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tryed it. Left riften with rescue kidnaped victim quest - got kidnaped on the way there (victim was south of Dragondbridge) and had Grelka in the kidnaped area with me, (kidnaped by forsworn, lost my gear trying to get it back). Then went to retrieve the victim run two - got kidnaped - ended in snow viel sanctum, was in there with Grelka (was near Dragonsbridge both times). (guess she likes getting kidnaped). is that supposed to happen ?

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....What are your plans regarding the quickstart for this mod ?

 

Will you implement with other mods like "Dangerous nights" or even better "Defeat" ?

 

last one would fit perfectly for immersion and would save you lots of time !

 

It's already integrated somewhat with Defeat - you can get defeated while trying to escape/ fight back/ save the rescue victim/ fight against the failed ambushers that show up.

 

May add sleep-related events. 

 

 

tryed it. Left riften with rescue kidnaped victim quest - got kidnaped on the way there (victim was south of Dragondbridge) and had Grelka in the kidnaped area with me, (kidnaped by forsworn, lost my gear trying to get it back). Then went to retrieve the victim run two - got kidnaped - ended in snow viel sanctum, was in there with Grelka (was near Dragonsbridge both times). (guess she likes getting kidnaped). is that supposed to happen ?

 

Most likely just a coincidence that the game picks Grelka up twice in a row. To double make sure you get a new fellow victim, click None and then Random again in the MCM.

 

 

I am no modder , just a gamer. But the Mod Slave Trainer does something similiar just with races via MCM menu. It changes the availability of certain races which are spawned at the slaver. if this works with races , why not with gender ?

+++ Can you configure also , for male players variant , the (aggressive) cowgirl preference if kidnapped ?

 

 

Will look at Slave Trainer. 

 

I'll add a MCM page for picking specific animation tags so that anyone with a lot of animation packs installed can have Kidnapped run animations that make more sense, agressive cowgril for male victim is one of them.  

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Hi,

 

one slightly issue i have, not sure if it already got mentioned is: when the PC got kidnapped by Hunters who have troll companions, only the troll takes part in the rape part, the hunters never gets their turns. maybe its a problem with arroused creatures ?, its option is disabled for PC actions.

 

is it possible to add addons later or do i have to start a new game with all the addons from the start ?

i added the deviously kidnapped one and for the first engagment, didnt tried more than one so far it didnt do anything

 

 

nice work and evolution of your mod so far :)

i tried an earlyier version and found i had not enough options to tweak, most of the stuff i wanted got integrated so far, great work !

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donkeywho, on 21 Mar 2017 - 7:08 PM, said:snapback.png

@ vinfamy

 

If you want somewhere to port the kidnapped PC to which should fairly consistently have a cast of bad ass villains, you could maybe use Inte's SD Cages mod, see:

 

http://www.loverslab...bauchery-cages/

 

You'd have a range of places to port the PC to, a cage to put them into initially, and a bunch of seriously villainous NPCs there, and those can, if my memory serves me right, be set to respawn every time you enter the relevant game location.

 

EDIT: You might need to exclude some of the current possible locations as their architecture might be a bit too small/just unsuitable for the type of scene you want to play out

 

I know that you are trying to keep the mod light and hard dependency free, but that one might help.  Not sure how you calm Inte's bandidos, though, after the even, as they are seriously fierce  :P

 

Thank you. 

While I try to keep the mod as dependency-free as possible, Kidnapped is very flexible in terms of what can be turned into a scenario - it can pretty much handle any interior location, whether it's vanilla, modded, hostile, friendly, public or private. I'll probably add a modevent and include an easy guide with the next version for people to make their own scenarios or turn their favorite dungeon/ cage/ expanded towns mods into scenarios.

 

==========================

 

Thanks for the reply. 

 

That sounds like it should do the trick quite nicely  :)

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ive been waited for this kind of mod.

and i really love this.

 

however, i got a issue that makes me unsatisfied...:(

i dont like to gets kidnapped without fighting, i always want a choice to avoid the troubles...

so i set 100% failed ambush to let my character has the choice.

well, it wasnt work at all, yet my character got kidnapped by scripts, and had no choice but gangbanged.

 

is this a bug or did I missed something?

any advice will be appreciate

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Hi,

 

one slightly issue i have, not sure if it already got mentioned is: when the PC got kidnapped by Hunters who have troll companions, only the troll takes part in the rape part, the hunters never gets their turns. maybe its a problem with arroused creatures ?, its option is disabled for PC actions.

 

is it possible to add addons later or do i have to start a new game with all the addons from the start ?

i added the deviously kidnapped one and for the first engagment, didnt tried more than one so far it didnt do anything

 

 

nice work and evolution of your mod so far :)

i tried an earlyier version and found i had not enough options to tweak, most of the stuff i wanted got integrated so far, great work !

 

 

Thank you. Not sure why the hunters don't join the fun - yes, it could be aroused creatures.

 

The addons should be okay to add later as long as you're using the latest version of Kidnapped on a save that has not been upgraded from one version of SLK to another.

 

 

 

Thanks for the reply. 

 

That sounds like it should do the trick quite nicely  :)

 

 

You're welcome

 

ive been waited for this kind of mod.

and i really love this.

 

however, i got a issue that makes me unsatisfied... :(

i dont like to gets kidnapped without fighting, i always want a choice to avoid the troubles...

so i set 100% failed ambush to let my character has the choice.

well, it wasnt work at all, yet my character got kidnapped by scripts, and had no choice but gangbanged.

 

is this a bug or did I missed something?

any advice will be appreciate

 

The chance for failed ambushes is the chance of the kidnappers appearing if the conditions for a normal kidnap fails to match

 

To turn off instant kidnap completely and just use the failed kidnaps, you should set all the chances of City, Town and Wilderness to 5% instead (the real chance would be 5% - your sneak*2 - poison resistance*2 which will almost certainly be less than zero)

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I am having fun with this mod, and learning how to get it to play better with other mods as well.

 

I was wondering about the cool down timer after an attack.

 

Does the timer activate after a failed kidnapping? It seems that after a failed kidnapping in my games, their is another kidnap attempt in very short order. I have my cool down setting at 12 hours, but that would bring the PC into the daylight, and my PC is getting another kidnap attempt before the time set on the cool down setting.

 

Thank you for making this mod available to us all =)

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Having some major issues with the female kidnappers add-on, and I suspect it's from the several hundred NPC's the add-on deleted. Starting on a new game, go towards Bleakfalls Barrow on the GoldenClaw quest...and every bandit you see, both male and female. Can not be looted/spoken too etc. You cant even select them with sexlab or aroused. You can kill them, or be killed by them...that's it. In trouble shooting the problem, I disabled every mod that touched leveled lists and npc's including my bashed patch. Running with minimal mods, I can assure you, the problem is the female kidnappers add-on. Run with out the add-on and everything works fine, enable the add-on and bandits can not be interacted with. I even went so far as to try resurrecting/zombifying them. Even when they turn to ash, they can not be looted.

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wow!

I`ve never expected fast response just you did.

thanks for advice, i will keep enjoying this mod!

 

 

Haha I just happen to be online at the time of your post. Can't guarantee such speed every time but i do try to respond to everyone's comments. At the end of the day, if the users are kind enough to spend time writing some excellent feedbacks and suggestions, it's the least that I can do really.

 

 

I am having fun with this mod, and learning how to get it to play better with other mods as well.

 

I was wondering about the cool down timer after an attack.

 

Does the timer activate after a failed kidnapping? It seems that after a failed kidnapping in my games, their is another kidnap attempt in very short order. I have my cool down setting at 12 hours, but that would bring the PC into the daylight, and my PC is getting another kidnap attempt before the time set on the cool down setting.

 

Thank you for making this mod available to us all =)

 

Thank you

 

The timer in the current version doesn't apply to the failed ambushes. It used to, but I removed it because some people were complaining about why the actual kidnaps are not triggering. 

 

I'll add a separate timeout for the failed ambushes back in the next version as a MCM option so people can decide whether to have such a timeout depending on their preference

 

@EternalDamnedYeah, I need a better way to implement the gender add-ons, which do have their problems. They are more like a temporary dirty fix for people that absolutely need gender-specific stuffs for now. I'll try to come up with a more sophisticated solution when I get the chance. 

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So the NPC rescue part was actually something I wanted for a long time. Can I ask if you took precautions to prevent clashing with quests? Like, is every female townsperson a valid target, or did you exclude certain ones from being picked, like Camilla Valerius who has a role in the Golden Claw quest, or Delphine who has important Delphine things to do?

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This is a little preliminary, but I thought that I should let you know that I have started encountering doubled named npcs out in the world (I didn't think to try to see for sure if they were from SLK via console). The one I remember now is the hunter you meet as you go up to see the Greybeards the first time - there were two of him at the marker, both had the same dialog options and both acted on the vanilla ai (heading down the stairs) afaik. I can't remember now where or who the other one was. If it happens again I'll see if the console tells me where it's from but SLK is the only thing I've added in quite a while.

 

Thanks.

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Having some major issues with the female kidnappers add-on, and I suspect it's from the several hundred NPC's the add-on deleted. Starting on a new game, go towards Bleakfalls Barrow on the GoldenClaw quest...and every bandit you see, both male and female. Can not be looted/spoken too etc. You cant even select them with sexlab or aroused. You can kill them, or be killed by them...that's it. In trouble shooting the problem, I disabled every mod that touched leveled lists and npc's including my bashed patch. Running with minimal mods, I can assure you, the problem is the female kidnappers add-on. Run with out the add-on and everything works fine, enable the add-on and bandits can not be interacted with. I even went so far as to try resurrecting/zombifying them. Even when they turn to ash, they can not be looted.

 

The male add on has the same issues. Really anyone wanting (mostly) specific gender add-ons should stick with Feminized Level Lists/Masculinized Level Lists. They won't be perfect but they are much cleaner than this mod's add-ons currently.

 

The main problem is that not only are the lists changed, but the base leveled NPCs and the leveled templates were also deleted. This means any NPC based on a leveled template is also affected (Lua al-skaven is one such NPC for example.) Even the dead bodies the game uses for loot are changed.

 

Furthermore the male add-on at least will break/trivialize some quests - there will be a total of one forsworn in Broken Tower Redoubt for example, simply because all leveled female forsworn have been deleted by the add-on (unless a bashed patch or something else corrects the lists.) I suspect the female add-on will make clearing any vampire lair or bandit stronghold similarly a breeze.

 

It's using a very large and sloppy sledgehammer on the entire game to 'fix' a problem for a specific mod, and there's no real indication on the download page that this is what these add-ons actually do.

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it is possible to Trigger the mod only by mcm, a hotkey would be nice.. what i need is a choice between human and creature scenario if self triggered. best would be to choose between all races you set in mcm.  If creature scenarios start only in wilderness, then this should not be true if self triggered. i hope you understand what i mean.

 

Btw   what about Giants and Dragons ?

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So the NPC rescue part was actually something I wanted for a long time. Can I ask if you took precautions to prevent clashing with quests? Like, is every female townsperson a valid target, or did you exclude certain ones from being picked, like Camilla Valerius who has a role in the Golden Claw quest, or Delphine who has important Delphine things to do?

 

Yes, I already took precaution. The victim will never be killed and will always return t o their original location and original AI package three hours game time after being rescued.

 

This is a little preliminary, but I thought that I should let you know that I have started encountering doubled named npcs out in the world (I didn't think to try to see for sure if they were from SLK via console). The one I remember now is the hunter you meet as you go up to see the Greybeards the first time - there were two of him at the marker, both had the same dialog options and both acted on the vanilla ai (heading down the stairs) afaik. I can't remember now where or who the other one was. If it happens again I'll see if the console tells me where it's from but SLK is the only thing I've added in quite a while.

 

Thanks.

 

Yeah, that's SLK. I'll remove the duplicate in the next version. Shouldn't have use that NPC.

 

 

 

 

The male add on has the same issues. Really anyone wanting (mostly) specific gender add-ons should stick with Feminized Level Lists/Masculinized Level Lists. They won't be perfect but they are much cleaner than this mod's add-ons currently.

 

The main problem is that not only are the lists changed, but the base leveled NPCs and the leveled templates were also deleted. This means any NPC based on a leveled template is also affected (Lua al-skaven is one such NPC for example.) Even the dead bodies the game uses for loot are changed.

 

Furthermore the male add-on at least will break/trivialize some quests - there will be a total of one forsworn in Broken Tower Redoubt for example, simply because all leveled female forsworn have been deleted by the add-on (unless a bashed patch or something else corrects the lists.) I suspect the female add-on will make clearing any vampire lair or bandit stronghold similarly a breeze.

 

It's using a very large and sloppy sledgehammer on the entire game to 'fix' a problem for a specific mod, and there's no real indication on the download page that this is what these add-ons actually do.

 

 

I'll put these level mods as recommendations in the next version. 

 

it is possible to Trigger the mod only by mcm, a hotkey would be nice.. what i need is a choice between human and creature scenario if self triggered. best would be to choose between all races you set in mcm.  If creature scenarios start only in wilderness, then this should not be true if self triggered. i hope you understand what i mean.

 

Btw   what about Giants and Dragons ?

 

It's possible currently, just not with a hotkey.

 

Turn all the chances for Town, City and Wilderness to 5%. Adjust the chances of creature and human type in the Scenarios MCM page as you wish. Untick Bestiality to turn off all Bestiality content. Turn all the human chances to zero except the hunter one to only have bestiality content.

 

Then just the Force-trigger button.

 

Someone else mentioned giants and dragon.

 

There is one giant scenario in the mod already. Turn up "Random Animals" chance for a better chance of getting this scenario.

 

Dragons are tricky due to its size and AI package. I may try creating a few dragon and giant scenarios though

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The kidnap does not trigger in my game because the character is wearing devious devices. Is there a toggle for this?

 

It's hard coded I'm afraid (Only for the DD quest items that cannot be removed though). Complete the DD quests so that PC kidnaps will be available again or force a scenario with the Force-trigger button

 

The rescue quests side of the mod should still work normally 

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i love this mod =D

 

just tested the combo SLK + DEC + SDplus + SDcages

 

1. got enslaved by SD+ bandits in a camp

2. marked the SD+ mistress as victim for SLK

3. marked the Bandit Boss as rescuer for SLK

3. at night PC got kidnapped by farmers (with some viagra dogs) and mistress too

4. very long night

5. bandit boss comes to the rescue and fails

6. very long night continues

7. after SLK finished all get teleported back to bandit camp

8. if it wasnt for apropos, it would be as if nothing had happend (i will blackmail the bandit boss for beastialty tho ;D)

 

great work there vinfamy lol

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i love this mod =D

 

just tested the combo SLK + DEC + SDplus + SDcages

 

1. got enslaved by SD+ bandits in a camp

2. marked the SD+ mistress as victim for SLK

3. marked the Bandit Boss as rescuer for SLK

3. at night PC got kidnapped by farmers (with some viagra dogs) and mistress too

4. very long night

5. bandit boss comes to the rescue and fails

6. very long night continues

7. after SLK finished all get teleported back to bandit camp

8. if it wasnt for apropos, it would be as if nothing had happend (i will blackmail the bandit boss for beastialty tho ;D)

 

great work there vinfamy lol

 

Haha I am amazed by the creative way you combine the mods.

 

What i wanted to ask is :  will the Scenario be different if it triggers in the streets of a City or in the Wilderness ? City = humans, wilderness = cratures.  No ?

 

Yes and no. The cities have their own scenarios, which are all flexible scenarios (turn off Bestiality and they will all be humans, keep Bestiality ticked and some city scenarios will have creatures). Wilderness and town is an equal mix of both bestiality and human scenarios, but these scenarios are completely different from the city ones

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So the NPC rescue part was actually something I wanted for a long time. Can I ask if you took precautions to prevent clashing with quests? Like, is every female townsperson a valid target, or did you exclude certain ones from being picked, like Camilla Valerius who has a role in the Golden Claw quest, or Delphine who has important Delphine things to do?

 

Yes, I already took precaution. The victim will never be killed and will always return t o their original location and original AI package three hours game time after being rescued.

 

Good to hear, but does that mean you didn't exclude anyone from being picked? I'm just figuring certain quests would work really strangely if, to use Camilla as an example, she got kidnapped, you started Golden Claw, and now Lucan's arguing with a sister who isn't there in his store. Or if Arivanya in Windhelm got kidnapped and you confront the Butcher stalking the streets looking for a victim who's somewhere else. Or Vittoria Vici gets kidnapped and fails to appear at her own wedding and then you have to rescue her just to assassinate her.

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Pass out, Dumped or Slavery:
If you don't take action/ your rescuer fails, you'll pass out after a certain number of scenes. The maximum number of rounds you can take depends on your Stamina times a multiplier set in the MCM. Once you pass out, two things could happen, the chances of which can be adjusted in the MCM:

  • You're dumped naked back to where you were before (for convenience really!). You still have the quest for revenge and retrieving your items - 100% chance by default as Simple Slavery is not a requirement
  • You're sold into a slavery auction (requires Simple Slavery) which allows this mod to integrate into any of Simple Slavery's supported slavery mods

I'm having an issue where nothing happens after the "you pass out" message pops up (the one that tells you you've been dumped back to your starting point ). I click OK and wait but nothing actually fires. Have had this happen twice now. First time was kidnapped by the Thalmor and the second time by farmers (the farm north of the jester on the road). Everything works great up until the end. Was just wondering if anyone else has had this issue? My game is pretty heavily modded and so I wasn't sure if maybe it's just a script lag or something just isn't firing. 

 

Thanks, 

Grundor. :)

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Just noticed there's a new update.
So far, it seems it doesn't matter what gender addon I'll use. If there is a female in one of the kidnapper buildings, she'll rape your char. any way. And this happens way too often than I'd like, because it seems today is 1 of those days where Skyrim decided to spawn up all the female NPCs. I've been trying the whole percentage on who will kidnap my char. I tried to set vampire to 100, but she ends up kidnapped by the bards college.

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Good to hear, but does that mean you didn't exclude anyone from being picked? I'm just figuring certain quests would work really strangely if, to use Camilla as an example, she got kidnapped, you started Golden Claw, and now Lucan's arguing with a sister who isn't there in his store. Or if Arivanya in Windhelm got kidnapped and you confront the Butcher stalking the streets looking for a victim who's somewhere else. Or Vittoria Vici gets kidnapped and fails to appear at her own wedding and then you have to rescue her just to assassinate her.

 

 

 

It's not out of the realm of possibility, but the chance of this happening is pretty slim (there are like 80 female NPCs that Kidnapped picks from, quite unlikely it's the exact one that your current quest needs), rescue quests are designed to be short anyway so you probably should get on and rescue the victim before doing another quest (makes sense anyways as in real life if you're rescuing a hostage, that probably should take priority over everything else)

 

Haven't heard any feedbacks from users that mention this issue - so yeah theoretically possible but very unlikely

 

 

Pass out, Dumped or Slavery:

If you don't take action/ your rescuer fails, you'll pass out after a certain number of scenes. The maximum number of rounds you can take depends on your Stamina times a multiplier set in the MCM. Once you pass out, two things could happen, the chances of which can be adjusted in the MCM:

  • You're dumped naked back to where you were before (for convenience really!). You still have the quest for revenge and retrieving your items - 100% chance by default as Simple Slavery is not a requirement
  • You're sold into a slavery auction (requires Simple Slavery) which allows this mod to integrate into any of Simple Slavery's supported slavery mods

I'm having an issue where nothing happens after the "you pass out" message pops up (the one that tells you you've been dumped back to your starting point ). I click OK and wait but nothing actually fires. Have had this happen twice now. First time was kidnapped by the Thalmor and the second time by farmers (the farm north of the jester on the road). Everything works great up until the end. Was just wondering if anyone else has had this issue? My game is pretty heavily modded and so I wasn't sure if maybe it's just a script lag or something just isn't firing. 

 

Thanks, 

Grundor. :)

 

It's a script load-related issue - what happened is that when the kidnap trigger, there is scan to find the nearest object to the player so that he/she can be transported back there. It's possible that if you have a lot of mods, this scan doesn't happen in time before you get teleported to the hideout, so the scan ends up picking up an object in the hideout instead.

 

Try reducing the Scan Frequency in the MCM. Otherwise, if this happens, just escape the hideout manually or use the Debug button to escape to the Sleeping giant

 

@ Lyman the Lunatic

 

The gender addons as they are now are very quick and dirty fixes, they are not perfect.

Also the cities have their own scenarios. The chanes you set in the Scenarios page are for town and wilderness kidnaps only. You can set the City chance to 5% (which disables it) if you want to have total control on the kidnappers.

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