Jump to content

Recommended Posts

So, firstly, really appreciate author's hard work, really find out fun to play with that unpredictictablity. But right now i am stuck with a rescue mission, i free a girl from cave east of whiterun, named zoe. Quest wants me to escort her to home, which is point at solitude castle duor. However, after I entered castle duor, the quest mark points at the door lead back to solitude, and after i get out, it point at castle duor again. Basiclly i am stuck with a naked lady fowllowing me around. Would you mind post quest ID so I can skip this sequence?

Link to comment
On 4/4/2018 at 3:50 AM, xyzxyz said:

The option to use only the abandoned house in the swamp doesn't work. I get portet everywhere, but not there.

Abandoned houses option doesn't work for me either.

 

And another thing that some people wrote before: kidnappers often lose their enthusiasm after a few rounds and just stand there or walk away.

 

But the main issue of this mod is when PC gets kidnapped and dragged to some openworld cell (which is the case most of the times) everyone around gathering together: wild animals, dragons, giants, citizens, bandits etc. and then the chaotic slaughter begins even before PC is raped. They all are in different factions so they start attacking and killing eachother. Then even more people and creatures come and join the massacre.

 

This problem makes mod totally unplayable and basically ruins the game. To be honest I don't think this feature even makes sense: kidnapping is kinda quiet business, it doesn't require everyone miles arount to come and look.

 

I've tried to look into script source files and in the .esp file itself but haven't found how to turn this "all gather around" effect off. If the mod author or anyone with good modding experience could look in that issue and give a hint how to disable this (which I presume is easy if one knows what to do), I think many users would appreciate it, because otherwise the mod is interesting.

Link to comment
34 minutes ago, alambeard said:

Abandoned houses option doesn't work for me either.

 

And another thing that some people wrote before: kidnappers often lose their enthusiasm after a few rounds and just stand there or walk away.

 

But the main issue of this mod is when PC gets kidnapped and dragged to some openworld cell (which is the case most of the times) everyone around gathering together: wild animals, dragons, giants, citizens, bandits etc. and then the chaotic slaughter begins even before PC is raped. They all are in different factions so they start attacking and killing eachother. Then even more people and creatures come and join the massacre.

 

This problem makes mod totally unplayable and basically ruins the game. To be honest I don't think this feature even makes sense: kidnapping is kinda quiet business, it doesn't require everyone miles arount to come and look.

 

I've tried to look into script source files and in the .esp file itself but haven't found how to turn this "all gather around" effect off. If the mod author or anyone with good modding experience could look in that issue and give a hint how to disable this (which I presume is easy if one knows what to do), I think many users would appreciate it, because otherwise the mod is interesting.

The Mod was more fun and worked better before it was reworked and called "redux" ^^

Link to comment

This mod never gave me any issues, always worked as intended, but usually I don't mix it with the "devious" and slavery line of mods. I feel like they need a load order dedicated to the theme and that Kidnapped is more like an alternative that does not require the devices, slavery and etc, pretty much like Adventures that implements some of the same things Cursed Loot does without the same themes and (heavy) requirements.

 

On 25/02/2017 at 10:16 AM, vinfamy said:

Mod events for mod authors to easily integrate with SLKR.

I really wanted to know how to do this. I'm not a mod author and I've read the documentation that comes with it that shows the mod event line, but not have been able to figure out where to put them, probably is right under my nose though. I wanted Kidnapped to trigger as a post Defeat scenario or consequence of assault in general.

Link to comment
6 hours ago, madg said:

This mod never gave me any issues, always worked as intended, but usually I don't mix it with the "devious" and slavery line of mods. I feel like they need a load order dedicated to the theme and that Kidnapped is more like an alternative that does not require the devices, slavery and etc, pretty much like Adventures that implements some of the same things Cursed Loot does without the same themes and (heavy) requirements.

Being kidnapped in an outside cell is the most obvious one to get, I'm quite surprised you didn't notice the issue that goes with it :tongue:

Sometimes I get kidnapped by skeletons only to be raped by necromancers, sometimes it's draugr but the mastermind is a NPC that wants to kill them to get to the treasure. There are some weird stuff going around, it requires mostly tweaking I believe. I mean, if you get attacked by skeevers near Riverwood you're bound to attract the whole town and/or some wolves.

Link to comment
7 hours ago, bicobus said:

Being kidnapped in an outside cell is the most obvious one to get, I'm quite surprised you didn't notice the issue that goes with it :tongue:

Sometimes I get kidnapped by skeletons only to be raped by necromancers, sometimes it's draugr but the mastermind is a NPC that wants to kill them to get to the treasure. There are some weird stuff going around, it requires mostly tweaking I believe. I mean, if you get attacked by skeevers near Riverwood you're bound to attract the whole town and/or some wolves.

Turn all creature kidnap chances to 0% and disable bestiality on the "Under Hostage" tab. I know what you are talking about, I've seen creatures lining up to have their go, but it never happens, because the mod blocks them. The poor critters don't even have sex animations or sexual organs in my game anyway.

 

If it's only people that are allowed to do the kidnapping then there's not much room for the weirdness to happen, the mods picks random NPC's and sends you to a random places in the map, so random shit is bound to happen, if you allow it. 

Link to comment
On 4/9/2018 at 11:44 PM, alambeard said:

Abandoned houses option doesn't work for me either.

 

And another thing that some people wrote before: kidnappers often lose their enthusiasm after a few rounds and just stand there or walk away.

 

But the main issue of this mod is when PC gets kidnapped and dragged to some openworld cell (which is the case most of the times) everyone around gathering together: wild animals, dragons, giants, citizens, bandits etc. and then the chaotic slaughter begins even before PC is raped. They all are in different factions so they start attacking and killing eachother. Then even more people and creatures come and join the massacre.

 

This problem makes mod totally unplayable and basically ruins the game. To be honest I don't think this feature even makes sense: kidnapping is kinda quiet business, it doesn't require everyone miles arount to come and look.

 

I've tried to look into script source files and in the .esp file itself but haven't found how to turn this "all gather around" effect off. If the mod author or anyone with good modding experience could look in that issue and give a hint how to disable this (which I presume is easy if one knows what to do), I think many users would appreciate it, because otherwise the mod is interesting.

Update: found a temporary solution how to disable "all gather around" slaughter effect by editing mod behavior packages in CK, so I don't get a massacre everytime when kidnapped in outside cell - only the closest NPC's are joining the fun, but otherwise this mod is still a mess.

 

- Kidnappers aggressiveness is unpredictable: sometimes they start to attack PC instead of raping, other times they just do nothing and walk away

- If kidnappers drag player in some city, there is a chance that people around will suddenly start to attack eachother (possibly some faction change problem)

- Some important options in MCM not working properly: abandoned houses (which would be really useful), some trigger chances and penalty settings, etc

- Couple of times the head kidnapper (revenge quest target) was an essential NPC although in 4.1 release notes it is said that he will never be essential

- Ambush attempts from friendly factions often don't work: kidnappers just spawn around you, say hello and go away

- In rare cases I'm getting ambush attempts with creatures that don't even mentioned in MCM settings: for example 3 rabbits suddenly spawn around player and quickly run away (this is more of a fun thing than an issue)

- Ambushes can happen even during kidnappings: when player is kidnapped and dragged to some other cell, there is another ambush spawning there

 

- And after some experimenting I'm stuck with another issue that some people described here before: PC ambushes continue for some time even if PC kidnapping option is disabled. Ambushes happen even in cities, although city penalty is set to 200% and ambush chance is set to 0.

 

I've never used previous versions of this mod and installed it on a clean save.

Due to all issues mentioned above, had to uninstall the mod and go back to a clean save without it.

 

So as a conclusion: this mod can be a lot of fun but in it's current state it needs a lot more work.

 

Link to comment

Hello, just had a question.  I've noticed that everytime i get kidnapped they politely return me to the exact spot they left me in.  I was just wondering if there was an option in the mcm that i missed that let them place me in random locations or something.  I know about the simple slavery plugin i just was wondering if there was another option.  

 

Thanks!

Link to comment

I think i have encountered a bug in new game. I started with LAL at Falkreath and by mistake, i asked the inn keeper about adbuctions. Then i changed my mind and i said that "i don't want the quest anymore". Turns out the target was Nenya and now Nenya is missing from the Jarl's palace.

 

 

EDIT: At least the kidnapping part worked as advertized. Actually for being the 1st kidnapping, it was quite spectacular. I was near Falkreath gate's (inside the town), using Hunterborn's harvest ability and i get attacked by none other than the Draugr Overlord from Bleak Falls Barrow. I had no time to avoid him, so i get transported to BleakFalls and i killed him. Now i have the Dragonstone too and i haven't even been to Riverwood yet. I hope i didn't break the Golden Claw quest. It was kind of funny. He didn't attack me immediately, so i had ample time to draw my sword and attack while he was trying to shout. LOL!  So kidnapping triggered but kidnapper dead. 

Link to comment

So, i went to "free" a kidnapped victim always in Falkreath hold. The victim was in Bannermist Tower, for which i already had a "kill the bandit" quest from Nenya. I go there and it's havoc. The victim is Angi (an NPC living on the mountain above Falkreath). The kidnappers were the 3 bandits of Bannermist, plus 2 Hunters (i actually saw one Hunter going to Bannermist as i was going there too and didn't know whether to kill her or not), Valdr (the one with the "lucky dagger) and Herta (the owner of Half Moon Mill). As i approach, one bandit tries to attack a Hunter, Valdr goes up and down, indecisive about whether to rape Angi or fight the bandits. At the end he preferred Angi. I casted the invisibility spell and didn't really know what to do... Anyway, at the end i killed the bandits, while i was waiting for Valdr to finish so that i could "rescue" Angi. Then i escorted her back to her house...

 

I think i will start over, without this mod for now. It's a bit too chaotic. But, once a bit tweaked, i am sure it will be one of the best mods. Thank you very much.

Link to comment
  • 2 weeks later...

I had some trouble. In 7 cases, the robber who is supposed to kill is immortal for 5 times ... because npc is the choice of the NPC who is an important person and therefore can not be killed.

 

* akadt egy kis gondom. 7 esetről 5 alkalommal halhatatlan a rabló, akit meg kéne ölni ... mert egy olyan NPC, amely fontos személy és ezért nem lehet megölni. 

 

TESV 2018-05-07 15-36-39-64.jpg

Link to comment
1 hour ago, kopaszmalac said:

I had some trouble. In 7 cases, the robber who is supposed to kill is immortal for 5 times ... because npc is the choice of the NPC who is an important person and therefore can not be killed.

 

* akadt egy kis gondom. 7 esetről 5 alkalommal halhatatlan a rabló, akit meg kéne ölni ... mert egy olyan NPC, amely fontos személy és ezért nem lehet megölni. 

 

TESV 2018-05-07 15-36-39-64.jpg

I reported this some times ago. Arvel will bug out SL Kidnapped because he isn't supposed to be alive/active after the quest is done. It is scripted as temporary NPC.

 

Sadly there is no way to prevent SL Kidnapped to use bugged NPC at the moment.

Link to comment
On 2018. 05. 07. at 9:36 PM, bicobus said:

Néhány évvel ezelőtt jelentettem. Az Arvel elrontja az SL-t, mert nem kell életben / aktívnak lenni a küldetés befejezése után. Ez ideiglenes NPC-ként van írva.

 

Sajnos nincs mód arra, hogy megakadályozzuk az SL Kidnapped-t, hogy a pillangó NPC-t használja.

Okay. And then there's the cases when your own basement, hit and disappear. There's nobody who you have to kill stuff to reclaim.

Rendben. És akkor még van az olyan eset, amikor a saját pincémben ütnek majd eltűnnek. Nincs senki akit meg kell ölni a cuccom visszaszerzéséért. 

 

In another place, the stupid robber hit the blade into the wall with all my stuff instead of just cut off the axe as it should... to preach... but no, just the sign.

Egy másik helyen a buta rablót beütötte a penge a falba a cuccaimmal ahelyett, hogy csak levágta volna a balta ahogy az illik. Átmegyek... de nincs sehol csak a jel.

 

TESV 2018-05-07 15-54-22-36.jpg

 

... then there are the registered keys require places.... or is collapsed the tunnel and can't go any further in the chamber.

... aztán még ott vannak a regisztrált kulcsot igénylő helyek.... vagy be van omolva az alagút és nem lehet tovább menni a kamrák felé. 

Link to comment

An excellent idea would be this way, but a lot of things to ignore. The simplest. Although I'm 99. level, if the game-play is still the High Hrothgar quest or one any other either in progress or completed. Many place a key or mission requires. When Balgruuf or the silver hand is a rapist or a prisoner, what do you do to a previous save to load instead? When the Riften or Whiterun guard to keep the trees of violence and they and the bender are the perpetrators, who to kill?  ...well, maybe you don't always have to kill someone. Enough to wait for everyone to leave and then activate the victim. The joke, though very amusing makes.

 

Kiváló elgondolás volna ez a mód, de sok dolgot figyelmen kívül hagy. A legegyszerűbb. Én hiába vagyok a 99. szinten, ha a játékmenetben még a Magas Hrothgar küldetés vagy egy bármilyen másik sincs elkezdve vagy befejezve. Sok hely kulcsot vagy küldetést igényel. Amikor Balgruuf vagy az ezüst kéz az erőszakoló vagy rab, akkor mi a teendő egy előző mentés betöltése helyett? Amikor a Tíz-hasadék vagy a fehérvágtai őrség tartja a fáklyát az erőszakhoz illetve ők és a tivornyázók az elkövetők, kit öljek meg? ...nos, talán nem kell mindig megölni valakit. Elég megvárni, hogy mindenki távozzon és utána aktiválni az áldozatot.  A vicc viszont nagyon mulatságossá teszi. - Fotó -

 

*** thank you very much for this interesting work.

 

5af40294d2d6a_TESV2018-05-0900-12-46-58.thumb.jpg.25d62b624a2bf7d84317cf5ba23f6f49.jpg

 

Spoiler

Először is... én, szeretek játszani. De amikor Fehérvágta és Falkreath közötti út csak azért ~17 - 30 óra, mert 100 méterenként elrabolnak... nos, az még nekem is kissé sok. Az egyik rablást még le se zártam, már vittek megint. Igaz, hogy lehet állítgatni a lehetőségeken. De ha az alaphelyzet nem egy ésszerű szabványon van, akkor az az átállítás csak tovább ront a dolgon. A Balgruuf nagyon vidám dolog volt mivel akad és szaggatott az egész. Amikor elvittek a Patkányjáratba a térkép másik végéből, legalább eljutottam egy még felfedezetten helyre. 55. szint - és úgy kezeltek a történet után, hogy csatlakoznom kellene a bűnözőkhöz, mert addig senki nem áll velem szóba - és mert egy kivétellel, mindenki halhatatlan... de sokkal serényebben vettek részt a mókába, mint az egy a megjelölt halandó. Csak azt hiányolom, hogy nincs egy olyan gát, ami megakadályozza a halhatatlanok részvételét és a probléma lehetőségeket mint a katonák megölése.... mert az probléma később, amikor a területre megy az ember. Vicces... és egyben nonszensz elrabolnak és bántanak, de nem ölhetek meg akárkit a jelenlevők közül... mert ha megteszem, akkor még büntetést is kapok.

 

 

First of all ... I like to play. But when the road between Whiterun and Falkreath is only about 17 to 30, because they are kidnapped every 100 meters ... well, that's a bit too much for me. I did not close one of the robberies, they've been taken out again. It's true that you can set the opportunity. But if the basic situation is not a reasonable standard, then the change will only get worse. Balgruuf was a very fun thing, because there was and was broken. When I was taken to the Rat Route from the other end of the map, at least I got to an discovered place. Level 55 and treated after the story that I should join the criminals because nobody is talking to me and with one exception, everybody is immortal ... but they have been more involved in the fun than the one called mortal. I only miss that there is not a barrier that prevents the immortals from participating and problem opportunities like killing soldiers .... because the problem is later when it comes to the area. Funny ... and a nonsense kidnapping and hurting, but I can not kill anyone from the present ... because if I do, I'll still get a penalty.

 

5af54c936b079_TESV2018-05-0612-16-07-24.thumb.jpg.3900f1f57081c7e07d6002c5f600a3ce.jpg

 

Link to comment
On 5/10/2018 at 10:28 AM, kopaszmalac said:

An excellent idea would be this way, but a lot of things to ignore. The simplest. Although I'm 99. level, if the game-play is still the High Hrothgar quest or one any other either in progress or completed. Many place a key or mission requires. When Balgruuf or the silver hand is a rapist or a prisoner, what do you do to a previous save to load instead? When the Riften or Whiterun guard to keep the trees of violence and they and the bender are the perpetrators, who to kill?  ...well, maybe you don't always have to kill someone. Enough to wait for everyone to leave and then activate the victim. The joke, though very amusing makes.

 

Kiváló elgondolás volna ez a mód, de sok dolgot figyelmen kívül hagy. A legegyszerűbb. Én hiába vagyok a 99. szinten, ha a játékmenetben még a Magas Hrothgar küldetés vagy egy bármilyen másik sincs elkezdve vagy befejezve. Sok hely kulcsot vagy küldetést igényel. Amikor Balgruuf vagy az ezüst kéz az erőszakoló vagy rab, akkor mi a teendő egy előző mentés betöltése helyett? Amikor a Tíz-hasadék vagy a fehérvágtai őrség tartja a fáklyát az erőszakhoz illetve ők és a tivornyázók az elkövetők, kit öljek meg? ...nos, talán nem kell mindig megölni valakit. Elég megvárni, hogy mindenki távozzon és utána aktiválni az áldozatot.  A vicc viszont nagyon mulatságossá teszi. - Fotó -

 

*** thank you very much for this interesting work.

 

5af40294d2d6a_TESV2018-05-0900-12-46-58.thumb.jpg.25d62b624a2bf7d84317cf5ba23f6f49.jpg

 

  Reveal hidden contents

 

If I understand correctly the machine translation, you propose other ways than killing to finish a kidnapped event. Well those already exists.

 

Once kidnapped, you get gangbanged for a while then "thrown" away once the event finish. If kidnapped linked with other slavery events, it is then that they can trigger. If not, you're left naked in the middle of the wilderness.

 

From that point, you get a "revenge" quest but you don't have to kill anybody to retrieve your stuff back. You can go to whiterun to assign a quest to the companions (or Riften for the thieve guild) and ask them to go fetch the master mind of for you. He/She will be brought to you in a weakened state, enough for you to do whatever you want with the character.

Link to comment

So, getting kidnapped and killing the kidnapper works just fine but after leaving the kidnappers' hideout, I find that all normal men in Skyrim have lost their schlong and their SOS compatible skeleton. I have to completely reinstall SOS which is quite annoying after the third or fourth time. Does anyone know a better fix? (And sorry if I didnt read all 71 pages to find out if this has been addressed before.)

Link to comment
On 2018. 05. 15. at 7:01 AM, bicobus said:

Ha jól értem a gépi fordítást, az elrablott esemény befejezéséhez más módszereket javasol, mint a gyilkolás. Nos, ezek már léteznek.

 

Egyszer elrabolták, akkor egy ideig gangbangedek, majd "eldobták" az esemény befejezése után. Ha elrabolták a más rabszolgasági eseményekhez kapcsolódva, az akkor kiválthat. Ha nem, meztelenül maradsz a vadonban.

 

Ettől a ponttól kapsz egy "bosszú" küldetést, de nem kell megölned valakit, hogy visszaszerezze a cuccaidat. Menj a whiterun-hoz, hogy küldj küldetést a társaidnak (vagy Riften for the thieve céhnek), és kérd meg őket, hogy menjenek el a mester elméje iránt. Őt / gyengített állapotban hozza neked, elég ahhoz, hogy bármit is megtenhetsz a karakterrel.

not entirely ... but if it is a proposal. It should be reviewed about the possible robbers participants and venues are quite problematic. The rest are powerful gambling ... as I experience. Anyway, wherever they can hit me and they may disappear ... not just a winning losing position.

nem teljesen... de ha javaslat. Felül kellene vizsgálni a lehetséges rablókat résztvevőket és helyszíneket eléggé problémás. A többi meg erőteljes szerencsejáték... ahogy tapasztalom. Egyébként a bárhol rajtam üthetnek majd /és /vagy /esetleg eltűnnek... nem éppen megnyerő vesztes pozíció.

Link to comment

Another issue I run into a lot is that kidnapped peoples and the Dragonborn tend to end up in quest specific locations. Such as where the fragments of wulfrund are stored. Could we have a fix so that its only in radiant quest locations such as caves, bandit camps, or even in the wilds?

Link to comment

So I had a weird problem on my kidnapping. So a bunch of mages kidnapped me and when my character woke up she was trapped in the third person exhausted pose and could barely move. I could equip my items, go into first person and zip around like speedy gonzales, get repeatedly raped, but under no circumstances would the game let me just stand up and actually function. Can somebody tell me if they've encountered this before and what they did to get past it? Also if I have to run a papyrus log or whatever it is, I have no idea how to do that and would greatly appreciate any hand holding or walkthroughs, please? Thank you kindly.

Link to comment

So, slightly odd issue, during the "Revenge" quest, I hit the bandit so hard, his corpse flew through a wall and then fell under the world. No looting possible.

I don't really care about the stolen stuff but it means the quest "Kidnapped: Revenge" remains active. Do you have the questID posted somewhere (I(m afraid I haven't gone through all 74 pages of this thread to check) so I can console-complete it?

Link to comment
On 5/17/2018 at 11:27 PM, real1397681 said:

Still having the issue where the ambushes that happen do not correspond with the MCM menu, is there a patch in the pipeline?

yeah even with 200% penalty on walled cities, 7 hours after last kidnapp to happen again.. the event just keep fired more and more almost every hour.

 

EDIT : after watched most of the post in here i think i got the point.. hope this mod has chance to be improved some other time, there's a lot of to be fixed, but great concept nevertheless.

Link to comment

Ok... I have some problems here.

 

 

1. I get ambushed by draugr but then raped by silver whatever guys who just pop up while the draugr just stand there watching...

 

2. after 1 sex scene I am left alone. The silver thingy guys and the draugr both just stand around watching stupidly. I can "jump" to get player controls back and just run away... This is not how I remember how this works...

 

3. the one time I actually was fucked by a draugr I was "bugged" out of the map after the fuck and ended up somewhere in his dungeon....

 

4. with the draugr I always end up spawning somewhere in a grave... literally inside the damned wall. is this how its supposed to be?

 

This is really a great mod and I appreciate every tipp what I can do to fix these issues...

 

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use