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Posted

I want to suggest that you make one single mod that should solve all the problems and disagreements among the community. I just really like your scripting and approach to the matter.

The essence of the following. Skyrim needs a simple and well-working mod to enslave the NPC. Everything that exists today works terribly

got that, Vin? You are now responsible for creating an entire slavery system, from beginning to multiple endings, including a new defeat mechanic, rapes by only the people each player wants at a particular time, auction, and at least a dozen slave outcomes, each an entertaining minimum-six-hour-long mini game. Plus it must be compatible with everything. And the mcm cannot be longer than a single page.

 

Easy peasy. Get to work. ;)

Posted

 

I want to suggest that you make one single mod that should solve all the problems and disagreements among the community. I just really like your scripting and approach to the matter.

The essence of the following. Skyrim needs a simple and well-working mod to enslave the NPC. Everything that exists today works terribly

got that, Vin? You are now responsible for creating an entire slavery system, from beginning to multiple endings, including a new defeat mechanic, rapes by only the people each player wants at a particular time, auction, and at least a dozen slave outcomes, each an entertaining minimum-six-hour-long mini game. Plus it must be compatible with everything. And the mcm cannot be longer than a single page.

 

Easy peasy. Get to work. ;)

 

I actually prefer mods with more MCM pages than 1. Usually that means you have more options.

Posted

 

I want to suggest that you make one single mod that should solve all the problems and disagreements among the community. I just really like your scripting and approach to the matter.

The essence of the following. Skyrim needs a simple and well-working mod to enslave the NPC. Everything that exists today works terribly

got that, Vin? You are now responsible for creating an entire slavery system, from beginning to multiple endings, including a new defeat mechanic, rapes by only the people each player wants at a particular time, auction, and at least a dozen slave outcomes, each an entertaining minimum-six-hour-long mini game. Plus it must be compatible with everything. And the mcm cannot be longer than a single page.

 

Easy peasy. Get to work. ;)

 

 

All I understand is that what does not work should die

 

Posted

After thinking about my issue with EFF and Kidnapped I have a stupid question.

 

As you might or might not recall as soon as the kidnapped teleport happens any remaining followers on the point of origin start beelining to the rapy rapy location. And once they arrive murder and mayhem happens.

 

Now the stupid question. Is it possible to send a 'group - wait' command to EFF once the kidnap happens? If they wait at the point of origin they cannot murder all the participants in the scene.

Posted

I have a question.

I happened to come across a case where aggressors do not return to their usual places, i.e. Arcadia insists on staying at the Abandoned House.

This is after I've completed the "negotiation" route via Thieves Guild member. The aggressors were Arcadia, Hulda, and some dark elf.

Only Hulda returns to her inn and continues her daily life as usual, the other two just stay at the Abandoned House.

 

Any advice?

Posted

I have a question.

 

I happened to come across a case where aggressors do not return to their usual places, i.e. Arcadia insists on staying at the Abandoned House.

This is after I've completed the "negotiation" route via Thieves Guild member. The aggressors were Arcadia, Hulda, and some dark elf.

Only Hulda returns to her inn and continues her daily life as usual, the other two just stay at the Abandoned House.

 

Any advice?

 

I'll fix this problem in the next update.

 

Console command 'reset' on these two should do.

Posted

 

I have a question.

 

I happened to come across a case where aggressors do not return to their usual places, i.e. Arcadia insists on staying at the Abandoned House.

This is after I've completed the "negotiation" route via Thieves Guild member. The aggressors were Arcadia, Hulda, and some dark elf.

Only Hulda returns to her inn and continues her daily life as usual, the other two just stay at the Abandoned House.

 

Any advice?

 

I'll fix this problem in the next update.

 

Console command 'reset' on these two should do.

 

 

Update: Starting the quest "The House of Horrors" got both of them to come out. They walked right out.

 

Maybe this issue would repeat itself to all the quest-locked locations..? 

 

For now, I should start the Dark Brotherhood quest and set locations to Abandoned Shack/House until the next update.

Posted

Some requests (which have probably come up already):

 

1) Is it possible to filter out quest givers and other essential NPCs? 

 

2) Can you detect when the player's contols are locked, and prevent ambushes? During the quest "Alduin's Bane," I read the scroll, learned dragonrend, and three Argonians showed up to ambush me, totally breaking the scene (Wujeeta is a quest giver, thus essential, thus not even Alduin could kill her).

 

3) Probability of Argonians is zero, yet I keep getting Argonians. Does the slider work at zero?

 

Thanks

 

Edit: My version number is 4.02. Thanks again.

 

Edit no2: Loaded a save just before reading the scroll, opened the MCM to disable player kidnaps entirely, continued with the quests, and again while Alduin was beefing with the Tongues, Argonians showed up in ambush, breaking the scene again.

 

Will try using savetool to remove SLK scripts and restart, to see what happens.

 

Edit 3: Helped for a very short while, I guess. Vampires outside Whiterun, Draugr IN Riften, and now Argonians in a bandit camp.  Derkeethus, Madesi, and Keerava aren't even from the same hold, are they? (Edit 4: two are from Eastmarch, one from the Rift.)

Posted

2) Can you detect when the player's contols are locked, and prevent ambushes? During the quest "Alduin's Bane," I read the scroll, learned dragonrend, and three Argonians showed up to ambush me, totally breaking the scene (Wujeeta is a quest giver, thus essential, thus not even Alduin could kill her).

 

3) Probability of Argonians is zero, yet I keep getting Argonians. Does the slider work at zero?

 

Thanks

 

Edit: My version number is 4.02. Thanks again.

 

Edit no2: Loaded a save just before reading the scroll, opened the MCM to disable player kidnaps entirely, continued with the quests, and again while Alduin was beefing with the Tongues, Argonians showed up in ambush, breaking the scene again.

 

Exact same happened to me yesterday when I tried to fast travel to Riften stables XD The moment I arrived that 3 argonian jumped at me and kidnapped me. Happened 3 times in a row with argonians at 0%. On the 4. try I just traveled to somewhere else and it didn't happen there.

post-41447-0-76768900-1497857521_thumb.jpg

Posted

For some reason my character stands up and can move after teleportation to location, and agressors just ignore him/her. They still can trigger on other mods notices (like, force dialog causing rape from Aroused Rape). They do undress, but after that they either do other people in the room or clap.

Any help here?

Posted

Just to report a curious case:

 

After uninstalling the mod with NMM and several hours of game later, my character was camped alone and I put to sleep, as soon as I woke up he was attacked and raped by 3 thugs, then the screen darkened and my character woke up in the Sleeping Giant Inn (tavern of Riverwood). No inventory items have been lost.

 

When I uninstalled the mod, I ran "savetool" but there were no orphan scripts to delete. I even thought it strange.

 

I got the impression that even uninstalling the mod, the scripts were inside the save file and continued being executed.

 

Using another tool (PDFWrapper - Edit and Diagnostics), the analysis showed 54 instances of unattached escripts, and 27 instances with undefined classes. One of the tool's filters pointed to:

 

(   SLKR_QF_SLKR_Revenge_Quest_030031E4 ( [script_name] ), [and],   12bd00 ( [ref_id] ) )

 

After running the PDTWrapper and deleted the instances, I entered the game and created a new save. I ran the tool again and now it looks like the save file is clean. No unattached scripts or undefined classes.

 

I'm posting this just for the purpose of information.

 

 

Posted

 

2) Can you detect when the player's contols are locked, and prevent ambushes? During the quest "Alduin's Bane," I read the scroll, learned dragonrend, and three Argonians showed up to ambush me, totally breaking the scene (Wujeeta is a quest giver, thus essential, thus not even Alduin could kill her).

 

3) Probability of Argonians is zero, yet I keep getting Argonians. Does the slider work at zero?

 

Thanks

 

Edit: My version number is 4.02. Thanks again.

 

Edit no2: Loaded a save just before reading the scroll, opened the MCM to disable player kidnaps entirely, continued with the quests, and again while Alduin was beefing with the Tongues, Argonians showed up in ambush, breaking the scene again.

 

Exact same happened to me yesterday when I tried to fast travel to Riften stables XD The moment I arrived that 3 argonian jumped at me and kidnapped me. Happened 3 times in a row with argonians at 0%. On the 4. try I just traveled to somewhere else and it didn't happen there.

 

I just got ambushed by Ulfric Stormcloak! 

Posted

 

Exact same happened to me yesterday when I tried to fast travel to Riften stables XD The moment I arrived that 3 argonian jumped at me and kidnapped me. Happened 3 times in a row with argonians at 0%. On the 4. try I just traveled to somewhere else and it didn't happen there.

I just got ambushed by Ulfric Stormcloak!

 

Lol tongue.png that's not something you see every day.

I had to uninstall the mod after another 3 friendly argonians kept chain kidnapping me with kidnappings disabled and argonians at 0%. If I attacked/killed them I got bounty so yeah XD going to wait a few ingame days then reinstall it, see how it goes.

Posted

I've been getting ambushed every time I go outside regardless of time, location. Had to check the block when naked box to move around unmolested. Also, I would like to be able to increase the chance of being kidnapped in the cities. They can be dangerous at night with bored, underpaid guards patrolling the streets and other shady characters lurking in the shadows.

Posted

there is a way that the rescue mission in a dungeon, every mob don’t run over the kidnapped? it makes very hard when all enemies are in a room, or running al instance between animations

Posted

Yeah having lots of problems with this version. Essential NPC's getting pulled in and killed, attacks by groups I've set at 0%, Going to the abandoned house for revenge quest and it turns out its' not even a real cell. 

Posted

Yeah tried to play this again on a new save, got the same problems as before with constant kidnaps, ignoring settings, etc.

The constant use of essential npcs for both kidnappers and victims is a problem, as is the inability to set the gender of  victims (I kept getting the Jarl of Falkreath as a victim, I mean what?)

 

Also, it seems even more bugged in that one group would kidnap me, but another would hang around and rape.

For example I got kidnapped by wolves, then a bunch of random npcs would turn up and take me while the wolves sat around doing nothing.

Like others have said, great concept but currently unplayable in this state.

Posted

Would be nice if we could specify the gender of the rapists in MCM. Females with strapons is neither fun nor immersive with the theme of the game. For me, the settings seems to work fine, except that a male beggar was chosen as fellow victim once, but luckily the kidnappers ignored him.

Posted

I've been getting ambushed every time I go outside regardless of time, location. Had to check the block when naked box to move around unmolested. Also, I would like to be able to increase the chance of being kidnapped in the cities. They can be dangerous at night with bored, underpaid guards patrolling the streets and other shady characters lurking in the shadows.

 

Check in the MCM menu. There is a setting for kidnap in cities there. By default it has a rather big penalty so the chances you would see it happen are very low. I think it can cause a lot of chaos though, since guards might help you fight the kidnappers and maybe kill them. That just gave me an idea. What if we could have corrupt guards as a potential kidnap faction? They would take you to the barracks and have their way with you. Or even Stormcloaks?

 

Posted

Heyho,

one small question: could you patch it for the next version, that this mod will be installed DEactivated?

I use ASLAL, so I stood there one ingame day and night in that cell, letting mods install and configuring them, but because of this night, somehow directly after choosing a start and spawning there, an ambush happened and the kidnapping started!

 

Maybe you could let it install deactivated, so that one can configure, choose a start, spawn there and THEN activate it, to let kidnappings happen AFTER the gameplay really started. Savvy? :D

Posted

Yeah, no, the current version is completely broken for me too. Completely ignores any settings and getting kidnapped constantly. For me, for some reason, it also re-registered the MCM, so now I have 2 entries. 

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