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Best approach for combat rape?


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Posted

Hi,

 

I've been thinking about starting work on a combat rape concept for Skyrim.

 

I would like some advice from experience modders as to the best way of implementing this with Skyrim and Papyrus.

 

I see the two options as being:

 

1. Scanners, as are used heavilly in Sexout

2. Packages, interrupt combat?

 

Of course I'm open to other suggestions as well!

 

TIA!

Posted

Well I love where you are going with this. The True Skyrim team was working on a very in depth rape mod but it's currently suspended until further notice. What was on the table was an actual mini game that would only happen if the player character was dropped to a certain health level and had low fatigue. We wanted to do away with simply having combat get uninterrupted and make rape feel more like a true integration into the game so that it made sense.

 

This may be a bit more work but if done right it could make the rape experience more interesting. So anyway i'm going to throw a lot at you right now and remember these are just suggestions and what was being planned for our mod. read through and use what you think works.

 

Rape as intended by our mod would happen in stages. your are fighting and doing a great job of keeping your enemies off of you but you take a nasty hit that drop you to 30% health. You fatigue is low and the NPC or raper initiates rape with a bash attack which starts the subdue phase.

 

Subdue rape stages: When in subdue mode the PC and NPC will both have health bars that are separate from the standard health bar. When the health bar reaches 0 in each phase it will advance to the next phase or end rape depending on who loses the phase. So this is intended to be like a mini fight to give you a chance to fight of the rapist. We were talking about simply using the bleed out animation for the PC and the cower animation to represent some sort of struggle. Using vanilla animations would be a lot easier than trying to make your own for this part... anyway the PC casts or uses the struggle shout which will help them regain some of their SP (struggle points) while the NPC rapists SBP (subdue points) slowly decrease. If your character has a higher hand to hand skill their SP will decrease more slowly however the same can be said for the rapist. If there are more than one rapist NPC involved in the rape the PCs SP will decrease more rapidly to simulate the other NPCs helping the one that initiated the rape to subdue the PC.

 

Struggle power/shout: The PC will fight to not get raped. The hand to hand skill will determine the animations that are played during the struggle. If the PC is outmatched then she will be quickly thrown to the ground and pinned where the rape will ensue. Using the Struggle shout will only temporarily freeze the PC's SP bar but will not refill it.

 

Domination: This phase only becomes available after a successful win in the struggle phase. Domination is when the Raper (Can be PC or NPC) Straddles the victim. The Victim still has another chance to get free in the Domination phase where they can struggle on before being forced into the final phase. Obviously if the PC is the rapist you would be able to use the dominate shout to freeze your decreasing rape bar. The difference here is that if the victim manages to beat the rapist off they return to the struggle phase.

 

Submission Phase: This is where the actual rape happens. When the victim has failed the struggle and domination phases they submit and the Raper can now choose the restrain or ravage options. The animations for this should be the injured/ wounded animations in the vanilla game while the rapist chooses how he/she wants to rape his/her victim

 

Restrain: This yields more options for the raper and can only be done if the PC has rope or shackles. After a PC has rapped a victim you can use shackles or rope to bind the victim's hands making it so they cannot escape. When the victim has been bound they will follow the player with their hands in the bound prisoner animation. The player and interact with the retrained prisoner and choose shackle to wall which will cause a fade to black and the victim will then be shackled to a near by wall using the shackled animations from the vanilla game.

 

you won't really need to make new anims for anything other than the actually sex/rape which is being worked on regularly. I was hoping to just give you an outline that might work for you so let me know what you think. I am an animator and character rigger so let me know if you need any help in that department but your main work will be with programming and papyrus

Posted

So if I use an sword and shield warrior I would rape almost all my enemies?

That sounds a little weird and like a little to much... >_>

Posted

So if I use an sword and shield warrior I would rape almost all my enemies?

That sounds a little weird and like a little to much... >_>

 

Thanks for your suggestions... They will certainly be something I would like to work on!

 

I am an experienced programmer and like that they seem to of made the language more object oriented than before... But I have little experience with actual modding and Gamebryo scripting.

 

I'm lead to believe that the engine has some quirks that will no doubt complicate matters... What I really want to do is start on the right foot... Packages or scanners, anyone?

Posted

I am an experienced programmer and like that they seem to of made the language more object oriented than before... But I have little experience with actual modding and Gamebryo scripting.

 

I'm lead to believe that the engine has some quirks that will no doubt complicate matters... What I really want to do is start on the right foot... Packages or scanners' date=' anyone?

[/quote']

 

Sounds like my starting point with SSG :)

 

Coding experience helps, but with Skyrim it's more about the IDE and how well you know it. And there are a lot of perfectly obvious and straight forward ways to solve common problems that just plain don't work.

 

I've been working on interrupting combat a fair bit. More with a view towards capture than rape, although the two often go hand in hand. I'm not sure about the package/scanner distinction though, since I haven't really looked at how Sexout and Lovers solve the problem. (I thought about it, but was worried I'd confuse myself while I was still learning Papyrus).

 

What I found worked for the player was to set her essential and then catch the bleedout or ondying events when she would have been killed. That gives you your hook to start anything you want.

 

For the PC as rapist, I think I prefer using a power to demand surrender. Probably hotkeyed. You can use that to take the victim out of the combat and do what you want thereafter.

Posted

Sounds like my starting point with SSG :)

 

Coding experience helps' date=' but with Skyrim it's more about the IDE and how well you know it. And there are a lot of perfectly obvious and straight forward ways to solve common problems that just plain don't work.

 

I've been working on interrupting combat a fair bit. More with a view towards capture than rape, although the two often go hand in hand. I'm not sure about the package/scanner distinction though, since I haven't really looked at how Sexout and Lovers solve the problem. (I thought about it, but was worried I'd confuse myself while I was still learning Papyrus).

 

What I found worked for the player was to set her essential and then catch the bleedout or ondying events when she would have been killed. That gives you your hook to start anything you want.

 

For the PC as rapist, I think I prefer using a power to demand surrender. Probably hotkeyed. You can use that to take the victim out of the combat and do what you want thereafter.

[/quote']

 

Thanks for your response, I like the OnEnterBleedout/Dying approach because its event driven rather than a polling script. I assume I could also use OnHit?

 

Do you know if it is possible to set the Actor essential flags during run time?

 

Do you have a script for capturing the player working now?

 

I think as an early prototype I may try the following:

 

- Check to see if the combatant will Rape the character

- If so then set the player as essential

- Once they are in bleedout then rape would ensue.

 

I would like to make the other combatants aware of what is going on, any ideas how I could do this? Somehow looping over them and giving them a token or effect.

 

Thanks!

Posted

Thanks for your response' date=' I like the OnEnterBleedout/Dying approach because its event driven rather than a polling script. I assume I could also use OnHit?

[/quote']

 

You'd think so, wouldn't you? Turns out that when OnHit fires the damage has already been applied and the actor is locked into the death process.

 

So you can't modify the amount of damage taken, you can't stop them dying, and event if you heal them back up and set them essential, they still die.

 

Of course, that's assuming fatal damage. You could catch anything that left them with health > 1. But beware flame enchantments on swords :)

 

Do you know if it is possible to set the Actor essential flags during run time?

 

Yep. But again' date=' there's a caveat. You have to set it on the BaseActor. Which means that in the case of bandits, you're making all the bandits that use that base immortal at the same time. And if the script glitches, they stay that way. Not a problem if you're just considering the player, of course.

 

Do you have a script for capturing the player working now?

 

I do. Well, I have a script that prevents player death and in my case forces a discussion with the attacker who says "yield or die" and things proceed from there. But you can probably gut that and insert whatever you wanted.

 

I think as an early prototype I may try the following:

 

- Check to see if the combatant will Rape the character

- If so then set the player as essential

- Once they are in bleedout then rape would ensue.

 

There's not really a drawback to making the player permanently essential. The main difficulty is tracking who dealt the killing blow in onDying which doesn't get a killer ref. But you can save one from the previous onHit. Then you can test to see if the killer is first an actor and secondly if they'd be interested in battlefield pussy.

 

If not' date=' you turn off the essential flag and let them die normally. Apart from a cheap OnHit event, there's no real overhead.

 

The other thing to watch out for is that if you try and set it at game startup, the opening scene glitches like crazy. So you need to set it sometime in Helgen keep. Or the first combat the player gets into.

 

I would like to make the other combatants aware of what is going on, any ideas how I could do this? Somehow looping over them and giving them a token or effect.

 

Thanks!

 

There's a SKSE function that iterates over actors in a cell, but you might get better results with a cloak effect to find them in a given radius.

 

Better still might be to kick off a quest from the story manager and slot them all into aliases. Then you can stack new packages on top of them and add tokens to they alias so they clean up afterward.

Posted

Or you can set it up by catching those npc's that run away and cower as an option amongst the rest. I mean if they're terrified if your STRENGTH! they're not gonna struggle too much so you'd get a + bonus when you subdue them for wikedness to ensue.

Posted

why is everyone just thinking of rape as a killmove it could just initiate at a low health or stamina (maybe both ) i was also thinking before something like this could be done it should be made into a spell first

Posted

why is everyone just thinking of rape as a killmove it could just initiate at a low health or stamina (maybe both ) i was also thinking before something like this could be done it should be made into a spell first

 

Pretty much the way RaperS handles it in Oblivion.

 

The spell works well enough for the player-as-rapist. It's not particularly immersive, but the tactical element of trying to get your opponent to they point where it would work was interesting enough to keep my attention.

 

On the other hand, I found it really irritating to find my female char flat on her back (WHAM) every time her health dropped below 50 or whatever.

 

The advantage of rape as something that happens instead of death is that you've already lost the fight. If the rape wasn't happening, the game would be busy re-loading instead. And that also makes sure it doesn't happen too often.

 

I'm not arguing that that's the only way or even the best way to do it. But that's why I chose that approach for SSG.

 

For the PC rapist: I'd sooner use the yeild/bleedout state myself, but that doesn't happen frequently enough under normal circumstances, and widening the effect risks making combat too easy. The xlovers approach was ok, but I'd like something more immersive.

 

I wonder ... maybe a cloak effect that applied an invisible shield spell to opponents. Then we could catch any data applied to the shield and either let it all through, or else drop them into bleedout as desired. That's got to be worth an experiment or two.

Posted

You'd think so' date=' wouldn't you? Turns out that when OnHit fires the damage has already been applied and the actor is locked into the death process.

 

So you can't modify the amount of damage taken, you can't stop them dying, and event if you heal them back up and set them essential, they still die.

 

Of course, that's assuming fatal damage. You could catch anything that left them with health > 1. But beware flame enchantments on swords :)

[/quote']

 

That's what I was worried about, these little gotcha's... I would assume that you could remove any such magical effects which wouldn't be wanted during the actual rape.

 

Yep. But again' date=' there's a caveat. You have to set it on the BaseActor. Which means that in the case of bandits, you're making all the bandits that use that base immortal at the same time. And if the script glitches, they stay that way. Not a problem if you're just considering the player, of course.

[/quote']

 

Yeah, I don't think it will be a problem initially... my initial interest is in the player being raped and not vice versa.

 

I do. Well' date=' I have a script that prevents player death and in my case forces a discussion with the attacker who says "yield or die" and things proceed from there. But you can probably gut that and insert whatever you wanted.

[/quote']

 

Any idea of when you'll be releasing your mod?

 

There's not really a drawback to making the player permanently essential. The main difficulty is tracking who dealt the killing blow in onDying which doesn't get a killer ref. But you can save one from the previous onHit. Then you can test to see if the killer is first an actor and secondly if they'd be interested in battlefield pussy.

 

If not' date=' you turn off the essential flag and let them die normally. Apart from a cheap OnHit event, there's no real overhead.

[/quote']

 

OK, that makes sense. I'm thinking for an early prototype I would probably leverage OnHit for everything... and then build the more complex mechanics out from there.

 

Although the more I think of it the more sense it makes to tack it onto the end of the bleedout, I agree with you on this:

 

The advantage of rape as something that happens instead of death is that you've already lost the fight. If the rape wasn't happening' date=' the game would be busy re-loading instead. And that also makes sure it doesn't happen too often.

[/quote']

 

Better still might be to kick off a quest from the story manager and slot them all into aliases. Then you can stack new packages on top of them and add tokens to they alias so they clean up afterward.

 

This would require defining aliases for each type of NPC wouldn't it?

Posted

Any idea of when you'll be releasing your mod?

 

Well' date=' I can (hopefully) merge esps into esms now, and I have a week off work coming up, so we should see some of the stuff I'm talking about out next week sometime.

 

Better still might be to kick off a quest from the story manager and slot them all into aliases. Then you can stack new packages on top of them and add tokens to they alias so they clean up afterward.

 

This would require defining aliases for each type of NPC wouldn't it?

 

Well, you'd need an alias for each hostile NPC. But you'll probably want that anyway since it's about the only thing that lets you add new packages to the actors.

 

Of course you can add the player temporarily into a neutral faction and stop the combat and combat alarm, and then they bandits (or whatever) will just do whatever they do as sandbox behavior. Which is probably a good way to handle excess hostiles.

 

You might want some slots for followers as well. Assuming Lydia isn't just going to stand around watching, that is.

Posted

I would suggest a cooldown phase of sorts.

 

Perhaps the NPCs deeming you as NOT a threat if your too weak. For example: After they rape you they don't immediatly go back into attack mode and stand there mocking your character or something. Or if they subdued you quickly, and don't have shackles to chain you, they all go unhostile and leave you be, perhaps some trying to rape again. Something like that.

 

It would seem silly for them to all suddenly go hostile again afterwards and attack you. Provided they didn't chain you up of course.

 

Edit: Didn't see above post. *facepalm*

Posted

 

On the other hand' date=' I found it really irritating to find my female char flat on her back (WHAM) every time her health dropped below 50 or whatever.

 

[/quote']

 

This times eleventy billion. Same with seeing a creature coming towards the female char right before WHAM "someone is being raped by a wolf!". The entire fight for survival, victory or defeat, final struggle, surrender, submission, and capture were totally skipped.

 

Plenty of time for delightfully nasty things to happen after the victim is captured, secured, and/or transported, but to skip that part leaves the best part out as far as I'm concerned.

 

As for making the PC permanently essential, that leaves out the possibility (or at least ruins the value) of being left for the wolves/mudcrabs/other wandering hostile creatures.

Posted

As for making the PC permanently essential' date=' that leaves out the possibility (or at least ruins the value) of being left for the wolves/mudcrabs/other wandering hostile creatures.

[/quote']

 

Well, the SSG approach is to see who dealt the fatal damage. If it turns out to be an impersonal force like a flame trap or a fall from a cliff, we turn the protection off and the player dies normally.

 

If it's an actual actor though, we check for keywords to see if the actor is a potential slave taker or rapist. If not, again we let the player die as normal. So the wolves and mudcrabs would be able to kill the player.

 

Of course, if someone sets the rapist flag on the wolves it may need a little more thought.

 

The alternative, I suppose, is a permanent invisible shield for the player, assuming I can make that approach work. Then we let all damage through, unless it A) it would have been fatal and B) the aggressor has more interesting things to do to the player. But that runs into the same problem with rapist wolves and a staked out player...

Posted

Hmm. If the decision is made to leave the actor hogtied or staked out at the mercy of whichever unfriendly types wander by, marking her nonessential at that point (and if possible, giving her neutral faction with whoever has bagged her) would seem the thing to do - there's no more violence to be done to her by the (current) captor(s), and the only difference between this scenario and the victim having escaped the battle is fact that she is incapacitated.

 

A mudcrab that wanders by would still be able to deal fatal damage, a frostbite spider could still shoot some web on her and drag her off or simply poison her to death, and a wolf could either chomp away on her or (having the rapist flag set) have his way with her...a hunter could find her an claim her as his/her own.

 

I totally accept the fact that I may be missing some important points here, though.

Posted

I think the only point at issue is whether it is better to remove essential status when it's not needed, or to leave it active and disable it at the last moment if the player should die.

 

And in all honesty, I don't think it makes a lot of difference. Both approaches have got good things going for them. Both could fail badly if the implementation is buggy. One way you need to make sure to re-establish essential status if it is again needed. The other way you need to be sure to catch all cases where damage should be fatal.

 

Pick the one you're most comfortable with, and go with that.

Posted

In all honesty, I think that rape should be left for after combat. It simply doesn't make much sense for combat to be suddenly interrupted with rape, then after the rape they start fighting again.

If the PC reaches an extremely low amount of health or (better yet) no health, instead of dying she is raped by whomever and after the rapist(s) are done she either gets killed or passes out and the rapists go back to what they were doing. When you wake up you can try and fight back or run away. If your out in the open the rapists will most likely have disappeared or have walked off a bit in a certain direction.

Those are just my 2 cents.

Posted

In all honesty' date=' I think that rape should be left for after combat. It simply doesn't make much sense for combat to be suddenly interrupted with rape, then after the rape they start fighting again.

If the PC reaches an extremely low amount of health or (better yet) no health, instead of dying she is raped by whomever and after the rapist(s) are done she either gets killed or passes out and the rapists go back to what they were doing. When you wake up you can try and fight back or run away. If your out in the open the rapists will most likely have disappeared or have walked off a bit in a certain direction.

Those are just my 2 cents.

[/quote']

 

I agree, I think rape, especially one that resulted from combat, should not be just random number generation based, or at least not too much.

I kinda like the system in oblivion, but I feel theres too much rng or irrelevant stat math...

for example I dont think it matters how much stamina or strengh a character has, the ONLY thing that matters is if the character was defeated or not.

in Skyrim you have a perfect "opening" for this wich is when npc's drop down to their knees when their health is very low/kill blow was prevented, wich obviously is a clear "defeat", this would start the "submission" stage of the rape mod that was described (and sounded awesome)

shouldnt always result in rape either, I always loved the apeal of a "realistic" aproach to mechanics/scripts of sexual content, for example, if for any reason I am being attacked by bandits, that belong to whiterun hold, being defeated and currently thane of whiterun, the chance for my character to be raped should be lower cuz even bandits have sympathy for someone who saved their lands from a mean old dragon.

on another example if my character is a high elf and the bandits are nords/stormcloacks the likeness for my character to be raped should be high due to the hatred nords/stromcloaks have for the thalmor and the high elves.

 

would also be awesome if both in combat and out of combat rapes/enslavement scenarios were much less about random number generation and much more about in game mechanics and factors such as:

-clothing type (sexy clothes and rags would make comon folk npc morel ikely to stalk/rape you, while guards/soldiers less, the reverse for classy/elegant clothes, being naked should not get you raped but instead arrested and raped in jail by prisoners instead)

-location (dark allies atract stalkers or bandit attacks wjile crowded dinner rooms/balls make classy men/women make offers to you)

-movement type (slow walk would be sexier than running sprinting or jumping

-race

-factions

-in game quest decisions/quests completed/people killed/saved

-armor condition/grade/quality (the breakable undies mod in oblivion is awesome, but sadly vanilla armor mods to support it dont exist and there are few modded armors that are supported... but its a pretty cool idea/concept to have armor be broken and reveal body parts from combat/waer and tear/rape)

 

meaning being full claded in steel armor in the middle of a busy town in daytime should have 0 chance to be targeted (or extremly low);

being in a classy clothing in whiterun throne room should have a small chance of being proposed by a noble but none of being adressed by guards/servants, if walking instead of running should increase the aproach chance;

being in a skimpy dress or leather armor in a tavern should put some eyes on me, if im a member of the companions guards should fancy me and make propositions, thieves/assassins should stalk me, etc, you get the idea.

 

theres alot of good ideas from lovers in oblivion, the idea that sex itself is a "minigame" that you can improve your character in is pretty cool, being better at sex can mitigate the consequences of rape (prevent your rapists from killing or enslaving you for example, or just hurt you less) or being able to seduce/enthrall higher standart npcs.

and speaking of that, would be awesome if you could "Queen" your way in Skyrim, like seduce and marry jarl's for property/items/gold/soldier companions, or even queen elisif/king ulfric

 

hmmm I was just going to make that comment about rape triggering only when defeated and ended up brainstorming lol, sorry >_<

but yeah lots of awesome ideas I hear planned for Skyrim, but many many old ones who need improvement from lovers and sexout to be ported to skyrim :D

cant wait for people to bypass the animation hardships

Posted

It is things like this I wish I could program.

 

My ideal implementation of this from a person who enjoys the submissive side of things would be as outlined below.

 

1) Rape attempts against the PC when this mod is added would be extremely rare, in 99% of situations the attacking NPC would simply try to kill you.

 

2) When you are attacked by a NPC there would be a small random chance that the attack will be a rape attempt. This chance changes based on the number of attackers, the sex of the attacker/s, the location of the attack, the power/strength of the attackers compared to the PC, ect... AKA a lone female PC being attacked by 3 men in a dungeon who are all fairly powerful compared to her would be more likely to result in a rape attempt then a fight against a single weak opponent on a road in the middle of the day time. Fighting a couple giants in the middle of nowhere at night might be a bad idea.

 

3) When a fight is a rape attempt (through random chance factoring in some of the above parameters) there is a comment made by at least one of the NPC's at the start of the fight that acts as a verbal sign that the fight is different.

 

4) You cannot die in a "rape attempt" fight. You either kill all of your opponents or they are able to hit you with a "stunning blow". The "stunning blow" cause the player vision to blur, they go down into the "cower" animation. A stunning blow can happen at any time in the fight but is unlikely at 100-75% health, uncommon at 75-50% health, common at 50-25% health, and very common at 24% health or less.

 

5) When a player is stunned they can hit the left/right buttons quickly to try to shake themselves out of the stun. When high in health the chance to break out of the stun is high. From 100-75 health each key strike is likely to stop the stun, from 75-50% health each key strike can commonly shake you out of a stun, from 50-25% health each key strike has a poor chance to shake yourself out of the stun, and from 24% and lower you have no chance to shake yourself out.

 

6) When a character is stunned and a rapist NPC is in melee range the rapist NPC is in effect doing the key strike/roll thing as well. If the player rolls successfully they pop back up and can continue to fight, if the NPC in melee range of the stunned player rolls successfully they grab and subdue the PC leading to the randomly generated/chosen cut/rape scene.

 

7) In the event of a subdued PC any conjured companions are immediately destroyed and any companions are immediately subdued. The subdued companion can be seen in the rape cut scenes bound and gagged off to the side.

 

8) There should be multiple rape cut scenes that can occur with different sex acts including missionary, doggy style anal, oral, and each should have the chance of internal and external climax. In the event of multiple opponents there should also be gang rape cut scenes using randomly chosen rape events from each rapist taking turns in random sex acts and scenes of double and triple penetration events.

 

9) For reversing the PC/NPC rape situation you can make it the players option to initiate the rape attempt on a NPC at the commencement of the fight somehow. The specific NPC is chosen via hitting them with a spell or something and this makes them immune to death, in a group fight the other NPC's would need to be killed first and then the victim "stunned" and subdued via the same key clicking mechanism.

 

The reason I like this type of setup is that rape attempts from the victim point of view would be random and rare and they would surprise you and due to the sudden change they would be fairly exciting to try and win the fight and avoid the result. I also very much like the random outcome if you lose because you do not have control over what is going on and know not what to expect, which in a real rape situation is exactly the case. You could even include some very rare rape cut scenes that diverge from the normal ones above that include bondage using some of the torture/slave animations already in game. You can also make the rape scene last a indeterminate time span, using rolls to see how many times the NPC's take a "turn".

Posted

In all honesty' date=' I think that rape should be left for after combat. It simply doesn't make much sense for combat to be suddenly interrupted with rape, then after the rape they start fighting again.

If the PC reaches an extremely low amount of health or (better yet) no health, instead of dying she is raped by whomever and after the rapist(s) are done she either gets killed or passes out and the rapists go back to what they were doing. When you wake up you can try and fight back or run away. If your out in the open the rapists will most likely have disappeared or have walked off a bit in a certain direction.

Those are just my 2 cents.

[/quote']

 

I agree with this totally. If you are being raped you lost the fight. You get the scene and watch the results and either you are killed after it and thus respawn as per normal, or the rapists knock you out as the last thing you see and you wake up in one of the few healing temples in the game with a healer telling you that you were found by some travelers near death and brought to the temple. The priest or priestess asks you what happened and you can answer "I don't want to talk about it" or "I was raped" and that gives a usual scripted response that ends the dialogue.

Posted

But the problem with "chance of rape on death" is that the only way to see these "contents" is by dying. While it makes sense on paper, in practical gameplay you should, in theory, rarely see it in action (perhaps by design) and is always avoiding it, again reasonable, but not necessarily in the spirit of what is essentially a sex mod. If that's the approach however might as well go the whole nine yard and create some sort of bad end scenario similar to the bases of LoversLandE to make it worthwhile.

 

The concept of stunning the PC base on health/stamina number of enemies and strength/power of enemies seems to be a better approach. Although I don't think there should be a clue in the beginning every time regarding if the enemies are out for blood of sex. Occasionally yes they might declare their intent, they might even ask the PC to surrender similar to highwayman, but sometimes opportunity just arises in a fight and enemies might decide to take advantage of it :P

 

Of course both of these two concepts are not necessarily mutually exclusive.

 

However as a person preference, occasionally I do find the concept of mid battle rape to be entertaining sometimes with the PC getting back up to continue fighting or tries to fleet just to be push back down a few moments later. Bonus points for random stealing of armor and weapons.

Posted

But the problem with "chance of rape on death" is that the only way to see these "contents" is by dying. While it makes sense on paper' date=' in practical gameplay you should, in theory, rarely see it in action (perhaps by design) and is always avoiding it, again reasonable, but not necessarily in the spirit of what is essentially a sex mod. If that's the approach however might as well go the whole nine yard and create some sort of bad end scenario similar to the bases of LoversLandE to make it worthwhile.

 

The concept of stunning the PC base on health/stamina number of enemies and strength/power of enemies seems to be a better approach. Although I don't think there should be a clue in the beginning every time regarding if the enemies are out for blood of sex. Occasionally yes they might declare their intent, they might even ask the PC to surrender similar to highwayman, but sometimes opportunity just arises in a fight and enemies might decide to take advantage of it :P

 

Of course both of these two concepts are not necessarily mutually exclusive.

 

However as a person preference, occasionally I do find the concept of mid battle rape to be entertaining sometimes with the PC getting back up to continue fighting or tries to fleet just to be push back down a few moments later. Bonus points for random stealing of armor and weapons.

[/quote']

 

like I sugested on my post, defeated is what we mean with after battle, not dead.

I refered to the stage of low health or cancel the killing blow that npcs do, the one that they drop on to their knees to regen a bit of hp, we can use that to initiate the rape stage.

if the rape is triggered you could be raped and left alone (surviving what would otherwise be a fatal encounter) or be enslaved, or if not triggered (wich tbh should be based on gameplay factors not just random numers), you would just die normally.

Posted

I recently accidentally found this little thing while working on one of the updates for my vampire mod. It's curious. It looks like disabling player's movement controls puts the player's character out of combat somehow. All hostile npcs are still hostile but they just stand around with their weapons drawn and don't attack. I started using it to compensate for sometimes a little lengthy fades to black during combat feeding.

 

I don't know if it can help you guys with the rape system but you're probably going to need to disable player's controls during the cutscenes anyway so this is something to keep in mind. It could be very helpful in combat situations where you wouldn't want either the player of any enemies interfering with the scripts!

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