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Posted

 

The thrall may still have their old factions attached and that may have triggered it.

Yep, most likely has. I don't think the vanilla thrall spell flags them undead either, as I had to exclude those actors by the spell/magic effect. That works fine with a spell included in skyrim, not so much of its from another mod.

 

 

I know the Better Vampires has the option of keeping or removing the factions from npc's you turn, not sure on BSR.

Posted

Srende I really like the outfit you have the character in on the download page of your mod here.

May I ask as to what items you use to make such ensemble?

 

Well that was fast ;)

 

Shiny Rubber catsuits and Bobs Boots, both of which I modified a bit to tone down the full strength white textures (255,255,255) to a more reasonable level.

Posted

Mayhap it would be more conductive to request a "scene override interface", which can be linked from another mod, be that Submit, Defeat, whatever else?

- Indeed, while Submit and Defeat are more or less mutually exclusive, one might team them up with both Helpless and Sanguines Debauchery (and thence in extension with all of Death Alternative) for different behaviours under different context of the same general situation... mayhap it is time for an ambiguation framework to tie them together.

- Mayhap I should request Death Alternative integration.

 

I just do not know, what conduct would be the most sensible from a technical point of view.

 

I'm not sure how related the quoted text is to what I want to say, but it seems like a good background for my suggestion (request?).

 

Basically, if you're tied up (Armbinder or something keeping you from holding a weapon), Deviously Helpless kicks in and you get raped. This is fine, but what happens afterwards is where I have an issue. The enemy NPC completely disregards you for a time following their 'attack', so SD+ can't kick in (You don't go into bleedout or into a death alternative state).

 

Would it be too much to ask for you to give the same safe time against future rapes, but have the NPC actively attack the player afterwards (even as a default-off option)? I really like the idea of this mod (particularly the risk of getting more restraints), but I much prefer the danger of SD+ if I'm forced to make a choice.

 

As for the above quoted text; I don't know if it's possible for Deviously Helpless to tie in with Death Alternative, but I could live with an option where Helpless's rapes counted as a Death Alternative blackout (even if that's a bit unfair, but you'd be helpless so I'd accept that argument). This would at least instantly trigger an SD+ event instead of never triggering one.

Posted

I'm not sure how related the quoted text is to what I want to say, but it seems like a good background for my suggestion (request?).

 

Basically, if you're tied up (Armbinder or something keeping you from holding a weapon), Deviously Helpless kicks in and you get raped. This is fine, but what happens afterwards is where I have an issue. The enemy NPC completely disregards you for a time following their 'attack', so SD+ can't kick in (You don't go into bleedout or into a death alternative state).

 

Would it be too much to ask for you to give the same safe time against future rapes, but have the NPC actively attack the player afterwards (even as a default-off option)? I really like the idea of this mod (particularly the risk of getting more restraints), but I much prefer the danger of SD+ if I'm forced to make a choice.

 

As for the above quoted text; I don't know if it's possible for Deviously Helpless to tie in with Death Alternative, but I could live with an option where Helpless's rapes counted as a Death Alternative blackout (even if that's a bit unfair, but you'd be helpless so I'd accept that argument). This would at least instantly trigger an SD+ event instead of never triggering one.

 

 

Adding an option to make enemies immediately hostile should be a relatively easy option to add, just needs clearing their factions right after the scene instead of when you're far enough. But like you suggested, it'd be default off. Though it could lead to situations where you encounter some more bandits while still being chased by the first group, the first group would stay hostile, but the second group would start the scene normally. Easiest way to deal with that would probably be to allow the first group to be added as rapists again, as that I have already built-in as part of how the attacker sex restriction works.

 

As for DA, I've never used that, but with a quick look it seems what it mainly is for is to allow other mods to add more quests/scenarios after death, and adding more triggers is not something that's readily doable. And at the moment since I'm not using it myself I doubt there's going to be much more looking into it happening :)

Posted

I like the Zipsuit, but I use UNPB with the UNP TBBP body mesh, and HDT and the Zip suit has full HDT support, so I get the bouncing boobies, and booty, And I like the transparency it has.

 

  These are outfits I like that have full HDT support. I also have the "UNP Clothing mercants" Plugin which gives and ungodly amount of clothing, and armor Options from 17 clothing mods. and it taked the place of all of them with only 2 ESP

 I find that much better than 17 ESP. :)

 

 

1. Oh! and if were talking about possible no agression options the darn skeletons the Vampires seem to always have around then don't go nice when the action starts, so would be nic if they could be added.

 

  I am using the "Sexlab Stop combat mod" to cover this sort of, but it drop protection almost right after the act, and is not really a full covererage protection because of that.

 

 

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Posted

Love this mod especially as I am now using Cursed loot aswell,, makes dungeon looting a very risky proposition. I do however have a small issue, after a helpless attack by a Draugr I was straped into a rusty iron chastity belt, I have a chastity key looted via cursed loot but I cannot seem to unlock the belt even though the unlock with key option is in the box when I try to remove it. 

 

Not sure if here, devious devices thread or cursed loot thread is the best place to ask but as the item was equipped via this mod I thought I would start here

Posted

Love this mod especially as I am now using Cursed loot aswell,, makes dungeon looting a very risky proposition. I do however have a small issue, after a helpless attack by a Draugr I was straped into a rusty iron chastity belt, I have a chastity key looted via cursed loot but I cannot seem to unlock the belt even though the unlock with key option is in the box when I try to remove it. 

 

Not sure if here, devious devices thread or cursed loot thread is the best place to ask but as the item was equipped via this mod I thought I would start here

 

The Rusty Chastity Belt can only be opened with a rusty key. They are usually in another nearby dungeon (I found mine on a drauger).

Posted

Love this mod especially as I am now using Cursed loot aswell,, makes dungeon looting a very risky proposition. I do however have a small issue, after a helpless attack by a Draugr I was straped into a rusty iron chastity belt, I have a chastity key looted via cursed loot but I cannot seem to unlock the belt even though the unlock with key option is in the box when I try to remove it. 

 

Not sure if here, devious devices thread or cursed loot thread is the best place to ask but as the item was equipped via this mod I thought I would start here

 

As Vel says you will need a rusty key.

 

You cannot get a rusty key in the same barrow that you were fitted the belt in, so you will have to find on on a Draugr (or Urn) in a different barrow. Remember, if you have an "accident" in the next barrow and get refitted with a rusted chastity belt you will no longer find a key in that barrow either.

 

Posted

Love this mod especially as I am now using Cursed loot aswell,, makes dungeon looting a very risky proposition. I do however have a small issue, after a helpless attack by a Draugr I was straped into a rusty iron chastity belt, I have a chastity key looted via cursed loot but I cannot seem to unlock the belt even though the unlock with key option is in the box when I try to remove it. 

 

Not sure if here, devious devices thread or cursed loot thread is the best place to ask but as the item was equipped via this mod I thought I would start here

 

Like others noted, you need a rusty key from draugr. The message when opening the belt should note something along the lines "you don't have the correct key" if you have other chastity keys in your inventory.

Posted

If I leave the barrow without having found the rusty key will it still be there when I go back ?

 

Not sure what you mean. The chance is calculated when the draugr die, and it's not tied to any specific dungeon. DH is setting the chance to 0 in the dungeon where you got equipped with the belt though.

Posted

I've got a question. Are there factions that are not affected by DH?

I am using Deviously Cursed loot and got equipped with some devices, while doing the Thief's Guild quest in Goldenglow estate, but the mercenaries there always opted to beat the crap out of my character first.

Posted

Has anyone reported crashes with Helpless when changing cell?

 

I experienced that several times after being enslaved with SD in a fort.

 

It seems that nearby NPCs are lining up for a rape and they are still in the queue when I change cell or sleep, which causes a crash.

 

Turning Helpless attacks off fixed the crash for me, but I would like to still use helpless :)

Posted

Has anyone reported crashes with Helpless when changing cell?

 

I experienced that several times after being enslaved with SD in a fort.

 

It seems that nearby NPCs are lining up for a rape and they are still in the queue when I change cell or sleep, which causes a crash.

 

Turning Helpless attacks off fixed the crash for me, but I would like to still use helpless :)

 

I've done quite a bit of testing on DH and never had a CTD on changing a cell with DH active (for instance being pursued by bandits etc). I'm not quite sure why you would pause in an animation to sleep but I will test it out this afternoon sometime.

 

There are CTD's in certain cells (outside Broken Tower Redoubt for example) if DH kicks in and papyrusutil v2.3 is in use. These are reproducible and easily corrected by overwriting with papyrusutil v2.2. I understand that 2.4 is okay but I'm not testing it until it comes out of beta.

 

Posted

Just tested and I found no CTD's. Animation kicked in tried hitting T and let time pass and animation just resumed after the time expired. Tried around 5 times in succession but no CTD's

 

EDIT:

 

Tested using a lone Forsworn at Whiterun Bridge and group of Bandits at Fort Greymoor

Posted

Has anyone reported crashes with Helpless when changing cell?

 

I experienced that several times after being enslaved with SD in a fort.

 

It seems that nearby NPCs are lining up for a rape and they are still in the queue when I change cell or sleep, which causes a crash.

 

Turning Helpless attacks off fixed the crash for me, but I would like to still use helpless :)

The follower monitoring is done on cell load and relies on PapyrusUtil to store the follower list. Similarly, attackers should be cleared from their list on unload. For the moment I recommend trying downgrading PU to 2.2 from 2.3 included in SL 1.58b.

 

I've seen crashes with 2.3 and DH myself, while none with previous versions and so it's my first suspect here.

Posted

 

The follower monitoring is done on cell load and relies on PapyrusUtil to store the follower list. Similarly, attackers should be cleared from their list on unload. For the moment I recommend trying downgrading PU to 2.2 from 2.3 included in SL 1.58b.

 

I've seen crashes with 2.3 and DH myself, while none with previous versions and so it's my first suspect here.

 

 

That would explain the odd behaviour at Broken Tower Redoubt where it only CTD's close to the entrance. If you get aggro on the Forsworn outside before going into the area then the NPC comes to you out of range of the other Forsworn so is effectively alone (if that makes sense)

 

Posted

Just got a crash when it was time to get belted by a Dragur,  Using Pap 2.3.

 

Changing to 2.2 has stopped that crash from happening.

 

Gotta say the effective range on npc's reacting to pc is too high is there a way to alter this by say about 1/2

 

 

Posted

 

Gotta say the effective range on npc's reacting to pc is too high is there a way to alter this by say about 1/2

 

I think that would cause a different problem if you reduce the cloak radius as you can still be attacked while the animation is playing. Fort Greymoor is a good example of that, on occasion you can be in the rape animation with 3 or 4 bandits but there is still one out of range of the cloak that shoots arrows at you.

 

Can't see anyway round that though Srende will be better placed to say if it can

 

Posted

 

 

Gotta say the effective range on npc's reacting to pc is too high is there a way to alter this by say about 1/2

 

I think that would cause a different problem if you reduce the cloak radius as you can still be attacked while the animation is playing. Fort Greymoor is a good example of that, on occasion you can be in the rape animation with 3 or 4 bandits but there is still one out of range of the cloak that shoots arrows at you.

 

Can't see anyway round that though Srende will be better placed to say if it can

 

 

Just had a possible idea abut handling problems such as Fort Greymoor, would it be possible to use Faction attributes to apply the calm whilst using range to control the rape issue, this way you could limit the number in the train without loosing control of more distant but able to continue attack individuals.

Posted

Just got a crash when it was time to get belted by a Dragur,  Using Pap 2.3.

 

Changing to 2.2 has stopped that crash from happening.

 

Gotta say the effective range on npc's reacting to pc is too high is there a way to alter this by say about 1/2

 

I'll look into adding a slider for that after 1.14. Though changing the range behaved somewhat oddly when I was testing it originally, but we'll see.

 

I've got a question. Are there factions that are not affected by DH?

I am using Deviously Cursed loot and got equipped with some devices, while doing the Thief's Guild quest in Goldenglow estate, but the mercenaries there always opted to beat the crap out of my character first.

The most common ones are included, as it's a whitelist instead of a blacklist: bandits, warlocks, necromancers, forsworn & vampires (and probably something I forgot). Silver hand will be included in 1.14.

 

Any possibility for an unequip rather than drop option for plug activation events?  Or is it there and I am just missing it?

Not in, and I don't have plans to add it at the moment.

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