vinfamy Posted March 11, 2017 Author Posted March 11, 2017 Thank you again for attentively answering everyones posts. You really care about everyones feelings, opinions and ideas and your never rude or impatient with anyone. Your a true credit to Loverslab Vinfamy. I have installed your Sexlab Pleasure mod too which adds dialogue although i am not sure if thats going to impact kidnapping. But a nice addition for most other places in my skyrim world. I do run Apropos and also Sexist Guards so now i have an abundance of sexual dialogue during my kidnappings. hehe. Is there anything your currently looking for with help or the mod progression? I know your open to any suggestions but i like to help your current direction and goals for your mod. You need dialogue ideas or ways to give a kind of story to each kidnapping or simply ways to make it more immersive and unique for each incident? Oh also thank you for making horseback safe. I do like to ride Patch ( my horses name) to long distance quests and the ones i really need to get to i sometimes ride through the night, so nice to know i wont get dragged off my horse The fighting thing is weird. I did blackout after i think 6 rapes and woke up outside the lair, but the time i got attacked i dont know why. I dont have any aggressive mods that cause fights that i know of. and i didnt have any weapon drawn. I did sleep in one of their beds for 8 hours so maybe the mod figured i had overstayed my welcome and as the bandits saw me they drew their weapons attacked and killed me. i couldnt even submit via defeat. i pressed K and nothing happened. This is why it would be cool that even if they do attack with weapons i am essential in any kidnap location so i dont die but blackout. Dying just breaks my immersion and loads me back a bit which ruins the flow. This is also why i was hoping maybe an MCM option for no weapons, just brawl. Thank you and you're welcome. I think the mod could do with more dialogues or comments. These are in a few categories: - Kidnapper to Player/Victim - Victim resisting comment - Victim willingly serving (after perversion) comment - Spectators' comments/ Kidnappers talking to each other Currently, I came up with about 15ish for each, which gets repetitive pretty soon I think it's the fact that you slept for 8 hours that cause the enemies to turn hostile. The mod essentially adds a Harmony magic effect to the kidnappers at the start of the scene. This effect probably expires after your sleep. I use mod (No More Stupid Dog) to stop stupid dog comments, and I use (Reduced Distance NPC Greeting) which pretty much stops npcs saying "your naked" or unless your right beside them, and even then they hardly ever say it with that mod installed. try it and you will see. I prefer to leave encounter dialogues alone and would rather have them not touched. could you release a version that doesn't delete encounter dialogues which potentially breaks the game, because you otherwise have an awesome mod. regarding dialogue i also use Realistic Dialogue Overhaul which is a fantastic mod that massively improves the dialogue in game. Just make sure its set to load last in loot order, after alternate start LAL. Could do a version that recovers the lost dialogue, although I can't imagine the dialogues that have been removed could actually break the game. It's literally just the naked and dog comments. At least no-one has reported any problems so far.
Guest Posted March 11, 2017 Posted March 11, 2017 You could add a random variation to the rescue quest where the kidnappers offer to release the hostage if the PC takes their place or does something else like that.
Storms of Superior Posted March 11, 2017 Posted March 11, 2017 I had a thought about the transition between attack and scenario; it was suggested to me a couple of years ago, while working on Black Empire, that I ought to try using the script for Karliah's poison from Snowveil Sanctum. In this, the author would tie the script to the next weapon attack after waiting. Also it can be tied to a special scenario immediate after sleeping. Lastly, it can have a random chance, when combat starts, to trigger on any given weapon strike, as if the bad guys don't intend to kill the player at all, but gives an immersive feel of being hunted. I hope this helps.
sophiextime Posted March 11, 2017 Posted March 11, 2017 Meh i still get killed right after the last sex action when kidnapped. I didnt even sleep this time, just got kidnapped used about 4 times then instantly attacked with weapons and killed when i wasnt doing anything aggressive, just squating in pain. If you could have some kind of option to help with this in next update that would be cool, maybe the essential perk at least for the time i am in the kidnappers cave/lair/dungeon etc so that i just black out from an attack from weapons or fists and then wake for the next round, until i escape. I dont mind if i die while trying to fend off attackers in the outside world, but inside when i am weak and naked its a one way thing. Its frustrating as it just makes me reload from a previous save either before i was kidnapped or just as i wake up. It breaks my flow
endomiel Posted March 11, 2017 Posted March 11, 2017 Pointing the cursor to an NPC makes it show up as an option as fellow victim AND rescuer, but I can't click on any of the other options. Is this normal?
Maddac Posted March 11, 2017 Posted March 11, 2017 I have restored the dialogue tree for personal use, i like having the dialogue and i use mods like sexist guards to expand on it, considering my female character is usually running around Skyrim naked and in various types of bondage, with a couple of female followers, its funny to have someone come up and say "your naked" lol. i don't like stupid dog though, that one has always annoyed me. I also use deviously enslaved as it adds some great dialogue for sex attacks on the PC. there is always a risk when you remove dialogue that you can remove something that needs to be there for a particular quest etc, so i would rather leave the vanilla dialogue alone as much as possible, rather than arbitrarily deleting it. That said, the author of RDO has done a fantastic job of bringing Skyrims dialogue to life and fixing alot of broken dialogue. what i didnt understand was why it appears you deleted so much of the generic dialogue tree, not just the dog and naked PC dialogue. that was the bit that concerned me as RDO being at the end of my load order restored most of the generic dialogue anyway with its own additions where appropriate, whereas RDO doesn't touch the dog or naked PC dialogue content at all. Vinfamy keep going with this mod as i cant wait to see what you do next with it. I'm just a bit pedantic sometimes. for anyone that plays with Angrims Apprentice in their mod order, make sure it loads after SL Kidnapped as it modifies about half the naked PC dialogue tree for its own mod purposes. its a small old mod but still fun to play with.
Nazzzgul666 Posted March 11, 2017 Posted March 11, 2017 Haha. I'm super into perversion stuffs. The player gets the same after a few rounds when he/she gets kidnapped. Plus this allows the mod to uses the consensual animations, which are much more numerous than the aggressive ones. Not true anymore if you use Funnybizness animations, i guess even with half if his one-on-one animations the aggressive ones are by far more than consensual. And he has several 3-4-5somes in his group pack, you might want to check them out. I removed them so that the kidnappers won't non-stop comment on how you're naked, saying "Stupid dog" etc and ruin immersion. Thank you. I'll test out the attached esp. Your help is much appreciated. I use mod (No More Stupid Dog) to stop stupid dog comments, and I use (Reduced Distance NPC Greeting) which pretty much stops npcs saying "your naked" or unless your right beside them, and even then they hardly ever say it with that mod installed. try it and you will see. I prefer to leave encounter dialogues alone and would rather have them not touched. could you release a version that doesn't delete encounter dialogues which potentially breaks the game, because you otherwise have an awesome mod. regarding dialogue i also use Realistic Dialogue Overhaul which is a fantastic mod that massively improves the dialogue in game. Just make sure its set to load last in loot order, after alternate start LAL. On Nexus is a mod called "No naked comments" that removes/disables them in general and won't cause any problems. Not sure if that would conflict with that change, though? You might add it as a recommendation if for some reason you don't want to make the changes yourself. I guess it works the same way like "no stupid dog". *Edit: And 2 possible additions you might want to use: Sexlab sexual Fame Framework. doesn't do anything by itself except adding and saving different stats you can use, including some roleplay roles (submissive/dominant, slut/pure). If installed it will count stuff from other mods at least for things like slutty with different values for anal/oral etc, (optionally) including specific slavetats,... not sure about sub/dom actions/answers, i guess that would need a mod using it. Also adds options for comments (without own comments, though) to any NPCs depending on your experiences. It's known that you play the fucktoy for anybody who captures you? Nazeem will like that! You always take revenge on your capturers? Mjoll wants to follow you the next time! Amputee framework if you want some worse scenarios or outcomes Not meant as a framework, so i'm not sure how easy it is to use it as a modder, but "I'll take the display model" might give you some options for a defeated female rescuer, i'd like some more in that direction anyways. Why should a rescuer always be male? That means, a button for a random female rescuer would be appreciated. *edit2 this http://www.loverslab.com/topic/74586-furniture-lab-sandbox-experiment/ might be an alternative for the display model.
Nenare Posted March 11, 2017 Posted March 11, 2017 Hey vinfamy, This mod is amazing and progressing so quickly! It's awesome that you can be so active in the topic thread as well! I wanted to add a comment on something a little weird, just in case it hasn't been mentioned yet. When I try out the random rescuer option and get kidnapped, when someone does kick down the door to attempt the rescue, sometimes they're taking on a group three to one. But if they kill just one kidnapper, all the others just shrug their shoulders and head for the door (and leave, completely naked). It's a little funny to me. On another note, I thought I read somewhere that you were taking suggestions for kidnapper dialogue? If so, what kind of dialogue were you hoping to add? Again, great job!
sophiextime Posted March 11, 2017 Posted March 11, 2017 Erm just rd up a few posts and wanted to confirm soemthing. Does this mod effect dialogue for all of the skyrim game, not just inside the kidnap locations? I really dont wish to use a mod that will remove dialogue from everywhere. I enjoy the Skyrim dialogue and to have it changed and reduced i think is not a good move.
vinfamy Posted March 11, 2017 Author Posted March 11, 2017 Erm just rd up a few posts and wanted to confirm soemthing. Does this mod effect dialogue for all of the skyrim game, not just inside the kidnap locations? I really dont wish to use a mod that will remove dialogue from everywhere. I enjoy the Skyrim dialogue and to have it changed and reduced i think is not a good move. All it does to remove the "Stupid dog" comment and the comments about you being naked. Not really dialogues per se.
sophiextime Posted March 11, 2017 Posted March 11, 2017 ah okies phew. i was worried i would be adventuring around skyrim and find people had half the responses they was supposed to have .
Pinute Posted March 11, 2017 Posted March 11, 2017 Thanks for sharing the updated esp! May I ask how you find out if a mod has carried over USLEEP fixes/changes and if not how to fix it appropriately? I think I might need to do that to some of my mods at this point. ok so the only way to know if a mod is USLEEP compatible is to load tes5edit and just tick USLEEP and the mod you want to check, then go through the mod checking the cells and worldspace, I check everything because sometimes there is other edits that matter. USLEEP isn't perfect, but Arthmoor has done such an awesome job with it considering the complexity of Skyrim, i would not be without it. Bethesda should be ashamed of themselves for not implementing the Usleep/clothing & clutter fixes/weapons & armor fixes as part of SSE, they are just too lazy to fix things. And they definitely should have added the detail from Cutting Room Floor back into the game too. If you use mods such as captured dreams and deviously cursed loot, the mod authors have done a great job of implementing USLEEP fixes, no work required I totally appreciate anyone that creates new mods for Skryim as it has been a key part of its longevity. A useful shortcut when checking for USLEEP fix conflicts is to load up USLEEP and any mods you want to check in tes5edit but, before you start checking forms, right click any esp and run 'Apply Filter to show Conflict Losers'. Once it's finished running, all the forms in USLEEP that aren't overridden will be hidden. Doing that is a real time saver. There are a LOT of cells in Skyrim!
Allannaa Posted March 11, 2017 Posted March 11, 2017 Okay, a couple of things I've discovered. 1) The severely injured is TOO severely injured. I don't even have time to chug a potion or cast a heal before I die, so thus far (and yes, on a new game, not a save) I can't be successfully kidnapped. 2) This one may be intended -- Kedris, my follower, shows up to save the day -- BUT then becomes part of the group that's kidnapping me, and has kidnapper dialog messages. I ditched Kedris and tried it with Lydia, Faendal, and Kharjo. Same issue. Just before I reload as I die, I see their dialog go "Here to rescue you" followed immediately by "Yep, I'm a bad guy now" stuff. Edit -- OH! one other thing -- I did get kidnapped ONE time, just now. Kedris did act like a bad guy. When I was "released" as I was struggling my way to the dungeon entrance, I abruptly was teleported to -- nowhere. In the sky above Ft. Greymoor. I turned off collision, but was still stuck, in the sky, unable to move. Edit two -- Is there some way to end up with more MALE kidnappers? Because 1) although both genders are fun, I prefer male-on-male when it comes to how the bad guys act with Kedris. (Yes, I'm well aware there's a nasty name for women like me who like to watch guy-on-guy) and 2) The brief glimpses I've had of my 4 unsuccessful-because-I-insta-died kidnappings have had no men in sight. Either more guys, please? Or a better mix of genders, please? Overall, this mod is a heck of a lot of fun, I must say!
Allannaa Posted March 11, 2017 Posted March 11, 2017 Thanks for the update, I'll try it soon. *SNIPPED* 2. You will try to avoid dependencies with evevrything related to DDa, DDi, DDx and so on. Please, please, please. Good lord yes, PLEASE do not make this wonderful mod related to or dependent on the DD series. While DD is great for those who like it, some of us prefer not to deal with it, and not to have the performance issues it can create even with everything unselected, turned off, and unused. And please, PLEASE don't make it dependent on any of the "defeat" or "money or life" mods. It's great as it is.
MayDayCray Posted March 11, 2017 Posted March 11, 2017 I like it.. but it's making my play through to difficult. I get a ambush or failed ambush every night since I can't afford a night at the inn right now.There should be a way to set the chance of even getting an ambush, overall, depending on where you are. Because these creeps will try you on the same time every night, despite location.Also.. I don't know if this is a bug or not.. but last night I slept in a little tent. Got ambushed (amusingly, my attackers could not get close enough to strike) but for some reason.. two bandits, a beast, a wolf and a rat were all working together.......?I also notice that the creeps that ambush you in this mod will fight the creeps that ambush you in Sands of Times: Sleeping Encounters. Which is fine to me.. it allows me to scurry away. But I haven't had a good night's sleep in a while. EDIT: I forgot to mention that Beastiality was OFF.
evilpancake Posted March 11, 2017 Posted March 11, 2017 as long as you're adding an option to make them all male, can you also just add the option to make them all female as well? Like the guy who first asked about it, but opposite, i play a game with all the females futa-ized, except the PC, and the feminization esp... don't like males
Bertus Posted March 11, 2017 Posted March 11, 2017 I was waiting to try this mod to get the Rescue/Quest addition, since i like doing quest more than get randomly kidnapped/enslaved by chance (also i have defeat for that).I'll try now the mod but i was also reading the last comments, so yeah, maybe options to decide to have only males/Females could be nice, but maybe also a mixed one? for example more males and few females or vice versa.. Another thing i was thinking about the quest is how about encounters where you find random people who was ambushed/defeated by npcs/monsters and beign raped, where you can save then and get a reward/escort mission to take them back home? For example while exploring ancient ruins you find another adventurer grabbed by trolls so you can help her then she can follow you for a while or just get out
Pet1Pet Posted March 11, 2017 Posted March 11, 2017 Hi vinfamy,A simple question and two silly suggestions if you do not mind,If I turn off "player kidnap" feature...is it safe to assume that the "scan" feature will be completely turned off by the codes? Since I (currently) playing as a straight male and the rescue quests are the only feature I currently messed with...For the suggestions...Your "indefinite invisibility" (until activate an object) feature in "rescue" actually gave me this idea of "kidnapped NPC as bait". What if we can intentionally send a follower ("Sweet Lydia do your thane a favor...loosen up your armor and go meet me at the Sleeping Tree Cave...for your thane has dealings with the imperials and you MUST provide security.") or friendly NPC ("My dear Ysolda can you meet me at the Sleeping Tree Cave? We have dealings to discuss... Don't worry, security will be provided."). When the sex scene plays and if the scene can draw all the bandits and enemies to the scene as audiences (e.g., like a bard plays in inns, or the "Dance" feature in "TDF prostitution") the player can clear the cave in hiding, complete the vanilla quest objectives, go to the scene and murder the enemy mob. I'm thrilled to hear that the "spouse getting kidnapped" feature. Can we designate a NPC to be the target of the kidnapping in MCM menu (e.g., a dismissed follower)? I am assuming that there is a way to rescue the kidnapped NPC "unsoiled" (e.g., when the kidnap quest starts...less than a day past before the rescue the NPC will only be bounded, more than a day then a sex scene will play).Many thanks for reading. Really love your mods (currently using "Privacy") adding favors to Skyrim.
tualmaril Posted March 11, 2017 Posted March 11, 2017 A small suggestion as I don't know how possible it is. In Sexlab Submit there is a modification that adds bondage devices from zaz. Perhaps you could add the enemy tying you to one of those after they are done with you might be nice.
magehunter12 Posted March 11, 2017 Posted March 11, 2017 hey vinfamy, I'm really enjoying your mod, playing with it flawless since 3.0 came out. I dont know if its been asked but this mod would do even greater if pc were able to choose how to deal with situation, just like the short dialogue option in SL defeat, but having different results after each turn. you could either go submissive, or resisting. If you go submissive they can make pc say stuff. like " i deserve it, im a whore etc" if you go resisting, they can give you an option to break after every turn. Even bestiality could be a way to threathen pc. like " either you be a good girl or we will let the dog have fun with you". If you dont break in the end they sell you to slavery, if you break and beg enough they just take your stuff and leave you out of nowhere like in the mod now. Thank you for this great mod again!
chem321 Posted March 11, 2017 Posted March 11, 2017 Enjoying the mod but reporting a few issues with the rescue missions. I did change the sexlab setting to your mod specifications. My first mission sent to a falmer and chaarus filled cave to rescue the damsel. I made a hard save before entering the cave and another once in the cave. Entered cave, invisibility spell and message appeared. Everything fine thus far. Used free cam to scope the cave and find the victim being used repeatedly by a chaarus. Moved a bit into the cave and decided to attack the nearest falmers, after killing the two near the entrance the victim teleported to me from the other side of the dungeon and she proceeded to thanky/bang for rescue. Thinking this was a bug since I was no where near the damsel and the cave was still filled with enemies I reloaded. Reloading broke the script I believe. Message and invisibility spell did not activate and found the victim in the same location but now stuck in a T-Pose with zero animations activating and zero interaction available. I reloaded before I entered the cave and same results as above, no message, no spell, T-Pose. I closed the game, restarted and loaded the save before entering the cave again to same results. More or less had to reload a save prior to getting the quest to resolve. Hope this helps with any bugs.
ercramer69 Posted March 11, 2017 Posted March 11, 2017 I have a question, if my character gets kidnapped and escapes without retrieving the inventory and kidnapped again before retrieving the inventory will there be two quests to retrieve the inventory or will the first kidnapper think its Christmas as he just got a bunch of stuff to keep?
Rhogul Posted March 11, 2017 Posted March 11, 2017 Enjoying the mod but reporting a few issues with the rescue missions. I did change the sexlab setting to your mod specifications. My first mission sent to a falmer and chaarus filled cave to rescue the damsel. I made a hard save before entering the cave and another once in the cave. Entered cave, invisibility spell and message appeared. Everything fine thus far. Used free cam to scope the cave and find the victim being used repeatedly by a chaarus. Moved a bit into the cave and decided to attack the nearest falmers, after killing the two near the entrance the victim teleported to me from the other side of the dungeon and she proceeded to thanky/bang for rescue. Thinking this was a bug since I was no where near the damsel and the cave was still filled with enemies I reloaded. Reloading broke the script I believe. Message and invisibility spell did not activate and found the victim in the same location but now stuck in a T-Pose with zero animations activating and zero interaction available. I reloaded before I entered the cave and same results as above, no message, no spell, T-Pose. I closed the game, restarted and loaded the save before entering the cave again to same results. More or less had to reload a save prior to getting the quest to resolve. Hope this helps with any bugs. I have made the same experience on a similiar occasion. Within the save I acceptetd a quest in the bannered mare by Hulda, Hostage turned out to be Saadia and when I entered the dungeon she was taken to, the message about the invisibility turned up when I attacked a bandit. So, after clicking "okay" my twohanded sword still cut through the bandit. I killed my way almost to Saadia when someone of those bandits seemed to kill her, hence the Message about the failed quest in the Vanilla Game about Saadia turned up. I tried reloading and the very same thing happened as chem321 already discribed. Furthermore the questmarker vanished, on the map and on the compass. And there was no Questmarker on the door or Saadia as well. Luckily i made a save befor accepting the quest and there Saadia is still safe and sound in the bannered mare. I am going to test, if the vanilla quest will still work there, it would be a shame if not. Still I enjoy the idea of the mod very much so. Currently I am playying a straight hero, and dont want him to be kidnapped (cant think of a bandit trying to kidnapp an over 7 foot warrior who wields a greatsword). I am looking forward to test the other possibilities with another character. Keep up your good work. P.S: Can someone tell me if I reported the bug correctly or if i could have done it in a better way?
chem321 Posted March 12, 2017 Posted March 12, 2017 I killed my way almost to Saadia when someone of those bandits seemed to kill her, hence the Message about the failed quest in the Vanilla Game about Saadia turned up. I tried reloading and the very same thing happened as chem321 already discribed. Furthermore the questmarker vanished, on the map and on the compass. And there was no Questmarker on the door or Saadia as well. Luckily i made a save befor accepting the quest and there Saadia is still safe and sound in the bannered mare. I am going to test, if the vanilla quest will still work there, it would be a shame if not. Still I enjoy the idea of the mod very much so. Currently I am playying a straight hero, and dont want him to be kidnapped (cant think of a bandit trying to kidnapp an over 7 foot warrior who wields a greatsword). I am looking forward to test the other possibilities with another character. Keep up your good work. P.S: Can someone tell me if I reported the bug correctly or if i could have done it in a better way? Hmmm I also accepted the kidnapped quest from the bannered mare for my previous post....... Agreed, I as well am enjoying the concept of this mod. Dozens of slavery/defeat mods... kinda nice to be the Conan hacking your way through the baddies to save the maiden. Hats off to you Vinfamy, i'd buy you a beer if I could
vinfamy Posted March 12, 2017 Author Posted March 12, 2017 You could add a random variation to the rescue quest where the kidnappers offer to release the hostage if the PC takes their place or does something else like that. I like that. I'll see if this can be added as an optional feature in the next version. I had a thought about the transition between attack and scenario; it was suggested to me a couple of years ago, while working on Black Empire, that I ought to try using the script for Karliah's poison from Snowveil Sanctum. In this, the author would tie the script to the next weapon attack after waiting. Also it can be tied to a special scenario immediate after sleeping. Lastly, it can have a random chance, when combat starts, to trigger on any given weapon strike, as if the bad guys don't intend to kill the player at all, but gives an immersive feel of being hunted. I hope this helps. Quite a few people suggested an optional for something other than an immediate surprise popup. In which case, this is a very useful scripting idea. Thank you. Pointing the cursor to an NPC makes it show up as an option as fellow victim AND rescuer, but I can't click on any of the other options. Is this normal? No it's not normal. Pointing the cursor shouldn't affect the other MCM options at all. However, it is normal MCM behaviour that once you select something, the whole menu becomes unresponsive because you need to exit back to game for the change to take effect On Nexus is a mod called "No naked comments" that removes/disables them in general and won't cause any problems. Not sure if that would conflict with that change, though? You might add it as a recommendation if for some reason you don't want to make the changes yourself. I guess it works the same way like "no stupid dog". *Edit: And 2 possible additions you might want to use: Sexlab sexual Fame Framework. doesn't do anything by itself except adding and saving different stats you can use, including some roleplay roles (submissive/dominant, slut/pure). If installed it will count stuff from other mods at least for things like slutty with different values for anal/oral etc, (optionally) including specific slavetats,... not sure about sub/dom actions/answers, i guess that would need a mod using it. Also adds options for comments (without own comments, though) to any NPCs depending on your experiences. It's known that you play the fucktoy for anybody who captures you? Nazeem will like that! You always take revenge on your capturers? Mjoll wants to follow you the next time! Amputee framework if you want some worse scenarios or outcomes Not meant as a framework, so i'm not sure how easy it is to use it as a modder, but "I'll take the display model" might give you some options for a defeated female rescuer, i'd like some more in that direction anyways. Why should a rescuer always be male? That means, a button for a random female rescuer would be appreciated. *edit2 this http://www.loverslab.com/topic/74586-furniture-lab-sandbox-experiment/ might be an alternative for the display model. I'll look at Sexual Framework, ITTDM and Amputee to see if they can be optional soft dependencies Hey vinfamy, This mod is amazing and progressing so quickly! It's awesome that you can be so active in the topic thread as well! I wanted to add a comment on something a little weird, just in case it hasn't been mentioned yet. When I try out the random rescuer option and get kidnapped, when someone does kick down the door to attempt the rescue, sometimes they're taking on a group three to one. But if they kill just one kidnapper, all the others just shrug their shoulders and head for the door (and leave, completely naked). It's a little funny to me. On another note, I thought I read somewhere that you were taking suggestions for kidnapper dialogue? If so, what kind of dialogue were you hoping to add? Again, great job! Yes, I'll fix this in the next version. Essentially there is a script to harmonise everyone if the rescuer loses/ gets turned into a cuckold. I just forgot to include a condition for that script to exclude the times when the rescuer actually wins I'll add a Google Docs link for people to contribute dialogue ideas shortly. Okay, a couple of things I've discovered. 1) The severely injured is TOO severely injured. I don't even have time to chug a potion or cast a heal before I die, so thus far (and yes, on a new game, not a save) I can't be successfully kidnapped. 2) This one may be intended -- Kedris, my follower, shows up to save the day -- BUT then becomes part of the group that's kidnapping me, and has kidnapper dialog messages. I ditched Kedris and tried it with Lydia, Faendal, and Kharjo. Same issue. Just before I reload as I die, I see their dialog go "Here to rescue you" followed immediately by "Yep, I'm a bad guy now" stuff. Edit -- OH! one other thing -- I did get kidnapped ONE time, just now. Kedris did act like a bad guy. When I was "released" as I was struggling my way to the dungeon entrance, I abruptly was teleported to -- nowhere. In the sky above Ft. Greymoor. I turned off collision, but was still stuck, in the sky, unable to move. Edit two -- Is there some way to end up with more MALE kidnappers? Because 1) although both genders are fun, I prefer male-on-male when it comes to how the bad guys act with Kedris. (Yes, I'm well aware there's a nasty name for women like me who like to watch guy-on-guy) and 2) The brief glimpses I've had of my 4 unsuccessful-because-I-insta-died kidnappings have had no men in sight. Either more guys, please? Or a better mix of genders, please? Overall, this mod is a heck of a lot of fun, I must say! I'll make the injury optional with a MCM option just in case some people have problems with it. My guess is that this happens to you either due to script lag or some mod modifying how Health works in the game. The injury is supposed to leave you with 50 health. 2. This shouldn't happen at all. I already scripted the rescuer to behave completely differently. I'll look back at the script to see if there are anything that may cause your problem. Sounds like a lot of unintended behavior. Try increasing the Scan Frequency if it helps at all? Good lord yes, PLEASE do not make this wonderful mod related to or dependent on the DD series. While DD is great for those who like it, some of us prefer not to deal with it, and not to have the performance issues it can create even with everything unselected, turned off, and unused. And please, PLEASE don't make it dependent on any of the "defeat" or "money or life" mods. It's great as it is. There won't ever be any hard dependencies except SexLab. Everything else will be soft dependencies for optional integration, like SLEN and Defeat currently are. I like it.. but it's making my play through to difficult. I get a ambush or failed ambush every night since I can't afford a night at the inn right now. There should be a way to set the chance of even getting an ambush, overall, depending on where you are. Because these creeps will try you on the same time every night, despite location. Also.. I don't know if this is a bug or not.. but last night I slept in a little tent. Got ambushed (amusingly, my attackers could not get close enough to strike) but for some reason.. two bandits, a beast, a wolf and a rat were all working together.......? I also notice that the creeps that ambush you in this mod will fight the creeps that ambush you in Sands of Times: Sleeping Encounters. Which is fine to me.. it allows me to scurry away. But I haven't had a good night's sleep in a while. EDIT: I forgot to mention that Beastiality was OFF. I think that occasion the two bandits are from my mod, but the beast, wold and rat aren't. The failed ambush events always send two attackers at a time. Currently the Bestiality setting doesn't affect the attackers for the failed ambushes (if you turn off SexLab's Creature animations then you won't get taken by them anw), I will fix this in the next version. as long as you're adding an option to make them all male, can you also just add the option to make them all female as well? Like the guy who first asked about it, but opposite, i play a game with all the females futa-ized, except the PC, and the feminization esp... don't like males Can do. I was waiting to try this mod to get the Rescue/Quest addition, since i like doing quest more than get randomly kidnapped/enslaved by chance (also i have defeat for that). I'll try now the mod but i was also reading the last comments, so yeah, maybe options to decide to have only males/Females could be nice, but maybe also a mixed one? for example more males and few females or vice versa.. Another thing i was thinking about the quest is how about encounters where you find random people who was ambushed/defeated by npcs/monsters and beign raped, where you can save then and get a reward/escort mission to take them back home? For example while exploring ancient ruins you find another adventurer grabbed by trolls so you can help her then she can follow you for a while or just get out Yeah, quite a few requests for male/ female option. So will do at some point. I like the random encounters, actually thought about it myself recently. Just not sure if that should be in this mod or a separate mod that has different random encounter scenarios apart from just kidnaps. Hi vinfamy, A simple question and two silly suggestions if you do not mind, If I turn off "player kidnap" feature...is it safe to assume that the "scan" feature will be completely turned off by the codes? Since I (currently) playing as a straight male and the rescue quests are the only feature I currently messed with... For the suggestions... Your "indefinite invisibility" (until activate an object) feature in "rescue" actually gave me this idea of "kidnapped NPC as bait". What if we can intentionally send a follower ("Sweet Lydia do your thane a favor...loosen up your armor and go meet me at the Sleeping Tree Cave...for your thane has dealings with the imperials and you MUST provide security.") or friendly NPC ("My dear Ysolda can you meet me at the Sleeping Tree Cave? We have dealings to discuss... Don't worry, security will be provided."). When the sex scene plays and if the scene can draw all the bandits and enemies to the scene as audiences (e.g., like a bard plays in inns, or the "Dance" feature in "TDF prostitution") the player can clear the cave in hiding, complete the vanilla quest objectives, go to the scene and murder the enemy mob. I'm thrilled to hear that the "spouse getting kidnapped" feature. Can we designate a NPC to be the target of the kidnapping in MCM menu (e.g., a dismissed follower)? I am assuming that there is a way to rescue the kidnapped NPC "unsoiled" (e.g., when the kidnap quest starts...less than a day past before the rescue the NPC will only be bounded, more than a day then a sex scene will play). Many thanks for reading. Really love your mods (currently using "Privacy") adding favors to Skyrim. If you turn off the player kidnap feature, it will remove the entire kidnap part of the mod so yeah no scanning without touching the rescue quests, Like your idea a lot. And yeah could be a MCM option to specify which NPC for the rescue quests. Thank you A small suggestion as I don't know how possible it is. In Sexlab Submit there is a modification that adds bondage devices from zaz. Perhaps you could add the enemy tying you to one of those after they are done with you might be nice. Yes it will be a soft dependency/ optional integration at some point. hey vinfamy, I'm really enjoying your mod, playing with it flawless since 3.0 came out. I dont know if its been asked but this mod would do even greater if pc were able to choose how to deal with situation, just like the short dialogue option in SL defeat, but having different results after each turn. you could either go submissive, or resisting. If you go submissive they can make pc say stuff. like " i deserve it, im a whore etc" if you go resisting, they can give you an option to break after every turn. Even bestiality could be a way to threathen pc. like " either you be a good girl or we will let the dog have fun with you". If you dont break in the end they sell you to slavery, if you break and beg enough they just take your stuff and leave you out of nowhere like in the mod now. Thank you for this great mod again! Thank you. Yes, more choices and outcomes are always better. Enjoying the mod but reporting a few issues with the rescue missions. I did change the sexlab setting to your mod specifications. My first mission sent to a falmer and chaarus filled cave to rescue the damsel. I made a hard save before entering the cave and another once in the cave. Entered cave, invisibility spell and message appeared. Everything fine thus far. Used free cam to scope the cave and find the victim being used repeatedly by a chaarus. Moved a bit into the cave and decided to attack the nearest falmers, after killing the two near the entrance the victim teleported to me from the other side of the dungeon and she proceeded to thanky/bang for rescue. Thinking this was a bug since I was no where near the damsel and the cave was still filled with enemies I reloaded. Reloading broke the script I believe. Message and invisibility spell did not activate and found the victim in the same location but now stuck in a T-Pose with zero animations activating and zero interaction available. I reloaded before I entered the cave and same results as above, no message, no spell, T-Pose. I closed the game, restarted and loaded the save before entering the cave again to same results. More or less had to reload a save prior to getting the quest to resolve. Hope this helps with any bugs. Yeah, a few people reported already that the rescue quests don't play nice with saving and reloading. I'll find a way to remedy this in the next version. Thank you. I have a question, if my character gets kidnapped and escapes without retrieving the inventory and kidnapped again before retrieving the inventory will there be two quests to retrieve the inventory or will the first kidnapper think its Christmas as he just got a bunch of stuff to keep? There won't be two retrieve inventory quests, but the old kidnapper will still have your stuff. Just note down where he is. Or just the unequip only option, or the Return inventory cheat option in the MCM. I have made the same experience on a similiar occasion. Within the save I acceptetd a quest in the bannered mare by Hulda, Hostage turned out to be Saadia and when I entered the dungeon she was taken to, the message about the invisibility turned up when I attacked a bandit. So, after clicking "okay" my twohanded sword still cut through the bandit. I killed my way almost to Saadia when someone of those bandits seemed to kill her, hence the Message about the failed quest in the Vanilla Game about Saadia turned up. I tried reloading and the very same thing happened as chem321 already discribed. Furthermore the questmarker vanished, on the map and on the compass. And there was no Questmarker on the door or Saadia as well. Luckily i made a save befor accepting the quest and there Saadia is still safe and sound in the bannered mare. I am going to test, if the vanilla quest will still work there, it would be a shame if not. Still I enjoy the idea of the mod very much so. Currently I am playying a straight hero, and dont want him to be kidnapped (cant think of a bandit trying to kidnapp an over 7 foot warrior who wields a greatsword). I am looking forward to test the other possibilities with another character. Keep up your good work. P.S: Can someone tell me if I reported the bug correctly or if i could have done it in a better way? The problem with saving and loading is noted and will be remedied in the next version. The kidnappers will attack the hostage if you start a fight. The invisibility is there because you're kinda supposed to just walk undetected to Saadia, watch a bit and then start a fight there to keep her safe. Btw, none of the damsels killed under hostage are dead permanently, they'll resurrect and teleport back to where they belong in your timeout hours (in MCM) deducted by 4 Thank you. Hmmm I also accepted the kidnapped quest from the bannered mare for my previous post....... Agreed, I as well am enjoying the concept of this mod. Dozens of slavery/defeat mods... kinda nice to be the Conan hacking your way through the baddies to save the maiden. Hats off to you Vinfamy, i'd buy you a beer if I could Thank you.
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