Goubo Posted February 16, 2014 Author Posted February 16, 2014 Moral option is changed by excluding creatures for starters, I just assumed creatures wouldn't be moral by default but I forgot that was Skyrim apparently. I just don't know what could happen when the player is knocked down by a moral/good relationsihp npc, for now he will just tell you to not do that anymore and walk away. (if multiple aggressors the next one will then approach you) there will be an option for him to have a chance decide to rape the player anyway. (If there is not a NPC around that is against it, guard, someone who likes you etc... with scenes to save you. (all options in MCM and can be disabled)) Same goes for aggressive NPCs, I'm gonna try to add an option where if for example you are knocked down by 3 bandits, one of them could decide it's wrong to rape a woman like that (simulating a moral system) and stop his buddy trying to rape you, from there a fight could start between those two. As for same-gender-knock down, they are possible now, robbing most of the time (depending on MCM options morality/relationship/aggressivity here too) Everything that has happended during the knock down will influence the post-action scenario. And I would love to add a MCM widget to simulate a QTE sequence for defensives moves, cause I don't think people use it that much, too complicated or they just let their powerful char be raped? unfortunately I have no idea how I could do that. Edit: I did read your suggestions Nutluck and Loutal, I take notes, in fact most of the Loutal suggestion is what will happen if adbucted by bandits/thugs etc, really funny how accurate this was relative to what I already did.) Anomalic -> normally this is instant-boner with SL, reinstall SOS Formion -> I did this on purpose, the animation can't play otherwise, but normally it's only for sitting NPCs, I'm trying to find a way to improve this though.
nutluck Posted February 16, 2014 Posted February 16, 2014 For gender I think it would be nice to add options so you could set each one. For example, first one is the aggressor. Male/male - on/off male/female - on/off female/female - on/off female strapon/female - on/off female/male - on/off female strapon/male - on/off Then the user could set it to their taste, so for example if the had both female/female ones check there would be a equal chance for lesbian animation and equal chance the aggressor uses a strap on. Same thing with males maybe someone wants female strapon/male as a option but not male/male or maybe they want female/female strapon but not female/male strapon only cowgirl when female/male etc. I think it would give a lot more options for people to fine tune how they want it to be. Yeah I agree another solution to resistance I think is needed, the problem I have with it right now, is I often forget which hot keys are which for it. A fairly ambitious idea maybe would be this. After the character is knocked down, they are staggered and unable to fight back for a bit, the NPC comes over and "disarms" the character(have the option the weapons are dropped on the ground or just unequipped), then the NPC's begin to strip the PC, give a random chance to each armor slot equipped if it is unequipped. Say 25-50%, once each armor slot is checked, if the character is not completely stripped of armor, it triggers the resist phase. During this phase you can't access your inventory or use hot keys etc and are forced to brawl your attackers partially undressed. But instead of a normal brawl till all your health is gone, have each hit do little or no damage to the PC and instead each hit has a x chance to stagger the PC again, say 10-35% as a example. Once staggered a second time each armor slot left is checked again but the chance in increased by 25% so it becomes 50-75% on each slot. If all the gear is stripped in the first or second go the character is rapped. If not it keeps repeating until the PC beats all the attacks in resistance brawls or is completely stripped and rapped. This would give a more dynamic resistance with variety on how long it took. Plus it would mean resisting multiple attackers is a lot harder than a single attacker. Or something to this effect the numbers listed are just there as a example to show what I mean as a idea. No worries if you read or don't read my idea's. I just have idea's so share them, if someone likes them and wants to use them great. If not, no worries.
nutluck Posted February 16, 2014 Posted February 16, 2014 nutluck I dig some of your ideas. Now, a suggestion of mine is that one thing that really used to happen back in the medieval times when a girl was captured by outlaws, was that they would keep her a prisoner and would let other outlaws have sex with her for a price, making her a prostitute... only difference was that the only thing the girl received was a boning, all the money went to the guy who captured her. Outlaws used to stay in the woods, not really possessing property or anything like that. Once captured, the PC has to somehow escape when they are distracted, with lockpicking, maybe a speechcraft alternative to fool somebody, maybe stealing a weapon with pickpocketing, all with adjustable difficulty levels so that mage that never opened a single chest with lockpick can actually escape somehow. I think that could be one scenario for when you lose a fight against thugs, bandits or even in random road thief encounters . Another suggestion is that if the PC doesn't eventually escape from her captors, they will kill her. Because that's what would most likely happen. So the PC can't be fooling around. And also, leave the BDSM stuff out for this one, we already have a lot of good content with those. Just use the good old ropes to make someone stay still and that very effective door that is locked with a key to keep them locked inside somewhere. I like the idea and agree on the BDSM as well for the same reason. I would say as a option instead of death is they eventually just turn the PC lose. Naked/clothed in rags PC is no threat and they already beat the PC once. I say this cause one of the reasons I use mods like this and submit is a death alternative and I am sure I am not the only one. I wouldn't mind a chance the bandits would kill the PC just not always. Perhaps having a slider on the chance for death. So someone that wants always death they put it to 100%, someone who never wants it puts it at 0% and someone like me that would want it sometimes but not most of the time. I could put it at 25% or something.
Slorm Posted February 16, 2014 Posted February 16, 2014 This is a really great mod, thank's for all your work. I'm not sure if this is even possible, to increase immersion it would be nice to have adjustable thresholds for the knockdown which would start at say 10% around 70% of health down to the 100% at 20% health. The idea being that the chance of a knockdown increases as the PC becomes progressively weaker. Just an idea
nutluck Posted February 16, 2014 Posted February 16, 2014 This is a really great mod, thank's for all your work. I'm not sure if this is even possible, to increase immersion it would be nice to have adjustable thresholds for the knockdown which would start at say 10% around 70% of health down to the 100% at 20% health. The idea being that the chance of a knockdown increases as the PC becomes progressively weaker. Just an idea Likely the easiest way to handle it is the same way Submit does. Which is you set the base chance at the base level, so in your example at 70% health have a 10% chance. Then at 60% health it would be 20% etc, At each 10% lower health it would add 10% to the chance.
passdummy1 Posted February 16, 2014 Posted February 16, 2014 First of all - Thanks a ton for this awesome mod! I happen to be a fan of GoR (Game Over Rape) hentai games and this brings the concept right into Skyrim and it works surprisingly well too for such a complicated (I suppose?) thing. Fantastic work all around! Not only does it add the... let's call it less than consensual sex, it also adds a whole new layer of ... I can't put it into words really, to the defeat. It just has a lot more impact than being ragdolled and put to the savegame loading screen. Now, regarding further improvements and the QTE thing, I think it's mostly fine the way it is? I'm using the escape buttons on both my melee and my mage characters at least and they appear to be working as intended most of the time. I did however notice that spamming the button, in my melee character's case up arrow, seems to yield extremely positive results with the default settings. Meaning I usually manage to escape and then the shieldbash kind of sound plays like 20 times in very quick succession Not that it matters much though, can always just use the UI instead of spamming or set the handicap to harder. Anyway, this is a fantastic mod in my opinion and I can only really think of one minor gripe I have with it: After being raped, I'd appreciate a bigger chance to escape or something. I'm running around with Lydia pretty much all of the time and when the enemies are done with me, they take a turn at Lydia and so on. When they're done or I manage to escape, they turn hostile immediately again and either kill me for what little health I have left or they kill Lydia, who is usually in the process of getting some. I am not entirely sure how to change or improve this. Thinking maybe after every enemy had its way with you, they all become calm for an ingame hour or something unless you decide to attack again. Of course that event would have to trigger on everyone involved AFTER the last enemy is done or the first one might have the calm already expired by the time the last is done. Perhaps for some added humiliation, while they're calmed, use those point fingers and laugh emotes. You know, while you and your companion are running away in terror, naked, with the armor stolen and a few stains between the thighs Blahblah wall of text. I do hope you feel my deep appreciation for this mod since I've come out of lurking to thank you!
oneof Posted February 16, 2014 Posted February 16, 2014 Hello, I am having an issure where all of the creatures simply kill me (human animations work fine). I have installed all the required files and turned on creature animations in the MCM. I was wondering if anybody else has had this issure and how I may fix it. Thank you in advance for your help! Please let me know if you need additional information to help me fix this problem.
Slorm Posted February 16, 2014 Posted February 16, 2014 Hello, I am having an issure where all of the creatures simply kill me (human animations work fine). I have installed all the required files and turned on creature animations in the MCM. I was wondering if anybody else has had this issure and how I may fix it. Thank you in advance for your help! Please let me know if you need additional information to help me fix this problem. Have you turned on creature animation in Sexlab itself (it's in the animation menu)
nutluck Posted February 17, 2014 Posted February 17, 2014 Hello, I am having an issure where all of the creatures simply kill me (human animations work fine). I have installed all the required files and turned on creature animations in the MCM. I was wondering if anybody else has had this issure and how I may fix it. Thank you in advance for your help! Please let me know if you need additional information to help me fix this problem. First thing as Derek said have you turned on creatures in the MCM menu? Sexlab has a toggle you have to turn on and I believe defeat does as well so both have to be on for them to work. Let us know if they are turned on and we can go from there helping you figure it out.
Guest Posted February 17, 2014 Posted February 17, 2014 For those of you having trouble dying with this mod, use this mod until he has death proof active. http://www.nexusmods.com/skyrim/mods/16311/?
Guest Posted February 17, 2014 Posted February 17, 2014 Not sure if I found a bug, but sex scenes don't start if the player gets knocked down by a vampire thrall. The player falls as normal, but after a delay, the fighting resumes. I wonder if this has something to do with the vampire feeding code? Do you use SM Essential Player? If you do, its you being reduced to 0 hp and falling to your knees until you get back up.
WraithSlayer Posted February 17, 2014 Posted February 17, 2014 Not sure if I found a bug, but sex scenes don't start if the player gets knocked down by a vampire thrall. The player falls as normal, but after a delay, the fighting resumes. I wonder if this has something to do with the vampire feeding code? Do you use SM Essential Player? If you do, its you being reduced to 0 hp and falling to your knees until you get back up. Oops, accidentally deleted my post while I was trying to edit it. I don't have SM Essential Player, no. And after having done some testing, it seems to work correctly sometimes, so I'm a bit puzzled as to what is causing the issue. Defeat is the only thing I have installed that uses the falling down animation.
Guest Posted February 17, 2014 Posted February 17, 2014 Just my opinion, but you should remove armor/weapon stripping from your mod, and let the framework handle it. I also got other suggestions, but I forgot most of them, reinstalled your mod to provide better feedback. Most feedback is just gonna be bugs that have to do with animation errors.
Guest Posted February 17, 2014 Posted February 17, 2014 Not sure if I found a bug, but sex scenes don't start if the player gets knocked down by a vampire thrall. The player falls as normal, but after a delay, the fighting resumes. I wonder if this has something to do with the vampire feeding code? Do you use SM Essential Player? If you do, its you being reduced to 0 hp and falling to your knees until you get back up. Oops, accidentally deleted my post while I was trying to edit it. I don't have SM Essential Player, no. And after having done some testing, it seems to work correctly sometimes, so I'm a bit puzzled as to what is causing the issue. Defeat is the only thing I have installed that uses the falling down animation. Make sure you got the required mods installed, Generate FNIS, perform a consistancey check, Download and install boss, run boss, download and install Wyrebash and build a bashed patch. Although it sounds like you just need to generate fnis and check the required options in framework. Although you should have Boss and Wyrebosh installed. I feel those mods are a requirement.
WraithSlayer Posted February 17, 2014 Posted February 17, 2014 Not sure if I found a bug, but sex scenes don't start if the player gets knocked down by a vampire thrall. The player falls as normal, but after a delay, the fighting resumes. I wonder if this has something to do with the vampire feeding code? Do you use SM Essential Player? If you do, its you being reduced to 0 hp and falling to your knees until you get back up. Oops, accidentally deleted my post while I was trying to edit it. I don't have SM Essential Player, no. And after having done some testing, it seems to work correctly sometimes, so I'm a bit puzzled as to what is causing the issue. Defeat is the only thing I have installed that uses the falling down animation. Make sure you got the required mods installed, Generate FNIS, perform a consistancey check, Download and install boss, run boss, download and install Wyrebash and build a bashed patch. Although it sounds like you just need to generate fnis and check the required options in framework. Although you should have Boss and Wyrebosh installed. I feel those mods are a requirement. FNIS has been built recently as I've added new mods that contain animations. I also tested both Defeat and Submit versus an actual vampire NPC, and either mod works fine. (However I should note that Submit includes the vampire feeding animation prior to the scene, and Defeat does not. I assume this is by design.) The problem seems to be exclusive to entities called Vampire's Thrall. Submit seems to work fine with these (but no feeding animation, which makes sense since the wiki says they're not actual vampires), but Defeat breaks more often than not. I'll give Wyrebash and BOSS a try, even though I'm reasonably sure the load orders are correct. Edit: My bad, Defeat itself is fine. The problem was a very specific NPC that causes weird pathing issues because it's in a trench, so the NPC returns to the trench instead of approaching the player. Submit only worked fine because it cheats in that regard, teleporting the NPC over, whereas Defeat makes it walk.
gooser Posted February 17, 2014 Posted February 17, 2014 Wait a minute, how does the player home feature on this mod work????
nutluck Posted February 17, 2014 Posted February 17, 2014 For those of you having trouble dying with this mod, use this mod until he has death proof active. http://www.nexusmods.com/skyrim/mods/16311/? You can also use sexlab utility to calm enemies when sex starts. Also set the threshold a bit higher, I use to do that and I almost never had issues where my character was killed then.
gooser Posted February 17, 2014 Posted February 17, 2014 Funny - I've been SexLab Util 1 just for that!
nutluck Posted February 17, 2014 Posted February 17, 2014 Just my opinion, but you should remove armor/weapon stripping from your mod, and let the framework handle it. I also got other suggestions, but I forgot most of them, reinstalled your mod to provide better feedback. Most feedback is just gonna be bugs that have to do with animation errors. Goubo I agree with this at least on the armor part. The reason is several of the cooler armor mods coming out are piece meal armor and often cover slots your mod does not strip. Like the mods that add panties, they will stay on currently which is pretty immersion breaking. You could leave on the option to have weapons dropped instead of unequipped but I agree letting everything else be done by sexlab is a better idea. Plus it cuts down on some of the scripting of the mod which can only be a good thing. Since it is a redundant script with sexlab anyways.
nutluck Posted February 17, 2014 Posted February 17, 2014 Wait a minute, how does the player home feature on this mod work???? Currently it doesn't, a few updates back there was a basic hideout sex dungeon as part of the mod. It has since been removed and now Goubo is making that into a separate addon mod, which isn't done yet. There is a thread about it but for the life of me I can't recall what the threads name is.
nutluck Posted February 17, 2014 Posted February 17, 2014 Funny - I've been SexLab Util 1 just for that! Yep I agree sexlab util with setting the health threshold up a bit worked great for me too.
Guest Posted February 17, 2014 Posted February 17, 2014 Wait a minute, how does the player home feature on this mod work???? He removed it on 4.2, 4.1 still has it. You press he - key to bring up a menu to teleport yourself there.
WraithSlayer Posted February 17, 2014 Posted February 17, 2014 Just my opinion, but you should remove armor/weapon stripping from your mod, and let the framework handle it. I also got other suggestions, but I forgot most of them, reinstalled your mod to provide better feedback. Most feedback is just gonna be bugs that have to do with animation errors. Goubo I agree with this at least on the armor part. The reason is several of the cooler armor mods coming out are piece meal armor and often cover slots your mod does not strip. Like the mods that add panties, they will stay on currently which is pretty immersion breaking. You could leave on the option to have weapons dropped instead of unequipped but I agree letting everything else be done by sexlab is a better idea. Plus it cuts down on some of the scripting of the mod which can only be a good thing. Since it is a redundant script with sexlab anyways. Why does Defeat interfere with the stripping, though? The way I have it set, Defeat removes the chest piece then the framework removes everything else a second after that. I could be wrong, but wouldn't the framework be capable of removing the custom armor slots after Defeat does its thing?
nutluck Posted February 17, 2014 Posted February 17, 2014 Edit: My bad, Defeat itself is fine. The problem was a very specific NPC that causes weird pathing issues because it's in a trench, so the NPC returns to the trench instead of approaching the player. Submit only worked fine because it cheats in that regard, teleporting the NPC over, whereas Defeat makes it walk. Yes I have noticed a few NPC don't want to work with defeat or submit, not sure why. But I have run across a couple of them.
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