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Posted

Hello,

Playing vampire, kidnapping attempts fail each time as the vampires are resistant to poison. The problem will be, I suppose, the same for the werewolves. I do not see how to circumvent the problem. So I do the rescue quests. Do you think you can find solutions for vampires and werewolves?

Posted

Hello,

Playing vampire, kidnapping attempts fail each time as the vampires are resistant to poison. The problem will be, I suppose, the same for the werewolves. I do not see how to circumvent the problem. So I do the rescue quests. Do you think you can find solutions for vampires and werewolves?

 

 the next version will have a new mechanism for kidnap chance based on how many people around you

Posted

 

Hello,

Playing vampire, kidnapping attempts fail each time as the vampires are resistant to poison. The problem will be, I suppose, the same for the werewolves. I do not see how to circumvent the problem. So I do the rescue quests. Do you think you can find solutions for vampires and werewolves?

 

 the next version will have a new mechanism for kidnap chance based on how many people around you

 

 

thank you for the answer :). i will wait the next version.

Posted

Hi vinfamy,

 

after a few more days with this mod in my setup, I believe I found something that may be of use.  I don't know if it was mentioned already, but for the kidnappings to take place properly, one needs to have a rescue quest active in their quest log.

 

Otherwise... a PC and their fellow victim won't be sent to slavery or even dumped back into the wilds...  They will be used and abused (whether the event was triggered manually or otherwise), but when the scene ends and the pop up message appears ending the ordeal comes up, the scene just hangs with the kidnappers standing around making comments, and nothing advances unless you leave the cave / dungeon / capture area on your own.

 

Debug does not seem to work properly either in this case; one or more assailants will port back with you to the Sleeping Giant Inn and possibly open up a can of whoopass on the locals before despawning / teleporting back to the ether.  Also, if debug is used without a rescue quest, it will not update (the kidnapping / retrieve your items, etc), but a quest marker will remain just under the bridge out of Riverwood.

 

Reducing the scan time does not help, neither does any other suggestion presented, I believe it really has to do with having (or not having) a rescue quest active.  If anyone else has been having an issue using this version, try picking up a rescue quest first.  For me, the mod runs flawlessly with that condition (well, almost.  There might be a slight hiccup here or there). 

 

Again thank you for your vision, and can't wait for 4.0!

 

ps, I really am sorry if this info has been posted already, I didn't see it anywhere on this thread :P

 

 

Posted

Hi vinfamy,

 

after a few more days with this mod in my setup, I believe I found something that may be of use.  I don't know if it was mentioned already, but for the kidnappings to take place properly, one needs to have a rescue quest active in their quest log.

 

Otherwise... a PC and their fellow victim won't be sent to slavery or even dumped back into the wilds...  They will be used and abused (whether the event was triggered manually or otherwise), but when the scene ends and the pop up message appears ending the ordeal comes up, the scene just hangs with the kidnappers standing around making comments, and nothing advances unless you leave the cave / dungeon / capture area on your own.

 

Debug does not seem to work properly either in this case; one or more assailants will port back with you to the Sleeping Giant Inn and possibly open up a can of whoopass on the locals before despawning / teleporting back to the ether.  Also, if debug is used without a rescue quest, it will not update (the kidnapping / retrieve your items, etc), but a quest marker will remain just under the bridge out of Riverwood.

 

Reducing the scan time does not help, neither does any other suggestion presented, I believe it really has to do with having (or not having) a rescue quest active.  If anyone else has been having an issue using this version, try picking up a rescue quest first.  For me, the mod runs flawlessly with that condition (well, almost.  There might be a slight hiccup here or there). 

 

Again thank you for your vision, and can't wait for 4.0!

 

ps, I really am sorry if this info has been posted already, I didn't see it anywhere on this thread :P

 

Its script lag. Won't happen again in 4.0

Posted

Is there a way to measure the time that you will stay in the dungeons?I see that there is something about Simple Slavery within the mod

 

The stamina multiplier will determine how many rounds you would last and pass out 

 

IF you have Simple Slavery, you can set the chance of Slavery on the MCM menu as an outcome for after the kidnappers are done with you

Posted

Hmm I have a small problem and it's the first one that I cant manage to solve by myself XD.

 

The MCM menu is blank similar with the bug that Beeing Female has. :|

If anyone has the fix can you tell me please.

Posted

Hmm I have a small problem and it's the first one that I cant manage to solve by myself XD.

 

The MCM menu is blank similar with the bug that Beeing Female has. :|

If anyone has the fix can you tell me please.

 

Did you upgrade from one version of Kidnapped to another?

Posted

I tried older saves that definetly didn't have it instaled but still nothing :( any other ideeas Vinfamy-dono?

 

I assume that there is no left column with the "Main" and "Scenarios" rows either?

 

In any case, Kidnapped should work fine without the MCM option. You can use the console to do a lot of things that the MCM offers:

 

Enable Bestiality: set SLK_Bestiality to 1
Unequip only: set SLK_Unequip to 1
Enable Rescuer (random NPC) set SLK_CRandom to 1
Disable player kidnappings: set SLK_Modon to 0
Posted

 

I tried older saves that definetly didn't have it instaled but still nothing :( any other ideeas Vinfamy-dono?

 

I assume that there is no left column with the "Main" and "Scenarios" rows either?

 

In any case, Kidnapped should work fine without the MCM option. You can use the console to do a lot of things that the MCM offers:

 

Enable Bestiality: set SLK_Bestiality to 1
Unequip only: set SLK_Unequip to 1
Enable Rescuer (random NPC) set SLK_CRandom to 1
Disable player kidnappings: set SLK_Modon to 0

 

Hmm that will do, thanks for the help I will not give up until I figure ou why it's happening but for now it's enough.

 

If I find out why it happens I will write it here so other people know. :)

Posted

Some player's home mods are referenced as wild area, could you please add an MCM option to set a custom cell as player's home? Also I like to know where is the wilderness setting in Creation Kit. Thanks in advance.

Posted

love the ider, im testing out your mod. 1 thing i like you add/change if posable, the trigger for kidnaped might you be able to set it to only flag the PC if nude?

Posted

haha yeah @DragonFox I agree! The first time I ran it, I thought that was what the toggle was for, so they would only kidnap you if nude. So I ran through bleak falls, back to Whiterun...kill the first dragon at the western watchtower. And as I am about to collect the dragon soul...*kidnapped* the dragon soul absorption finished as I was starting to get raped on the other side of Skyrim :P Funny as hell, but surprising to say the least.

Posted

Some good news ...

 

While working on the Kidnapped version for Fallout 4, I made a big breakthrough/ discovered a much more efficient and flexible approach to scripting this mod which is applicable back in Skyrim. Therefore, the next version of SexLab Kidnapped will be a major update  - SL Kidnapped 4.0, which will:

  • Get rid of all the 'high-risk' scripts (i.e. the cloak spell, the harmony spell and the kinda inelegant method of handling the rescue victim) that are most responsible for lags and incompatibilities in some people's systems. 
  • Have unlimited number of scenarios - which will now be picked based on the player's location no matter city, town or wilderness. You will never get sent to a dungeon that is already cleared anymore. Dungeons and stuffs added by mods will automatically be used if they include a valid actor to be a kidnapper - you won't even need to convert/ make your own scenarios anymore, as long as you can get them in the game, Kidnapped will automatically pick them up. 
  • Scenarios are no longer limited to interiors - for example you will now be able to be kidnapped by Stormcloaks or Imperials for example depending on which civil war side (kidnapped by both if no side) you side with
  • Dynamic determination of kidnap chance - there won't be a strict kidnap window anymore - nightime will increase the base chance and the system will have a lightweight way of checking how many friendly NPCs are actually around and seeing the player, which will reduce the kidnap chance
  • No more need for the DD addon - If you have DD installed, you will now be able to toggle DD stuff on and off via the MCM
  • Much more creature types - those with MNC installed can set the chance of these new creatures 
  • Actual dialogues
  • Handling of follower regardless of the follower mod used, option to automatically make the current followers the fellow victims
  • Option to have more than one fellow victim
  • An short scripted scene to actually show the player get snuck up on by the kidnapper - not just a message box anymore
  • A mod event as promised so that Defeat/ whatever other mod can use this as an outcome
  • Even more customizations
  • And more

4.0 should be superior to all the previous versions in all aspects: performance, compatibility, customizability, and features. I will leave Kidnapped 3.1 on though if people want to continue their save game/ prefer the old scenario system for some reason.

 

The flip-side of the good news is the next version is going to take more time now. Partly because of what is happening with Fallout 4 and also because Kidnapped 4.0 require 50% of the current script to be completely re-written - which is only for the best.

 

Also, I have read all your comments. I will do another big multi-quote answer when I get the chance.  

 

Sounds good. Could I suggest making the rescue quests integrate with "The Notice Board" rather than as a dialogue topic with inn keepers (or I guess, a patch that does that)?

 

I'd also suggest making the victims more "generic". Rescuing a major quest NPC is a bit strange, especially when they start talking about their role in the story. Also, the end of the current rescue scenario is kinda strange since it doesn't leave an option for the PC to NOT immediately have sex with the victim upon rescuing them. Hell, that option doesn't seem at all realistic given their experience up until being rescued. On the other hand, you could maybe do a faction check on the player, and if they are of the same faction as the aggressors, give them the option to participate? I'd also suggest making the quest terminate if the player does not do it in a timely fashion.

 

Posted

Hello my dude. Love the mod so far, I just have a question:

 

Is there a way to lower how often failed attempts can happen? Obviously there's a slider for successful attempts, but if I've killed off two sets of bandits in the same night, I just don't see it happening that I get three different sets of kidnappers in the same night. I haven't been able to figure that one out so far, and would like a way to restrict the attempts to, say, 1 per night, or 1 per 8 hour time span. If this is already in there, I'm so sorry for having wasted your time, I just couldn't find it with the provided options.

 

Again though, great mod. I like that you can also play as the hero, rescuing kidnapped people. Just a thought for some additional content: what if there was a chance that rescues had a chance to be fake? Imagine, for example, that some clever but also lazy kidnappers wanted to lure defiant soon-to-be slaves into a trap by spreading rumors of a damsel, so the could enslave adventurers to satisfy some niche market. 

 

I imagine this implemented as a percent chance of trap slider in MCM. If a trap, when the player enters the dungeon or area where the hostage is supposed to be, it triggers a kidnapping event with, say, double the chance of success. I'm not familiar with Skyrim's coding language, but if it's anything like Java it might be very easy to implement. Anyway, just my thoughts.


Hi there,

 

one Question; is this mod compatible with followed mod´s.

Devious Cursed Loot

Sexlab Parasites

 

Thx

 

Vampi

 

Yes, actually they make a great combo. Who doesn't love more ways to get tied up? :P

 

Not sure, but I imagine it would be. This mod doesn't interact with very much as far as I can tell.

Posted

Most things work fine for me. But the two Quests didn't work. They show up and that's it. After defeating the ring leader nothing hsppens, and when I arrive at the bridge of riverwood, also nothing happend. I always have to reset the mod to set those quests as achived.

Posted

Just a question on the newest version of the mod: do I need to start a new game with this version, since there are a lot of script changes in it?

Posted

Just a question on the newest version of the mod: do I need to start a new game with this version, since there are a lot of script changes in it?

 

A save without a previous version of Kidnapped installed on should be enough

Posted

One thing I have noticed is that this mod can be hijacked by other mods and their conversation options.

Examples:

One of my mods involves drinking options. Once I started drinking with my kidnappers it seems to have Truncated your program. If I had had an effective slavery mod installed I would have taken them home with me.

Right as it was time to go home one of the deviously mods triggered and there was another sex scene and I had to walk home.

When something goes wrong the quest maker to end the quest jumps to the bridge outside Riverwood, but running back and forth across the bridge does not trigger the end of the quest.

 

Btw, I miss the guys in the abandoned shack. In a previous game I was surprised they just did not move in with me. Then they would have been waiting for me anytime I came home and if I stayed away too long they would have come looking for me.

 

MM

 

 

 

 

Posted

Hi there,

 

I tried this mod the 1st time, here is some feedback.

 

I feel there should be some system which increases the chance of a failed ambush as the player character gets more experienced. I'd say it should be dependent on the PC's level and Stealth skill. A high level thief or hunter should notice ambushes more often I guess. Of course I can just gradually raise the failed ambush chance as well, but it is not the same.

 

Edit: Also, it might be useful if I could choose to avoid the failed kidnappers. Now I have only the "show yourselves!" option. An "Avoid ambush" option would simply continue the game w/o the need of a fight.

 

 

2 minor bugs/issues:

- My character got kidnapped by those special military dudes (forgot their name...). The rapes took place in a short corridor, where the way out was boarded up. After the rapes, I was stuck in that corridor, since there was no way out. I could only TCL out.

 

- The timer between kidnap attempts is set to 12 hours and they can happen only between 22 and 05 hours. I had one failed attempt at night, 2 bandits (they were not even aggressive, but I killed them anyway). On the same night there was another failed attempt, only about 1 hour later. It seems the timer is not working, or not working for failed attempts.  Edit: make that 3 failed attempts in 1 hour.

 

 

A suggestion: Depending on beast type, it would be a bit better if the kidnapping would be done by people, who then throw the character in for the beasts. For example it is kind of strange when horses kidnap the character.

 

Also, horses in a small house look a bit weird. I know the escape requires area change, but a bigger house, or a less furnished one would help.

 

Thank you,

M

Posted

Having a problem where any enemies encountered don't have names and can't be looted. This is outside of the window of time for kidnapping and kidnap is disabled in mcm menu. This is on a new save just got the quest for the golden claw and made it up to that little tower with a few bandits before getting all the way to bleak falls barrow.

 

EDIT

 

Went through bleak falls barrow and all npcs there were not lootable either and didn't have a name. I noticed male npcs were completely missing in there. I have the female kidnappers only addon and figured it was something to do with that so it must be that the addon REMOVES ALL male npcs from the game world that are on the list for possible kidnappers? Then you have non hostile npcs in there too like farmers and hunters etc so if a quest requiring one of them is active it will be broken because your mod removed them. I uninstalled the mod and have to start all over again another game.

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