leon90star Posted May 21, 2017 Posted May 21, 2017 Can u please add one more feature for me?? get kidnapped Bad END which means continuous f**king! i will appreciate that very much!
vinfamy Posted May 21, 2017 Author Posted May 21, 2017 Can u please add one more feature for me?? get kidnapped Bad END which means continuous f**king! i will appreciate that very much! If you increase to Stamina Multiplier to the maximum amount in the MCM you will get fucked indefinitely.
leon90star Posted May 21, 2017 Posted May 21, 2017 Can u please add one more feature for me?? get kidnapped Bad END which means continuous f**king! i will appreciate that very much! If you increase to Stamina Multiplier to the maximum amount in the MCM you will get fucked indefinitely. Thnx man u rocks!
Mister X Posted May 21, 2017 Posted May 21, 2017 [Feature Request] Hey, I don't know if ther'es already something like that implemented but maybe could you try to make the multipliers responsive to the number of kidnaps/fucks? As of know, eg with a static multiplier for magicka you'll need more and more fucks per kidnap until one breaks, right? Or does it already count overall? So maybe every 10 kidnaps you could make the multiplier 5/2/1% smaller, aye? So if it the multiplier is set to 0.02 at the beginning then after 10 kidnaps it will be 0.95 * 0.02 = 0.019. After 10 more kidnaps it will be 0.95 * 0.019 = 0.01805 ~ 0.018 and so on. So the more often one gets kidnapped it gets faster eventually to mentally break.
vinfamy Posted May 21, 2017 Author Posted May 21, 2017 [Feature Request] Hey, I don't know if ther'es already something like that implemented but maybe could you try to make the multipliers responsive to the number of kidnaps/fucks? As of know, eg with a static multiplier for magicka you'll need more and more fucks per kidnap until one breaks, right? Or does it already count overall? So maybe every 10 kidnaps you could make the multiplier 5/2/1% smaller, aye? So if it the multiplier is set to 0.02 at the beginning then after 10 kidnaps it will be 0.95 * 0.02 = 0.019. After 10 more kidnaps it will be 0.95 * 0.019 = 0.01805 ~ 0.018 and so on. So the more often one gets kidnapped it gets faster eventually to mentally break. It could be done quite easily. But maybe as a tickbox to toggle between flat multiplier and declining multipliers.
whatupwhatup141 Posted May 22, 2017 Posted May 22, 2017 Hey there! Your mod looks like everything I've been looking for! I don't know if this has already been implemented or what, but can the player track down their attackers after the rape if they want? It would be nice to have a misc quest involving tracking down you attackers (maybe they left a note in your inventory with their symbol, you ask a guard about the symbol and it turns out its from a near by bandit camp or something) and you having the chance to kill them, retrieve whatever they took from you and all that jazz. Also it would be nice if, depending on how many attacked you they might not all be in the same bandit camp? So you have to travel to different camps in order to exact sweet, sweet revenge Also it would be cool to join the Dark Brotherhood or another guild to track down your attackers. Same could go for other encounters too like with Thalmor or with Imperials/Stormcloaks. And is there an option to get assaulted by some Dirty city guards? Riften would definitely be the place for that kidnap scenario if it was. Either way this mod looks amazing and I'm definitely downloading the moment I get the chance.
Dapper Dan Pomade Posted May 22, 2017 Posted May 22, 2017 Hey there! Your mod looks like everything I've been looking for! I don't know if this has already been implemented or what, but can the player track down their attackers after the rape if they want? It would be nice to have a misc quest involving tracking down you attackers (maybe they left a note in your inventory with their symbol, you ask a guard about the symbol and it turns out its from a near by bandit camp or something) and you having the chance to kill them, retrieve whatever they took from you and all that jazz. Also it would be nice if, depending on how many attacked you they might not all be in the same bandit camp? So you have to travel to different camps in order to exact sweet, sweet revenge Also it would be cool to join the Dark Brotherhood or another guild to track down your attackers. Same could go for other encounters too like with Thalmor or with Imperials/Stormcloaks. And is there an option to get assaulted by some Dirty city guards? Riften would definitely be the place for that kidnap scenario if it was. Either way this mod looks amazing and I'm definitely downloading the moment I get the chance. The way it works is, one of the attackers is marked by a quest icon; he's the one that steals your stuff (if you don't have unequip instead of steal checked in the MCM). After it's over, your quest is updated to kill him to get your stuff back. You can ask the Companions for help killing him, or the Thieves Guild to help negotiate getting your stuff. I haven't actually used those options personally, but that's how I understand them to work.
jennievm Posted May 22, 2017 Posted May 22, 2017 Hey there! Your mod looks like everything I've been looking for! I don't know if this has already been implemented or what, but can the player track down their attackers after the rape if they want? It would be nice to have a misc quest involving tracking down you attackers (maybe they left a note in your inventory with their symbol, you ask a guard about the symbol and it turns out its from a near by bandit camp or something) and you having the chance to kill them, retrieve whatever they took from you and all that jazz. Also it would be nice if, depending on how many attacked you they might not all be in the same bandit camp? So you have to travel to different camps in order to exact sweet, sweet revenge Also it would be cool to join the Dark Brotherhood or another guild to track down your attackers. Same could go for other encounters too like with Thalmor or with Imperials/Stormcloaks. And is there an option to get assaulted by some Dirty city guards? Riften would definitely be the place for that kidnap scenario if it was. Either way this mod looks amazing and I'm definitely downloading the moment I get the chance. The way it works is, one of the attackers is marked by a quest icon; he's the one that steals your stuff (if you don't have unequip instead of steal checked in the MCM). After it's over, your quest is updated to kill him to get your stuff back. You can ask the Companions for help killing him, or the Thieves Guild to help negotiate getting your stuff. I haven't actually used those options personally, but that's how I understand them to work. You are correct. You can just go back and kill them after or go to the companions or thief's guild and talk to anyone. After payment "gold" or you know what the abductor will be teleported to you in a knockdown state. You can then just kill him to get your stuff back or what i like to do is use the defeat options which works great here by punching to death. Its pretty satisfying.
darkmatter86 Posted May 22, 2017 Posted May 22, 2017 I'm using the V4.0.2 and I have 2 issues: 1. I can't get the creature ambush anymore. When I put all the human ambush chances to 0% and forced trigger, nothing happened. Forcing trigger again and I got 3 horses (which was set at 0% chance) and a nearby NPC ambush me and then started doing their work at that same place. 2. When i had a human kidnapping, everything was fine (animations and stuffs) until a creature joined in. After that there was no more human animation only that same creature's animation (again and again).
vinfamy Posted May 22, 2017 Author Posted May 22, 2017 I'm using the V4.0.2 and I have 2 issues: 1. I can't get the creature ambush anymore. When I put all the human ambush chances to 0% and forced trigger, nothing happened. Forcing trigger again and I got 3 horses (which was set at 0% chance) and a nearby NPC ambush me and then started doing their work at that same place. 2. When i had a human kidnapping, everything was fine (animations and stuffs) until a creature joined in. After that there was no more human animation only that same creature's animation (again and again). It's possible that your game runs out of unique/ persistent location actors who are of these creature types. The game engine doesn't allow the mod to look for leveled/ dynamically generated actors so the mod can only find these hand-placed actors. Make sure you allow the more common creatures (like Falmer and Draugr) or find a few mods on Nexus that hand-place (not dynamically ganerate) more creatures into the game For 2, I'll add a radius MCM option in the next version so that you can avoid getting random actors nearby to join in the fun.
Slorm Posted May 22, 2017 Posted May 22, 2017 Hey there! Your mod looks like everything I've been looking for! I don't know if this has already been implemented or what, but can the player track down their attackers after the rape if they want? It would be nice to have a misc quest involving tracking down you attackers (maybe they left a note in your inventory with their symbol, you ask a guard about the symbol and it turns out its from a near by bandit camp or something) and you having the chance to kill them, retrieve whatever they took from you and all that jazz. Also it would be nice if, depending on how many attacked you they might not all be in the same bandit camp? So you have to travel to different camps in order to exact sweet, sweet revenge Also it would be cool to join the Dark Brotherhood or another guild to track down your attackers. Same could go for other encounters too like with Thalmor or with Imperials/Stormcloaks. And is there an option to get assaulted by some Dirty city guards? Riften would definitely be the place for that kidnap scenario if it was. Either way this mod looks amazing and I'm definitely downloading the moment I get the chance. The way it works is, one of the attackers is marked by a quest icon; he's the one that steals your stuff (if you don't have unequip instead of steal checked in the MCM). After it's over, your quest is updated to kill him to get your stuff back. You can ask the Companions for help killing him, or the Thieves Guild to help negotiate getting your stuff. I haven't actually used those options personally, but that's how I understand them to work. You are correct. You can just go back and kill them after or go to the companions or thief's guild and talk to anyone. After payment "gold" or you know what the abductor will be teleported to you in a knockdown state. You can then just kill him to get your stuff back or what i like to do is use the defeat options which works great here by punching to death. Its pretty satisfying. I haven't tried the Companions/Thieves Guild approach but I did notice that there's no map marker to find where to go to kill them and get your stuff
vinfamy Posted May 22, 2017 Author Posted May 22, 2017 I haven't tried the Companions/Thieves Guild approach but I did notice that there's no map marker to find where to go to kill them and get your stuff Sometimes the game fetches kidnapper from a hidden cell so no marker. The Thieves Guild and Companions should still be able to find the kidnapper for you.
whatupwhatup141 Posted May 23, 2017 Posted May 23, 2017 Hey there! Your mod looks like everything I've been looking for! I don't know if this has already been implemented or what, but can the player track down their attackers after the rape if they want? It would be nice to have a misc quest involving tracking down you attackers (maybe they left a note in your inventory with their symbol, you ask a guard about the symbol and it turns out its from a near by bandit camp or something) and you having the chance to kill them, retrieve whatever they took from you and all that jazz. Also it would be nice if, depending on how many attacked you they might not all be in the same bandit camp? So you have to travel to different camps in order to exact sweet, sweet revenge Also it would be cool to join the Dark Brotherhood or another guild to track down your attackers. Same could go for other encounters too like with Thalmor or with Imperials/Stormcloaks. And is there an option to get assaulted by some Dirty city guards? Riften would definitely be the place for that kidnap scenario if it was. Either way this mod looks amazing and I'm definitely downloading the moment I get the chance. The way it works is, one of the attackers is marked by a quest icon; he's the one that steals your stuff (if you don't have unequip instead of steal checked in the MCM). After it's over, your quest is updated to kill him to get your stuff back. You can ask the Companions for help killing him, or the Thieves Guild to help negotiate getting your stuff. I haven't actually used those options personally, but that's how I understand them to work. You are correct. You can just go back and kill them after or go to the companions or thief's guild and talk to anyone. After payment "gold" or you know what the abductor will be teleported to you in a knockdown state. You can then just kill him to get your stuff back or what i like to do is use the defeat options which works great here by punching to death. Its pretty satisfying. Thanks everyone!
jennievm Posted May 23, 2017 Posted May 23, 2017 I have a small request. If you don't mind. I'm running a pretty script heavy setup well not really but my pc is pretty old and things go wrong now and then so I run with the diagnosis on as sometimes things break down because of script lag. I do however don't wanna know when a kidnapping is gonna happen but do like to know that nothing have broken. Is it possible to make a diagnosis script without so many indications. Maby just delete all the text and just leave one word indication. That way i will know its still running and still be surprised. Anyway I know this is just me being finikie but it would be highly appreciated
Dapper Dan Pomade Posted May 23, 2017 Posted May 23, 2017 One last lingering issue: I can't get the diagnosis messages to go away. I reinstalled the normal version through mod manager, even put the normal script in the skyrim directory and removed the diagnosis one, but they still show up in-game. Would resetting the mod by disabling/enabling the .esp help perhaps?
Beef Cheeks Posted May 23, 2017 Posted May 23, 2017 I am using SexLab Kidnapped Redux 4.0.2, and I am running into an issue with bear kidnapping. When I travel to the map for the bears, spriggans are nearby and after my first animation with the bears the spriggans start attacking me and kill me because I can't move due to being kidnapped. Any ideas why spriggans are there?
vinfamy Posted May 23, 2017 Author Posted May 23, 2017 One last lingering issue: I can't get the diagnosis messages to go away. I reinstalled the normal version through mod manager, even put the normal script in the skyrim directory and removed the diagnosis one, but they still show up in-game. Would resetting the mod by disabling/enabling the .esp help perhaps? That should do it if you save after disabling and then load that save after enabling again. I am using SexLab Kidnapped Redux 4.0.2, and I am running into an issue with bear kidnapping. When I travel to the map for the bears, spriggans are nearby and after my first animation with the bears the spriggans start attacking me and kill me because I can't move due to being kidnapped. Any ideas why spriggans are there? Could just be an unfortunate random spawn. Let me know if the problem persists. BTW, you can always get out of the knockdown state simply by pressing jump - then you can escape or fight back as you wish. I may add a fail-safe to make sure everything remains peaceful until the player decides to attack. I have a small request. If you don't mind. I'm running a pretty script heavy setup well not really but my pc is pretty old and things go wrong now and then so I run with the diagnosis on as sometimes things break down because of script lag. I do however don't wanna know when a kidnapping is gonna happen but do like to know that nothing have broken. Is it possible to make a diagnosis script without so many indications. Maby just delete all the text and just leave one word indication. That way i will know its still running and still be surprised. Anyway I know this is just me being finikie but it would be highly appreciated I'll look into it.
Dapper Dan Pomade Posted May 23, 2017 Posted May 23, 2017 One last lingering issue: I can't get the diagnosis messages to go away. I reinstalled the normal version through mod manager, even put the normal script in the skyrim directory and removed the diagnosis one, but they still show up in-game. Would resetting the mod by disabling/enabling the .esp help perhaps? That should do it if you save after disabling and then load that save after enabling again. Unfortunately it did not, the debug messages still show up. Thinking I might have to revert.
CaCO3 Posted May 23, 2017 Posted May 23, 2017 I cannot finish the rescue quest? Does I have to talk with the victim? 'Cause it didn't work, also as i triggered an ambush, the kidnapper are hostile to me afterwards...
vinfamy Posted May 23, 2017 Author Posted May 23, 2017 I cannot finish the rescue quest? Does I have to talk with the victim? 'Cause it didn't work, also as i triggered an ambush, the kidnapper are hostile to me afterwards... Talk to the victim after you kill all enemies (get out of combat). They'll follow you and then you'll need to escort back to their home. Enemies turning hostile is definitely a mod conflict somewhere. Any mod that changes combat AI, spawns enemies dynamically or the harmony-type spells ?
Beef Cheeks Posted May 24, 2017 Posted May 24, 2017 I am using SexLab Kidnapped Redux 4.0.2, and I am running into an issue with bear kidnapping. When I travel to the map for the bears, spriggans are nearby and after my first animation with the bears the spriggans start attacking me and kill me because I can't move due to being kidnapped. Any ideas why spriggans are there? Could just be an unfortunate random spawn. Let me know if the problem persists. BTW, you can always get out of the knockdown state simply by pressing jump - then you can escape or fight back as you wish. I may add a fail-safe to make sure everything remains peaceful until the player decides to attack. I've spawned into the map about 6 times with bears, and every time the spriggans are there, and after 1 or 2 sexlab animations, both the bears and the spriggans start attacking me... I am not powerful enough to defeat them with my bear hands (pun intended), so it's quite annoying.
vinfamy Posted May 24, 2017 Author Posted May 24, 2017 I've spawned into the map about 6 times with bears, and every time the spriggans are there, and after 1 or 2 sexlab animations, both the bears and the spriggans start attacking me... I am not powerful enough to defeat them with my bear hands (pun intended), so it's quite annoying. It's mod conflict somewhere. All kidnappers are supposed to remain non-hostile until you trigger a fight or after you pass out. But having Defeat could help - even if the kidnap scene is intercepted and turned into combat -> you'll then get defeated rather than dying.
Beef Cheeks Posted May 24, 2017 Posted May 24, 2017 I've spawned into the map about 6 times with bears, and every time the spriggans are there, and after 1 or 2 sexlab animations, both the bears and the spriggans start attacking me... I am not powerful enough to defeat them with my bear hands (pun intended), so it's quite annoying. It's mod conflict somewhere. All kidnappers are supposed to remain non-hostile until you trigger a fight or after you pass out. But having Defeat could help - even if the kidnap scene is intercepted and turned into combat -> you'll then get defeated rather than dying. Yeah, problem is I can't seem to get Defeat to cooperate.. I have enabled PC as Victim with Wound and Sexual assault 100%, however when I die I don't go into bleedout state.... It just loads my last save. Defeat Alternative works, but I never was able to get SexLab Defeat to cooperate. I'll have to play around some more I suppose. The MCM for SL Defeat is just really confusing and there isn't enough documentation. I even made sure that all races are enabled and that creature assault is enabled. Still no dice.
CaCO3 Posted May 24, 2017 Posted May 24, 2017 I cannot finish the rescue quest? Does I have to talk with the victim? 'Cause it didn't work, also as i triggered an ambush, the kidnapper are hostile to me afterwards... Talk to the victim after you kill all enemies (get out of combat). They'll follow you and then you'll need to escort back to their home. Enemies turning hostile is definitely a mod conflict somewhere. Any mod that changes combat AI, spawns enemies dynamically or the harmony-type spells ? Hm, talking doesn't work. No Menu is showing up (is a character from things in the dark) I don't know If a mod, I installed do such a thing. But here is my load order. Maybe they are too much ^^° 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Unofficial Skyrim Legendary Edition Patch.esp 6 6 Campfire.esm 7 7 ZaZAnimationPack.esm 8 8 SexLab.esm 9 9 Devious Devices - Assets.esm 10 a SexLabAroused.esm 11 b Heretical Resources.esm 12 c ZazExtensionPack.esm 13 d Devious Devices - Integration.esm 14 e daymoyl.esm 15 f Devious Devices - Expansion.esm 16 10 hdtHighHeel.esm 17 11 CreatureFramework.esm 18 12 dcc-soulgem-oven-000.esm 19 13 HighResTexturePack01.esp 20 14 HighResTexturePack02.esp 21 15 HighResTexturePack03.esp humans drop human parts.esp 22 16 RealisticNeedsandDiseases.esp 23 17 RealisticRoomRental.esp 24 18 Immersive Citizens - AI Overhaul.esp 25 19 zThingsInDark.esp 26 1a Captured Dreams.esp 27 1b FtM_3.esp 28 1c SexLab-Stories.esp wolfclub.esp 29 1d Immersive Citizens - RRR patch.esp 30 1e SexLabSkoomaWhore.esp 31 1f Cloaks.esp 32 20 Frostfall.esp 33 21 sanguinesDebauchery.esp qayl.esp 34 22 SimpleSlavery.esp 35 23 ZaFromTheDeepsV2.esp HeroineDistress.esp Slaverun_Reloaded.esp 36 24 SexLab_Dialogues.esp 37 25 RND_HearthFires-Patch.esp 38 26 SexLab-StoriesDevious.esp S_L_U_T_S.esp Prison.esp 39 27 SexLab-Parasites.esp 40 28 FalmerBikini.esp Arachnophobia.esp Gwelda Dawnguard Armor.esp comvex-hmpriestess.esp zzEstrus.esp 41 29 RealisticFunctionalBoats.esp 42 2a morepp.esp 43 2b WetandCold.esp 44 2c WetandCold - Ashes.esp 45 2d RaceMenu.esp 46 2e RaceMenuPlugin.esp 47 2f SkyUI.esp 48 30 Cloaks - Dawnguard.esp 49 31 1nivWICCloaks.esp 50 32 1nivWICSkyCloaksPatch.esp 51 33 Forsworn-MTM.esp 52 34 TavernClothes-MTM.esp 53 35 FA Guard Helmet.esp 54 36 dD - Realistic Ragdoll Force - Realistic.esp 55 37 FNIS.esp 56 38 Hemet2CircletReplacer.esp 57 39 treehouse.esp throwingweapons.esp throwing_weapons_leveledlists_plugin.esp 58 3a RND_Dawnguard-Patch.esp 59 3b RND_Dragonborn-Patch.esp 60 3c RND_AnimalLoot.esp 61 3d FA Hide Armor.esp 62 3e Devious Deviants.esp 63 3f SexLab Romance.esp 64 40 MashupUNP.esp 65 41 FemaleWerewolf.esp 66 42 Faction Crossbows.esp 67 43 MF_RadiantProstitution.esp 68 44 Tembtra Thief Armor.esp 69 45 Cassandra Frost Witch.esp 70 46 fine goods from morrowind.esp 71 47 LadyTrousers.esp 72 48 Witch Of The Wild.esp 73 49 XPMSE.esp 74 4a SlaveTats.esp 75 4b MoreNastyCritters.esp 76 4c SexLabNudeCreatures.esp 77 4d SexLabNudeCreaturesDB.esp 78 4e SexLabNudeCreaturesDG.esp 79 4f Bathing in Skyrim - Main.esp 80 50 Bathing in Skyrim - Realistic Room Rental.esp 81 51 EstrusChaurus.esp 82 52 RaceMenuMorphsUUNP.esp 83 53 DragonBoneBikini.esp 84 54 FNISspells.esp 85 55 SteelBikini.esp 86 56 SDpatch - frostfall.esp 87 57 UIExtensions.esp 88 58 Immersive Pet Girl.esp 89 59 Immersive Pet Girl - RND Addon.esp 90 5a MilkModNEW.esp 91 5b MilkModNEW CF.esp 92 5c MilkModNEW HF.esp 93 5d SL_Kidnapped_Redux.esp 94 5e Alternate Start - Live Another Life.esp 95 5f ccas_starts.esp
jennievm Posted May 24, 2017 Posted May 24, 2017 Im encountering a issue that is making things very difficult. Whenever the checks are running my player controls are disabled. I can fight with what I have but i can't access anything else can't change over to any other quickslots, cannot access map nor inventory or level up menu. This last for at least 30 seconds or so. Anyone else experiences this or have some idea what could cause it ?
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