Nazzzgul666 Posted June 3, 2017 Posted June 3, 2017 Thanks for spotting this. Will get it fixed in the next version. For now, put the Penalty Per Friendly NPC to 0. I have the opposite problem, i assume it's something how/when SLKR decides if i get kidnapped, but it's a problem nevertheless: I get ambushed immediatly after sleeping in the alternative starts bed and kidnapped during my CCAS start quest (milk cow for sexlab stories). It doesn't make any difference which settings i have, even disabling kidnappings doesn't change it. It's always the same creatures, so i assume the event was triggered while i still was in the cell and waited until i'm outside. here is a log:Papyrus.0.log
tonykiryu23 Posted June 3, 2017 Posted June 3, 2017 mod is nice but i am geting stuck in fucking can u pls make it now time medi becous i got ot much stamina
Nazzzgul666 Posted June 3, 2017 Posted June 3, 2017 mod is nice but i am geting stuck in fucking can u pls make it now time medi becous i got ot much stamina You can change how much stamina is consumed.
tonykiryu23 Posted June 3, 2017 Posted June 3, 2017 mod is nice but i am geting stuck in fucking can u pls make it now time medi becous i got ot much stamina You can change how much stamina is consumed. i try man but my stamine and magic recover fast i liked when mod have timer set up 2 but i play soo long on char i got 2000stamine and 2500hp magic 1000 i like long play true
Abbt Posted June 3, 2017 Posted June 3, 2017 I have a problem with a rescue Quest. I rescued Drifa and escort her back to Rifton to the The Pawned Prawn. Unfortunately the quest don't end now, i still have the quest "escort the victim home". Unfortunately she is following me now permanently, i tried to talk to her andto her husband too but the quest don't end. Has someone an idea what i have to do that the quest ends?
Reesewow Posted June 3, 2017 Posted June 3, 2017 i try man but my stamine and magic recover fast i liked when mod have timer set up 2 but i play soo long on char i got 2000stamine and 2500hp magic 1000 i like long play true The mod calculates how many scenes you can take before passing out based on max stamina, not current stamina, so regen shouldn't matter. If you know how much stamina you have you can check the MCM menu for the calculation and figure out what you should set it to to get the # of events you want (I think the calculation is show if you mouse over the bar in the MCM menu).
PenBoozerX Posted June 3, 2017 Posted June 3, 2017 I'm curious about the trigger rates of kidnapping/ambush scenarios, I'm a semi-serious player and not looking to get raped super often in Skyrim, looking for more natural random feel for it. I've set my base chance for ambush to 5%, yet I find myself getting ambushed almost daily, its making regular gameplay rather annoying. Is there some hidden extra trigger chances somewhere outside the mod menu? Or what does the base trigger chance stand for? Game time hourly roll, daily roll, real time minute roll? I'm trying to make this scenario as rare as possible while still having the danger of sometimes getting ambushed out of the blue. Getting ambushed awfully lot for such low base chance atm, must be something I'm missing here. I'd love to keep this mod I quite like it Also, would it be possible to get non-named (randomized) ambushers? I'd rather not slaughter half of Riften's farms to get revenge and cripple the entire city's economy
blackbirdz0mg Posted June 3, 2017 Posted June 3, 2017 Hi, sorry if this has been asked before but for some reason I'm getting a lot of notifications (1 hour check and check conditions like in combat and others). Is there any way to hide or disable them? I didn't find any options for it in the menu.
vinfamy Posted June 4, 2017 Author Posted June 4, 2017 I'm curious about the trigger rates of kidnapping/ambush scenarios, I'm a semi-serious player and not looking to get raped super often in Skyrim, looking for more natural random feel for it. I've set my base chance for ambush to 5%, yet I find myself getting ambushed almost daily, its making regular gameplay rather annoying. Is there some hidden extra trigger chances somewhere outside the mod menu? Or what does the base trigger chance stand for? Game time hourly roll, daily roll, real time minute roll? I'm trying to make this scenario as rare as possible while still having the danger of sometimes getting ambushed out of the blue. Getting ambushed awfully lot for such low base chance atm, must be something I'm missing here. I'd love to keep this mod I quite like it Also, would it be possible to get non-named (randomized) ambushers? I'd rather not slaughter half of Riften's farms to get revenge and cripple the entire city's economy To get your stuff back without killing anyone, talk to a Thieves Guild member. Make sure you reduce the Night Bonus too. Hi, sorry if this has been asked before but for some reason I'm getting a lot of notifications (1 hour check and check conditions like in combat and others). Is there any way to hide or disable them? I didn't find any options for it in the menu. Don't use the notification add-on . It's not meant for regular plays, only for debug.
vinfamy Posted June 4, 2017 Author Posted June 4, 2017 try man but my stamine and magic recover fast i liked when mod have timer set up 2 but i play soo long on char i got 2000stamine and 2500hp magic 1000 i like long play true It doesn't have anything to do with recovery. Does the MCM menu options for multipliers not go down low enough for you, if so: Use the following console commands: set SLKR_MultiStamina_Global to xxx set SLKR_MultiMagicka_Global to xxx Replace xxx with a small number. For example if you want 10 rounds before passing out: 10/ 2000 = 0.005 . So: set SLKR_MultiStamina_Global to 0.005 I have a problem with a rescue Quest. I rescued Drifa and escort her back to Rifton to the The Pawned Prawn. Unfortunately the quest don't end now, i still have the quest "escort the victim home". Unfortunately she is following me now permanently, i tried to talk to her andto her husband too but the quest don't end. Has someone an idea what i have to do that the quest ends? Where's the marker pointing at? IF everything fails, talk to an innkeeper again to cancel the quest and get a new one. set SLKR_MultiStamina_Global to xxx
jfraser Posted June 4, 2017 Posted June 4, 2017 I'm curious about the trigger rates of kidnapping/ambush scenarios, I'm a semi-serious player and not looking to get raped super often in Skyrim, looking for more natural random feel for it. I've set my base chance for ambush to 5%, yet I find myself getting ambushed almost daily, its making regular gameplay rather annoying. Is there some hidden extra trigger chances somewhere outside the mod menu? Or what does the base trigger chance stand for? Game time hourly roll, daily roll, real time minute roll? I'm trying to make this scenario as rare as possible while still having the danger of sometimes getting ambushed out of the blue. Getting ambushed awfully lot for such low base chance atm, must be something I'm missing here. I'd love to keep this mod I quite like it Also, would it be possible to get non-named (randomized) ambushers? I'd rather not slaughter half of Riften's farms to get revenge and cripple the entire city's economy To get your stuff back without killing anyone, talk to a Thieves Guild member. Make sure you reduce the Night Bonus too. think you're missing the point on the first issue. he didn't say "get his stuff back," he said "get revenge."
Reesewow Posted June 4, 2017 Posted June 4, 2017 I'm curious about the trigger rates of kidnapping/ambush scenarios, I'm a semi-serious player and not looking to get raped super often in Skyrim, looking for more natural random feel for it. I've set my base chance for ambush to 5%, yet I find myself getting ambushed almost daily, its making regular gameplay rather annoying. Is there some hidden extra trigger chances somewhere outside the mod menu? Or what does the base trigger chance stand for? Game time hourly roll, daily roll, real time minute roll? I'm trying to make this scenario as rare as possible while still having the danger of sometimes getting ambushed out of the blue. Getting ambushed awfully lot for such low base chance atm, must be something I'm missing here. I'd love to keep this mod I quite like it Also, would it be possible to get non-named (randomized) ambushers? I'd rather not slaughter half of Riften's farms to get revenge and cripple the entire city's economy I think the base chance to ambush is just the base chance per hour to trigger an ambush, and then it gets modified by all the other options. Those options could increase the chance significantly (like being in the wilderness at night), so if you want a flat low % chance I'd try turning off all the other options and keeping base chance low. I found if you only select creatures and hostile NPC factions with leveled lists (so basically bandits/necromancers ect) as possible ambushers, you get mostly no-name NPCs attacking you. Factions like Farmer and Argonian are likely to give you named NPCs.
Abbt Posted June 4, 2017 Posted June 4, 2017 I have a problem with a rescue Quest. I rescued Drifa and escort her back to Rifton to the The Pawned Prawn. Unfortunately the quest don't end now, i still have the quest "escort the victim home". Unfortunately she is following me now permanently, i tried to talk to her andto her husband too but the quest don't end. Has someone an idea what i have to do that the quest ends? Where's the marker pointing at? IF everything fails, talk to an innkeeper again to cancel the quest and get a new one. Unfortunately there is no quest marker, but talking to the innkeeper worked. Thank you for your help!
tonykiryu23 Posted June 4, 2017 Posted June 4, 2017 i try man but my stamine and magic recover fast i liked when mod have timer set up 2 but i play soo long on char i got 2000stamine and 2500hp magic 1000 i like long play true The mod calculates how many scenes you can take before passing out based on max stamina, not current stamina, so regen shouldn't matter. If you know how much stamina you have you can check the MCM menu for the calculation and figure out what you should set it to to get the # of events you want (I think the calculation is show if you mouse over the bar in the MCM menu). nvm u where right i set it to 1.000 ting it was lower lol now it works fine
PhantomPanic Posted June 4, 2017 Posted June 4, 2017 Is there not a way to specify kidnapper gender in this new version?
Huntrezz Posted June 4, 2017 Posted June 4, 2017 This mod does hardly trigger for me,i turn base chance up alot, but wondering around all night and no triggers, not sure whats going on. Force triggers work though. I want to be kidnapped more often. ;(
vinfamy Posted June 4, 2017 Author Posted June 4, 2017 Is there not a way to specify kidnapper gender in this new version? Quite easy to do in the Creation Kit. Just add a GetIsSex condition to all the aliases in the SLKR_FindFollowers_Quest This mod does hardly trigger for me,i turn base chance up alot, but wondering around all night and no triggers, not sure whats going on. Force triggers work though. I want to be kidnapped more often. ;( Try to turn the "Penalty Per Nearby Friendly NPC" to 0. Some people report inflated figures calculated for nearby npcs, making the chance lower than it should be.
Golgo13 Posted June 5, 2017 Posted June 5, 2017 I can't understand WHAT this new version is doing in relation to my MCM settings.... After reading the mod's instructions, I went around talking to NPC's in order to create some valid "victims" for it. I must have created fifty or more such potential kidnapping targets; yet, they appear to have been made, in fact, especially immune to being kidnapped. The priority order for selecting victims does not seem to be in operation, at all: more than half of the co-victims I've had have been wrinkled, old women my character had barely ever spoken to, while the characters with whom she has had close associations and who were specifically selected as potential victims have never been selected by the mod. I've also tried to prevent nonsensical outcomes, like having my leader of the Dark Brotherhood/Companions/Thieves' Guild kidnapped by her own underlings, by choosing a relative frequency of zero for those outcomes. That has not prevented those outcomes from arising, anyway-- far more frequently, in fact, than the outcomes that were supposed to be much more probable. The biggest change, however, which is driving me to roll back to the previous version of this program, is that, now, kidnappers will materialize in the middle of an inn or other crowded, public venue, and commence massacring everyone in sight. Soon, every NPC that isn't protected as "unkillable" is dead everywhere I go. To make matters worse, if I allow rescues, now, NPC's with no business trying to pull off a rescue are slaughtered uselessly before my eyes after my 'toon has been captured: a band of powerful vampires wiped out the staff and patrons of the inn where I was. I was carried off to a lair with a wrinkled, old woman; and, while I was attempting to engineer an escape, I lost most control over my character because Bolli the Fisherman had come charging in in a suicidally futile rescue bid. Another glitch I encountered was being kidnapped by Sinding, the werewolf I helped in "Ill Met by Moonlight." After a night of incongruous abuse, being sold into slavery, earning my freedom, tracking him down, and killing him to get my stuff back, he sprang back to life the instant I killed him, making it impossible to recover anything. I had tried going to the Thieves' Guild, first, to avoid needing to kill him; but, no one would give me dialog pertaining to recovering my gear. I really like the idea of this mod. But, it wasn't such a bad thing to be able to choose rescuers who could keep themselves alive (or whom the game kept alive). I also much preferred the kidnappers leaving the destructable NPC's out of the very frequent action. Somehow, moreover, the old mod knew how to select NPC's that were not wrinkled, old women; the new one seems to have a fetish for them.
PenBoozerX Posted June 5, 2017 Posted June 5, 2017 I can't understand WHAT this new version is doing in relation to my MCM settings.... I was trying to ask about the setting rates too... What affects the ambush, I am playing at 5% base chance for ambush yet getting attacked daily (one would think single digits would be really rare..). And why can you set base chance at like 200%, what does that number even mean, get kidnapped by multiple factions at once? vinfamy, on 04 Jun 2017 - 04:31 AM, said: Abbt, on 03 Jun 2017 - 10:14 PM, said: I have a problem with a rescue Quest. I rescued Drifa and escort her back to Rifton to the The Pawned Prawn. Unfortunately the quest don't end now, i still have the quest "escort the victim home". Unfortunately she is following me now permanently, i tried to talk to her andto her husband too but the quest don't end. Has someone an idea what i have to do that the quest ends? Where's the marker pointing at? IF everything fails, talk to an innkeeper again to cancel the quest and get a new one. set SLKR_MultiStamina_Global to xxx I had this issue too, rescued Imperial Soldier's "home" was apparently literally at the middle of waterfall, where they naturally refused to go to. And no there's no caves or hidden paths in the waterfall between Whiterun and Riverwood. I just abandoned the quest at Innkeeper since i couldn't get the victim to leave my side otherwise. reesewow2, on 04 Jun 2017 - 05:07 AM, said: I found if you only select creatures and hostile NPC factions with leveled lists (so basically bandits/necromancers ect) as possible ambushers, you get mostly no-name NPCs attacking you. Factions like Farmer and Argonian are likely to give you named NPCs. Yes this seems to be correct, Orcs and Argonians who ambushed me were all named. Too bad, I would have liked more variety in kidnappings than the same old bandints, but if i dont want named kidnappers I'm our of luck i guess
papawashere Posted June 6, 2017 Posted June 6, 2017 I didn't go back and get my stuff from the kidnappers and the quest is remaining in my log even though the NPCs aren't at the quest marker. I tried getting the companions to help but it just has a quest marker appear with nothing there. Is there a way to cleanly force the quest to complete in the console?
vinfamy Posted June 6, 2017 Author Posted June 6, 2017 I didn't go back and get my stuff from the kidnappers and the quest is remaining in my log even though the NPCs aren't at the quest marker. I tried getting the companions to help but it just has a quest marker appear with nothing there. Is there a way to cleanly force the quest to complete in the console? completequest SLKR_Quest_Revenge or completequest SLKR_Revenge_Quest Can't remember which one exactly
Nazzzgul666 Posted June 6, 2017 Posted June 6, 2017 I'm curious about the trigger rates of kidnapping/ambush scenarios, I'm a semi-serious player and not looking to get raped super often in Skyrim, looking for more natural random feel for it. I've set my base chance for ambush to 5%, yet I find myself getting ambushed almost daily, its making regular gameplay rather annoying. Is there some hidden extra trigger chances somewhere outside the mod menu? Or what does the base trigger chance stand for? Game time hourly roll, daily roll, real time minute roll? I'm trying to make this scenario as rare as possible while still having the danger of sometimes getting ambushed out of the blue. Getting ambushed awfully lot for such low base chance atm, must be something I'm missing here. I'd love to keep this mod I quite like it Also, would it be possible to get non-named (randomized) ambushers? I'd rather not slaughter half of Riften's farms to get revenge and cripple the entire city's economy To get your stuff back without killing anyone, talk to a Thieves Guild member. Make sure you reduce the Night Bonus too. think you're missing the point on the first issue. he didn't say "get his stuff back," he said "get revenge." I second this. Would also solve the problem i had 2 times now that creatures from other mods are used. One time some guard Skeevers, second time a spider in god mode both from Delzarons Novel mod. Or use copies of the actual NPCs (including creatures) and make sure it's possible to kill them. It may be weird to see those NPCs running around after you've killed them, but imho it's even weirder to be robbed by a spider which doesn't take any damage. No name NPCs would solve both, though.
leddis3 Posted June 6, 2017 Posted June 6, 2017 The mod has now decided to ignore all of my settings and send kidnappers upon exit of any building to outside anywhere at any time regardless of anything. As such while it is fun i'm forced to remove it until an update is released.
EternalDespair Posted June 6, 2017 Posted June 6, 2017 Still crashed on me..I'll just keep using the previous versing for now.
Dapper Dan Pomade Posted June 6, 2017 Posted June 6, 2017 The mod has now decided to ignore all of my settings and send kidnappers upon exit of any building to outside anywhere at any time regardless of anything. As such while it is fun i'm forced to remove it until an update is released. I doubt it's 'ignoring' anything. Attackers hitting you right when you leave a building means the ambush conditions were otherwise met, but couldn't activate because you were inside. So it waits until you leave, then springs it.
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