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Is it just me or this incompatible with Sexlab Defeat?

 

If you have it running and are wearing one of the devices then Defeat will not kick in (nor should it). Defeat will work normally once you remove all devices.

 

 

Was referring to the part that no rape partakes when I already had the devious. 

Even without the devious, nothing happens.

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Found the issue with this when I testing tonight, though it's more semantic than a bug.

 

To make this work you have to have the weapon (and spell) unequipped i.e. not just unreadied.

 

Would it be possible to change this as there's a good reason (speed) to run around with no weapons drawn but there's no advantage (or point from a rp perspective) in not having anything equipped.

 

 

 

Any thoughts on this Srende?

 

 

Yeah, it's only when they are actually unequipped, that tied in nicely with the drop mechanic. Not going to change it, but a separate option isn't out of the question at some point.

 

 

 

Is it just me or this incompatible with Sexlab Defeat?

 

If you have it running and are wearing one of the devices then Defeat will not kick in (nor should it). Defeat will work normally once you remove all devices.

 

 

Was referring to the part that no rape partakes when I already had the devious. 

Even without the devious, nothing happens.

 

I'm not exactly sure what you're trying to say here.

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Couple of new things for 1.4:

 

  • Added option for attackers to steal any keys (chastity / restraint) the player has
  • Added option to strip the belt only if the attackers have the correct key

This should go nicely together with For the masses if enemies have keys on them.

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Couple of new things for 1.4:

 

  • Added option for attackers to steal any keys (chastity / restraint) the player has
  • Added option to strip the belt only if the attackers have the correct key

This should go nicely together with For the masses if enemies have keys on them.

 

This update is brilliant, just tried it out, having the keys stolen is a master stroke

 

I noticed that the bandits didn't take all my keys was that because some are fake? (I noticed in the inventory there wer Chastity Key (4) then another entry Chastity Key.

 

I couldn't test it as none of them would open the Master's belt from the DD Captured Dream Shop

 

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Couple of new things for 1.4:

 

  • Added option for attackers to steal any keys (chastity / restraint) the player has
  • Added option to strip the belt only if the attackers have the correct key

This should go nicely together with For the masses if enemies have keys on them.

 

This update is brilliant, just tried it out, having the keys stolen is a master stroke

 

I noticed that the bandits didn't take all my keys was that because some are fake? (I noticed in the inventory there wer Chastity Key (4) then another entry Chastity Key.

 

I couldn't test it as none of them would open the Master's belt from the DD Captured Dream Shop

 

 

 

Yeah, they only take the real keys from integration.

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Couple of new things for 1.4:

 

  • Added option for attackers to steal any keys (chastity / restraint) the player has
  • Added option to strip the belt only if the attackers have the correct key

This should go nicely together with For the masses if enemies have keys on them.

I agree this is a good update.

 

In the case of activating the second option, if the assailants steal the key, will they then remove the chastity belt and assault the player?

 

Regards

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Couple of new things for 1.4:

 

  • Added option for attackers to steal any keys (chastity / restraint) the player has
  • Added option to strip the belt only if the attackers have the correct key

This should go nicely together with For the masses if enemies have keys on them.

I agree this is a good update.

 

In the case of activating the second option, if the assailants steal the key, will they then remove the chastity belt and assault the player?

 

Regards

 

 

Yeah, they'll remove it if the player has a key, after stealing it of course. Should work as well if an attacker joins with a key after the scene has started, the belt should get stripped when the next attacker has a go at that point.

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Rape animation won't play. I have all the required animation mods, but the rape animations won't play. Instead, my character and the NPC (I was trapped in a chasity belt via Urag during the Forbidden Tome quest) just stood there naked.

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Rape animation won't play. I have all the required animation mods, but the rape animations won't play. Instead, my character and the NPC (I was trapped in a chasity belt via Urag during the Forbidden Tome quest) just stood there naked.

Post your papyrus log of the event.

 

And, did you run FNIS after installing sexlab?

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Small update to 1.4a:

  • Fixed attackers not becoming aggressive if attacked after the scene
  • Added support for stripping padded open belt and body harness

Now that Integration 2.7.2 is out, support for stripping the open belt and harness could be added. And also, attacking the rapists after the scene will end the grace period immediately now, so they all should become hostile again.

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With the key stealing, will it work for the other combat sex mods? I.e. submit, defeat, or Sanguine's debauchery+? Or only when sex is triggered by the helpless mod?

 

Love the idea, good reason to use higher key options for "for the masses"

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Love the 'drop weapons on vibrate' feature, but it's currently happening even when weapons are lowered, i.e. when they're safely in sheaths.  Is this intended behaviour?

 

Yes. Well, spells yes, weapons I think I'll be changing.

 

With the key stealing, will it work for the other combat sex mods? I.e. submit, defeat, or Sanguine's debauchery+? Or only when sex is triggered by the helpless mod?

 

Love the idea, good reason to use higher key options for "for the masses"

 

No way to easily detect attacks initiated by other mods, so they are only stolen during scenes from Helpless.

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Small update 1.4b:

  • Added support for restraints from Zaz animation pack

That means items from SD and Prison Overhaul for example can trigger the attacks as well. I added them as separate toggles however, since the zaz items seem to be generally used more during scenes than worn voluntarily, and having the attacks trigger during them can potentially break other mods.

 

The config is also reorganized to different pages now.

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Small update 1.4b:

  • Added support for restraints from Zaz animation pack

That means items from SD and Prison Overhaul for example can trigger the attacks as well. I added them as separate toggles however, since the zaz items seem to be generally used more during scenes than worn voluntarily, and having the attacks trigger during them can potentially break other mods.

 

The config is also reorganized to different pages now.

 

I know I mentioned it before, but I guess you don't plan to add additional ways to count as helpless? Such as nude and/or your character has no weapons or armor on. I just think that would be a nice addition to the mod, since just wearing things like armbinders is not the only way for a character to be helpless to fight off a bunch of bandits. :)

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I know I mentioned it before, but I guess you don't plan to add additional ways to count as helpless? Such as nude and/or your character has no weapons or armor on. I just think that would be a nice addition to the mod, since just wearing things like armbinders is not the only way for a character to be helpless to fight off a bunch of bandits. :)

 

 

Well, the no weapons thing is already in, though you still need at least the one worn item. Something non-intrusive like collar works nicely with that.

 

Though could of course change those two options work independently of each other. Well, somewhat independently, fully independent options would require bigger changes, and would add a delay before the attacks occur if weapons get dropped middle of combat.  That I'm not going to do as it would pretty much ruin the drop weapon & attacks when unarmed combination.

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I know I mentioned it before, but I guess you don't plan to add additional ways to count as helpless? Such as nude and/or your character has no weapons or armor on. I just think that would be a nice addition to the mod, since just wearing things like armbinders is not the only way for a character to be helpless to fight off a bunch of bandits. :)

 

 

Well, the no weapons thing is already in, though you still need at least the one worn item. Something non-intrusive like collar works nicely with that.

 

Though could of course change those two options work independently of each other. Well, somewhat independently, fully independent options would require bigger changes, and would add a delay before the attacks occur if weapons get dropped middle of combat.  That I'm not going to do as it would pretty much ruin the drop weapon & attacks when unarmed combination.

 

 

Since a number of the mods disable part of the player's controls as part of shackling or binding, I was wondering if adding a check for GetPlayerControlsDisabled might allow the mod to work as modders introduce new equipment or methods>

 

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Since a number of the mods disable part of the player's controls as part of shackling or binding, I was wondering if adding a check for GetPlayerControlsDisabled might allow the mod to work as modders introduce new equipment or methods>

 

 

 

You mean not starting the scene if controls are already disabled? Yeah, would probably be a good thing to add :D

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Since a number of the mods disable part of the player's controls as part of shackling or binding, I was wondering if adding a check for GetPlayerControlsDisabled might allow the mod to work as modders introduce new equipment or methods>

 

 

 

You mean not starting the scene if controls are already disabled? Yeah, would probably be a good thing to add :D

 

 

Actually, I was thinking that the player being disabled might be something which some of "restraint" mods and devices share and might be able to serve as a trigger for 'helpless." The factions are encountering the defensless player and not needing to attack before raping already. Why shouldn't they treat the player's disabled controls as an invitation. For that matter, defeat adds the rape magiceffect. Other mods like Death Alternative reduce recovery rates. The damaged player might well be more vulnerable than a normal, healthy Dragonborn should be. Might give the assaulted player a good reason to hide and recover or correct her condition.

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It is similar to the original idea that other mods can handle putting the items on the player. Though just a check for say IsFightingControlsEnabled() would be too broad I think, for similar reasons I noted on the last update notes about the zaz items. It would easily trigger an attack if guard/bounty hunter is escorting you to jail, though that's not entirely bad, I think they'd start fighting the guard first. But it would still easily break other mods.

 

For recovery rates, better vampires does that as well just in sunlight. And I think that's better suited for defeat or submit at that point since you still can fight back, not just as well as usual.

 

That said, if defeat for example adds a magic effect on player after its done, it should be easy enough to check for that without making defeat a required master.

 

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It is similar to the original idea that other mods can handle putting the items on the player. Though just a check for say IsFightingControlsEnabled() would be too broad I think, for similar reasons I noted on the last update notes about the zaz items. It would easily trigger an attack if guard/bounty hunter is escorting you to jail, though that's not entirely bad, I think they'd start fighting the guard first. But it would still easily break other mods.

 

For recovery rates, better vampires does that as well just in sunlight. And I think that's better suited for defeat or submit at that point since you still can fight back, not just as well as usual.

 

That said, if defeat for example adds a magic effect on player after its done, it should be easy enough to check for that without making defeat a required master.

Right. If I remember, with defeat you have spell(s) added which retard stamina and heal rates for several hours. I was just thinking that something like or having controls disabled could mark the player as a prime victim.

 

Anyway, lovely mod.

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I know I mentioned it before, but I guess you don't plan to add additional ways to count as helpless? Such as nude and/or your character has no weapons or armor on. I just think that would be a nice addition to the mod, since just wearing things like armbinders is not the only way for a character to be helpless to fight off a bunch of bandits. :)

 

Well, the no weapons thing is already in, though you still need at least the one worn item. Something non-intrusive like collar works nicely with that.

 

Though could of course change those two options work independently of each other. Well, somewhat independently, fully independent options would require bigger changes, and would add a delay before the attacks occur if weapons get dropped middle of combat.  That I'm not going to do as it would pretty much ruin the drop weapon & attacks when unarmed combination.

 

Yeah I know this is called Deviously Helpless. But I like the idea of the mod. I was just thinking if your character is running along a road and has no weapons and no armor(either nude or just wearing clothes with no armor rating only) then to a group of bandits they would still be helpless even with out any device.

 

I was just thinking that would be a nice little addition to this mod. Since I was thinking about how this would work great with mods like Submit where your character can be robbed of all there stuff etc.

 

If you are not interested in adding it no worries, just thought I would ask/bring it up as a extra option for the mod. Of course this might be to hard to code for the mod to check if the PC has no weapons and armor equipped. Either way great mod and fantastic idea. :)

 

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I'm not exactly sure what you're trying to say here.

 

Guess I am pretty vague and late to respond. I found out it wasn't Defeat's fault but wasn't sure if the mod "Helpless" itself is at fault.

 

Apparently when I was wearing the devices. The NPC was about to commit the rape, but for some reason just walks away left me alone and I get a message saying.

 

"Rape Attempt Failed"

"Attacker out of Range?" 

 

Something along those lines.

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I'm not exactly sure what you're trying to say here.

 

Guess I am pretty vague and late to respond. I found out it wasn't Defeat's fault but wasn't sure if the mod "Helpless" itself is at fault.

 

Apparently when I was wearing the devices. The NPC was about to commit the rape, but for some reason just walks away left me alone and I get a message saying.

 

"Rape Attempt Failed"

"Attacker out of Range?" 

 

Something along those lines.

 

Post your papyrus log of that.

 

I haven't seen that error come up myself, nor did I really expect anyone to see it. When NPCs see you with the items, they start running to you. Once one of them is close enough, helpless tries to start sexlab animation with one or two of them near you. That means there should always be at least one NPC close enough to start it, and they should just wait next to you for their turn.  There is a small window for them to move away, but can't say why they would do that, perhaps something else is overriding the behaviour set by Helpless.

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