Slorm Posted May 12, 2017 Posted May 12, 2017 Bug Report v4.01 V4.01 is much much better, hostiles now work correctly, both animal and human. I did some testing with bandits and that seemed to work without problems, however the wolves caused the same problems as before. After about the third rape in the animation gets to around the second stage and another one starts at the same time which moves the pc to a standing position a little away from the action. It does eventually correct itself but takes a few rounds before it does. The kneeling surrender doesn't always clear correctly either but that can be manually handled with the jump key (wasn't a problem with bandits though). I'm going to double check with MNC rather than the old SLNC (I personally hate that cloak in CF which is a resource hog and it you turn it off you don't get dicks) to double check the doubling up, but as it appears to be an animation order issue I can't see that it will make a difference It definitely needs the modevent, I tested DH and it will fire at the same time though it can be manually deactivated if you're really quick
Slorm Posted May 12, 2017 Posted May 12, 2017 Bug Report v4.01 part 2 I've checked using CF and MNC and wolves still give the same problem with animations doubling up. Tested with skeevers and that seemed to work okay except each time I tested I got one giant skeever each time (see screenie below) Other bugs 1/ I had abandoned shack selected but it wasn't always used but under very specific circumstances. If I just had wolves/skeevers/bandits selected and three of the same appeared then then the shack was used, if it was a mix then usually a stone room somewhere else 2/ I found this a bit bizarre. When testing I had only wolves set at 200% but often would get a bandit appear and be taken to an outdoor area with various odd characters present. Same for skeevers would often get a wolf as well (2 skeevers 1 wolf). This caused some problems as I don't think the wolf registered properly as the skeevers had a dick but the wolf never did and it happened a couple of times On balance for immersion purposes I think the mod needs a setting to keep what appears all the same type 3/ After the pc blacks out she is returned to the start location, there is still a mission to recover her stuff but there is no map marker to say where if can be found. 4/ This one isn't bug and I'm in two minds about it. When the pc is returned to her start location aside from the game time used during the animations there has been no other passing time. As she has been unconscious twice I would have thought there should be some hours added for that (this is really for player using RND, PAF and other such immersions mods) I have to say that I think this is a really great mod, it adds some spice and surprises to the game which for some of us had grown a bit stale because we've played it too much. So please don't take my observations and bug reports as criticisms I'm just pointing them out so you can turn a good mod into something great. Even with the rough edges it has now it will be a permanent part of my load order
kboom Posted May 12, 2017 Posted May 12, 2017 Is there possible way to not un-equip and not steal inventory? because i have some kinky amor/ clothes to use with the kidnap
vinfamy Posted May 12, 2017 Author Posted May 12, 2017 Is there possible way to not un-equip and not steal inventory? because i have some kinky amor/ clothes to use with the kidnap Just add them to your SexLab no strip list (second page from the bottom in SexLab's MCM if my memory serves)
kboom Posted May 12, 2017 Posted May 12, 2017 Is there possible way to not un-equip and not steal inventory? because i have some kinky amor/ clothes to use with the kidnap Just add them to your SexLab no strip list (second page from the bottom in SexLab's MCM if my memory serves) but do i need to tick un-equip option in mcm? or leave it untick. I use devices from expansion with checked un-equip option my character strip naked when kidnap
vinfamy Posted May 12, 2017 Author Posted May 12, 2017 but do i need to tick un-equip option in mcm? or leave it untick. I use devices from expansion with checked un-equip option my character strip naked when kidnap It shouldn't matter. Maybe DD Expansion is not already in SexLab's default no strip list. You might have to add them manually via SexLab's MCM (not SexLab Kidnapped, SexLab Framework itself - SLKR will then pick up these settings).
Dapper Dan Pomade Posted May 13, 2017 Posted May 13, 2017 Wanted to point out/clarify some things about the MCM in version 4.0.1: I assume the slider bar is for how long it takes before you've "dodged" an ambush, but it's not labeled as such. It's not labeled at all, for me. Might be confusing. Also, I don't know if there was supposed to be an option to allow aggressive threesomes, or if that was a behind-the-scenes change, but your notes made it seems like an MCM toggle. If that's the case, I can't find it. I assume you installed 4.0.1 on a save already with 4.0.0. The MCM doesn't recognize the new options yet Try resetting the MCM with the console command: setstage SKI_ConfigManagerInstance 1 So I did that, and waited until I got the message that the MCM registered new menus and whatnot, but now I have two slider bars without labels and still no toggle for aggressive threesomes.
vinfamy Posted May 13, 2017 Author Posted May 13, 2017 So I did that, and waited until I got the message that the MCM registered new menus and whatnot, but now I have two slider bars without labels and still no toggle for aggressive threesomes. The MCM script is baked into the save then. You'll probably need a save without 4.0. Or try save cleaner or something. The two new settings should be before the Force-Trigger option.
Dapper Dan Pomade Posted May 13, 2017 Posted May 13, 2017 Yeah, had to revert. But the options are now appearing as they should.
BlastRadius Posted May 13, 2017 Posted May 13, 2017 For some reason, after a successful kidnapping, my follower starts off in the knocked down position in the lair, then the kidnappers turn hostile and attack the follower. Sometimes the follower just keeps on getting up and eventually kills the kidnappers. After the first scene they become hostile to me also. I'm not sure if I'm missing a setting or something.
legraf Posted May 13, 2017 Posted May 13, 2017 I released a minor update 4.0.1. This mainly fixed some potential issues for people with heavy setups. IF you already have 4.0 and it's working fine, no need to upgrade. Two new MCM options to adjust the number of seconds to avoid hit during ambush + to use aggressive threesome animations Your ambushers will now stop combat as soon as you're down on the ground - so that people playing on higher difficulty don't die during the fade-to-black Use the DHLP Suspend / Resume system for better compatibility with Devious Helpless Increase the wait time for people having double animation due to script lag. Make sure that your Specified victim gets picked for the Rescue Mission quest The Force-Trigger button in the MCM will now ignore all conditions - you can even trigger it indoors! Remember SLKR still has to actually look for appropriate kidnappers to ambush you, a process that could take anything between 5 seconds and 1 minute, so it's never instant. Thank you for everyone's feedbacks so far. Keep em coming. Great improvements, vinfamy, but please put this information in the main/download post (at least in the Full Changelog section) - it shouldn't be buried in the thread.
vinfamy Posted May 13, 2017 Author Posted May 13, 2017 For some reason, after a successful kidnapping, my follower starts off in the knocked down position in the lair, then the kidnappers turn hostile and attack the follower. Sometimes the follower just keeps on getting up and eventually kills the kidnappers. After the first scene they become hostile to me also. I'm not sure if I'm missing a setting or something. Do you have any special follower mod? Any magic overhaul mod that changes the CharmFaction that the harmony-type spells use? Tried unticking all fellow victims (in MCM's "Victim/ Rescuer" page) and see if it works for the player only. I tested fine with vanilla and the major follower mods (EFF, UFO, AFT)
Dapper Dan Pomade Posted May 13, 2017 Posted May 13, 2017 Out of curiosity, are creature threeways allowed? I got kidnapped by draugr, but only one on one scenes happened.
vinfamy Posted May 13, 2017 Author Posted May 13, 2017 Out of curiosity, are creature threeways allowed? I got kidnapped by draugr, but only one on one scenes happened. Not yet. I need to look into it. Working on Dovahkiin's Infamy now, will be back with Kidnapped afterwards.
Dapper Dan Pomade Posted May 13, 2017 Posted May 13, 2017 Fair enough. I know draugr and falmer have multiple-actor animations, pretty sure there are ones for wolves and giants as well. Also rieklings. Are rieklings kidnap options, incidentally?
krocoz Posted May 13, 2017 Posted May 13, 2017 Well, when I trigger the kidnapping event, for example, via MCM, when my PC within any Hold zone, like Whiterun, the kidnappers didn't appear, but when my PC is on someplace that far from the Whiterun, the kidnappers did appear. So, I want to ask, if it happened because the "Current Hold Only" option is selected? Must be a condition not matching while in Whiterun or you have high creature chances vs human ones (creature ambushes won't happen inside a walled city). In any case, try the new Force-Trigger in 4.0.1 - it will now ignore all conditions. Creatures still won't appear inside a walled city though. I see. I have some player's house mods installed, like Paradise Valley, and as I have tested SLK, the kidnapping event didn't occurred outside the building (the outside area from the mod itself, like swimming pool). I want to make sure, it won't trigger any kidnapping event at all when my PC is outside the building right?
Slorm Posted May 13, 2017 Posted May 13, 2017 I released a minor update 4.0.1. This mainly fixed some potential issues for people with heavy setups. IF you already have 4.0 and it's working fine, no need to upgrade. Two new MCM options to adjust the number of seconds to avoid hit during ambush + to use aggressive threesome animations Your ambushers will now stop combat as soon as you're down on the ground - so that people playing on higher difficulty don't die during the fade-to-black Use the DHLP Suspend / Resume system for better compatibility with Devious Helpless Increase the wait time for people having double animation due to script lag. Make sure that your Specified victim gets picked for the Rescue Mission quest The Force-Trigger button in the MCM will now ignore all conditions - you can even trigger it indoors! Remember SLKR still has to actually look for appropriate kidnappers to ambush you, a process that could take anything between 5 seconds and 1 minute, so it's never instant. Thank you for everyone's feedbacks so far. Keep em coming. @Vinfamy Apologies I missed this post but following on from the bug reports I posted: *Use the DHLP Suspend / Resume system for better compatibility with Devious Helpless When is the suspend issued as I noticed when I tested, DH will still fires? I'll retest in case it was a fluke *Increase the wait time for people having double animation due to script lag. This seems to occur with wolf/dog animations and I've tested with the old SLNC which doesn't have the heavy script loading that CF has. I've not seen it with human animations so may not be script lag
znaroks Posted May 13, 2017 Posted May 13, 2017 Can we get a MCM option to determine which genders would be aggressors? Also, a meter to determine the chance of equipping Devious Device, every time after each scene is a bit much.
El_Duderino Posted May 13, 2017 Posted May 13, 2017 So I did that, and waited until I got the message that the MCM registered new menus and whatnot, but now I have two slider bars without labels and still no toggle for aggressive threesomes. The MCM script is baked into the save then. You'll probably need a save without 4.0. Or try save cleaner or something. The two new settings should be before the Force-Trigger option. Hi, First of all, thanks a lot for the massive new update! I may have found a workaround for the MCM not correctly updating from 4.0 to 4.0.1, but I'm not quite sure how safe it is and have only done very limited testing. Anyway, what *seems* to have worked is this set of console commands: stopquest SLKR_MCM_Quest resetquest SLKR_MCM_Quest startquest SLKR_MCM_Quest Using only resetquest was not enough. If anybody is feeling adventurous, you could give this a try. Keep a backup of your pre-4.0.1 savegame though, just in case!
Vithiss Posted May 13, 2017 Posted May 13, 2017 Greetings, I haven't had as much testing time as I'd like and no one else has reported this, which means there's something going wrong on my end - however, if anyone has any ideas about what's going wrong and how I might try to fix it I'd greatly appreciate it. Using 4.0.1 on a new game, just outside Markarth between the stables and the farm I was kidnapped. Teleport was to the front gate/door of the city, right up against it (which is a pretty cramped space considering all the open areas nearby). I got two random fellow victims and the kidnappers were thalmor - including the trio from inside Markarth (ondolemar or something like that). Ok, so, PC gets assaulted first time, people cheer, people gather, horses gather, dogs gather, the space overflows and this continues after the first assault. As soon as the first assault is over Ondolemar (sic), who has the revenge quest arrow, goes back into Markarth, and reappears, and disappears, repeatedly, as if trying to get back to his vanilla AI. I waited 20 RL minutes, but there was never another assault. I took a handful of mods out of my game between trying 4 and 401. Other than selecting a small space for an overlarge crowd, the problem appears to be that SL animations just aren't triggering (they do work with other mods, checked that). thanks in advance for any suggestions
Plaguetard Posted May 13, 2017 Posted May 13, 2017 Any way to add added bonus chance of kidnap if naked?
karlpaws Posted May 13, 2017 Posted May 13, 2017 Thank you for update vinfamy, it seems to work much better for me then previous vesion. Ive yet get to trigger the kidnaping, am running with slider set to 100% but no luck so far. Anyway i have a major bug where sexlab animations starts to soon and overlap. Ive tried to rescue hostage from 3 draugr and decided to observe from afar. Before 1 draugr ended its animation, the second one already was triggering another event. Situation repeats itself both for PC and npcs. By default, you won't get kidnapped yourself if the Rescue quest is running. This exception can be disabled in the third page of the MCM. The double animation problem is explained a few posts above. 15 seconds wait is not long enough for some people's heavy setups I guess. I'll add an MCM option for how long to wait before the next check in the next version. I'm quoting this because I was wondering what happens if the chance is above 100%. Is it a guaranteed kidnap attempt as long as the check can occur or does math screw up at some number over 100? Re-did my load to fix some other issues and was running around in the wilderness at night but nothing happened. Since I have had a few attempts happen on the old saves I found that odd.
vinfamy Posted May 13, 2017 Author Posted May 13, 2017 I'm quoting this because I was wondering what happens if the chance is above 100%. Is it a guaranteed kidnap attempt as long as the check can occur or does math screw up at some number over 100? Re-did my load to fix some other issues and was running around in the wilderness at night but nothing happened. Since I have had a few attempts happen on the old saves I found that odd. Try setting the Base chance to 200%, keep the rest of the chances as default. And then untick all the boxes in the "Avoid Kidnaps during" page. Does the Force-Trigger button work?
wookiee27 Posted May 13, 2017 Posted May 13, 2017 This is a great mod idea. I have some suggestions from trying it out. When the kidnap triggered I was attacked by a couple NPC's that I think were from one of the farms around Skyrim. Can we get an option to make the kidnappers generic bandits or whatever so we don't end up killing named but unimportant characters? Toggle for victim gender. Toggle for attackers gender. When the rescuer NPC showed up the bandits killed them. Is it possible to only have an essential NPC be rescuer or make the rescuer essential? Option for DD's being added after it's over instead of gradually during the kidnap. That's all I could think of for now. I'll keep trying it. Thanks for making this.
Dapper Dan Pomade Posted May 13, 2017 Posted May 13, 2017 I just had an interesting experience. I force-triggered an ambush (have yet to have one naturally occur, but I'm still toying with settings), and a bunch of chaurus showed up to grab me and whisk me away to some small cave. My followers went with me, because they always do (they usually stand around, though they'll rarely join in once in awhile). This time though, Seranna took the first turn, then was marked as my kidnapper for the revenge quest. She spent the rest of the time standing there wearing my armor while the rest of the kidnapping progressed as normal.
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