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Posted

Y'know I never really thought I'd ever make use of the manual surrender button, but it does actually come in handy!

 

Just recently I ended up in a tough fight against two orcs and a mage, when Defeat kicked in so I got knocked down and tag teamed. Well of course with Defeat, as soon as sexings are done the enemies re-aggro, so there I was with no weapon, no torso armor, and rather low on health. Surrender seemed the best option even though it cost me the rest of my gear and money, because once they had their fun (again), I was able to slink out of the cave and live to fight another day.

 

The promised changes to Submit will, I think, make this kinda scenario even sweeter. :)

Posted

I have a problem with the "steal equipment" option when I am with a follower, as all their equipment are permanently lost.

My characters equipment is all there in their inventory, so I have no problem getting it back when i kill my captor, but alas, not my poor followers gear.

This severely limits my followers roles as lootmules.

 

My solution is to simply not use the "steal equipment" option, which just unequip all my (and my followers) equipment, but sadly it is a bit immersive breaking. 

 

Is this same for everyone else, or should I blame it on my follower mod? (which is EFF)

Hrm, I have seen reports of this previously, but I don't recall seeing that during my testing.

 

I don't use EFF, but it shouldn't make a difference.  A follower should be a follower.

 

It's possible that something was changed in recent updates that affected the follower gear part and I didn't realize it, since I don't normally use followers and recent testing would have simply been the player themselves.

 

But, I can definitely put it on the docket of things to hit when I sit down to work on shit.

Posted

@dkatryl - Hat's off to you! I just checked the OP and read through the list of things that you are planning on changing/adding. I must say that the thing I'm most excited about is the fact that you are at least considering adding Creature support. I thank you for that. I know you hadn't originally planned on adding it in, but if you can accomplish it, a lot of people will be very happy. It's the main feature that's missing from yours that keeps defeat installed on mine. I have nothing against defeat and it's a nice system, but I overall prefer yours. The main reason for that is the ability to decide just when you surrender. The Player gets to choose if they would rather fight to the death or sheath their weapon and surrender to the will of the enemy.

 

So anyway, I look forward to this feature-rich updat! :D

 

Happy Holidays!

Keep in mind, creature support is only on a "provided that it doesn't piss me off while working on it" basis.

 

That said, knowing how I built my mod, I believe I can include it with minimal rework on my part, while still keeping it modular so that people that don't give a rat's ass about getting boned by a horker don't have to worry about it.

 

Provided that happens, I am also considering giving it two tiers of creature support.  Humanoid Creature Support (Trolls/Draugr/Falmer/Hagraven/etc) and Full Creature Support (Anything that moves) because some may prefer to limit it to (semi)-sentient creatures and are all "DO NOT WANT!!! :wacko: " with respect to animals.

Posted

I'm a little worried about how you worded this, so just to make sure we're on the same page:

 

You are not expecting the enemies to be the ones who wander off, right? Because that woulden't work, the vast majority of times you fight someone in Skyrim, it's because you wandered into their lair. Skyrim doesen't have many wandering enemies, they are mostly all concentrated in camps and caves that the player has to enter to fetch something. Thus, since the enemy is almost allways in their desired sandbox zone already, they woulden't go anywhere when told to sandbox (they might walk a few meters away, but that's not very helpful).

 

It's the player that needs the freedom to move, because only the player can be trusted to do so (or not, but then that's the players choice). Basically, the whole step where the player is bound and left sitting there needs to work differently (in that the enemies will go straight into sandboxing, and the player should be able to move, but not fight or much else).

 

 

Anyway, whilst i'm bouncing around ideas, something that could work with this is a hardcore-mode option. Borrowing a little inspiration from the SD mod, you could add a checkbox option that makes it harder for the player to untie themselves.

IE the player might have to find a freindly/neutral NPC to ask for help, they need to find a crafting station, or a weapon on the ground that they can use to cut the binds. Or maybe something else entirely, i'd be interested to see what people might suggest.

 

But this would definately have to be optional, as it would have a big impact on gameplay.

 

I hear what you are saying, but then, you *DID* just get beaten down by a group of bandits (or equally hostile NPC's), who rightfully should have just killed you immediately after they finished using your body.  (Or before in the case of those necro's! :P)

 

A harrowing escape from a camp of baddies intent on having their way with your naked ass once again is a justifiable price to pay for losing in the first place.

 

I might give a compromise and give you a ~10s head start, sort of a "It takes a few moments for those bandits to realize you are trying to escape" kind of thing.

 

Main thing is to remove the ability to dance around the camp with impunity for a minute, looting corpses, stealing gear, etc, when that time was originally designed as your chance to escape, and I was probably a bit too generous with the time.

 

The other thing is to have the 1-2 NPC's that actually did their thing to you to return to their sand box routine, as opposed to just standing there in your face with their weapons out.

Posted

I believe that was specifically what he set out to change: The player will be bound, and instead of hovering over her, the enemies will return back to whatever they'd normally be doing if not beating her down. While bound, the player is now able to move, but not attack, cast spells, or shout until she breaks the bindings, but the second she does break the bindings, all the enemies in the area will re-aggro.

 

So for someone who has the hardcore setting on and gets her stuff taken, it's in her best interest to take her chances in the wilds, naked and alone, where she can hopefully scrounge up some equipment to allow her to return and take revenge (and get her loot!)

 

If you don't have the 'equipment taken' option, well you'll probably at least want to slink away and heal. ;)

 

Just to expand this a little further, how's about a dialogue option where you can ask any non-hostile NPC for basic clothes, if you're naked?

 

Perhaps with a second bit of dialogue where you report the crime, if that NPC is a guard/soldier (just dialogue, they wouldn't actually go and arrest anyone)

Posted

 

I believe that was specifically what he set out to change: The player will be bound, and instead of hovering over her, the enemies will return back to whatever they'd normally be doing if not beating her down. While bound, the player is now able to move, but not attack, cast spells, or shout until she breaks the bindings, but the second she does break the bindings, all the enemies in the area will re-aggro.

 

So for someone who has the hardcore setting on and gets her stuff taken, it's in her best interest to take her chances in the wilds, naked and alone, where she can hopefully scrounge up some equipment to allow her to return and take revenge (and get her loot!)

 

If you don't have the 'equipment taken' option, well you'll probably at least want to slink away and heal. ;)

 

Just to expand this a little further, how's about a dialogue option where you can ask any non-hostile NPC for basic clothes, if you're naked?

 

Perhaps with a second bit of dialogue where you report the crime, if that NPC is a guard/soldier (just dialogue, they wouldn't actually go and arrest anyone)

 

 

Sanguine's kinda does this... if you escape but didn't kill your master, and have the mod in 'hardcore mode' (which means you are still wearing whatever shackles you had been put into even though you escaped), you have to get someone to help you out of the shackles. If you can find an NPC who considers you their friend, they'll let you out, but if you ask any other NPC they basically tell you that you have to pay them back for helping you out, which results in them becoming your new master/mistress (but theoretically a friendlier one who will allow you to work off your debt, but not necessarily!)

 

I doubt any such thing would happen in Submit (though I'd love to be wrong), since you are technically free once you've escaped, just... naked. My personal fallback is that I have Radiant Prostitution installed, so if worse comes to worse, well... I can earn money for new equipment the old fashioned way. :)

Posted

 

@dkatryl - Hat's off to you! I just checked the OP and read through the list of things that you are planning on changing/adding. I must say that the thing I'm most excited about is the fact that you are at least considering adding Creature support. I thank you for that. I know you hadn't originally planned on adding it in, but if you can accomplish it, a lot of people will be very happy. It's the main feature that's missing from yours that keeps defeat installed on mine. I have nothing against defeat and it's a nice system, but I overall prefer yours. The main reason for that is the ability to decide just when you surrender. The Player gets to choose if they would rather fight to the death or sheath their weapon and surrender to the will of the enemy.

 

So anyway, I look forward to this feature-rich updat! :D

 

Happy Holidays!

Keep in mind, creature support is only on a "provided that it doesn't piss me off while working on it" basis.

 

That said, knowing how I built my mod, I believe I can include it with minimal rework on my part, while still keeping it modular so that people that don't give a rat's ass about getting boned by a horker don't have to worry about it.

 

Provided that happens, I am also considering giving it two tiers of creature support.  Humanoid Creature Support (Trolls/Draugr/Falmer/Hagraven/etc) and Full Creature Support (Anything that moves) because some may prefer to limit it to (semi)-sentient creatures and are all "DO NOT WANT!!! :wacko: " with respect to animals.

 

 

Oh, I know! I was mostly thanking you for considering it. A while back you had mentioned that you weren't going to add it and that was final. So hearing that you are considering it as long as it's not too hard, well, that's a very big PLUS to me!..

 

So thank! :D And I can totally accept having multiple levels of creature support.

 

-MA-

Posted

 

I have a problem with the "steal equipment" option when I am with a follower, as all their equipment are permanently lost.

My characters equipment is all there in their inventory, so I have no problem getting it back when i kill my captor, but alas, not my poor followers gear.

This severely limits my followers roles as lootmules.

 

My solution is to simply not use the "steal equipment" option, which just unequip all my (and my followers) equipment, but sadly it is a bit immersive breaking. 

 

Is this same for everyone else, or should I blame it on my follower mod? (which is EFF)

Hrm, I have seen reports of this previously, but I don't recall seeing that during my testing.

 

I don't use EFF, but it shouldn't make a difference.  A follower should be a follower.

 

It's possible that something was changed in recent updates that affected the follower gear part and I didn't realize it, since I don't normally use followers and recent testing would have simply been the player themselves.

 

But, I can definitely put it on the docket of things to hit when I sit down to work on shit.

 

 

Then dont panic. You just confirmed my suspicion its more likely its caused by EFFs "dress-up" function then. Lydia lost a whole suit of Steel armour just by stepping inside Breezehome for the first time once.

 

Next character i'll swtich back to UFO or AFT I guess.

Posted

I tried to find a solution but couldn't so Im wondering if you can help.

Have the mod working, set as player auto surrenders/always victim, except once I get to the part where Im bound and on my knees I get the message that Im free to break free and then Im stuck. Character just site on her knees indefinitely, cannot move, attacker(s) just stand there also not moving, have tried uninstall/save/reinstall, even uninst/cleansaveE/reinstalled all the relevant mods, still nada.

Originally had sanguine debauchery when first installed, not sure if that matters, when I noticed the freeze point. So I uninstalled etc, went back to an early save and tried reinst everything, and like I said appears to work up to that point.

I am wondering of going all the way back to start fresh w new toon would help but figured at this point I would ask as Ive spent quite a few hours trying to figure this out. Or if sang debauch somehow borked things. Suggestions?

Thanks!

(nice work tho, just wish I could get it going properly)

Posted

Stupid question, but I didn't see you list it: Once you were on your knees, did you push the hotkey again?

 

It requires manually pushing it once you get the message.  (Some people requested lengthening the bound duration, so making it require manually pushing allows each user to let it last as long as they like)

Posted

No I have not been using the submit button, have it set to auto submit. Do I need to press submit anyway once Im bound? And if so do I need to have the submit manually feature checked?

thanks!

 

Posted

Ok that helped, thanks!

New issue, when I get up and am free the enemy is no longer an enemy, wai? I had to start fighting them anyway to get agro but my gear wasn't on the 1st guy and I the game crashed while fighting the second (maybe cause I went below submit threshold again? I dunno).

Progress I think.

 

Posted

I hear what you are saying, but then, you *DID* just get beaten down by a group of bandits (or equally hostile NPC's), who rightfully should have just killed you immediately after they finished using your body.  (Or before in the case of those necro's! :P)

 

 

 

 

A harrowing escape from a camp of baddies intent on having their way with your naked ass once again is a justifiable price to pay for losing in the first place.

 

I might give a compromise and give you a ~10s head start, sort of a "It takes a few moments for those bandits to realize you are trying to escape" kind of thing.

 

Main thing is to remove the ability to dance around the camp with impunity for a minute, looting corpses, stealing gear, etc, when that time was originally designed as your chance to escape, and I was probably a bit too generous with the time.

 

The other thing is to have the 1-2 NPC's that actually did their thing to you to return to their sand box routine, as opposed to just standing there in your face with their weapons out.

 

What you just described is Sexlab-Defeat with an extra step added to the proceedings, a step that doesen't seem to add much.

 

 

This is basically exactly how Defeat works, you are robbed, raped, and then forced to fight or flee from your attackers right after (but without your equipment, which usually means you are destined to fail as a result).

 

This is that with an extra step. You are robbed, raped, bound and imobile for a few seconds, and then forced to fight or flee from your attackers right after (but without your eqipment, so you will still usually be destined to fail as a result).

 

That's the same fundamental game mechanic, except Submit has the extra step of you sitting there waiting to press a button for a few seconds whilst the enemy sandboxes (which in a few cases could help player, but it can just as easilly make the escape even harder for the player, like if the enemy chooses to sandbox right infront of the only exit to the cave you're in).

 

 

If that's a mechanic you are really interested in adding, then by all means do so. Sexlab-Defeat has a following, so i have no doubt other users would also like it, and might even make a full switch to Submit and free up some more Script-bandwith by not running both mods. That's all good.

 

But please, invoke the awesome power of MCM options to also add the other option (IE, you can move and escape whilst still bound).

 

I'm using Submit instead of Defeat because i don't like the way Defeat does it. Right now Submit is usefull as an "alternitive to death" style mod, but one with a fun Sexlab twist that you don't get from other such mods. That's why it's been a permanent part of my loadorder for a while now, it works well, it doesen't overcomplicate itself with a million scripts that aren't strictly needed, and it adds a fun twist to losing a fight that isen't just "quit game -> reload last save". But the mechnics of it could be improved with a facelift as i've already covered.

 

Defeat on the other hand is a mod that aims to add even further punishment to losing a fight, and usually screws you over even harder than the vanilla game mechanics when you do (there were the odd occations that i did manage to escape when i tried the mod, but mostly it just raped and then killed me, and i had to reload a save anyway). It's not an "alternative to death" mod per se, it's more a "make death a bigger spectacle" mod. Fair enough, but that's not what i'm interested in, and i found it more annoying than useful as a result.

 

 

And it seems it woulden't be hard to offer both choices, as they would use the same mechanics and scripts, and as far as i can tell, the only change needed is to equip the player with a different set of restraints.

 

For the Defeat'esque option, you would equip a set that has the keyword to lock player controls.

 

For the "you can move when bound" option, the restraints shoulden't have that keyword, but the other keywords that prevents combat, inventory use, magic, shouts, and looting (so the player still can't loot the whole place, even if they can move).

 

And in both cases, untying yourself returns the enemy to normal enemy AI routines, so that's all the same aswell.

 

 

Seems like a 2-for-1 deal to me.

Posted

Any chance of adding a cool down timer to chat attempts, like romance? Maybe also make the option to attempt dialogue based a bit on relationship rank?

Posted

Any chance of adding a cool down timer to chat attempts, like romance? Maybe also make the option to attempt dialogue based a bit on relationship rank?

 

There was a sort of cooldown but it got removed because it had some issue I think.  A recurring penalty took its place.

Posted

@Coopervane

 

What you just described is Sexlab-Defeat with an extra step added to the proceedings, a step that doesen't seem to add much.

 

This is basically exactly how Defeat works, you are robbed, raped, and then forced to fight or flee from your attackers right after (but without your equipment, which usually means you are destined to fail as a result).

 

This is that with an extra step. You are robbed, raped, bound and imobile for a few seconds, and then forced to fight or flee from your attackers right after (but without your eqipment, so you will still usually be destined to fail as a result).

 

That's the same fundamental game mechanic, except Submit has the extra step of you sitting there waiting to press a button for a few seconds whilst the enemy sandboxes (which in a few cases could help player, but it can just as easilly make the escape even harder for the player, like if the enemy chooses to sandbox right infront of the only exit to the cave you're in).

 

 

So it's my understanding (and we've gone over this a few times in this thread, so I think I'm correct) that with the upcoming changes, losing a battle with Submit will work something like this:

 

Player submits (either using the hotkey or automatically if that's configured).

Player is beaten down, then raped per whatever mechanics apply at the time (threesomes, queuing, etc).

Player is bound. At some point in all this, his/her equipment is taken if indeed that option is checked. 

Enemies return to what they'd be doing were they not aware of the Player.

Player, though bound, can still move around, but cannot fight, cast spells, or shout without first breaking bindings.

If Player breaks bindings, enemies will instantly go hostile if they are in range. 

 

So if I'm right, that is not at all like Defeat, because it gives the player an opportunity to slink away (while bound and unable to fight) without getting aggroed by the bandits (for example) that just defeated her. Once out of range, she can then go about scrounging up something to fight with, or retreat back to town/her house to re-supply, or whatever. :)

 

The other way (where you are bound and cannot move) is how it works now, and I guess simply removing the grace period once bindings are broken would seem quite similar to how Defeat works, except Defeat has lots of other options that make it unique, as does Submit.

 

If that's a mechanic you are really interested in adding, then by all means do so. Sexlab-Defeat has a following, so i have no doubt other users would also like it, and might even make a full switch to Submit and free up some more Script-bandwith by not running both mods. That's all good.

 

But please, invoke the awesome power of MCM options to also add the other option (IE, you can move and escape whilst still bound).

 

I'm using Submit instead of Defeat because i don't like the way Defeat does it. Right now Submit is usefull as an "alternitive to death" style mod, but one with a fun Sexlab twist that you don't get from other such mods. That's why it's been a permanent part of my loadorder for a while now, it works well, it doesen't overcomplicate itself with a million scripts that aren't strictly needed, and it adds a fun twist to losing a fight that isen't just "quit game -> reload last save". But the mechnics of it could be improved with a facelift as i've already covered.

 

Defeat on the other hand is a mod that aims to add even further punishment to losing a fight, and usually screws you over even harder than the vanilla game mechanics when you do (there were the odd occations that i did manage to escape when i tried the mod, but mostly it just raped and then killed me, and i had to reload a save anyway). It's not an "alternative to death" mod per se, it's more a "make death a bigger spectacle" mod. Fair enough, but that's not what i'm interested in, and i found it more annoying than useful as a result.

 

This isn't exactly true RE: how Defeat works. At least, not if you don't want it to. It has lots of customization options so that you don't necessarily end up in a no-win situation every time you get knocked down and raped. Of course, some of this might depend on just how difficult you've made your game otherwise, but again that was a choice you made.

 

For me, I don't play the game on harder difficulties, but I add mods that attempt to make the combat more realistic and brutal (primarily Ultimate Combat). I have Defeat set so that, at a maximum of 70% health and minimum of 6%, enemies always have a 5% of triggering the Defeat mod. When it does trigger, enemies will unequip my torso armor and strip my weapon, leaving me fairly vulnerable for sure, and there have been times where this spelled my doom. However, that doesn't happen the majority of the time, since I often still have health, I have some of my armor on, and I can run and snatch up my weapon while enemies are drawing steel to either turn and fight or duck behind something to down a potion or cast a heal. You can also configure how much punishment Defeat doles out on your character, such as how much stamina you lose, how long the debuffs last, and whether you are slowed.

 

Of course, at 5% and below I have Submit set to kick in and force me to throw in the towel for reals and lose all my stuff. With Ultimate Combat it often doesn't get a chance, but it still does trigger when enemies are just whittling me down... I might be blocking well but they are just too much.

 

Defeat also has creature support, as well as NPC vs NPC rape, which for me adds a lot to the game which I enjoy. Submit on the other hand has a cool dialogue-driven aggressor menu, allowing me to rape an enemy, strip their gear (without killing them), bind them up to take them in for a bounty, kill them, or let them go. They each have depth in different areas.

 

And it seems it woulden't be hard to offer both choices, as they would use the same mechanics and scripts, and as far as i can tell, the only change needed is to equip the player with a different set of restraints.

 

For the Defeat'esque option, you would equip a set that has the keyword to lock player controls.

 

For the "you can move when bound" option, the restraints shoulden't have that keyword, but the other keywords that prevents combat, inventory use, magic, shouts, and looting (so the player still can't loot the whole place, even if they can move).

 

And in both cases, untying yourself returns the enemy to normal enemy AI routines, so that's all the same aswell.

 

 

 

Adding more choice is always a good thing, of course! I personally like the change of enemies becoming aggressive again as soon as I break my bindings, but only if I was able to move away while bound so that I'm not right in the middle of them, naked and vulnerable. ;)

 
Posted

Something I have been thinking about since using this mod and defeat is. I think to make it help stand apart would be to add these options.

 

1) While bound the PC stays unequiped. Maybe it is a bug but so far once the event is over and you are switched to kneeling and bound. All your stuff that is not set to be dropped/stolen are back in place. So have a option so that all of your items are unequiped while bound. You have to wait till you are unbound to re equip them, what wasn't stolen.

 

2) While bound and after the event is over. Give each of the NPC's around the character a chance to "reagro" and come back for seconds. To start a new sex scene. So if you was taken down in the middle of a bunch of bandits it might be awhile before they get completely bored with you.

 

PS I will add I like Ashra's idea that you can move around while bound. Perhaps give a movement debuff or force walk only while bindings are on. Would be best if you was force to crawl along like people do while bleeding out but not sure if that would be feasible.

 

 

Posted

Actually, I think it might even be fun if the player actually couldn't break out of her bonds alone, and needed assistance doing so. This of course is taken directly from Sanguine's Debauchery, but it's a wicked little twist that would go quite well with this mod.

 

Since Submit doesn't deal in slavery, though, whatever NPC you want to free you might demand a little action in return, or (if they aren't your friend, or have a low morality or whatever) might take advantage of you and then not free you! Hee.

Posted

Ashra: The idea you just outlined came from a post suggesting it back on page 73 of this thread. Go back and check who wrote that.

 

It was Coopervane, yours truely. You don't have to quote it back at me, i know what i wrote  :blush:

 

Now read the posts between dkatryl (the mod author) and myself following that post, and you will see that whilst dkatryl liked parts of my suggestion (the parts involving enemies sandboxing when bound, and going re-aggro when you untie yourself) and plans to impliment those features, he currently has not expressed any plans of implimenting the part where you can move whilst bound. Quite the opposite, that part is currently lying on the cutting room floor.

 

Without that part, without the abillity to move whilst bound, this whole thing is going to play out very differently than the suggestion i made on page 73. Infact it's going to play out in a way that i actually woulden't like. Removing that step radically changes the whole game mechanic.

 

 

This is why i'm hoping he will add it back in as an option even if nothing else. And i do belive you'll be in agreement with me there.

Posted

Ashra: The idea you just outlined came from a post suggesting it back on page 73 of this thread. Go back and check who wrote that.

 

It was Coopervane, yours truely. You don't have to quote it back at me, i know what i wrote  :blush:

 

Now read the posts between dkatryl (the mod author) and myself following that post, and you will see that whilst dkatryl liked parts of my suggestion (the parts involving enemies sandboxing when bound, and going re-aggro when you untie yourself) and plans to impliment those features, he currently has not expressed any plans of implimenting the part where you can move whilst bound. Quite the opposite, that part is currently lying on the cutting room floor.

 

Without that part, without the abillity to move whilst bound, this whole thing is going to play out very differently than the suggestion i made on page 73. Infact it's going to play out in a way that i actually woulden't like. Removing that step radically changes the whole game mechanic.

 

 

This is why i'm hoping he will add it back in as an option even if nothing else. And i do belive you'll be in agreement with me there.

 

Yeah, I was mostly agreeing with you, though I wrote the post real late at night so maybe it didn't totally come off that way. ;)

 

The only part I really wanted to correct you on was how Defeat works, because you had some misconceptions about it, maybe from having not used it in awhile. Otherwise, I was pretty much attempting to emphasize that I personally agree that being able to move while bound is a big part of making the changes work, though having options for it to work differently is also welcome.

 

Sorry for any misunderstandings.

Posted

 

 

It was on the main page description but i believe you have made the changes! thanks for the clarification!

 

Also i have a slight request. Would it be possible to base the bribery formula not only on relationship rank but also on the morality rank and on the vanilla clothes they wear (specifically begger and wench outfit cause an increase likelihood of accepting while noble clothes reduce the chances). It would be more immersive as NPCs who have strict morals and proper means tend not to give in to gold so easily. I personally feel that the bribery attempts to a begger NPC and better off NPCs like carlotta valentia have really no difference (their levels are pretty much the same). It would also be great if there is an option to increase the payment for bribery in the MCM menu. This is however just a request and a suggestion, i hope i dont come about as demanding.

 

P.S I'm not exactly sure whether clothes can be used as marker for the formula, though i believe Radiant Prostitution http://www.loverslab.com/topic/19568-wip-radiant-prostitution-081b-oct-29th/ ) did manage to achieve this effect. Why i suggested clothes is so that they would be an automatic process to help filter low class NPCs like flower girls in Inconsequential NPCs and prostitutes of skyrim thus allowing this MOD to be highly receptive to mods that add additional NPCs.

 

Eh, clothing is probably going to be more trouble than it's worth for modifying the bribe algorithm, considering that really isn't a main focus of this mod, unlike the RP mod.

 

However, the Morality rank is definitely something easier to accomplish.

 

And since I'm already going to be doing some MCM updates in the coming weeks, I can definitely add a slider there.  Probably changing it from using the built in Skyrim "bribe" system that autmates how much and letting the player set a flat amount.  Or maybe just make a sliding multiplier.  Which ever is easier and more straight forward.

 

Ahhh glad my suggestion was useful! :) Erm i'll like to add that apparently NPCs also have a confidence stat that decides whether they fight or flee in combat. That could also be used in your formula for coercion. http://www.uesp.net/wiki/Skyrim:NPCs

Posted

I submitted to some bandits and now I have the very annoying bug, that my Follower gets stuck in the "bound" animation and refuses to fight, even after the rapescenes are over, and I killed the bastards.

reloading / switching gear / moving to other areas etc didnt solve the issues. also releasing and reacquiring the follower was no help.

The follower still stand and walk with her hand bound behind her back and doesnt fight.

 

Even more, if I realease my follower, she wont leave my side. the dialogue options change, as if I dismissed her, but she keeps following me. I can even take another follower and then both follow me....

 

help =(

Posted

Actually, I think it might even be fun if the player actually couldn't break out of her bonds alone, and needed assistance doing so. This of course is taken directly from Sanguine's Debauchery, but it's a wicked little twist that would go quite well with this mod.

 

Since Submit doesn't deal in slavery, though, whatever NPC you want to free you might demand a little action in return, or (if they aren't your friend, or have a low morality or whatever) might take advantage of you and then not free you! Hee.

 

Or have a setting where it required lockpicking skill. So you could try every so often X time(let the time per try be set by a slider) each time you try based on your skill you have a % chance to untie yourself. Could also have options so the difficualty of the ropes knot is random or setable like all novice or all master quality.

 

I think that would be nice to add a more random factor to how long you stayed tied up. Especially if this mod worked with others or had a option so that any bandits around while your character is tied up has a chance to trigger a new event.

 

Then your player might stay a prisoner for awhile till they can finally perhaps over time free themselves. I know this is somewhat alone the lines of SD but a lot less so. since the bandits just would keep you around their camp as a play thing, till you got yourself untied.

 

Posted

I submitted to some bandits and now I have the very annoying bug, that my Follower gets stuck in the "bound" animation and refuses to fight, even after the rapescenes are over, and I killed the bastards.

reloading / switching gear / moving to other areas etc didnt solve the issues. also releasing and reacquiring the follower was no help.

The follower still stand and walk with her hand bound behind her back and doesnt fight.

 

Even more, if I realease my follower, she wont leave my side. the dialogue options change, as if I dismissed her, but she keeps following me. I can even take another follower and then both follow me....

 

help =(

 

I had that happen once, just save the game, exit to desktop, relaunch the game and reload that save you just made. That fixed it for me.

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