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Posted

My kid appears have become immortal during the revenge quest., and kill command does nothing.

 

also I HIGHLY recommend you do not allow thalmor to kidnap you unless you finished the embassy quest.

Posted

Hi,

 

Does anyone know why this mod might not seem to kick in in any of my games so far?

If I trigger a manual kidnap via MCM it works like a charm, but even if I set all types of encounters to highest value I was never kidnapped via ingame event.

I do have mods like deviously enslaved, deviously helpless etc installed. Could they be interfering?

Posted
On 6/10/2018 at 12:43 PM, myrrdhin said:

Hi,

 

Does anyone know why this mod might not seem to kick in in any of my games so far?

If I trigger a manual kidnap via MCM it works like a charm, but even if I set all types of encounters to highest value I was never kidnapped via ingame event.

I do have mods like deviously enslaved, deviously helpless etc installed. Could they be interfering?

nevermind, I was actually using a fairly old version (2.x) instead of latest, not sure how that slipped^^

Now everything works fine. :)

Posted

I'm having the same issue as some people, where I get kidnapped, the bandits abuse my character and then they just get up and walk away. I also remember using this a while ago and a lot more happened.

Posted

Same issue for me, the kidnapper is dead (draugr), body is looted, but the quest says active.  Can't revive it to kill it again.  Any way to complete the quest so a new one can be started?

Posted

So I'm doing a rescue quest but unfortunately the victim is from the mod immersive wenches and she's one of the travelling wenches and she doesn't exactly have a home. So when I rescued her, the next step in the quest is to return her to her home, but there's no marker? Any fixes?

  • 3 weeks later...
Posted

Yeah, would be interesting to have a way to keep certain characters or character groups (within the groups in the MCM Menu) from ambushing. I don't like getting ambushed buy guys like Tullius, that fucks up importand quests (or when you are attacked by immortal npcs). But I think its immersive if you are in a civill war and are attacked by some marauding soldiers!

Once I was attacked by one of the customers from wolfclub. I mean, it would make sense that those guys ambush you. But if you beat them and wolfclub is without any customers ...

Also I use a mod that adds "baby" animals and creatures (don't know if its Hunterborn or Real Wildlife or something). Now 9 out of 10 times I'm getting ambushed by baby spiders, ant chaurus etc. that don't attack me.

 

I'm not criticizing this mod, I think it's just great and I never had most of the issues some other folks up there have. I'm just wondering if there is a way to make it compatible with other mods and special characters.

Posted
On 7/1/2018 at 5:29 PM, Mahmood01 said:

Same issue for me, the kidnapper is dead (draugr), body is looted, but the quest says active.  Can't revive it to kill it again.  Any way to complete the quest so a new one can be started?

Did you try the console?

 

I think with "showquesttargets" you get the ID of every current quest. Then you pick up the one you need and type "player.sqs <quest id>" to see at which stage you are. If I have a broken quest I proceed with "setstage <quest id> <stage value>" and cheat through the quest stage after stage until I find a point, where it's not buggy/broken anymore.

 

(Needless to say that you don't type the quotation marks. ;)

Posted

I'm having an issue where the "set fellow victim" dialogue isn't showing up for some custom followers.  It shows up for some NPCs (generally most of the vanilla NPCS, maybe all), but certain custom followers (not all) just don't have the dialogue option appearing.  

 

The mod is working just great for me in every other way I've seen  it's just this one thing that's the problem.  What's strange to me is that these same followers all possess other dialogues added by other mods - just not THIS mod.

 

Is there some way I can make these mods compatible or force the dialogue to appear?

 

EDIT:  Well now a new problem has surfaced and when an event triggers, I'm only assaulted once by one NPC then all the NPCs just wander off, and am confused.  It only just started doing this now and I haven't changed any mods or settings..

Posted

I'm wondering if you can change some spells for the knockout. examples how does draugrs frost cloak and mages flames,frostbite, and spark can knock someone down. Same with vampires life drain skill. I don't those should knock a person out. One is it's hard to escape from those spells so it's like a 100% capture. Two is it don't make sense on how those spells can knock someone out. Now i can see spells like firebolt, ice spike, and thunderbolt knocking people out since they are heavy hitting skills.

Posted

Sl Kidnapped is one of my favorites mods. But since it utilizes "On hit" event, it is not compatible with Defeat 5.3.5 and makes Defeat mod falure. Due this Sl kidnapped is not suitable for any serious mod pack(((

 

I want to ask mod author to exclude "On hit" event from Kidnapped mod.  Please change it to one single stun blow, and activation of kidnapping throw "Post Assault"-scenario of Defeat. I could handle it myself. But there are no sources of scripts in kidnapped. Disassembler is too much for me(((

Posted

I managed to get the mod downloaded and working but when my character gets kidnapped, he's just stuck in the low health crouch instead of any sex animations, while people just stand around and clap without engaging. I have a feeling it's a problem with the Sex Framework mod, since I have SE. I have the beta of the sex framework for SE, but it keeps saying I need to update my Skyrim game file to version 1.9 etc, even though my game is completely up-to-date at 1.5 etc. Does anyone have any suggestions on how to fix this? I'm also relatively new to mods, so I kind of have difficulty with understanding this stuff, sorry!

Posted
On 8/9/2018 at 1:58 AM, Yoxgg04 said:

i keep getting the thank you messages from this, and then i crash sheesh.

LODORDER.txt

Papyrus.0.log

Next time, please specify you are using Skyrim Special Edition in your post. It will confuse a lot of people, as this is the Oldrim forums. Secondly, if you are converting mods from Oldrim and they don't work, there's not anything we can do. Submitting bug requests is folly when the author has shown no intention to update the mod to SSE yet. As I noted to you here before, the mod causes crashes in SSE when converted. Just remove this mod from your load order and wait for someone to update it for SSE (if that actually happens - curse you Bethesda for your stupid EULA).

 

I should also note that load order and Papyrus log really do nothing for troubleshooting mod issues normally. The Papyrus engine sucks at outputting useful information to the logs. It's better to explain when the crash happens, what leads up to the crash, if removing X or Y mod fixes the crash, etc so the author can replicate the problem on their machine.

 

Bugs/crashes are rarely fixed looking at logs. The author has to be able to reproduce the bug/crash on their system so they can troubleshoot the problem.

Posted
31 minutes ago, XenoDrake said:

Next time, please specify you are using Skyrim Special Edition in your post. It will confuse a lot of people, as this is the Oldrim forums. Secondly, if you are converting mods from Oldrim and they don't work, there's not anything we can do. Submitting bug requests is folly when the author has shown no intention to update the mod to SSE yet. As I noted to you here before, the mod causes crashes in SSE when converted. Just remove this mod from your load order and wait for someone to update it for SSE (if that actually happens - curse you Bethesda for your stupid EULA).

 

I should also note that load order and Papyrus log really do nothing for troubleshooting mod issues normally. The Papyrus engine sucks at outputting useful information to the logs. It's better to explain when the crash happens, what leads up to the crash, if removing X or Y mod fixes the crash, etc so the author can replicate the problem on their machine.

 

Bugs/crashes are rarely fixed looking at logs. The author has to be able to reproduce the bug/crash on their system so they can troubleshoot the problem.

will do.

Posted
On 8/4/2018 at 9:10 PM, Vaswind said:

Sl Kidnapped is one of my favorites mods. But since it utilizes "On hit" event, it is not compatible with Defeat 5.3.5 and makes Defeat mod falure. Due this Sl kidnapped is not suitable for any serious mod pack(((

 

I want to ask mod author to exclude "On hit" event from Kidnapped mod.  Please change it to one single stun blow, and activation of kidnapping throw "Post Assault"-scenario of Defeat. I could handle it myself. But there are no sources of scripts in kidnapped. Disassembler is too much for me(((

In the MCM menu is something where you can set the time to avoid the attack (not sure if it says "avoid", I'm not using the english version). If you don't get hit in the setted time you don't get knocked off instantly but have to fight the normal way againt the attackers.

I set this time to 0. Now every ambush is in fact just spawning enemies. I also didn't like to loose a fight before even noticing I was attacked. I mean I beat fucking dragons all the time, but one hit from behind and I'm done? ?

This might help to have more fights and less "instant kills".

  • 2 weeks later...
Posted
On 2/25/2017 at 9:58 AM, vinfamy said:

 

Could make it in the next version that if the player has followers -> kidnap followers with them. If not, kidnap NPCs related to the player instead.

will it work with sse

Posted

Often when I get kidnapped, I am put into cells such as the Bannered Mare, or alchemy shops, places that just don't make sense. I have it set to "abandoned houses only". Has anyone experienced this? Is the author still working on this mod? Any known fix?

 

Also the kidnapper happened to be a follower of mine (who was not currently recruited, which means I could not even kill them).

 

Finally, I only appear to be getting ambushed when fast traveling. I never get ambushed when I am just out and about. Has anyone experienced that? No longer the case.

Posted

apparently the sex animations arent playing. when i get kidnapped i just get my character and the kidnapper just standing naked no animation at all. i do hear the sounds though

Posted
20 hours ago, Akane5689 said:

apparently the sex animations arent playing. when i get kidnapped i just get my character and the kidnapper just standing naked no animation at all. i do hear the sounds though

It's weird, the kidnapping scenes were working fine until today, but now the scene wont even start. I don't hear any sounds, they just stand around staring at me. 

 

When I got kidnapped, I noticed my character wasn't sent into that bleedout stage, and I had full control of my character. Does anyone know how to fix this?

Posted

Got kidnapped while in the middle of Pelagius quest at the Blue Palace. Or perhaps it was a nightmare within a nightmare?

Either way, it breaks the quest since it forcibly pulls you out from Pelagius mind. Sheogorath doesn't approve. :)

Posted

is it intended that if you are kidnapped to a lair that 1 or 2 of the guys want to fuck my char, and all the others(so about 3-6 other) are about to kill me as soon as i arrive... ?

 

by the way the "Only Abandoned Houses" option is absolutely without function.....

i have activated it after the 3rd kidnap, but was always dragged into the lairs of the factions that kidnapped me.....                    to be slaughtered there....

 

 

Posted
1 hour ago, MetZwerg said:

is it intended that if you are kidnapped to a lair that 1 or 2 of the guys want to fuck my char, and all the others(so about 3-6 other) are about to kill me as soon as i arrive... ?

 

by the way the "Only Abandoned Houses" option is absolutely without function.....

i have activated it after the 3rd kidnap, but was always dragged into the lairs of the factions that kidnapped me.....                    to be slaughtered there....

 

 

don't know what your setting are set too, but my character gets used by everyone in range, then passes out to be dumped on the side of the road.

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