karlpaws Posted May 13, 2017 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? that's how I changed it and why I was wondering what happens over 100%. As it was I should have been around 300 during the night, in the wilderness. The force option failed a couple of different ways. I had werewolves set to 100% and got 3 of them to show up, but I think it grabbed one of my werewolf followers (not recruited, not even met, but they are out in the wilderness) and it attacked the other two after they attacked me. Eventually did go to a kidnap event and I was taken back to where the followers are from (two of them, male and female) and the male attacked the other two males but a Hag was teleported in and assigned as kidnapper. The werewolf followers beat on her a few times and I reloaded. Second attempt went about the same but with a hunter instead of hag. Hunter being neutral to the WW let the assault proceed. Third attempt (after setting wolves to 10%, bandits and warlocks to 50%) resulted in 3 bandits that showed up, but probably due to other things did not aggro on me in the 10 seconds and I "dodged" them. Fourth attempt 3 draugr showed up, I managed to get them to attack, and then we got teleported to Ansilvund, I think. Again a local necromancer was assigned as kidnapper but they and the draugr got into a general melee. I will either need to check the abandoned house only option or clear a lot of places before using this, along with finding a few other conflicts.
vinfamy Posted May 13, 2017 Author Posted May 13, 2017 I will either need to check the abandoned house only option or clear a lot of places before using this, along with finding a few other conflicts. Definitely a mod conflict. Do you have any mod that: Change MagicCharmFaction (the one that Harmony-type spells use) Add enemies dynamically (rather than hand place) to dungeons Abandoned house would help only with the latter
karlpaws Posted May 13, 2017 Posted May 13, 2017 I will either need to check the abandoned house only option or clear a lot of places before using this, along with finding a few other conflicts. Definitely a mod conflict. Do you have any mod that: Change MagicCharmFaction (the one that Harmony-type spells use) Add enemies dynamically (rather than hand place) to dungeons Abandoned house would help only with the latter Nothing modifies dungeons to my knowledge. I do have some encounter mods but they should only trigger when I enter an outside cell. I do have Enchantress installed but much lower in the load order. The last attempt I just did resulted in 3 vampires (A master, a blooded and the feral one from under Castle Volkihar, complete with journal scrap) and the Molag Bal house in Markarth, where they just stood there peacefully but did not walk around nor assault me.)
vinfamy Posted May 13, 2017 Author Posted May 13, 2017 Nothing modifies dungeons to my knowledge. I do have some encounter mods but they should only trigger when I enter an outside cell. I do have Enchantress installed but much lower in the load order. The last attempt I just did resulted in 3 vampires (A master, a blooded and the feral one from under Castle Volkihar, complete with journal scrap) and the Molag Bal house in Markarth, where they just stood there peacefully but did not walk around nor assault me.) Do you have a Papyrus log? PS: just looked at what Enchantress does. It might be it causing problems. Load order wouldn't matter. Try disabling it to see if the problems are fixed
karlpaws Posted May 13, 2017 Posted May 13, 2017 Nothing modifies dungeons to my knowledge. I do have some encounter mods but they should only trigger when I enter an outside cell. I do have Enchantress installed but much lower in the load order. The last attempt I just did resulted in 3 vampires (A master, a blooded and the feral one from under Castle Volkihar, complete with journal scrap) and the Molag Bal house in Markarth, where they just stood there peacefully but did not walk around nor assault me.) Do you have a Papyrus log? PS: just looked at what Enchantress does. It might be it causing problems. Load order wouldn't matter. Try disabling it to see if the problems are fixed I might not have something logging correctly because I see no SLK related entries in my logs. 1 is from the vampire trio in house, 2 is without using house, bandits and warlocks at 100%, others under 30 a novice conjurer, flame atronach, wolf and 2 vigilants all spawned... needless to say I "dodged" the attack as the vigilants killed the conjurer but the wolf oddly was totally non-combat. Papyrus_SLKattempt1.log Papyrus_SLKattempt2.log
Nenare Posted May 14, 2017 Posted May 14, 2017 Love the update so far Vinfamy! One issue I'm having. Every animal in the forest seems to show up to watch. Is the only option to turn off the critters option?
AnubiSs2167 Posted May 14, 2017 Posted May 14, 2017 I was ambushed by my own horse. After that he just watched as 2 banditis showed up. Later again half the forest including sprigans and 2 trolls decided to show up. After the rape was over and my character woke up i was still in the same place with all the npcs there. They ofc began killling eachother.
yurinel Posted May 14, 2017 Posted May 14, 2017 I want translate this mod personally cuz i'm foreigner, but i can't find MCM context in script files somebody help plz? 3.x version was fine to translate but can't find MCM context in 4.0.1
Sospice Posted May 14, 2017 Posted May 14, 2017 I decided to try this out. It's a great idea, but on the first kidnapping event the kidnap event happned not far from the Stables & farms in Whiterun hold, the kidnapper was Modesi from Riften (the NPC you frame in the start of the Thieve's Guild quest line), we fast traveled to Riften Inn where he promptly walked outside (I think he was following his normal night time sandboxing instructions).I followed him outside where the rape attack started to happen and then got the message for the "kill your kidnapper to get your stuff back".I wasn't aware you could reset the kidnapper so I quit out because I was worried about being required to kill a crucial quest line NPC.But I really like the idea other than that.
Nazzzgul666 Posted May 14, 2017 Posted May 14, 2017 I have probably a bug, but i'm still using 4.0 and i'm using the development versions of DDa, DDx and DDi (which are considered quite stable as far as i know, so new release will probably be soon). I've used the optional DD integration and forced ambush to test settings. The first part went fine, i got a corset and was raped. Then it just went weird, instead of getting one other item and one rape like i assume it should work, i got one item after another. After some time i could walk 3 steps (literally, not more), got another item, player controls were locked again for quite some time (at least 2-3 real time minutes), then next 3 steps and the same again. Waited something like 20-30 minutes real time before i closed the game, and beside the first one no rape happened, only the first one. Doesn't sound like the update would change anything in that respect, could anybody else try if it works with the stable DD versions (or maybe dev versions as well to see if it's on my end)? In case it helps, log:Papyrus.0.log *edit: Maybe i should add that i'd prefer it a bit different anyways: instead of adding one item after each rape, just add some items when the rapes are finished (and possibly a blindfold at beginning). Imho it doesn't make any sense that some guys who kidnapped me for a gangbang would put me into chastity gear before they are finished. And in case it's not too much work or already works that way: if my rapists (or a chest in the location) would contain some keys, that would be very nice.
vinfamy Posted May 14, 2017 Author Posted May 14, 2017 I want translate this mod personally cuz i'm foreigner, but i can't find MCM context in script files somebody help plz? 3.x version was fine to translate but can't find MCM context in 4.0.1 Download the GUIDE - Translate SLKR.pdf file in the downloads section Specifically, all texts for the MCM are in its properties. CK > Quest > SLKR_MCM_Quest > Scripts > Properties
vinfamy Posted May 14, 2017 Author Posted May 14, 2017 I In case it helps, log:Papyrus.0.log SLKR doesn't throw any errors at all in that log. The fact that it takes quite a while between equipping each piece of DD (as if there is intercourse inbetween) seems like SLKR is kinda functioning as intended. I uses the current DDi's API functions for equipping devices on the player and NPCs, so maybe using the development versions of DD with it confuse SLKR and stop SexLab from finding the right animations. I can add a MCM option in the next version to equip DD at the end of the hostage scene rather than during. I wasn't aware you could reset the kidnapper so I quit out because I was worried about being required to kill a crucial quest line NPC. You don't have to kill anyone to get your stuffs back. Just talk to a Thieves Guild member afterwards, pay them with money or sex and you'll get to 'negotiate 'with your kidnapper to get your stuff back
jennievm Posted May 14, 2017 Posted May 14, 2017 Ok I can for the life of me not get kidnapped at all. I have a few mods that might conflict if any of these will please tell me. Thank you Populated towers, runes, dungeons. revenge of the enemies
vinfamy Posted May 14, 2017 Author Posted May 14, 2017 Ok I can for the life of me not get kidnapped at all. I have a few mods that might conflict if any of these will please tell me. Thank you Populated towers, runes, dungeons. revenge of the enemies What's your chances in the MCM? Try keeping everything at default, then set Base Chance to 200%, untick Current Hold only and untick all boxes in the "Avoid Kidnaps during". Then stand outside in the wilderness and wait one hour. Then walk around a bit (can take up to a minute for SLKR to find a suitable kidnapper) Does the Force-Trigger work?
Sospice Posted May 14, 2017 Posted May 14, 2017 Someone else mentioned they couldn't get a kidnapping event to start without the MCM button that starts a kidnapping?I was having the same issue. But then I turned off kidnapping in the MCM and all of the sudden my character can't step outside without a kidnapping attempt happening (I have had set it to 100% when I had kidnapping ON and it still wasn't happening, so with kidnapping set to off at 100% it is happening).Has anyone else experienced this?
jennievm Posted May 14, 2017 Posted May 14, 2017 Ok I can for the life of me not get kidnapped at all. I have a few mods that might conflict if any of these will please tell me. Thank you Populated towers, runes, dungeons. revenge of the enemies What's your chances in the MCM? Try keeping everything at default, then set Base Chance to 200%, untick Current Hold only and untick all boxes in the "Avoid Kidnaps during". Then stand outside in the wilderness and wait one hour. Then walk around a bit (can take up to a minute for SLKR to find a suitable kidnapper) Does the Force-Trigger work? forced worked but not immediately it took ages. Ive removed alot of mods to see. It feels to me like it might be heavy script lag. Ive just removed devious framework as that is constantly checking stuff in the background. I have a suspicion that is my culprit. will do all that stuff and have a look
Sospice Posted May 14, 2017 Posted May 14, 2017 I had a kidnapping activate in SD+'s Sanguine's realm. The attacker was an NPC called "Warehouse Traps Test Reset Guy" (an argonian) with a couple of Argonian females (clutch mates). From what I recall, this is an NPC from a Warehouse room full of traps. I dodged the kidnap event and left Sanguine's realm. When I came back days later, he and the other argonian npcs were still there. I used "enchanting follower" from Maria Eden" to lead him out of Sanguine's realm to riften and then removed him as a follower.It seems like this npc just stands wherever he is left as he's still in Riften. I'm just wondering if this is going to be a problem if the mod grabs npcs to use them as kidnappers and then they don't return to their location. Is this typical?
Guest Posted May 14, 2017 Posted May 14, 2017 I also got attacked by Warehouse Traps Test Reset Guy. I also had to rescue Gabrielle, from the Dark Brotherhood. She then asked me to escort her to her home, which is nowhere :/ I think the idea to select from existing actors is really cool but you might want to place some more restrictive conditions
vinfamy Posted May 14, 2017 Author Posted May 14, 2017 It seems like this npc just stands wherever he is left as he's still in Riften. I'm just wondering if this is going to be a problem if the mod grabs npcs to use them as kidnappers and then they don't return to their location. Is this typical? They always return if their home is actually in the game. In this case, which is quite a unique incidence because of SD (I assume you also have Current Hold only disabled, which should have provided some safety against this), the kidnappers' home is a test cell. Once they spawn, they don't have a home to go back to hence what happened. Plus if the kidnappers fail in their ambush, most of the time you'll kill them anyways, right? I also had to rescue Gabrielle, from the Dark Brotherhood. She then asked me to escort her to her home, which is nowhere :/ The quest marker might have failed, but if you do the Innocence Lost quest and return her to the DB Sanctuary, it should work. Or just cancel the rescue quest by talking to an innkeeper.
Sospice Posted May 14, 2017 Posted May 14, 2017 Yes, I have current hold disabled. I'll keep playing around with it and let you know if anything unusual shows up. It feels like there's a learning curve going on here where if you use anything but the default settings you can make some interesting things happen.
AnubiSs2167 Posted May 15, 2017 Posted May 15, 2017 Someone else mentioned they couldn't get a kidnapping event to start without the MCM button that starts a kidnapping? I was having the same issue. But then I turned off kidnapping in the MCM and all of the sudden my character can't step outside without a kidnapping attempt happening (I have had set it to 100% when I had kidnapping ON and it still wasn't happening, so with kidnapping set to off at 100% it is happening). Has anyone else experienced this? I tried running with kidnapings off but i didnt get kidaped either way. I switched it on and and couple minutes later i got my 1st kidaping. I noticed i have no problem getting 1st kidaping to work after clean save. I dont think ive ever got second in the same playthrough. Maybe something is botched with the cooldown timer.
jennievm Posted May 15, 2017 Posted May 15, 2017 Someone else mentioned they couldn't get a kidnapping event to start without the MCM button that starts a kidnapping? I was having the same issue. But then I turned off kidnapping in the MCM and all of the sudden my character can't step outside without a kidnapping attempt happening (I have had set it to 100% when I had kidnapping ON and it still wasn't happening, so with kidnapping set to off at 100% it is happening). Has anyone else experienced this? I tried running with kidnapings off but i didnt get kidaped either way. I switched it on and and couple minutes later i got my 1st kidaping. I noticed i have no problem getting 1st kidaping to work after clean save. I dont think ive ever got second in the same playthrough. Maybe something is botched with the cooldown I don't kidnapped either. No matter if that is on or off. Ive walked around for an hour or two and nothing. Removed a bunch of mods restarted clean saves each time and tried everything I can think of. Its like something is not running that is suppose to. Click on trigger in the mcm and it works in seconds but that defeats the purpose.
Ferralian Posted May 15, 2017 Posted May 15, 2017 Great Mod! I found one issue when using mods that change combat like wildcat. My PC is defeated and in my case triggers death alternative before the kidnapping triggers. Is it possible to make the kidnappers not do any damage during the dodge time? Maybe make that an MCM option?
kboom Posted May 15, 2017 Posted May 15, 2017 Someone else mentioned they couldn't get a kidnapping event to start without the MCM button that starts a kidnapping? I was having the same issue. But then I turned off kidnapping in the MCM and all of the sudden my character can't step outside without a kidnapping attempt happening (I have had set it to 100% when I had kidnapping ON and it still wasn't happening, so with kidnapping set to off at 100% it is happening). Has anyone else experienced this? I tried running with kidnapings off but i didnt get kidaped either way. I switched it on and and couple minutes later i got my 1st kidaping. I noticed i have no problem getting 1st kidaping to work after clean save. I dont think ive ever got second in the same playthrough. Maybe something is botched with the cooldown timer. I have a same problem but crouching or sneaking around seem to solve the issue not sure though I have problem with targeting follower, i tag her with dialog of careful of kidnap with option of fellow victim 1 checked but the in the kidnap other npc was replaced her place, while she just standing right next to me
vinfamy Posted May 15, 2017 Author Posted May 15, 2017 I have a same problem but crouching or sneaking around seem to solve the issue not sure though I have problem with targeting follower, i tag her with dialog of careful of kidnap with option of fellow victim 1 checked but the in the kidnap other npc was replaced her place, while she just standing right next to me You don't have to specify your follower. They should be prioritized over friend by default
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