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Posted

Since I will have to re-install my mods anyhow (starting after work tonight), I will look into MO and see if I might like it better. I am always willing to change if it's for the better. :)

Posted

Dkatryl!

There is really no plan to have tier 2 creature (animals) not to rob your equipment and bound you at the end?

I know you're not into animal bestiality ... but here we are talking about wolves and bears tying you up!

Maybe just give a grace period with the non-sentient beast, so you can crawl away to safety?

Please please please...

PS: thinking twice there is one non sentient creature for which the binding gameplay would make sense.... SPIDERS! (with some graphical twitch)

I know.... I know... the mod is almost completed and you want to finally play the game...
But I'm confident. You said the same this September and from then on we have seen a steady and impressive update flow!  :lol:

Posted

Can't find it on the OP description, creature didn't work.
Already allowed creatures on Sexlab, got the creature pack on FNIS, got the bestiality files, and set to full support.

I tried on wolf, bear, giant & troll. Though on once circumstance, it only makes a nearby friendly npc took the place of the creature so I don't know.

wolf, bear & giant will stop attacking and nothing happened, this doesn't seem to be the case for the troll though.

 

On human npcs work fine I guess, I set the binding to 5 so yeah, my char. became a play thing for a bandit, can't escape, only bounded & waiting to get raped. got no problem with that other than she gets pushed into the ground or collide into objects but I blame that on Skyrim navmesh. Now I also think this mod doesn't work well with Dangerously Nude, but I guess that's why there's Fus Ro Doh.

Posted

Dkatryl!

There is really no plan to have tier 2 creature (animals) not to rob your equipment and bound you at the end?

I know you're not into animal bestiality ... but here we are talking about wolves and bears tying you up!

Maybe just give a grace period with the non-sentient beast, so you can crawl away to safety?

Please please please...

PS: thinking twice there is one non sentient creature for which the binding gameplay would make sense.... SPIDERS! (with some graphical twitch)

I know.... I know... the mod is almost completed and you want to finally play the game...

But I'm confident. You said the same this September and from then on we have seen a steady and impressive update flow!  :lol:

Eh, at the surface, I suppose that could be done.  Have the tier 2 stuff just auto-default to the grace period after the post-sex bleedout without the binding, which would make sense.

 

As to the mod being completed.  THIS TIME I MEAN IT! FOR REALLY REALS! :angry:

Posted

Can't find it on the OP description, creature didn't work.

Already allowed creatures on Sexlab, got the creature pack on FNIS, got the bestiality files, and set to full support.

I tried on wolf, bear, giant & troll. Though on once circumstance, it only makes a nearby friendly npc took the place of the creature so I don't know.

wolf, bear & giant will stop attacking and nothing happened, this doesn't seem to be the case for the troll though.

 

On human npcs work fine I guess, I set the binding to 5 so yeah, my char. became a play thing for a bandit, can't escape, only bounded & waiting to get raped. got no problem with that other than she gets pushed into the ground or collide into objects but I blame that on Skyrim navmesh. Now I also think this mod doesn't work well with Dangerously Nude, but I guess that's why there's Fus Ro Doh.

I'm not sure why your creatures aren't working, as I've rolled through all of them multiple times, even had a large group of mixed creatures after some console setrace commands, and had no issues with them for what the release version.

 

As to Dangerously Nude, I don't even know what that does, so I can't help if another mod might take over and give issues with being naked.  I would imagine you'd have issues with Frostfall as well in the upcoming hardcore revision, as you'd have to run back to find a NPC while completed naked and hands bound. :P

 

But, since I don't use any of those mods, and I am making this primarily for myself, I am only going to be certain it works with the vanilla game + official DLC's + Framework.  Anything beyond that is a bonus, but if it doesn't, sorry to hear, but there probably is not much I can or will do about it.

Posted

Since I will have to re-install my mods anyhow (starting after work tonight), I will look into MO and see if I might like it better. I am always willing to change if it's for the better. :)

 

You mentioned earlier about external java programs, changes to inis, etc. MO really does give you easy control over switching in and out mods, custom inis, etc and you can run Skyproc stuff from within MO. That really really works well.

 

This is a bit dated mods wise but is still a good guide for setting up MO, written by a skilled modded (look him up on nexus). http://wiki.step-project.com/User:Neovalen/Skyrim_Revisited .   I'd suggest going through the 'general patch' (ddsopting optional), then searching for SUM and FNIS for explanations of how to install and run them on your active mod list (and, by example, any other programs you want, like bodyslide++).

 

The latest version works with the current Nexus configuration - that is, you can use the green manager buttons to download mods :)

Posted

 

Dkatryl!

There is really no plan to have tier 2 creature (animals) not to rob your equipment and bound you at the end?

I know you're not into animal bestiality ... but here we are talking about wolves and bears tying you up!

Maybe just give a grace period with the non-sentient beast, so you can crawl away to safety?

Please please please...

PS: thinking twice there is one non sentient creature for which the binding gameplay would make sense.... SPIDERS! (with some graphical twitch)

I know.... I know... the mod is almost completed and you want to finally play the game...

But I'm confident. You said the same this September and from then on we have seen a steady and impressive update flow!  :lol:

Eh, at the surface, I suppose that could be done.  Have the tier 2 stuff just auto-default to the grace period after the post-sex bleedout without the binding, which would make sense.

 

As to the mod being completed.  THIS TIME I MEAN IT! FOR REALLY REALS! :angry:

 

 

Maybe you can add breaking the victims and turning them into followers :P  I mean, it's not fun if you're left with nothing to do with the mod :P

Posted

I don't know if this is even considered a progress for me or not. So I relaunch the game again, something seems to happen with the creatures. Even if my char. is the 1 submitting to them, she'll punch their lights out & got bounded by them anyway, no sex. So erm.. that's how it's suppose to happen :huh:???

Posted

I don't know if this is even considered a progress for me or not. So I relaunch the game again, something seems to happen with the creatures. Even if my char. is the 1 submitting to them, she'll punch their lights out & got bounded by them anyway, no sex. So erm.. that's how it's suppose to happen :huh:???

No, that does not sound correct on any level, but I have no idea what your issue could be.

 

Assuming a generic install or upgrade (so no loose scripts extracted from th .BSA in your data/scripts folder, for instance), your FNIS/Framework all installed and working properly, and any other SL based mods working correctly, you should not be experiencing anything like that.

Posted

Since I will have to re-install my mods anyhow (starting after work tonight), I will look into MO and see if I might like it better. I am always willing to change if it's for the better. :)

 

Yeah same here, I DLed it but since I currently have a game running fine with nexus mod manager I don't know if I should try and convert over to it or not. Since that might causes issues with any saved games. Plus from what I read it seems like it might not run well with skse since it was talking about script extenders or maybe I was reading that wrong.

 

 

Though honestly we should take this discussion to a new thread honestly, I would like to know more about this and how well it works with mods here etc but I don't want to derail this topic further.

Posted

 

I don't know if this is even considered a progress for me or not. So I relaunch the game again, something seems to happen with the creatures. Even if my char. is the 1 submitting to them, she'll punch their lights out & got bounded by them anyway, no sex. So erm.. that's how it's suppose to happen :huh:???

No, that does not sound correct on any level, but I have no idea what your issue could be.

 

Assuming a generic install or upgrade (so no loose scripts extracted from th .BSA in your data/scripts folder, for instance), your FNIS/Framework all installed and working properly, and any other SL based mods working correctly, you should not be experiencing anything like that.

 

 

Hmm... I can't possibly imagine what is interfering with your mod, the save I'm using is a clean 1, it didn't have any sexlab scripts in them, the only other intensive mods I can imagine right now would be the unofficial patches.

 

Since I'm here now, maybe I should ask about the submitting, does it matter if my char. is submitted by pressing the key or by the auto trigger? So far, if I press the key, the combat simply stopped (and the shout works even if I disabled them on the MCM)

I'm still trying to get it to work. I set it to 2, but I found it's almost impossible to get it to work with the troll, the debug said the submit will work at 100% but my char keep getting the 30s & 40s. So back to the wolf again, set binding to 1 this time but still impossible to run away from the wolf, I guess my luck is just plummeting from here now. A bit of a progress on the wolf, if my char submitted by the auto trigger, she'll just cower then get bounded.

Posted

I hate this...

 I changed my char and it works, the hell? But to be fair, I use a console command on my 2nd char. to spawn a wolf while on my 1st char. it's from the game encounter. I didn't switch off any mods during the char swapping, the only differences between the 2 is that 1 finished the main questline & the other 1 is a newly made. I don't get this at all, this was an exact same thing that happened to me back when SD was still a WIP!!!!!! I hate this!!!!!!

 

So, does vanilla encounter & console summons contribute anything to the creature features of this mod?

Posted

I'm not sure what you are asking with regards to vanilla encounter & console summons, I haven't done any of that for testing.

 

What I *did* do for testing was go to Helgen, round up ~5-6 bandits, use the console command to turn each one into a different creature, then run around a bit so it was a big scrum of freaks, surrender, and test that it would properly grab one at random and go through the scenes without breaking, which it did just fine with each test.

 

I also got a lone bandit, and using the console again, setrace them to each of the creatures, one by one, and surrender to go through the animations, to make sure each one triggeres properly and on the proper tier selection.

Posted

 

As to the rest, eh, if I did any of that, it would only be on the "Hardcore" escape setting.  If someone voluntarily selects the option to make it much more difficult, then I don't have a philosophical problem making everything much harder.  But at some point, I also want to stop working on the mod, so I don't want to keep adding shit just for the sake of adding shit.

 

I would actually like to play the game for a change. :P

 

 

How dare you. Only us innocents who can't mod ourselves have the priviledge to play, but you as enlightened modder have the duty to spend all your time on modding, you are doing it for the higher greater good then. So please saint dkatryl just remember how happy you make thousands of users of your mod if you continue modding, and all only for the meager sacrifice of some slight unhappyness of ONE single person, yourself. Wouldn't that be extremely selfish and mean if you stop modding and start playing skyrim now?  :P 

 

Just kidding, enjoy playing skyrim and only mod again if you want to. You also made a good point, the diminishing returns keep growing. Your mod is already at least 80/90% perfect and for each % more you want to add the time needed increases more and more.

Posted

 

 

Hrm, I guess I must have missed there was an existing issue with followers not being able to join in.

 

The morality setting has no bearing on it being there or not.  It just auto-fails if their morality is too high, vs the normal chance if the morality is <= the MCM setting.

 

If it's just flat out not visible, than some flag or something must have been changed at some point, and I didn't go back to check that particular dialog option.  (I don't have time to actually play the game much anymore, and even when I do, I never really use followers)

 

I'll give it a look tonight.

 

I wasn't sure if the morality controlled display of the dialog or just affected the pass/fail, seemed best to include that info in case.  Seems to me the problem occurred around the time you added the extra dialog level - the "i'm not done with you" and "I am done with you" split that leads to the other options.  Probably just got lost in the dialog shuffle.

Well, I took a look, using an old save game and Jenassa as my follower, and the option showed up properly in both the first round and the follow up turn.

 

Now, I don't use any fancy follower mods, and Jenassa is a standard follower, so I know she qualifies as GetPlayerTeammateCount >= 1 and PlayerFollowerCount >= 1.

 

Perhaps the global got hung high?  Use the console command to '_SLSubmitFollowerGlobal' to 0, make sure something didn't get hung for some reason.

Posted

 

Since I will have to re-install my mods anyhow (starting after work tonight), I will look into MO and see if I might like it better. I am always willing to change if it's for the better. :)

 

You mentioned earlier about external java programs, changes to inis, etc. MO really does give you easy control over switching in and out mods, custom inis, etc and you can run Skyproc stuff from within MO. That really really works well.

 

This is a bit dated mods wise but is still a good guide for setting up MO, written by a skilled modded (look him up on nexus). http://wiki.step-project.com/User:Neovalen/Skyrim_Revisited .   I'd suggest going through the 'general patch' (ddsopting optional), then searching for SUM and FNIS for explanations of how to install and run them on your active mod list (and, by example, any other programs you want, like bodyslide++).

 

The latest version works with the current Nexus configuration - that is, you can use the green manager buttons to download mods :)

 

This is so true! +1, like or what ever.

The only thing I installed in skyrim is part of ENB, everything thing else is MO, or run from MO. FNIS, TESV, BOSS, BASH, .jar files, ect, ect. You can even lower the amount of esp's, better  control over textures, and most importantly, testing stuff like submit is a much easier, because nothing is really in your skyrim, they are all just virtual folders. No more scrips left behind, bad animations left to haunt you one day.

 

@dkatryl

Not playing skyrim! Shame on you. Do you know how much fun it is hitting on everyone in skyrim and getting shot down! How about when threat goes wrong and the guards come to the rescue. I think I just might go on a hunger strike until you play skyrim again! You need to tells us you mods for next play through, and you progression. Well I don't have realistic need and diseases installed so hunger strike for my character may not be too bad, but still!

The gods know what you have done!

 

Other than what has been reported, I really haven't come across anything new, in the DEC6 version, no news is good news, no?

 

Posted

I dropped the 'alternate sandbox' routine idea after you get bound and still have to escape.  It came down to either they wandered off too far, and then I might as well just let them return to their own sandbox, or they would stand around, in which case you'd never get an opportunity.  Plus it made everything terribly complicated for such a trivial nuance that most people probably wouldn't even notice, given the randomness of the sandbox behavior.  Far too much trouble for minimal gain, if even that much.

 

I did make it so that Tier 2 creatures (lions and tigers and bears, oh my!) simply knock you down, and hump your leg until they get off.  Immediately after they finish, you are freed, hardcore or not, but there is only the 5sec grace period, just like hardcore.

 

However, since they are non-sentient, they also have no need of your gear/gold (nor opposable thumbs!) so they do not steal your stuff.  Not even the coin!  So you can immediately put your gear back on and fight your way out or just run.  Either way.

 

Tier 1 creatures, being sentient, behave like NPC, and will steal your gold, and your gear if the steal option is selected.  They will also bind you when they finish, requiring you to escape, etc.

 

Based on the list in the OP, it looks like the only major thing left is make followers get taken as well as remove the 3-way and replacing it with multiple attackers taking turns.  I'm not adding extra alias slots or anything, so don't expect an endless orgy.  Basically, if you are by yourself, and get taken by 2 (or more), then they will both take you, one after the other.  If you have a follower with you, and get taken by 2 (or more), then the first two will take both of you, one for each, and call it a day.

 

It keeps the code easier for me, and I don't care about anything past that. :P

Posted

 

I did make it so that Tier 2 creatures (lions and tigers and bears, oh my!) simply knock you down, and hump your leg until they get off.  Immediately after they finish, you are freed, hardcore or not, but there is only the 5sec grace period, just like hardcore.

 

LMAO, ok this looks like a feature I need now.

Posted

It keeps the code easier for me, and I don't care about anything past that. :P

 

KISS tends to be the best policy, and to be quite frank, i'm actually rather looking forward to not seeing Devils-Threeway again. And again, and again, and again, and again.

 

And the rest of the tweaks and additions sound great aswell, can't wait to give it a spin :)

Posted

whenever i click np7 (my activate button) i to the unarmed attack where i hold there head and pummel it then the bandit or guard etc just crawls and then stands back up. i can talk to people and fuck them but i can't rape them in combat ( yes i have the option on). PLEASE HELP PM ME OR REPLY

Posted

I hate this...

 I changed my char and it works, the hell? But to be fair, I use a console command on my 2nd char. to spawn a wolf while on my 1st char. it's from the game encounter. I didn't switch off any mods during the char swapping, the only differences between the 2 is that 1 finished the main questline & the other 1 is a newly made. I don't get this at all, this was an exact same thing that happened to me back when SD was still a WIP!!!!!! I hate this!!!!!!

 

So, does vanilla encounter & console summons contribute anything to the creature features of this mod?

 

Did you activate creature support in the Sexlab MCM for your new character?

 

EDIT: Just saw that you did, nvm then.

Posted

whenever i click np7 (my activate button) i to the unarmed attack where i hold there head and pummel it then the bandit or guard etc just crawls and then stands back up. i can talk to people and fuck them but i can't rape them in combat ( yes i have the option on). PLEASE HELP PM ME OR REPLY

Did you talk to them after you finished feeding them a knuckle sandwich?

Posted

 

 

 

Hrm, I guess I must have missed there was an existing issue with followers not being able to join in.

 

The morality setting has no bearing on it being there or not.  It just auto-fails if their morality is too high, vs the normal chance if the morality is <= the MCM setting.

 

If it's just flat out not visible, than some flag or something must have been changed at some point, and I didn't go back to check that particular dialog option.  (I don't have time to actually play the game much anymore, and even when I do, I never really use followers)

 

I'll give it a look tonight.

 

I wasn't sure if the morality controlled display of the dialog or just affected the pass/fail, seemed best to include that info in case.  Seems to me the problem occurred around the time you added the extra dialog level - the "i'm not done with you" and "I am done with you" split that leads to the other options.  Probably just got lost in the dialog shuffle.

Well, I took a look, using an old save game and Jenassa as my follower, and the option showed up properly in both the first round and the follow up turn.

 

Now, I don't use any fancy follower mods, and Jenassa is a standard follower, so I know she qualifies as GetPlayerTeammateCount >= 1 and PlayerFollowerCount >= 1.

 

Perhaps the global got hung high?  Use the console command to '_SLSubmitFollowerGlobal' to 0, make sure something didn't get hung for some reason.

 

 

I've been using AFT for some time, and with the versions prior to the last 2 releases, I was always getting the dialog for giving the victim to my followers without any issues, whether 1 or 2 followers (never use more than 2 followers - they just seem to get in the way).  And always with vanilla followers (Lydia and Uthgerdt from Whiterun).  I never use mod-added followers (not that I dislike them, I just prefer the vanilla ones - no extraneous scripting).  It's only with the last 2 versions that I noticed the dialog was missing for allowing followers a turn.  The one thing I haven't tried with the last 2 version is with a single follower (either I have no followers or 2, rarely do I use only 1).  I'll try it again with just a single follower and see what happens.

 

Again to be clear:

 

Using AFT (which hasn't been updated in some time, so no change there) and 2 vanilla followers, the previous versions worked fine and had the appropriate dialogs for follower sharing of victim.  Same setup but with the last 2 versions, no dialog.  I will try using a single follower and see what happens.  I'll also try the "'_SLSubmitFollowerGlobal' to 0" if the problem still exists using 1 follower.

Posted

the mod conflicts now with defeat, the older version of submit didn't.

 

so either you run defeat or this mod, both activated dont trigger knockdowns or auto surrender.

 

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