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REQ - Help scripting Molag Bal ritual rape/sacrifice


learnedcock

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Posted

Modding noob here. I'm fascinated by Molag Bal's role as the "King of Rape," and the part I assume rape would play in his rituals, and I want to flesh it out a bit. I've nearly completed building an add-on for Lakeview Manor, where a secret door in the basement leads to a prison and ritual chamber.

 

I'd like to add scripts that do the following:

(1) Adds a temporary effect ("Blessing of Molag Bal") after the player rapes a victim in the ritual chamber. These should stack for each act of rape.

(2) Adds a permanent effect ("Favor of Molag Bal") after the player rapes a victim a certain number of times in the ritual chamber, kills her, and then places her body on the altar. These should stack with each completed sacrifice. The rape count on a given victim should reset if the player leaves the chamber (ie, puts her back in a cell to sacrifice later).

(3) Turns on different visual effects while the player is performing the ritual rape, and when the player places the body on the altar.

 

I know very little about scripting, so help would be appreciated

Posted

Some quick tips:

For 1 and 2, just Hook the sexlab animation, and then when the animation ends, check if it was a "rape" (how to check this is up to you.)

And if the checking is done, just apply a spell to the player (or whoever you want.)

The "staking" of spells is not really supported. But you may do something in scripting or something by using a set of spells with different power to simulate the staking.

For 3, just decide how you can understand that you "entered" the "ritual rape", if it is an animation, hook it, if it is a dilogue, add some scripting to it, if it is a trigger, then add some scripting to the trigger.

And "visual effect" is what for you? Changing the vision of the player? Adding a shader to it? Changing the lights?

 

Posted

Some quick tips:

For 1 and 2, just Hook the sexlab animation, and then when the animation ends, check if it was a "rape" (how to check this is up to you.)

And if the checking is done, just apply a spell to the player (or whoever you want.)

The "staking" of spells is not really supported. But you may do something in scripting or something by using a set of spells with different power to simulate the staking.

For 3, just decide how you can understand that you "entered" the "ritual rape", if it is an animation, hook it, if it is a dilogue, add some scripting to it, if it is a trigger, then add some scripting to the trigger.

And "visual effect" is what for you? Changing the vision of the player? Adding a shader to it? Changing the lights?

 

How do you "hook" an animation? (Like I said, total noob.)

 

For visual effects, I was thinking mostly lights. Maybe using the Potema effect from Wolfskull Cave or have the altar light up with flames or something like that.

Posted

It's explained fairly well on the SexLab Wiki. In fact that's your starting point for most SexLab related questions.

 

Basically you can start a sex scene with a particular string and then tell the framework to tell you when any sex act using that string finishes. That's called "hooking". It works by sending a ModEvent for which you register an event handler. The event handler is called when the act is done and you can add your buff at that point.

 

The buffs themselves are probably best done as magic effects attached to Abilities. You can have a global to count the number of times the basement is used and condition the magic effects on the global value so as to have the effect increase over time. (Alternatively, a perk might be better depending on the buff itself).

 

To make the world look strange, have a play with the ImageSpaceModifiers in the object browser. To make the player glow - you probably want an effect shader. I don't know too much about those I'm afraid.

 

Posted

for the count, you need to create a Int variable.

like Int property RapeCount auto conditional

 

by the hook script, made a function evalutate rape umber, and +1.

 

like Int property RapeCount auto conditional

 

When the int will get the value you want, you launch your effect (ask the player to kill the victim, for example).

 

If victime.isdead() == true, you place your next effect

 

Posted

You got a Molag Bal shrine in the abandoned house in Markarth.

Abandoned house itself offers plenty of space to "store" your victims.

 

So i see no point to modify Falkreath house - which would add Hearthfire to dependency list.

Posted

This should give you a sense of what I have so far. A secret door in the basement opens to a room with six holding cells. Stairs lead to the sacrificial chamber, which is deep under ground.

 

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Posted

Good, I think there would be more sophisticated raping tools and appliances then just a stone floor if it was a real thing. I understand you are at a very early level, so Im just making suggestions here. Also if it was a real cult , there'd have to be some followers. It would be great if well known characters turn out to be secret members of the cult.

Posted

A suggestion:

 

Since you already put it at Falkreath, why not have it "linked" to Shriekwind (with a collapsed tunnel or some-such)? There's already vampires there...

I don't know how Shriekwind is structured underground, but it would kinda make sense.

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