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I like the idea of this mod, but... it is not really working very well for me!
 
It triggers too often and always out of time I've set (0 to 1 o'clock). After a failed ambush the timeout timer seemse not to work. It triggers more and more all 1-5 minutes. And, after failed ambush there appear sometimes dead NPC bodies!
 
Sorry... not working, must deinstall it!
 
 
I've many other mods installed. One is dynamic time scale and I thinking, if this a problem for SL_Kiddnapping?

 

 

Just hang on, I just read 4.0 will be released soon. Just a few more tweaks.

@vinfamy

 

I am hoping you have the male counterpart fixed for this as well for 4.0.

I heard of a kidnapping, and as soon as I rescued her, she was like take me... I said no verbally, but in game, my girl still did her... erm... Doesn't seem realistic to me, and would like to be able to disable that functions, instead, maybe raise the relationship for the rescue by a bit instead? - I only like the opposite gender personally in that way.

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Looking forward to 4.0 love the mod.

 

With 4.0 being a fresh build this might not be relevant but I wanted to submit this bug report anyway just in case.

 

I got word (from a bartender) of a kidnapping at Ilinalta's Deep, as soon as I entered the instance I crashed. After trying several things to troubleshoot the issue, I tried command consoling the quest to complete. With the quest no longer active I was able to enter the instance with no crash. So it was definitely some conflict related to Kidnapped.    

 

Let me know if you need any additional info for recreation purposes. 

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None of these problems mentioned in the last few posts will be in 4.0.

 

The rescue quest has been expanded - you will now have to also escort the victim to their home, where you take your reward and get to decide whether you like something more personal ...

 

Performance will be enhanced massively - cloak spells are no longer used and most things are event-based / fire-and-forget rather than in any sort of loop. Absolutely zero vanilla records were modified so very low risk of mod conflict / straight CTDs.

 

Kidnap chances will be determined dynamically with each factor like night-time, people around, location (walled cities, cities, town, wilderness) each accounting for a chance bonus/ discount which can be changed in the MCM.

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I like the idea of this mod, but... it is not really working very well for me!
 
It triggers too often and always out of time I've set (0 to 1 o'clock). After a failed ambush the timeout timer seemse not to work. It triggers more and more all 1-5 minutes. And, after failed ambush there appear sometimes dead NPC bodies!
 
Sorry... not working, must deinstall it!
 
 
I've many other mods installed. One is dynamic time scale and I thinking, if this a problem for SL_Kiddnapping?

 

 

Try changing your start time to 23:00 and your end time to1:00 or later. I think that I had this happen one time when I tried to set the window to 2:00-4:00. Resetting the start time to 23:00 fixed it for me and I assumed that it was something to do with how the sliders work. I think that it will be a non-issue in the next version because of code changes.

Hope that helps.

 

 

Thanks I try it. And I hope 4.0 will fix this problems. ;-)

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Does 4.0 require a clean save?

 

No. This does not require a clean save. 

 

It's a new mod essentially so install it on whatever save you have. There is a well-known SkyUI problem where if you install a mod on a save already with a lot of mods, the MCM menu won't show up initially. However, if this happens to you, simply Esc > Mod Configuration > Esc > Esc back to the game > wait a few seconds > the MCM should now initialize.

 

I recommend uninstalling 3.1 as 4.0 Redux should be superior in all aspects. However, in reality, you can even run both 3.1 and 4.0 Redux at the same time.

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Awesome! I didn't try the previous version, since I new the updated one was coming. Very excited to put it in my game and give it a shot.

 

Quick question: How does it handle things like chastity belts? Mods like Captured Dreams Shop will sell them to the player to protect them from being violated. What do the kidnappers do when they encounter them?

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Awesome! I didn't try the previous version, since I new the updated one was coming. Very excited to put it in my game and give it a shot.

 

Quick question: How does it handle things like chastity belts? Mods like Captured Dreams Shop will sell them to the player to protect them from being violated. What do the kidnappers do when they encounter them?

 

The mod obeys SexLab's no strip settings so the belts should not be stolen at the start of the hostage scene (to be sure, add to manually to the no-strip list via the SexLab's MCM). Then if you have Zaz and DDi, I imagine the correct animations will be played.

 

Or you can manually change the Victim Gender in SL Kidnapped Redux's MCM (second page I think) to exclude yourself from sex and just watch your followers get violated instead.

 

Or disable player kidnaps (first option in the entire MCM) and just use the mod for the rescue mission which doesn't involve the player getting violated at all unless you lose in combat. 

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Awesome! I didn't try the previous version, since I new the updated one was coming. Very excited to put it in my game and give it a shot.

 

Quick question: How does it handle things like chastity belts? Mods like Captured Dreams Shop will sell them to the player to protect them from being violated. What do the kidnappers do when they encounter them?

 

The mod obeys SexLab's no strip settings so the belts should not be stolen at the start of the hostage scene (to be sure, add to manually to the no-strip list via the SexLab's MCM). Then if you have Zaz and DDi, I imagine the correct animations will be played.

 

Or you can manually change the Victim Gender in SL Kidnapped Redux's MCM (second page I think) to exclude yourself from sex and just watch your followers get violated instead.

 

Or disable player kidnaps (first option in the entire MCM) and just use the mod for the rescue mission which doesn't involve the player getting violated at all unless you lose in combat.

 

Oh, definitely not trying to prevent sex for the player entirely. Just didn't know if the kidnappers had ways of getting around the belts (using keys they have, or keys that are equipped on the player). I would think, depending on the group, they might have planned for such a contingency (dumb creatures would be thwarted, but thieves with lockpicking skills could be another matter). My thoughts were more along those lines.

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Just out of thought, is there any chance you might be able to add a slider bar to the MCM so we can manually adjust that hit timer? Certain kidnappers take a bit longer than five seconds to get a hit in, so... >.> Hopefully that'll be a quick fix xD

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Just out of thought, is there any chance you might be able to add a slider bar to the MCM so we can manually adjust how long you have to avoid being hit? Certain kidnappers take a bit longer than five seconds to get a hit on, so... >.> Hopefully that'll be a quick fix xD

 yeah should be easy enough to be added in the next version

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some changes in 4.0, not sure they are bugs or intention 

 

1 rescue NPC, going into cells no long has invisible spell on

 

2 rescue NPC, I check the MCM menu: special -follower-friends, but it does nothing, 1st time is my spouse, then it just happen to random people(friends), and happens to same person 2 times in a row, special never gets picked up.

 

 

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some changes in 4.0, not sure they are bugs or intention 

 

1 rescue NPC, going into cells no long has invisible spell on

 

2 rescue NPC, I check the MCM menu: special -follower-friends, but it does nothing, 1st time is my spouse, then it just happen to random people(friends), and happens to same person 2 times in a row, special never gets picked up.

 

1 The Voyeur's Invisibility spell tome should have been added to your inventory when you first start the mod. Learn it and use it when you get the quest update "Kill the kidnappers" if you want to be a voyeur.

2 It's possible that the specific person you picked is "reserved". Essentially, during certain stage of the game, reserved actor is not safe to mess with or some quest may break. Therefore, SLKR ignores your specific choice. Also the specific choice is also limited to the current hold if you have "current hold only" enabled in MCM first page. Also, it wouldn't pick your specific actor if they are in your current cell/ in one of the recent cells you visited - it wouldn't make sense for someone you literally just talked to 5 minutes ago to already be kidnapped and need to be rescued. Even more silly if they just get teleported to the hideout right in front of you.

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2 It's possible that the specific person you picked is "reserved". Essentially, during certain stage of the game, reserved actor is not safe to mess with or some quest may break. Therefore, SLKR ignores your specific choice. Also the specific choice is also limited to the current hold if you have "current hold only" enabled in MCM first page. Also, it wouldn't pick your specific actor if they are in your current cell/ in one of the recent cells you visited - it wouldn't make sense for someone you literally just talked to 5 minutes ago to already be kidnapped and need to be rescued. Even more silly if they just get teleported to the hideout right in front of you.

 

 

yes I understand that, but I tried different npc, no story importance, and left them for at least 24 hours, still not picked up.

 

anyway if that really happens, shouldn't the mod pick up follower instead of friends?

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2 It's possible that the specific person you picked is "reserved". Essentially, during certain stage of the game, reserved actor is not safe to mess with or some quest may break. Therefore, SLKR ignores your specific choice. Also the specific choice is also limited to the current hold if you have "current hold only" enabled in MCM first page. Also, it wouldn't pick your specific actor if they are in your current cell/ in one of the recent cells you visited - it wouldn't make sense for someone you literally just talked to 5 minutes ago to already be kidnapped and need to be rescued. Even more silly if they just get teleported to the hideout right in front of you.

 

 

yes I understand that, but I tried different npc, no story importance, and left them for at least 24 hours, still not picked up.

 

anyway if that really happens, shouldn't the mod pick up follower instead of friends?

 

 

The rescue quest doesn't pick followers (why would your follower be kidnapped right in front of you?). just Specified and random NPCs.

 

If you want to watch your follower get violated, use the normal kidnap feature instead. By default (changable in the MCM's second page) if your PC is male, your PC will get ignored and only female victims get violated.

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Thanks for 4.0!

 

I just replaced 3.1 (clean save and savegame cleaner) ran out and tried it out. PC victim: both times I had an issue with multiple animations running and pc getting moved from one to the other as they started though the other actors continued. First time I had two male fellow victims (random, from default settings) and since neither of them was ever picked for an animation I thought that might be why, so, I changed mcm to no fellow victims and victim gender set to both. but the same thing happened... and there were only three animations before I got the "passed out" popup and ctd when teleported out.

 

Also, the revenge quest showed up even with unequip only selected - I'm wondering if that was intended?

 

I have to go off to RL for a bit but will check in again later and plan to try a new save unless something here in the thread points elsewhere by then.

 

Thanks again for sharing!

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