Guest user29 Posted August 5, 2012 Posted August 5, 2012 Also I'm not sure but something after getting impregnated and turning into the queen has made all my items clothing/armors/weapons disappear I will have to wait and see if they come back after my players 7 days hit 0 or not. getting turned into the queen didn't do that. When you got knocked out after getting captured you lost all your stuff. It's all in an egg sack near the exit. You can't see the egg sack until after you become queen or after you escape the other way. The current sexout beta ESM for some reason causes the character's animation after sex to never end. So don't download it for now unless you want to break this mod.
myuhinny Posted August 5, 2012 Posted August 5, 2012 ahhhh well quite a bit of your problem is actually not having all the mods you need' date=' I think. I had that problem as well. A lot of the mods require you to not only have the requirements of the mods but also the requirements of the requirements of the mods. It really is rather complicated. There is a compilation of most of the sex out mods but you will still need a lot of clothing mods from elsewhere as well. It took me a long time to get it all together. About your gear going missing. When you fall into the nest all your equipment is stored in a container near the exit. Check there first if you have not already. Other then that I'm sorry i don't know. [/quote'] I wasn't sure if there was a problem with the mod or not as he doesn't have all the clothing mods listed on his page guess I will write down the names of the outfits and then do a search and see what pops up. Must of missed the container will go back and check it out. Ty for the help
KainsChylde Posted August 5, 2012 Posted August 5, 2012 List is on my compilation page. Click the link in my signature below and scroll down to the big red IMPORTANT!!IMPORTANT!!IMPORTANT!! line. The links below that line are the resources you need for various sexout mods. Be sure to only install the resources from each mod (Textures, meshes, sounds, etc.) and NOT the plugins (.esp and .esm files). If there are any .bsa files, use the FOMM BSA Browser tool to extract the component files from it. Place all of these files in the appropriate places within your Data file and voila!! No more invisible people or giant exclamation points.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 I hope you guys don't mind waiting. I think you're really going to enjoy it more when the mod is completely functional rather than if I were to just release it right now without the pregnancy variable I need. I've actually gotten in a bunch of stuff I probably wouldn't have if I weren't waiting. edit: so funny enough I've got everything else fleshed out really well, but I haven't added anything to stop the player from actually escaping yet I could just have the guard stop you and maybe screw you, but that's not terribly original. Not that this has to be exciting, but if anyone has a good idea for this, perhaps a small punishment I'm open to suggestions.
windglaive Posted August 5, 2012 Posted August 5, 2012 Hmmm maybe have a gave in or land slide block the exit. Something that needs to be cleared out of the way to make your escape. Again not original though. Hmmm maybe a contaminated zone so radioactive it woudl kill the player to walk through wiht out special protection
Guest user29 Posted August 5, 2012 Posted August 5, 2012 maybe I wasn't clear, I've the escape all set up and it's really good What i need is an encounter with the guard that prevents you from just leaving before you've taken care of him (which is part of the escape plan)
Stormsone Posted August 5, 2012 Posted August 5, 2012 I hope you guys don't mind waiting. I think you're really going to enjoy it more when the mod is completely functional rather than if I were to just release it right now without the pregnancy variable I need. I've actually gotten in a bunch of stuff I probably wouldn't have if I weren't waiting. edit: so funny enough I've got everything else fleshed out really well' date=' but I haven't added anything to stop the player from actually escaping yet I could just have the guard stop you and maybe screw you, but that's not terribly original. Not that this has to be exciting, but if anyone has a good idea for this, perhaps a small punishment I'm open to suggestions. [/quote'] I don't mind waiting, I hate it.But I love good quality content more then I hate waiting. I have a suggestion for a punishment,how about a 20 question russian roulette .Where the guard asks you 20 questions about fallout or sexout or something and if you get one wrong there's a 1/5 chance of him shooting you if you get 2 wrong there's a 1/4 chance etc. Or you could just have the guard screw the player up the ass. Sorry I can't think of anything else right now.
Guest user29 Posted August 5, 2012 Posted August 5, 2012 I forgot to mention the guard is a deathclaw
windglaive Posted August 6, 2012 Posted August 6, 2012 Ohhh your could have the guard be a special death claw. When the player tries to exit the death claw spits an aphrodisiac at them forcing them to masturbate or even present themselves to the guard. If the guard rapes them then it increases DC cum addiction. So not only are you raped but you are punished for trying to escape.
KainsChylde Posted August 6, 2012 Posted August 6, 2012 I get that you're trying to be original and stuff, but its a guard. Why overcomplicate it? Save the good stuff for main content and keep the guard just a guard. You try to leave, he goes hostile. Maybe roars to alert other deathclaws.
Evilrunner Posted August 6, 2012 Posted August 6, 2012 I forgot to mention the guard is a deathclaw Give him a top hat and monocle and have him ask 20 questions?
Mashi Posted August 6, 2012 Posted August 6, 2012 A guard as a guard works just fine like Kainschilde said, or if you're feeling ambitious. I suppose it depends on if you want your deathclaws intelligent(some of them are supposed to be ala FO2). You could always have your guard, give you the option to enslave someone as your replacement, and if you don't, one will hunt you down and drag you back. Give him a top hat and monocle and have him ask 20 questions? Isn't that supposed to be reserved for "posh mudcrabs"
Guest user29 Posted August 6, 2012 Posted August 6, 2012 I get that you're trying to be original and stuff' date=' but its a guard. Why overcomplicate it? Save the good stuff for main content and keep the guard just a guard. You try to leave, he goes hostile. Maybe roars to alert other deathclaws. [/quote'] There's no shortage of ideas Causing the player to masturbate isn't a bad idea. Increasing cum addiction is another one. I'll go with either one of those. You guys can pick.
Drazhan Posted August 6, 2012 Posted August 6, 2012 Suppose a very simple way would be to have the guard near exit and if you get too close he'll approach you, take a swipe at you and knock you out. Just wake up back in the center of the cave.
windglaive Posted August 6, 2012 Posted August 6, 2012 heh if we wanted to be silly we coudl have the guard pounce you from a ledge screaming "Deathclaw from above!" But that would just be silly.
Nel Posted August 6, 2012 Posted August 6, 2012 If the choice is between masturbating and cum addiction, my vote is for the cum addiction. Not only does it prevent you from leaving but it also makes it so you are less likely to keep trying. Eventually you get addicted to it, and leaving would lead to what I assume would be harmful side effects your character would likely want to avoid. Basically it is a neat way to break your will, in a sense.
Stormsone Posted August 6, 2012 Posted August 6, 2012 If I had to choose I would go with the cum addiction too it sounds more fun.
Guest user29 Posted August 6, 2012 Posted August 6, 2012 the people have spoken. Deathclaw cum addiction actually opens up new ways to corrupt Sam. It involves cum and nuka cola Also while addicted you'll get small buffs for feeding your addiction. It takes several days to lose your addiction, and for the last few days you suffer slight debuffs as you withdraw.
Guest user29 Posted August 6, 2012 Posted August 6, 2012 What should I buff for feeding your addiction? Gonna do strength and maybe 5 points to 1 or 2 skills.
Guest user29 Posted August 6, 2012 Posted August 6, 2012 Not the most useful, but that'll do the trick.
KainsChylde Posted August 6, 2012 Posted August 6, 2012 You want useful, or logical? They're deathclaws after all, not many other skills would be applicable to them other than maybe survival. Useful would be sneak and speech maybe?
Guest user29 Posted August 6, 2012 Posted August 6, 2012 I was just commenting on it. I'm perfectly happy with those two.
windglaive Posted August 6, 2012 Posted August 6, 2012 I'd go with unarmed and either stealth or survival myself. Don't see many deathclaws running around with hammers. Deathclaws however can be rather sneaky and survival jsut makes sense. I really hadn't given it that much thought until kainschilde said something.
Nel Posted August 6, 2012 Posted August 6, 2012 I would assume it would depend on the resources available to you during the 'quest' and what it would take to escape. I'm assuming you get stripped of your weapons similar to the Bloatfly episode so that higher level characters can't just shoot their way out. If you can't find a melee weapon in the area, lowering melee won't really have much of an effect. Unarmed would, because you could always try punching your way out, although I believe even at 100 unarmed bare knuckles would probably be too weak to fight multiple deathclaws (never tried it so I wouldn't know how much damage it actually does). Survival is another option since it affects how much health you gain from food and driking and could have an affect on your ability to well... survive. Sneak would also make sense, especially given that alpha male idea you had a few pages back. Your withdrawal syndromes get you all jittery and make it so you aren't as silent and more likely to be spotted by an Alpha male who then tries to cure your withdrawal sickness to have a healthy breeder, and thereby make it harder to get over your addiction while still in the episode (I kinda like this one after thinking about it). Others could possibly be speech if you have speech checks with other captured people and try to convince them to help you break out, medicine if you incorporate some type of injury or birthing issue to some NPC, or even science/repair if you place a machine or something in the episode that would need to be fixed in order to help you escape. I'm not 100% sure what the episode will include (and quite looking forward to being pleasantly surprised by the release) so really the answer lies within which skills best help to enhance your story and then what punishments would be the most effective.
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