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Sexout files now in BOSS


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Posted

Hi,

 

just a quick notice..

 

The basic Sexout mods are now recognized by BOSS.. I asked them to add the ones you see in the picture below.. hopefully this helps save a little trouble.

 

bossd.png

 

Regards,

So

Posted

Ohhh, so you were the one who suggested it? We've known for a day or two now, when it was reported on the official BOSS thread on the BethSoft forums. Did you suggest the regular plugins as well, or just the .esm files?

Guest Loogie
Posted

The esps have no load order.

Posted

Let me quote their answer..

 

They are added. Tho according to the nexus staff *site not allowed* [insertion for www.loverslab.com] hosts rape and pedophile content which is why the site is banned and that's also a reason these things weren't in the boss masterlist.

 

[..]we will jsut add basic sexout plugins to the list. and only sexout.

 

So, I guess every mods that uses Sexout can be added.. I am still writing mine, but I got so little time between sleeping and playing the game :D

Guest user29
Posted

there's plenty of rape but there's no pedophilia stuff in sexout.

Posted
They are added. Tho according to the nexus staff *site not allowed* [insertion for www.loverslab.com] hosts rape and pedophile content which is why the site is banned and that's also a reason these things weren't in the boss masterlist.

 

Are you fucking kidding me? "Pedophile content"? Normally I'm okay with the Nexus, but that's just ignorant.

 

But I'm glad to see that Sexout is getting recognition elsewhere.

Posted

It's just the old "you can dismember people and horribly murder them in various ways complete with showers of blood and gore but OH MY GOD SEX GET THAT OUT OF HERE" argument with the word "rape" thrown in.

Posted

Well I can uderstand they would ban rape, if at least they were consistent with it...

Sexual innuendo (wich is a good mod, I don't bash it) spawned some mods that are really close to it: For exemple cortex scrambler... Really it's drugging people to turn them in sexual slaves... Wich is considered as a rape, in most country...

 

As for pedophilia, it comes from lover and pk, I think... There is no safeguard against pedophilia in oblivion... Since there is no way to guess if a race portray a child since there was no children to begin with in oblivion...

I have yet to see another mod here that doesn't have safegards... Well maybe sexus, i didn't try...

The next step is extending that to anything on loverlab add the fact we have a lot of asian content which provide loli related stuff (here again they just see what they really want)... Add a good old fashioned bashing by narrow minded moderators then bake for some time until it's burnt to a crisp...

And voila, serve hot with a touch of ill intent...

Posted

Or, rather that going through all that inference, you could just say that injuring a child with a weapon is rape.

 

It's not complicated: do not hurt children. Do not force sex on them, they are not interested like that, though they might have mild curiosity which could easily turn into "eww gross" or any of the other reactions they might have for something like [for example] a frog or a mud puddle.

 

But honestly? Novels by Charles Dickens (or whatever) are just as bad as anything that happens in games.

Posted

If violence against children was lumped in with pedophilia, Children Of The Wasteland's creator would have been banned, that mod makes it possible to play as and kill children. Instead, its one of the most popular mods over there.

Posted

Lovers has safeguards. It can ban npcs from selected mods and has a token that can be added to any npc to ban them from sexual acts. It just can't do this automatically because it can't know how children are handled by mods. But if that would be an argument then Bethsoft had to be banned for not including any safeguards against child violence in Oblivion...

Posted

But at least in FO3 and FNV you can't kill them. You can shoot them and blow them up and stab them until they fall unconscious as many times as you want but at least you can't actually kill them. Remember, it's only violence if they actually die. Right?

 

Right...?

Posted

But at least in FO3 and FNV you can't kill them. You can shoot them and blow them up and stab them until they fall unconscious as many times as you want but at least you can't actually kill them. Remember' date=' it's only violence if they actually die. Right?

 

Right...?

[/quote']

 

HAHAHAH, "its only violence when they die".

My second quite of the day, this actually made me laugh hard.

 

But back on topic, IF, child violence is bad, why are there mods allowing to kill children? To be honest, I hate children in games, damn bastards ruining shit up. Want to wipe out a town? NOPE, there must be some unkillable children in this town.

Posted

Maybe someone realized it's kind of silly to say "it's okay to murder random people walking down the street but only if they're adults!" Also in the first two Fallout games you could kill children.

 

And also Essential NPCs are so ANNOYING!

Posted

Essential npcs are the only way to ensure that players cannot accidentially screw up the storyline. Morrowind had two possible solutions for the player to recieve Kagrenacs tools, and you could screw up both by killing the wrong npcs. What should Beth/ Obsidian have done instead? Create 10000 possible solutions for every possible npc combination, including one that solely relies on notes/ mysterious rock inscriptions/ divine inspiration because some people want to slay everything they come across? There's a GECK if you want that (and know what you might screw up in the process).

 

Also, the first two Fallout games had to be censored in many countries because of the killable children, and this censoring (because of the cheap way it was done) screwed up quests and caused strange issues in the game.

 

Having no children isn't a solution either, in my opinion. It makes the game world look sterile and unrealistic. I honestly think the way it's done is the best one. If you disagree, that's your right, and again I can only point you towards the GECK.

Posted

Essential npcs are the only way to ensure that players cannot accidentially screw up the storyline. Morrowind had two possible solutions for the player to recieve Kagrenacs tools' date=' and you could screw up both by killing the wrong npcs. What should Beth/ Obsidian have done instead? Create 10000 possible solutions for every possible npc combination, including one that solely relies on notes/ mysterious rock inscriptions/ divine inspiration because some people want to slay everything they come across? There's a GECK if you want that (and know what you might screw up in the process).[/quote']If I recall correctly, FNV has all of one non-child/companion Essential NPC: Victor, and only for the first part of the game. So there's the vanilla game if you want that.

Guest Loogie
Posted

Children are not just unkillable, they can't take damage - attacking them makes them run away and they don't become unconscious.

 

As for essential NPCs, it's the only way to preserve a game's storyline only if you're not good at making videogames. Fallout 1, 2 and New Vegas are just fine without them.

Posted

I can live with main quest NPCs being essential, but their obsession with setting every npc remotely involved in any side quest essential is a pain. (although I swear they left this guy unessential just to spite us)

 

Skyrim seems to fall heavily into this as well, there's probably a couple of hundred essential NPCs in that. I do prefer how they handle companions to New vegas though. No more Veronica playing fetch with dynamite.

Posted

If I recall correctly' date=' FNV has all of one non-child/companion Essential NPC: Victor, and only for the first part of the game. So there's the vanilla game if you want that.

[/quote']

 

Yes-Man is essential. So NV still uses an essential npc as safeguard to ensure at least one possible ending cannot be cut short by trigger-happy players. Everything before this point consists mostly of one big quest: find Benny. Anything else are just optional stages that can be skipped, or not. That's different to a storyline which unfolds without the player knowing the ultimate goal from the very beginning, where quests depend on being done in a certain order. Building such a story in an open environment requires quest givers to be protected in some way.

 

@ Evilrunner:

 

I agree that side quest npcs don't really need to be protected in the same way, but Bethsoft games since Oblivion are produced for mainstream audience that would rather not miss out on game content because of decisions they made. One time I saw someone complaining that he couldn't sell his loot after killing every trader in Oblivion :rolleyes:

Posted

If I recall correctly' date=' FNV has all of one non-child/companion Essential NPC: Victor, and only for the first part of the game. So there's the vanilla game if you want that.[/quote']Yes-Man is essential.

Were you reading the wiki? I fell for that too. Yes-Man is actually not Essential if you check his NPC records. If you kill him, he transfers into a different Securitron. All the benefits of being Essential without the gameplay mechanic! But to get the topic back on the track it was on after it got off track the first time, I don't believe any questgivers in FNV are children. So really the only excuse they have is that they're too lazy to make a separate censored version for other countries that have strange priorities. Except at least one country actually has a completely separate version already. So I'm confused.
Posted

Well I remember a game in my old amstrad days where there was dungeon you had to do if you messed up by leaving an area without an important plot item... The dungeon was a pain in the ass enemies where hard, numerous... just to access a kind of magical lake of destiny or something that was meant to provide guidance to heroes...

 

It could have been a shop too, where you bye information and items for an insane price (and a good money sink too)

 

Or you could just make it hard to attack (remove all weapons before entering, heavy protection from people around, make him inaccessible to weapons by setting him to inaccessible place etc), could put some kind of mystic oracle/super computer/shady man that can save the story line... There are always other way too yon can add the magnificient Biff the Understudy! It may break a bit of immersion but I can say you're in for a good laugh sometime...

 

As for kids murdering well I have mod that remove it, and i did kill kids in the game... Still, I don't feel any urges to kill or rape... Anyway on an ethic point of view killing a child should throw your reputation so low that most of the game would be the hardest...

 

And honestly, invincible children is cruel:

I come in and rip the legs of daddy with a good machine gun... Then big bro come in and bam grenade (kid try to run away at this point but hey no luck) then mommy enter and I spray the content of her head on the nearest wall... Of course I take anything edible, or that can remotely be useful in the house to heal and defend...

Of course since I cleared the town I let only a bunch of kids to fend for themselves in the wasteland... Mostly they'll be starving (but won't die from it), gnawed at by mutant, shot and most likely raped by raiders... On the top of that they can't even suicide... I knew It was bad luck to be a kid in the waste but, seen like that it's even more horrible than being killed with your family...

Posted

In Fallout 1, 2, and Tactics it was possible to kill children, but you instantly got the Childkiller "perk" (it was listed under Perks anyway) and everyone instantly hated you on sight. It so fucked the game you basically had to revert to a previous save if you accidentally killed a kid unless you were just deliberately exterminating everyone. If I recall correctly, the description read something like "In the wastes of the world, children are the most precious resource. To kill a child marks you as the lowest of the low, and you are recognized as such by everyone you come across."

Guest Loogie
Posted

There were no kids in Tactics, and it was possible to play the game as a child killer without killing anyone, I did it multiple times.

 

If you go long enough without killing another kid you dropped off the bounty hunters' radar.

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