endif
endif
 
 
SetFunctionValue ftype 
 
 
end

 

 

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'Barbarian Jane' is a good NPC in ImmoralSisters, and she has sisters too, just an observation.

 

 

Having the name in the script doesn't really negatively impact anything.  It just means that if you do cut off a head, depending on the name, you'll get either a reward or a bounty.

 

As for Barbarian Jane being a "good little girl".............. :P

 

:lol:  :lol:  :lol:  :lol:  :lol:  :lol:  :lol:

 

 

 

The beta is now live, so you can grab it JSmith20142 and work your magic.  Let's call the version you do v1.2 if that is ok with you.  Feel free to put a note in the esp tag with your revision.

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Is it a Name check or ID check ?

What about Names in Mods which contains Aladin (aladin), Aegion (egion), Ealot (ealot) ? And Mods that add Amazons (mazon) and evil Paladins (aladin)

In my LoversBitch Mod ID Name "xBitchfemale" (itch)

 

Sounds like lots of mod conflicts. Isn't it better to add only factions from other mods?

 

The ImmoralSisters IDs

kzsNpcBarbarian00 / 01 / 02 / 03

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OK. I've started on LoversPayBandit - most of what I'm doing should be reusable in TrueCrime. The highwaymen have a more interesting job now ...

 

(and I wasn't commenting on BJ's - no, cancel that thought - BarbarianJane's morals, just her legal orientation)

 

 

ROFL!!!!!!!  Yea, her "morals", or should we say lack there of, are questionable at best.  Either way,  I don't see it as a big deal, as the only impact is if you cut off their head.

 

Is the revision to Pay Bandit going to require immoral guards or is it just going to add a bit of spice if you have it?  I currently run both True Crime and Pay Bandit, I assume that won't be an issue right?

 

And take your time.  Working versions of both are out so there is no rush.

 

Thanks for all your help!!!  :D

 

 

 

Is it a Name check or ID check ?

What about Names in Mods which contains Aladin (aladin), Aegion (egion), Ealot (ealot) ? And Mods that add Amazons (mazon) and evil Paladins (aladin)

In my LoversBitch Mod ID Name "xBitchfemale" (itch)

 

Sounds like lots of mod conflicts. Isn't it better to add only factions from other mods?

 

The ImmoralSisters IDs

kzsNpcBarbarian00 / 01 / 02 / 03

 

 

Again, this script doesn't actually do anything other than determine if you get a reward or bounty when (if) you cut off their head.  It won't make folks hostile or do anything else so it is really harmless.  Just don't go cutting off your bitch female's head!!!!  Them dogs of hers would be pissed and likely chew you to bits!!!!!    :lol:  :lol:  :lol:  :lol:

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There currently is no animation 198 in the LAPF so you got an error.  The good news is that I already fixed this (and several others) in the soon to be released beta.   :P

 

 

 

As to the script changes:

1. The extra | | was a typo, good catch!

2. I thought roadman was another form of bandit.  I have never noticed an imperial roadman.  If that is a good character then I'll remove "odman" completely so no conflicts occur.

3. zealots are really bad folks or at least they are not good, so I moved them to the "evil" faction.  It was intended.

4. I'll add the barbarians.  Should it be "arbarian" or "arbarians"  ????

5. Yes, sailor and mage were removed.  The reason is sailors are pretty much neutral and mage could generate conflicts.  There are bandit mages and marauder mages.  As an alternative I added the mages guild faction to cover the "good" mages.

6. Probably just wiser to drop the Blind Moths.  Outside of the Imperial City you really never run into them.

7.  Not sure if adding thief is wise or not.  Some are neutral and some are quest givers so potentially we could break plugins.  I don't think many NPC's run around in the game world, probably not enough to make it worth the potential trouble it might bring.

 

Holler back on items 2 and 4 (and anything else you question).   ;)

2. Yes, it's probably best to remove oadman - if they are genuine Legion patrollers, they should be in the legion faction, so they'll be picked up by that check.

3. OK.

4. Should be arbarian, because they are all individuals. :lol:

5. Bandit mages are called Hedge Wizards, and marauder ones are called Battlemages, and they will be caught by the earlier andit and arauder checks. But I see your point, and the revised script will still work.

6. Agreed.

7. Agreed.

 

 

Is it a Name check or ID check ?

What about Names in Mods which contains Aladin (aladin), Aegion (egion), Ealot (ealot) ? And Mods that add Amazons (mazon) and evil Paladins (aladin)

In my LoversBitch Mod ID Name "xBitchfemale" (itch)

 

Sounds like lots of mod conflicts. Isn't it better to add only factions from other mods?

 

The ImmoralSisters IDs

kzsNpcBarbarian00 / 01 / 02 / 03

It's a name check, not an ID check, and it's case-sensitive (hence the andit, arauder, egion, etc.) Amazons are generally evil (the ones added by OOO certainly are) and (warning: nerd point imminent) evil Paladins aren't Paladins, they are Blackguards. :ph34r:

 

Like Greg says, it's only for if/when you decide to cut somebody's head off.

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My revised PayBandit won't need ImmoralGuards, although I may tweak IG as well. Yes, you'll be able - indeed, it is encouraged - to have both PayBandit and TrueCrime running.

 

I believe I have come up with a Cunning Plan to allow villains to take your clothing without immediately equipping it, with all the problems that causes. As a bonus, this CP makes it rather difficult to actually lose anything.

 

Currently, I am implementing 5 levels of 'severity' (this may change), where level 0 is the situation as it is now. At level 4, well, you'd better be a pretty good fighter if you intend to run Joburg (or even worse, LandE).

 

Speaking of LandE, I miss having it installed (it doesn't work too well with recent plugins) even though I always deactivated its more annoying features ('you died quietly'). I'd like to take a long look at it at some point, but time is short enough already /sigh.

 

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Sounds Excellent JSmith20142!  Love the additions\changes!

 

Bringing LandE back would certainly be interesting.  However, it might be quite the task as it never got the updating that Joburg did for whatever reason.  I think the last time it was updated was back when lovers was v1.3    :s

It may end up being faster to rewrite the entire thing than troubleshoot what all is broken.

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Oh, one other thing JSmith20142.  When you are revising Lovers True Crime, would you mind lowering the crime gold pursuit trigger for the guards back to 500 gold septims.  For some reason True Crime bumps it up to 5,000.

 

Lovers Pay Bandit does not touch it so that one is fine.

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It's going to take all this week to get PayBandit the way I want it, but patching the functionality into TrueCrime should be faster. There's going to be an annoying amount of duplication between the two mods, but I don't want to make either dependent on the other, or on ImmoralGuards. Lots of testing to do too, which was never my strong point.

 

I suspect you're right about a total rewrite of LandE.Might be worth it though - I still have fond memories of a game where my current heroine was leading her trusty Legion troops through Kvatch to free it from the foul daedra ... She was jumped by a clannfear, which raped her. My troops? Did they help? Well, they watched for a bit (long enough for LandE to kick in), noted that she was naked, so got in line to rape her too. Everyone died horribly shortly afterwards; those were the days.

 

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ROFL!!!!!!  LandE did have some ..........unique features.   :P

 

As to time, take all you need.  Folks have a working version of both plugins that they can play with for now.  The new features will be well worth a couple weeks or more wait.

 

Holler when you get to the point you want to test things.  I'd be happy to help.  It would be the very least I could do with you volunteering to make these additions!

 

Now I am off to work on creature dick meshes...........and all I can think of is ....why me?   :lol:  :lol:  :lol:  :lol:

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Making decent headway with PayBandit; the Khajiit highwaymen have a variety of experiences in store for my heroine.

 

The highwaymen are the simplest case; there's only one of them at a time, so no issues with sharing the spoils or gangrapes. I'll probably upload a test release with just the highwaymen changed within a day or so; that way any volunteer testers can spot any really egregious errors early (hey, alliteration!), and indicate whether they think things are going in the right direction.

 

Currently, the levels of severity are :

 

0 as before, 100 gold

1 50% chance of half your gold instead, if you have more than 200.

2 50% chance half your gold, 50% all of it, 20% chance of losing weapon/shield. If you don't have 400 gold you will lose weapon/shield.

3 all your gold, weapon & shield, 50% chance your clothes (includes armor). If clothes, 25% chance he'll rape you if you're female.

4 as 3, plus any weapons or clothing in your inventory. This leaves you in sad shape, unless you're good at fisticuffs, so be warned.

 

I'm using the RaperS criteria to determine whether an item can be taken. There's no issues with them trying to wear female clothes, as they never really get them. I put a 'stolen items' object in their inventory; when the player takes it they get the stored list of removed items returned to them. Nothing is dropped, and even if you're so careless as to have the highwayman with your items respawn, you can still get your stuff back by having another one rob you and get the 'stolen items' from him.

 

Meanwhile, the highwayman near Fort Ash is living a dream, as I'm testing each addition I make using him. ;)

 

 

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I will admit to having fun with this; adding a few easter eggs. It's no longer perfectly safe to offer a companion's body as payment ... and the mod now knows about TamagoClub, although it isn't a requirement, wonder what that's about ...

 

I'd planned on putting the highwaymen-only version up for testing tomorrow, but work seems to be getting in the way, so may be Wednesday.

 

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I will admit to having fun with this; adding a few easter eggs. It's no longer perfectly safe to offer a companion's body as payment ... and the mod now knows about TamagoClub, although it isn't a requirement, wonder what that's about ...

 

I'd planned on putting the highwaymen-only version up for testing tomorrow, but work seems to be getting in the way, so may be Wednesday.

 

 

Awesome!   :D

Take your time.  From the sound of things, it will be well worth a short wait!

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I think I am going to have to adjust ImmoralGuards a little, as well. It's nothing vital, but a substantial proportion of the time, the highwayman's forced greeting is the IG one about 'dunno what'll happen to you if I don't pay off your bounty', which I never thought made much sense; like a highwayman would care. Using the new PB/TC system will be much more profitable for them.

 

The other bad thing with that conversation is you can refuse to pay, and, well, not much happens. Will change that, too, in case of non-slave assailants.

 

It's possible that the above is due to the changes I made earlier in IG, but I don't think so.

 

 

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Works for me.  As long as you don't end up requiring Immoral Guards I am fine.  I like the "concept" of the plugin, but in my testing it gets on my nerves a bit.  Course I have not really had time to actually "play" for more than 5 minutes at a time.    :P    

 

Too much time testing stuff.  :P

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