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Posted

Suprise! Another update, 1.7:

  • Added option for the attackers to equip the player with some random devices from her inventory
  • Changed player not to re-equip armor and weapons between attackers
  • Fixed some attackers not always participating in scenes

New option to equip any extra items after scenes you might have lying around in your inventory. The more restrictive items (gags and armbinders), have also a probability slider, to avoid constantly being completely Helpless. Though of course, set it to 100% if you like ;)

 

There was also an issue with the optimizations in 1.6 that occasionally caused some enemies not participate properly. That should be fixed now.

Posted

This just gets better and better. I so enjoyed Forbidden Tome with the drop weapon on vibrate working that I've started a new game :)

Posted

Say, I might be wrong, but would it not actually be quite impossible to drop a shield, considering that it would hang on the loop at the shield arm's crook (or further down the forearm, depending on shield diameter)?

 

Furthermore, as unlike the common weapon a shield's handle lies atop the hand holding it, would it not stay in place even if said hand were opened (again: unlike a weapon shaft held mostly vertically)?

 

Posted

Say, I might be wrong, but would it not actually be quite impossible to drop a shield, considering that it would hang on the loop at the shield arm's crook (or further down the forearm, depending on shield diameter)?

 

Furthermore, as unlike the common weapon a shield's handle lies atop the hand holding it, would it not stay in place even if said hand were opened (again: unlike a weapon shaft held mostly vertically)?

 

Probably, but I'm favoring fun over realism ;)

 

 

This just gets better and better. I so enjoyed Forbidden Tome with the drop weapon on vibrate working that I've started a new game :)

 

 

Added this mod just to see.  Well, I saw and I like!  Thanks for a great addition to the player's Skyrim (not bethesda's).

 

That's always great to hear :D

Posted

I see. In that case may I humbly request a MCM option to exclude item classes from the drop effect?

- There will be no mechanical difference, obviously, as loss-of-weapon should still trigger the forced surrender.

 

... Should however have the effect that the search for dropped items start to feel tedious after more time - in that regard shield users are twice as punished as others (and of course punishment more than many other treats is easily spoiled by dosage).

Posted

I see. In that case may I humbly request a MCM option to exclude item classes from the drop effect?

- There will be no mechanical difference, obviously, as loss-of-weapon should still trigger the forced surrender.

 

... Should however have the effect that the search for dropped items start to feel tedious after more time - in that regard shield users are twice as punished as others (and of course punishment more than many other treats is easily spoiled by dosage).

 

Dual wielders also need to look for two weapons. Though changing shield from dropping to unequipping is not completely out of the question.

 

And I just realised the equipped check doesn't look for the shield currently at all, even though that was my intention. So that'll most likely change with the next update.

Posted

Small bugfix update today, 1.7a:

  • Fixed random equipper not using blindfolds
  • Fixed shields not being included in weapon equip checks
Posted

Update with a version bump, 1.10:

  • Added support for Draugr attackers
    • They make up their own mind regardless of belt stripping settings
    • Gold stolen goes to the dungeon boss chest if available, gone otherwise
  • Fixed plugs staying equipped if belt was stripped
  • Changed random equipper to randomize belt and plugs also if the player had those equipped before the scene

The Draugr use other system separate of the human attackers, and also behave slightly differently. There can be n amount of them, compared to the 10 human attackers. They also don't bother stealing the keys, instead they'll just try to rip the belts off. Partly because there simply aren't any belt-compatible animations for them really. Gold they steal goes to the boss chest instead of attackers if it's available. If not, well, I hope you weren't needing it anyway, it's gone. There are couple of other things related to the Draugr I'll let you discover by yourself though.

 

If the Draugr option is grayed out in the config menu, it means you don't have creatures enabled in Sexlab.

Posted

Sound good,awesome job like always :)

 

but cant you make gold stay in draugr,you know "gone" is kinda harsh?><

 

Heheh, most of the time you should encounter then in dungeons that have a boss chest in them. I might add a fallback solution in the future if the chest is not available though.

Posted

With armbinders on, when entering areas with a large number of enemies (Forsworn camps, for example), some of them approach and rape my character while others start to attack.

 

My guessing of what causes the issue: the Deviously Helpless event starts first, later some other enemies spot the PC, and they can't handle with the rape event which is already going on, so they just start to fight as usual. 

 

Not sure if I am right. Or it's just me that have encountered this issue. 

 

Posted

With armbinders on, when entering areas with a large number of enemies (Forsworn camps, for example), some of them approach and rape my character while others start to attack.

 

My guessing of what causes the issue: the Deviously Helpless event starts first, later some other enemies spot the PC, and they can't handle with the rape event which is already going on, so they just start to fight as usual. 

 

Not sure if I am right. Or it's just me that have encountered this issue. 

 

For humans, currently 10 attackers are supported at once, mid-scene joining should on the other hand be working just fine. Though you'll need to post your log so I can see what the issue really is.

Posted

 

Sound good,awesome job like always :)

 

but cant you make gold stay in draugr,you know "gone" is kinda harsh?><

 

Heheh, most of the time you should encounter then in dungeons that have a boss chest in them. I might add a fallback solution in the future if the chest is not available though.

 

 

It would be nice.Well in vanila propbly most place with them have it.But SIC with nightspawn or ASIS can make trouble or all spawn mods.

 

In previus version you add vampire can infect you, its posible make somethink similiar with Werewolfs?

Posted

 

I see. In that case may I humbly request a MCM option to exclude item classes from the drop effect?

- There will be no mechanical difference, obviously, as loss-of-weapon should still trigger the forced surrender.

 

... Should however have the effect that the search for dropped items start to feel tedious after more time - in that regard shield users are twice as punished as others (and of course punishment more than many other treats is easily spoiled by dosage).

Dual wielders also need to look for two weapons. Though changing shield from dropping to unequipping is not completely out of the question.

 

And I just realised the equipped check doesn't look for the shield currently at all, even though that was my intention. So that'll most likely change with the next update.

 

Archers on the other hand do not lose their arrows in addition to the bow. Which, I think, is sensible, as the quiver would be strapped on similar to a shield.

- I find your compromise agreeable though. Mechanically it should be identical to ignoring the shield: The opening lies in the distraction, not a lack of weapon. Thank you if you implement that choice.

 

That makes me think... what would happen if one approached unarmed in the first place? Intent on fighting unarmed and not at all distracted? Hè, not going to become an issue in any case with the lack of unarmed skill progression.

Posted

 

I see. In that case may I humbly request a MCM option to exclude item classes from the drop effect?

- There will be no mechanical difference, obviously, as loss-of-weapon should still trigger the forced surrender.

 

... Should however have the effect that the search for dropped items start to feel tedious after more time - in that regard shield users are twice as punished as others (and of course punishment more than many other treats is easily spoiled by dosage).

Dual wielders also need to look for two weapons. Though changing shield from dropping to unequipping is not completely out of the question.

 

And I just realised the equipped check doesn't look for the shield currently at all, even though that was my intention. So that'll most likely change with the next update.

 

Archers on the other hand do not lose their arrows in addition to the bow. Which, I think, is sensible, as the quiver would be strapped on similar to a shield.

- I find your compromise agreeable though. Mechanically it should be identical to ignoring the shield: The opening lies in the distraction, not a lack of weapon. Thank you if you implement that choice.

 

That makes me think... what would happen if one approached unarmed in the first place? Intent on fighting unarmed and not at all distracted? Hè, not going to become an issue in any case with the lack of unarmed skill progression.

Posted

Couple of quick fixes for 1.10a:

  • Fixed some log errors during vibrate events that didn't drop anything
  • Tweaked Draugr behavior on scene end
  • Increased possible amount of human attackers to 20 at once, up from previous 10

I should at some point convert the original human scenes to use functions from PapyrusUtil instead of the current normal Skyrim approach of Quest aliases and formlists. The Draugr scenes already use PapyrusUtil and should allow any number of attackers at once and seems to work a lot faster as well. Should be possible to make it behave exactly the same as now, but need to do some testing first. That's assuming there aren't any issues coming up with that in the Draugr scenes, as that was a nice way to test it :)

Posted

Another bugfix, 1.10b:

  • Fixed broken device manipulation

I had messed up part of the device equip / unequip code that came with 1.10 and its changes to plug stripping and the couple of included items. Which means not all items are always correctly unequipped or equipped until you update.

Posted

Brilliant timing, just got the new game started using LADL.

 

Managed to mug a lone Forsworn, their armour looks the most suitable for a runaway slave I feel :)

Posted

I said before that I "... like it..."  I have to take that back.  My PC was captured by a large group of bandits (SD+), and with RND it became a war of attrition.  She couldn't get to food, water or a bed without a round-robin world class gang-train rape session.  Before she could take a few steps it started again.  

 

Now I have to say, " fucking brilliant".  This is what I've been waiting for, a mod which puts a female prisoner/captive in a realistic female-with-a-bunch-of-bandits scenario.

 

BTW, she finally was able to crawl to a bed ... cold, thirsty, hungry, wet from sweat and cum soaked, totally exhausted, but she made it to a bed.  Er, then Dangerous Nights interrupted her sleep and guess what the group of bandits did > it all started again!  fucking brilliant.

 

You've given me as much entertainment as any mod I have...more actually. 

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