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Posted

Its been awhile since I used this mod, I can't tell if its been updated. Has there been a fix where the mod doesn't ignore your MCM options? Absolutely amazing mod otherwise.

Posted

Tested it and havent been able to get kidnapped, even with the timer to dodge is put to 0 seconds I still dodge absolutely every attempt at getting kidnapped

 

Deleted the mod because of this issue, all I get is spammed with kidnapped attempts which dont even work

Posted

 

Tested it and havent been able to get kidnapped, even with the timer to dodge is put to 0 seconds I still dodge absolutely every attempt at getting kidnapped

 

Deleted the mod because of this issue, all I get is spammed with kidnapped attempts which dont even work

 

Your loss, you should have tried reading:

 

I thought the lower the number the easier it is to dodge...

0 seconds means 0 seconds before you've dodged the ambush. If you get hit before that timer ends you get kidnapped. Otherwise you just have to fight.

Posted

 

 

Tested it and havent been able to get kidnapped, even with the timer to dodge is put to 0 seconds I still dodge absolutely every attempt at getting kidnapped

 

Deleted the mod because of this issue, all I get is spammed with kidnapped attempts which dont even work

 

Your loss, you should have tried reading:

 

I thought the lower the number the easier it is to dodge...

0 seconds means 0 seconds before you've dodged the ambush. If you get hit before that timer ends you get kidnapped. Otherwise you just have to fight.

 

I should learn to read even though setting the dogdge timer to 0 still lets me dodge every attempt? Didnt know finding a bug made me blind. 

Posted

 

I should learn to read even though setting the dogdge timer to 0 still lets me dodge every attempt? Didnt know finding a bug made me blind. 

 

 

"Dodge Timer" means "how long do I have to avoid getting hit to turn the ambush into a regular fight".  If you set it to 0 seconds that means you will *never* get abducted because the enemies never have a chance to hit you before the time has expired.  If you want every ambush to cause an abduction set the timer to a large number, not a small one.

Posted

hmm yeah .. its interesting mod and lots of fun good work with it win :) . there are couple issues as have been mentioned above, for me kidnappin happened hmm twice i think after that 48 houers and no kidnappers ill see if doing gettin gear back or killin them solves it .(unfortunatelly even if i put base kidnap chance at 200 % there are no kidnappers some reason not sure why .. again i waited 48 houers in gametime walkin around and nothin happened .)

 

i want to have only female kidnappers since i play mostly male cant really figure out how to set it at mcm menu , and i tried to set that no creatures pop up to ambush my char ,, couldnt figure out how to do that either XD i made sure creatures are at 0 % those buggers come anyway .

(4 dragons popped off the sky to ambush me i think even if i didnt add procent to them come at mcm menu its 0 % XD so hehe it was fun . )

 

 

 

 

 

Posted

Rescued Ahlam, but the escort location marker is over (not inside of) someone else's house in Riverwood. Looked Ahlam up and found she lives at Chillfurrow farm, but she always tells me I'm "not supposed to be here" when we're inside. I don't get the dialog option about the safe place anywhere yet. Where can I ditch this bitch?!

Posted

Rescued Ahlam, but the escort location marker is over (not inside of) someone else's house in Riverwood. Looked Ahlam up and found she lives at Chillfurrow farm, but she always tells me I'm "not supposed to be here" when we're inside. I don't get the dialog option about the safe place anywhere yet. Where can I ditch this bitch?!

Ok, nm. I took her to the temple of Kynareth in Whiterun. Problem solved.
Posted

Optional Integration:

Simple Slavery (and in turn, many slavery mods): potential outcome after exhaustion, chance set in the MCM.

 

Would it be possible for this to work in reverse as well?

That is, instead of getting kidnapped and then sold after passing out, you find yourself enslaved via other means (defeat, death alternative, etc), and someone buys you to deliver you as a main course at a raping party?

Or it could be that some classes, like bandits, farmers, dockworkers, sailors, etc, go out and just grab people of the road if they want to have some fun, while others, like guards, soldiers and nobleman have more 'class' and purchase their toys like civilized people.

 

(It would be a dream come true if you created a scenario, when certain groups are more likely to buy a PC based on race/affiliation. Eg., if you're a nord or a stromcloak you're likely to become General Tulius's gift for his troops. If you're an Imperial by race or by siding with them, or a dark elf, or a high elf, the local Stormcloaks would love to show you that Skyrim belongs to the Nords. If you're a vampire, Vigilants of Stendar would like a word. If a werewolf - Silver Hand guys are rather horny. If you're a known criminal, the Companions like to let loose sometimes. And so on...)

Posted

Okay, that was hilarious in a weird way. Previous installation of this worked twice, then busted after additional mods were added (which may or may not have been the cause), so I removed it, because standing there naked while enemies go "Did you need something?" is awfully boring.

 

Next playthrough, I installed it again (and so far it's working properly).

 

My girl was doing Containment for the College. She rushes out, talks to Tolfdir, jogs over to Faralda, no time to talk, races down the bridge... Bam, Falmer ambush. Okay, sure. She's been violated by chaurus, falmer, and then the game crashes. Sure, fine, it happens.

 

Start over, same sequence. Didn't expect it to happen again (but maybe it was queued?) and she races down the bridge toward town, and bam, bandit ambush, She's knocked out and hauled away. Four or five bandits have had their way with her when, like an avenging angel, Mirabelle shows up and fireballs anything that so much as twitches. My girl is standing there, covered in devices (including a blindfold, which made seeing what was happening a real trip because it was already dark in there), but was able to get a lucky firebolt or two on the quest marker and killed the leader. Just had time to grab everything off his body when the prompt came up to be returned.

 

Of course, Mirabelle ended up borked and I had to use the console to move her back to the College and complete the quest (she refused to talk, just kept flapping her gums)...

 

It was just wicked seeing her show up and go pyro.

 

As for an very recent suggestion, I also think it'd be cool for someone (Erikur comes to mind, for some "odd" reason) to pay bandits or procurers to kidnap the PC to be entertainment for their "party".

  • 2 weeks later...
Posted

Thanks very much or this mod. Is a good deal of fun and works pretty simply. Using your latest version of Oct 2017. I read through only some of comments (86 pages?) so please forgive any redundancy on my part. Encountered errors  with the map marker for rescues a couple of times. Sometimes don't appear after quest begins, which is simple enough - just cancel the rescue. However, when you've conducted a rescue you're stuck with a follower and can't find where to return them. This is pretty serious because you can't dismiss them and they aren't necessarily returning to there in-game location (i.e. Returning Numriel to either Whiterun or Pelagia Farm failed to prompt "safe place").  So not intuitive. Additionally, can end up in homes where you are trespassing apparently and get told you must leave while being rear ended. Pretty funny! :shy: Otherwise, I don't imagine the situations can be all that controlled - 5 falmor stuffed in a cage with you and a few spiders!) so I'm happy to simply move on and wait for the next roll of dice. But is fun! Want to stress that. :D

Posted

PATCH IDEA... Frostfall

 

Pass out with cold = Chance to be found by a not so nice person, bondage hell.

 

 

In Frostfall, when you get too cold, you will pass-out. To awaken in a friendly camp, or tavern.

 

An optional patch, could make it so a not so nice scenario could occur.

 

 

Carrying certain items can change the scenario...

 

Carrying Bondage gear or keys = A pervert finds you, locks you in bondage gear and subjects you to a night of hell.

 

Carrying Pelts = An animal drags you back to its den, it has no intention of eating your corpse. You have a night of animal love.

 

Carrying Horker meat = You are dragged to a watery cave. The horkers mistaking you for a female Horker.

 

Carrying Deer horns = It's rutting season with the local deers, and your character is the main course.

 

Carrying Dwemer items = Dwemer mechanical nightmare.

 

 

Just some ideas... :)

 

 

 

Posted

I tried again without luck.

In my game I have two other mods: "More Bandit Camps (Original)" and "More Bandits". i DON'T HAVE creatures or animals enabled for sex in my game.

 

1. Kidnapped Rescue quest:

- EVERY single quest I had placed the victim into one of the new camps and never in vanilla dungeons (more than a dozen of quests).

- During EVERY quest the bandits were always hostiles agains the victim. Never saw sex, only fights.

- In the exact moment in which the quest updates showing the message to kill the bandits, ALL animals and creatures into a range of MILES ran in the camp to be "CROWD"!!!

 

2. The animal and creatures "crowd" appears also when my char is ambushed and raped in the wild.

3. Of course in both above cases, bandits are hostile against animals and this ends into INFINTE stupid fights.

4. Even if I set to use the Abandoned Shack ONLY, ambushes to the player lead to random places or directly in the wilds.

 

Posted

I like how we can set up the race of ambushers, but can we customize their genders as well? For example if I play a Female PC and only want to be kidnapped by males is it possible?

As of now most of the ambushers I've encountered are females.

Posted

 

- In the exact moment in which the quest updates showing the message to kill the bandits, ALL animals and creatures into a range of MILES ran in the camp to be "CROWD"!!!

 

I Run Into The Same Issue When Doing The Radiant Rescue Missions From This Mod, Though I Haven't Run Into The Other Issues You Mentioned, Did You Ever Find A Solution?

Posted

Feature Request... MCM option, RETRIEVE YOUR ITEMS / CANCEL CURRENT QUESTS.

 

 

Reason... The games bugged out, I've got tons of mods and they've probably clashed with your mod. I cannot seem to get my gear back, and the thieves guild are not bringing up the option. It usually does, but this time it didn't...

 

 

Possible feature 2.. Saved hostages could be potential followers, after saved and returned to their homes.

 

 

Some of the kidnap scenes are amazing, some of them are crazy.

 

My character got kidnapped, and taken to Riverwood, just off the main street, in front of the tavern. To be violated by half the town, all the animal, and any nasty creatures that were hanging around. :)

 

 

Possible feature 3.. Travelling by cart has a chance of being hijacked, or a crooked driver selling you off to a bunch of bandits. Or throwing you into a horny animal den after robbing you, not realising the animals had no intentions of killing you.

 

Maybe fast travel has a chance of being intercepted, and you getting kidnapped. For people who like to just point and click on the map to travel.

 

 

This mod is a lot of fun, and set up right in the MCM. Will make you jump in shock when it triggers, and you have a horde of nasties attack you...

 

 

Posted

Cant seem to get this working.

Even when i click force trigger not happens ? What do i do ?

 

 

 

[10/31/2017 - 02:09:26AM] Saving game...
[10/31/2017 - 02:09:39AM] VM is thawing...
[10/31/2017 - 02:09:42AM] [Zad]: CheckAllEvents()
[10/31/2017 - 02:09:43AM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
[10/31/2017 - 02:10:14AM] error: Array index -1 is out of range (0-48)
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 309
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call Stop() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.RestartQuest() - "SLKR_PlayerAlias_Script.psc" Line 267
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 312
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call start() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.RestartQuest() - "SLKR_PlayerAlias_Script.psc" Line 268
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 312
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] warning: Assigning None to a non-object variable named "::temp20"
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.RestartQuest() - "SLKR_PlayerAlias_Script.psc" Line 268
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 312
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call GetAlias() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 313
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 313
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call GetAlias() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 314
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 314
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call GetAlias() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 315
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Cannot call GetReference() on a None object, aborting function call
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 315
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:14AM] error: Array index -1 is out of range (0-48)
stack:
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.DetermineKidnappers() - "SLKR_PlayerAlias_Script.psc" Line 304
    [alias SLKR_PlayerAlias_RA on quest SLKR_PlayerAlias_Quest (18000D62)].SLKR_PlayerAlias_Script.OnAmbushed_NoCondition() - "SLKR_PlayerAlias_Script.psc" Line 965
[10/31/2017 - 02:10:34AM]   SexLife: OnUpdate start work function

 

 

 

Edit: Not sure how.. but it works now.

Posted

I have a freezing issue with this mod.  I have DDA, DDE, DDI, Devious Captures, Sanguine Debauchery, Defeat and Death Alternative.  I have a lot of other mods, but those seem the only applicable ones.


 


I get ambushed and kidnapped just fine, but upon completion of the kidnapping, it freezes.  Specifically when it's changing scenes.  If I kill my captor and opt to return to where I was, it never goes to the loading screen, it only freezes and needs to be ctrl+alt+dlt closed.  The same happens when it's the message about being abused through the night.


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