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SexoutRapist v1.04 (10/13/2012)


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Posted
Do you mean knowing it as in seeing you about to do it' date=' or knowing it as in realizing you've done it? Because the former could also be done when their back was turned or while talking to them (I've known some people who pretty much get tunnel-vision when talking to someone).[/quote']

I was thinking more about seeing you attempt the injection. If not in sneak mode, then you would have to walk up to them and jab them in the ass (or whatever part) without anyone seeing. If anyone sees you, including the victim, they should be trying to blow your head off. Within the game mechanics, how would injecting someone be done without them (or anyone) noticing? There is no true sleight of hand type skill within FONV. I could use lockpicking, but that really isn't appropriate. I am serious about a formula to use to do this. I can't think of anything skill-based that is appropriate (medicine maybe, but that still avoids the sleight-of-hand issue). If you can think of a logical formula for calculating whether someone with line of sight to the PC or the victim detects the jab, let me know. I can't think of one currently - although I have had 5 beers (not the typical American swill but some better stuff) and I am not thinking completely logically at the moment :P .

 

I was kind of assuming sneak mode would give you an advantage but not a 100% success chance. The element of surprise counts for a lot, but it isn't everything.

If you are talking about seeing the attempted drugging jab, see my above statement about calculating the success/failure of jabbing unseen (AND completely unfelt by the victim, which is a complete impossibility).

 

Similar chances, but not quite the same. The motion to inject someone would be more subtle than the rape attempt as it would require less overall body movement. Depending on how much armor the NPC is wearing, it could be a very quick and hard-to-avoid motion due to the lack of need for precision. And I think the major point here is to not only help the rape, but to stop the victim from calling attention to it and bringing retaliation from fellow NPCs.

Again, see my question above about calculating a formula for determining a successful undetected jab (undetected by receiver or nearby NPCs).

 

In the game I can one-hit-kill someone in a crowd with a silenced pistol and no one will know it was me. No one knows it was me because I was crouched and hidden on the other side of the room.

I know that can be done as a kill shot, but that is using a silenced weapon designed for killing your target. Look at what's available currently in SCR. LustX/FertX/MedX/TranqX is only available in a 44 mag (sorry, I don't give a shit what the movies say, silencers do not work on them), 12/20 gauge shotguns (silencer - don't think so), and 10mm (I believe there is a silencer in the game for it, but really...) One question I have is, why is there not a .308 version of these. There is a .308 tranq round available with slavery simple/expanded - maybe they would interfere? As for my comparison, you are correct. I was being a bit flippant.

 

Create a container somewhere hidden. If the player wants to drug a victim, open that container. The player moves the intended drugs into it. When the container is closed, the items from it are removed from it and equipped on the NPC.

I won't add a container that gives a PC every drug in the game (that's a cheat and will try to avoid them). Besides, the problem still is filling it with chems from added mods (I could run a script that looks for items with a specific options/flags). If it's a container that I have access to and add the drugs there as I find them, that almost makes sense... EXCEPT, I could be doing that by carrying them in my pocket as well, so what would be the point of the extra container, and we are back to the question raised above: what is a logical formula to calculate success of trying to drug someone without them or any bystander with line of sight noticing the attempt.

 

@sraysmanll: Uh, well why would it be typical for real rapists to drug their victims? Roofies? Date rape drug? Chlorophorme? I find it weird to assume that getting the jump on someone always ensures you can rape them unless your character is extremely strong and the NPC is weak.

"Uh, well why would it be typical for real rapists to drug their victims?" - don't believe I EVER said ANYTHING even remotely like that, and frankly that would have been a REALLY stupid statement to make. I don't even think I implied that kind of stupidity so don't ever attribute something that inane to me again. I can make enough stupid statements on my own without excrement like that being associated to me :@ . Yes, that statement irked me. A lot.

 

If you read down to the bottom of the post, I made references to adding a "spiked" version of most of the drinks available in FONV to allow a true role-playing of drugging an NPC that doesn't require you jabbing them in the butt with a needle (which I don't care what anyone says, I will notice that if it was done to me and if I'm carrying a gun, you're dead). Why is it weird that "getting the jump on someone" with 2 companions to assist you will succeed? Why isn't it weird that someone walks up to you and jab you in the ass with a syringe and you can't feel it? My idea of the sneak rape was not that it was walking up behind the victim, saying "Boo, you're raped.", and then proceeding with the rape like an Englishman asking for the London Times (personally prefer the Sun myself - Page 3 girls :D ...) There is a reason I changed the name to Blitz rape, and not fuzzy bunny rape. The idea is that when you rape them in sneak mode, you have complete and utter surprise, knocking them senseless, and to the ground quickly, immediately gaining the upper hand. If you have any companions at all, they are also helping with the violent and immediate take down. Is it 100% logical, no. Is it more logical than walking up to someone and jabbing them in the ass, and no one noticing? I'll let you decide. If there were animations I could use to simulate the struggle, I would. Again, the sneak mode is not to simulate date rape, it's a sudden, violent, brutal, forceful attack on a completely unaware victim. Hence the name "Blitz". I could add an escape to that, but I won't.

 

I'm just suggesting it to add some immersion to things as well as a viable realistic way for weaker characters to take control. It's nice to accommodate all sorts of players. Strength for overpower rapes, speech for tricking them and leading them away, sneak for blitz rapes, and maybe medical skill for drugging them into submission.

I've described the Blitz rape above so I won't go into that one again. "Strength" is really covered by the dialog version, although it's more a "strength of will imposed on the victim" rather than a ST attribute, although a high ST could add to the intimidation factor, so I may look at adding that as an adjustment. The lure will be added next (if I can get to it). But again, the lure is only a way to isolate the victim, so that the PC can either Blitz rape or Dialog rape them. Explain to me what drugging the person is supposed to accomplish. As I've already stated previously, drugging will do nothing except make the luring easier. And again, I am not against it, I just happen to prefer the subtle approach of getting them drunk, or using a "spiked" drink (which doesn't exist yet), rather than using the unsubtle "jab in the ass" approach. And frankly, other than on TV and in movies, I couldn't find a specific case where someone was injected in the middle of the street (or in a bar, etc) and THEN taken somewhere to be raped. Usually, they were drugged using the "spiked" drink method (rohypnol, ketamine, ghb, etc - which again falls into the category of the lure) or they were drugged as part of the rape itself (which again, you can do by giving them the drugs during the end phase where the victim's inventory pops up). The only examples of using an injection I could find was in situations where an injection would go unnoticed (medical perv using drug to sedate someone in a hospital, psychiatrist in their office, dentist using laughing gas, etc). Again, not someone jabbing a needle in their ass in the middle of the street.

 

Like I said though, it's just a suggestion. I'm not sure why, but it seems like I offended you somehow or insisted that you implement this. Don't like the idea? Don't worry about it. And I wasn't insisting that you implement it only for pregnancy, I just thought it would be a nice addition, and since pregnancy is a pretty popular plugin, I thought it would be a nice optional compliment to each plugin.

Nope, didn't offend me (although reading back over what I wrote, I can see where you got that). My only real point about pregnancy is that it is a separate mod, so adding something that was specific to another mod is not something I will normally do. I do like getting suggestions, so if you have any others, please note them here.

 

------------------------------------------------

I want to reiterate my feelings on the use of drugs for the purposes of raping in the game (in case some of my rambling up top got confusing):

 

1) Walking up to someone and injecting them without being noticed is a near impossibility. Someone will notice, especially the victim. No amount of subtlety will prevent a person being stabbed into their body with a long needle from noticing it (and it will have to be long as any injected drug that needs to cause the kind of instantaneous reaction that any FONV drug cause has to be intra-muscular - sub-cutaneous injections wouldn't work for the reaction speed needed) And since there in no such drug as an instant knockout drug (despite what TV and the movies say), the victim will be able to respond to the attack. Probably with violence. Maybe not very well, but they can respond.

 

2) Using drugs to make an NPC more prone to being lured makes sense. Alcohol and spiked drinks make the most sense. However injecting them doesn't, because again the victim would respond with violence for the PC having the audacity to inject them.

 

3) The use of drugs to prevent people from hearing them being raped has some merit. But ONLY when a true crime and punishment system is applied. As it currently stands, having them drugged so they don't cry out is completely useless, as no bystanders in the game actually currently give a flying crap if someone is being raped. And the silence can be handled without the use of chems (especially since the is no chem that actually silences someone) by using duct tape, a gag, etc. When I enable a crime detection scenario to the mod, I will try to take into account the various options for keeping a victim silenced. Though I do have a question: what chems specifically can make a victim not cry out while getting raped in the ass?

Posted

Within the game mechanics' date=' how would injecting someone be done without them (or anyone) noticing? There is no true sleight of hand type skill within FONV. I could use lockpicking, but that really isn't appropriate. I am serious about a formula to use to do this. I can't think of anything skill-based that is appropriate (medicine maybe, but that still avoids the sleight-of-hand issue). If you can think of a logical formula for calculating whether someone with line of sight to the PC or the victim detects the jab, let me know.

[/quote']

A complete, working, balanced formula? Give me a week or two. :P You may not have a specific skill, but you can put them together. Any numbers I give are basic guesses for the moment.

 

First, to create a baseline for detection:

  • Agility
  • Melee Weapons - Because it's basically stabbing someone, but with a needle instead of a knife; would combine with Agility to determine how fast the player can perform the action
  • Luck - Higher luck makes detection harder
  • Sneak - A player who can hide their whole body should be able to hide a little motion

 

Detection for surrounding NPCs would depend on several things:

  • Perception >= Distance from player in feet / 5 - Can they see the action?
  • Intelligence > 3 or Medicine > 35 - Are they smart enough to realize what's going on?

That's the basic baseline for an NPC check. If both checks are passed, then their Perception and Intelligence are plugged into a formula and checked againt the player's baseline.

 

The target NPC won't need any checks under normal gameplay conditions since they'll know if they get jabbed with a needle. However, here's the establishment of a target number for trying to drug an NPC during conversation. These modifiers would be added to the player's baseline. The NPC's baseline should get be doubled or something.

  • Speech - The higher this is, the more attention the NPC is paying to the PC's words and not their actions
  • Charisma - This might actually end up going AGAINST the PC. Higher charisma means the NPCs attention is locked on them more. Not the same as Speech because Speech would have them focusing on the conversation, while Charisma would have them focusing on the PC themselves

Should probably also add a Medicine check in there somewhere, to determine whether or not the PC is good enough to know where to jab the needle, instead of just kind of doing it anywhere on the victim.

 

I was kind of assuming sneak mode would give you an advantage but not a 100% success chance. The element of surprise counts for a lot' date=' but it isn't everything.

[/quote']

If you are talking about seeing the attempted drugging jab, see my above statement about calculating the success/failure of jabbing unseen (AND completely unfelt by the victim, which is a complete impossibility).

Was actually referring to this:

If you're in sneak mode' date=' you can rape them without a chance of them running away.

[/quote']

 

One question I have is' date=' why is there not a .308 version of these. There is a .308 tranq round available with slavery simple/expanded - maybe they would interfere?

[/quote']

Probably because Halstrom just added a bunch of variants but didn't feel like adding them all. If you request to have other variants added to SCR they'll probably get added.

 

Create a container somewhere hidden. If the player wants to drug a victim' date=' open that container. The player moves the intended drugs into it. When the container is closed, the items from it are removed from it and equipped on the NPC.

[/quote']

I won't add a container that gives a PC every drug in the game (that's a cheat and will try to avoid them). Besides, the problem still is filling it with chems from added mods (I could run a script that looks for items with a specific options/flags).

You are wildly misinterpreting my statement. :P For reference, this is to solve this problem:

There is a technical aspect to chem'ing someone as well. The PC can have multiple chems in their inventory. However' date=' GECK has no way of creating a displayable, selectable list on the fly that I have found. Any list would have to be created ahead of time with all possibilities (medX, fertX, lustX, whiskey, scotch, vodka, etc) and then hide the options that aren't in the PCs equipment.

[/quote']

You don't create a list. You create a container. An empty container. Toss it in the Vendor Container cell somewhere. When the Player wants to drug someone, instead of bringing up a menu, open up that container via script. Instead of choosing the drugs they want from a menu, the player moves them from their inventory into the container. When the container is closed, all the items the player moved into it are then moved to the target NPC and equipped on them. This allows for the Player to use drugs from any mod since you never actually care what they are. You use the container so you don't mix up which drugs the player wants to use and which the NPC may have already had in their inventory.

 

Oh, and just for the record: You should totally add Fuzzy Bunny Rape to an action menu somewhere. That would be hilarious. If you don't do it, I'm gonna find a way to toss it into SexoutAgent.

Posted

I'm confused on what statement "irked" you. It seemed like when I suggested the drugging, you wrote it off saying:

 

"To inject someone without them knowing it, you would have to be in sneak mode. If you're in sneak mode, you can rape them without a chance of them running away. So what is the point of injecting someone with a chem to prevent them from running away when trying to rape them, when the same activity that allowed you to inject them allows you to rape them?"

 

I took from this that drugging the rapee was completely useless in your eyes. Perhaps I misunderstood you.

 

I do understand the sentiment that an instant knock-out injection is probably a bit too fantastical in a realistic sense. Then again, I don't know what's in TranqX. A tranq dart can down a rhino in a very short amount of time. I'm not a medical expert (obviously), but I'm not sure why that couldn't be attributed to a human just as easily. I'm not suggesting this "covert jab in the ass" you keep repeating, but something dialogue based. Just for the heck of it, here's an example.

 

 

Choice: Hey, how are you doing tonight?

 

Reply: Fine... Why?

 

Choice: [speech: 20] It's just nice to talk to someone with a little class in this savage wasteland.

 

Reply: Thanks, I haven't a nice conversation with anyone is ages...

 

Choice: [Medicine: 50] [jab her in the side with TranqX while her guard is down]

(Failure: Chance to accidentally overdose and kill victim.)

 

 

Obviously that's just a quick dumb idea, but I'm not sure what's odd about surprising someone during a conversation. It only takes a quick lunge to catch someone unawares and stick them with something. I think chlorophorme would be awesome, but that would take the creation of a new item. I can't really contribute much besides pipboy graphics if they were needed. I think it needn't be said how versatile chlorophorme would be.

 

Also realize that I'm not against these other ideas too. Spiked drinks would be great (although I think some kind of speech check would be in order for that). I just feel that even the blitz rape (which I'm not against) is realistically very strength oriented in a realism sense. Just because you're jumping someone from behind doesn't mean your success is guaranteed. It works though, I'm not against it, I'm just in favor of more approaches. Strength for frontal and blitz rape (probably sneak there too), speech for luring and spiked drink offerings, and speech and medicine for knockout/paralyzation drugs. Also you were talking about the "sleight of hand" factor... why wouldn't sneak make sense for that? Seems like stealth and sleight of hand go together perfectly. Fits better than lockpicking, right?

 

And my suggestion was never "add this feature because of this other mod". It would just be a nice addition, not the reason for the feature. Just would be nice to have the option to give the victim a BunX (birth control) pill before raping them to avoid knocking them up... IF such a system were already being integrated, that's all. It's awesome when Sexout plugins work to compliment each other. At least I think so.

 

 

EDIT: Zippy ninja'd me there and pretty much said everything better, lol.

 

On a constructive level, if you need a dialogue writer, just ask. I'm a writer by trade (pay no mind to the quick, silly dialogue example above) and it would be nice to help out a bit instead of just saying "do this, do that".

Posted

Was going to edit, but another post showed up: If you do implement spiked drinks, it would be nice if you could implement some exception formlists. I'm speaking specifically about various SexoutAgent NPCs who aren't about to accept drinks from random people, would refuse to touch alcohol under any circumstances, and have their own doctors so they won't accept pills from strangers. But I'm sure there could be other mods with NPCs that fall into one or more of those categories.

Posted

A complete' date=' working, balanced formula? Give me a week or two. :P You may not have a specific skill, but you can put them together. Any numbers I give are basic guesses for the moment.

 

First, to create a baseline for detection:

[list']

[*]Agility

[*]Melee Weapons - Because it's basically stabbing someone, but with a needle instead of a knife; would combine with Agility to determine how fast the player can perform the action

[*]Luck - Higher luck makes detection harder

[*]Sneak - A player who can hide their whole body should be able to hide a little motion

 

Detection for surrounding NPCs would depend on several things:

  • Perception >= Distance from player in feet / 5 - Can they see the action?
  • Intelligence > 3 or Medicine > 35 - Are they smart enough to realize what's going on?

That's the basic baseline for an NPC check. If both checks are passed, then their Perception and Intelligence are plugged into a formula and checked againt the player's baseline.

 

The target NPC won't need any checks under normal gameplay conditions since they'll know if they get jabbed with a needle. However, here's the establishment of a target number for trying to drug an NPC during conversation. These modifiers would be added to the player's baseline. The NPC's baseline should get be doubled or something.

  • Speech - The higher this is, the more attention the NPC is paying to the PC's words and not their actions
  • Charisma - This might actually end up going AGAINST the PC. Higher charisma means the NPCs attention is locked on them more. Not the same as Speech because Speech would have them focusing on the conversation, while Charisma would have them focusing on the PC themselves

Should probably also add a Medicine check in there somewhere, to determine whether or not the PC is good enough to know where to jab the needle, instead of just kind of doing it anywhere on the victim.

I took a look at the GECK docs :s to see if I could find the formula for pickpocketing - there supposedly is one, based on existing stats/skills and value of purloined item, but I haven't found it yet. Seems to be logical that the skill set would be similar. And I do think having medicine as a modifier would work.

 

 

One question I have is' date=' why is there not a .308 version of these. There is a .308 tranq round available with slavery simple/expanded - maybe they would interfere?

[/quote']

Probably because Halstrom just added a bunch of variants but didn't feel like adding them all. If you request to have other variants added to SCR they'll probably get added.

 

Actually requested a variant in the past for .22LR version, specifically of for the TranqX. Makes the silenced 22 a useful tool in the drug application department.

 

Create a container somewhere hidden...

 

Totally misunderstood where you were going there... (remember' date=' good beers...) That sounds like a logical way to do it. The only question I have is does FONV handle "using" the drugs for an NPC, or do I need to actually script it? I would assume script...

 

Oh, and just for the record: You should totally add Fuzzy Bunny Rape to an action menu somewhere. That would be hilarious. If you don't do it, I'm gonna find a way to toss it into SexoutAgent.

I shudder to think what the animation for Fuzzy Bunny Rape would be :P . Could make it a euphemism for something...

Posted

Even if the AI did use chems, which I doubt (the combat AI might use beneficial chems), it would probably only know what to do with vanilla ones. You'll need to loop through every item in the container, move it to the NPC, and equip it individually.

Posted

I'm confused on what statement "irked" you. It seemed like when I suggested the drugging' date=' you wrote it off saying:

 

"To inject someone without them knowing it, you would have to be in sneak mode. If you're in sneak mode, you can rape them without a chance of them running away. So what is the point of injecting someone with a chem to prevent them from running away when trying to rape them, when the same activity that allowed you to inject them allows you to rape them?"

 

I took from this that drugging the rapee was completely useless in your eyes. Perhaps I misunderstood you.

[/quote']

My original point was more from the technical aspect that because the way the Blitz (sneak) rape works (100% success): sneaking to inject the victim making them more susceptible to being raped, so you could sneak to rape the victim was redundant, since the Blitz rape was an automatic success.

 

What annoyed me with the statement, is that it made it appear that I was too stupid to understand that date rape type drugs exist and do work. What compounded that was the fact the in the same post you were referencing I very specifically made references to date rape type drugs when discussing spiked drinks and how I did see using them.

 

I do understand the sentiment that an instant knock-out injection is probably a bit too fantastical in a realistic sense. Then again, I don't know what's in TranqX. A tranq dart can down a rhino in a very short amount of time. I'm not a medical expert (obviously), but I'm not sure why that couldn't be attributed to a human just as easily. I'm not suggesting this "covert jab in the ass" you keep repeating, but something dialogue based. Just for the heck of it, here's an example.

 

 

Choice: Hey, how are you doing tonight?

 

Reply: Fine... Why?

 

Choice: [speech: 20] It's just nice to talk to someone with a little class in this savage wasteland.

 

Reply: Thanks, I haven't a nice conversation with anyone is ages...

 

Choice: [Medicine: 50] [jab her in the side with TranqX while her guard is down]

(Failure: Chance to accidentally overdose and kill victim.)

 

Obviously that's just a quick dumb idea, but I'm not sure what's odd about surprising someone during a conversation. It only takes a quick lunge to catch someone unawares and stick them with something.

 

As far as quick acting, a tranquilizer dart into a rhino does not stop them immediately. I actually takes a bit of time, because it has to work through their system. And sometimes it takes multiple shots (I went and look some of this stuff up). In real life, there is no instant KO drug, no instant poison that kills upon drinking it (although cyanide is fast acting, it's not quick), etc. And the injected tranqs and poisons that are fast acting have to be injected into muscle. Not a subcutaneous injection like insulin, which only requires a needle of 3/8" (this I know about first hand). We are talking a larger bore needle, 1-2" long to be able to inject the fast acting chem into the muscle rapidly. And still it takes some time. This is why I keep coming back to this - you cannot inject someone in real life without them knowing and without any reaction. That being said, this is a game and the rules of logic don't always apply. So your scenario above is possible in a game world (not real life) but...

 

I think chlorophorme would be awesome, but that would take the creation of a new item. I can't really contribute much besides pipboy graphics if they were needed. I think it needn't be said how versatile chlorophorme would be.

 

The problem with both tranqX and chloroform is actually a game issue. There is no way to move an unconscious body in the game. There is no mechanism to carry it, and you cannot drag it (you can drag a dead body, but not unconscious). So after knocking them out, the only thing you can do is rape them right there. Again, kind of defeats the purpose of the chem. I am working on an idea that would actually allow unconscious body movement related to a non-chem KO, but that idea requires more than what I can do currently.

 

Also realize that I'm not against these other ideas too. Spiked drinks would be great (although I think some kind of speech check would be in order for that). I just feel that even the blitz rape (which I'm not against) is realistically very strength oriented in a realism sense. Just because you're jumping someone from behind doesn't mean your success is guaranteed. It works though, I'm not against it, I'm just in favor of more approaches. Strength for frontal and blitz rape (probably sneak there too), speech for luring and spiked drink offerings, and speech and medicine for knockout/paralyzation drugs. Also you were talking about the "sleight of hand" factor... why wouldn't sneak make sense for that? Seems like stealth and sleight of hand go together perfectly. Fits better than lockpicking, right?

 

Sneak does work somewhat. I responded to Z's post that I went looking for the calculation for pickpocketing, which would be a better way to handle it (with some adjustments). As far as jumping someone from behind doesn't mean your success is guaranteed, yes it does... in the Blitz rape. The only, ONLY exception I would make to that is POSSIBLY a victim with a high unarmed skill might be able to get away. And that's it.

Posted

Even if the AI did use chems' date=' which I doubt (the combat AI [i']might[/i] use beneficial chems), it would probably only know what to do with vanilla ones. You'll need to loop through every item in the container, move it to the NPC, and equip it individually.

 

Right, just equipping the item makes them use it. Cool.

Posted

Alright, I see what you meant now. From a technical aspect I understand the redundancy you were seeing. I thought you were just saying "Hey, you can blitz rape them, so what's the use."

 

And as for location of rape (regarding whether you could move the body or not), I've thought about that many times. I wasn't really suggesting it because I thought it would be too complicated (and judging from your response, it sounds like it is). I guess I don't have to say how useful of a feature that would be to your mod. Someday maybe, lol?

 

But still, I figure it should be difficult on some level to successfully perform a covert rape. If I had a chlorophorme item (gotta feel like total creep sometimes talking about this, lol), I'd see it used realistically on an NPC in an out of the way, dodgy area. Like... a Freeside local in a back alley, or a lone NCR soldier split up from her patrol, or a traveling merchant who lost her mercenary bodyguards in a Legion raid, or an unsuspecting gambler in an empty Atomic Wrangler bathroom. In short, places where you can indeed knock them out with chlorophorme (provided it existed) and get jiggy with it right there.

 

Of course if you could knock them out anywhere and then drag them off ("Sorry guys, my friend had a bit too much to drink."), that would be great, but it would still work regardless I think. Hell, if you had the luring system implemented, that would work almost just as well. Why drag them into the back alley to do the deed when you can get them to walk there themselves?

 

And I know that blitz rape is an 100% right now (I don't know if you planning on changing that?), I was just talking from a realistic perspective. It feels a little silly to me that surprising someone gives you a 100% success rate. I guess I'd like for it to have a strength (and maybe unarmed/melee) formula for success, but that's just me. What were your thoughts on that?

 

Wait a minute though... it's not rape if you say surprise!

Posted
The problem with both tranqX and chloroform is actually a game issue. There is no way to move an unconscious body in the game. There is no mechanism to carry it' date=' and you cannot drag it (you can drag a dead body, but not unconscious). So after knocking them out, the only thing you can do is rape them right there. Again, kind of defeats the purpose of the chem.[/quote']

There's a way to do this that's kind of immersion-breaking in a way, but would get the job done. MoveTo. Player knocks the victim unconscious. The victim is set to a ref variable. The player chooses to "drag" them. What actually happens is you set a variable that tells surrounding NPCs "the player is dragging an unconscious person" so they can react if necessary but the player doesn't actually move the body. When the player gets to their destination, you run ref.MoveTo.

 

The real problem here is what to do with the NPC while they're being "dragged". It might not be a good idea to leave them in the spot they're lying in, but moving them to a temporary cell will cause because if something breaks before you run MoveTo the NPC is lost forever.

Posted

Slightly unrelated thought, but LustX would make for some humorous situations.

 

 

[jabs a syringe of LustX in her neck]

 

Ow! What the fuck are you... Whoa... Wanna fuck?

 

 

Remember, this IS the game that brought us the Mesmetron!

 

Seriously though, LustX spiked drinks would be good fun.

Posted
The problem with both tranqX and chloroform is actually a game issue. There is no way to move an unconscious body in the game. There is no mechanism to carry it' date=' and you cannot drag it (you can drag a dead body, but not unconscious). So after knocking them out, the only thing you can do is rape them right there. Again, kind of defeats the purpose of the chem.[/quote']

There's a way to do this that's kind of immersion-breaking in a way, but would get the job done. MoveTo. Player knocks the victim unconscious. The victim is set to a ref variable. The player chooses to "drag" them. What actually happens is you set a variable that tells surrounding NPCs "the player is dragging an unconscious person" so they can react if necessary but the player doesn't actually move the body. When the player gets to their destination, you run ref.MoveTo.

 

The real problem here is what to do with the NPC while they're being "dragged". It might not be a good idea to leave them in the spot they're lying in, but moving them to a temporary cell will cause because if something breaks before you run MoveTo the NPC is lost forever.

 

My possible solution would work, but would be immersion breaking (a bit) as well and only works outside. My idea was to fast travel to a known location. Since I haven't found a nice way in GECK to get a list of owned locations, what I was thinking was either a way to mark a location as a "safe house" or create the Lair I spoke of in the OP and make that a fast travel location. Of course there is actually the simplest solution of all - enslave them. Use one of the enslavement mods (I prefer slavery simple/expanded), and they'll follow you to the ends of the earth (well, within the FONV setting anyway). So while chem'd, you slip the collar on and presto, instant love slave. Maybe work on my own slavery version (need to checkout soSlavery and see what functions are available there).

Posted

I hadn't created other calibers TranqX rounds because I only created a few basic ones for testing which I haven't finished, it's easier to get a few working then copy scripts etc to other calibers. None of my test characters carry a .22 weapon :)

 

The current system of effects is a bit flawed as it resets on NPC's if the player leaves the cell, I'm working on a token system, the system will also be able to have cocktails created too, so a needle jab might contain 6 tokens of TranqX & 4 of FertX. TranqX is the counter for NoDoze and probably LustX, I was going to make a whole drug system eventually that worked on NPC's with also levels of Alcohol & Jet.

 

I've also hit a few lag inducing problems with the game engine and what seems to be identical token scripts overwriting each other, I need to try a couple of things to get around that if possible.

 

I finish work forever next week then a weeks holiday in Sydney, after that I will have more time to work on finishing things.

Posted
That being said' date=' this is a game and the rules of logic don't always apply. So your scenario above is possible in a game world (not real life) but...

[/quote']

 

Yes...

 

We use "reality" where it is convenient, to make the game seem interesting, to help engage us. But this is a game with nuclear cars, robots with advanced speech recognition but no network support, single stage to orbit rockets, and improbably beneficial mutations (like the one where some people heal damage when they drink water).

 

Anyways, personally, I fine with unreal rape, and am happy to be doing without the real kind!

 

Still, I appreciate the thought of making extended encounters instead of the current instant on, instant off thing.

Posted

I've found one lil problem with the raping kids part.....

the first few times I activated it (I was curious damnit) it gave Hector the Fat Man just fine but he just stood there like he was equiping it over and over and didn't fire.

I got it to work finally after using CSR to make him a companion and then trying to rape him.

 

Aside from that' date=' I haven't tried everything yet but I do find myself wishing for a nice karma hit when I rape someone. I'm trying to play an evil character in a game where damn near everything gives you positive karma. I swear I could steal everything I see and kill every good person I see and still somehow wind up as a "hero"

[/quote']

 

First of all, there is no "raping kids part" in my mod. Sexout itself is supposed to block sex attempts with child NPCs and I also put a filter where a child npc cannot be targeted by my mod (that better DAMN well still be working), so wherever you think the "raping kids part" is, it isn't in my mod. Second, go pedal your pedophilia fantasies elsewhere and get them the hell off of my thread.

Posted

I've been playing with a female character for some time, but the other day I made a male character and started playing.

 

After a while I noticed that when I rape a female orally in the game, the game doesn't seem to recognize my character as male, but rather seems to consider him a woman with an option to equip a strapon. Sometimes the act is performed as a regular blowjob, but quite often, my character ends up in a rather un-manly position on his back, legs spread, while his intended victim seems to be licking his non-existant pussy.

 

Being straight to the point of homophobia, this is kinda ruining the game for me. This does not happen during other sex acts, e.g. if I ask a merchant for a discount in exchange for sex, but only when I use the B key, which is why I figure Sexoutrapist is probably the culprit. I have tried turning the mod off, doing a clean save and reactivating it, but it didn't change anything.

 

Help would be much appreciated.

 

My load order:

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

Lings.esm

BBA_NV-Lings.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

OWNB - Open World.esm

NVR-Strip.esm

AthleticBodyRace.esm

WWA_NV-Lings.esm

Project Nevada - Core.esm

SuperJump_Land_1.5x.esm

MikotoBeauty.esm

AWorldOfPain(Preview).esm

Sexout.esm

SexoutCommonResources.esm

SexoutSlavery.esm

Project Nevada - Equipment.esm

Project Nevada - Rebalance.esp

Project Nevada - Cyberware.esp

HumanTrafficking.esm

SexoutLegion.esm

SexoutPregnancyV3.esm

SexoutStore.esm

Mission Mojave - Ultimate Edition.esp

The Mod Configuration Menu.esp

Improved Faces v1.esp

Neck-id Slaves.esp

OWNB - Red Canyon Overhaul.esp

NVR-NPCs.esp

NVR-Version_10.esp

Slave In Pose NV Edition.esp

AthleticBodyRace-Ling.esp

CONELRAD 640-1240.esp

NewVegasBounties.esp

NewVegasBountiesII.esp

FiendCamp.esp

LingsPrettyThings.esp

AWOPDeadMoney.esp

KDC_Companions_Removable_Armors.esp

Companions Commander.esp

Companions teleporter.esp

NVWillow.esp

SmallerTalk.esp

SunnyCompanion.esp

Tryout - Hard Prison Time.esp

MikotoBeauty.esp

stripmapmarkers.esp

jocelyn.esp

DIM CUSTOM PRESETS V1.3WEB.esp

HumanTraffickingSIP.esp

HumanTraffickingEX.esp

st.esp

SexoutWorkingGirl.esp

SexoutPowderGangers.esp

TeenRaces.esp

TeenRaces_NPCs.esp

SexoutRapist.esp

Slavejail.esp

SexoutSS_C.esp

SexoutZAZ.esp

SexoutConsequences EX.esp

SexoutConsequences.esp

SexoutWillow.esp

SexoutStraponSex.esp

SexoutDiscounts.esp

SexoutBreeder.esp

SexoutYield.esp

SexoutBrutalRapers.esp

SexoutNCR.esp

SexoutKhans.esp

SexoutKings.esp

SexoutFiends.esp

 

Posted

I've been playing with a female character for some time' date=' but the other day I made a male character and started playing.

 

After a while I noticed that when I rape a female orally in the game, the game doesn't seem to recognize my character as male, but rather seems to consider him a woman with an option to equip a strapon. Sometimes the act is performed as a regular blowjob, but quite often, my character ends up in a rather un-manly position on his back, legs spread, while his intended victim seems to be licking his non-existant pussy.

 

Being straight to the point of homophobia, this is kinda ruining the game for me. This does not happen during other sex acts, e.g. if I ask a merchant for a discount in exchange for sex, but only when I use the B key, which is why I figure Sexoutrapist is probably the culprit. I have tried turning the mod off, doing a clean save and reactivating it, but it didn't change anything.

 

Help would be much appreciated.

 

My load order:

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

Lings.esm

BBA_NV-Lings.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

OWNB - Open World.esm

NVR-Strip.esm

AthleticBodyRace.esm

WWA_NV-Lings.esm

Project Nevada - Core.esm

SuperJump_Land_1.5x.esm

MikotoBeauty.esm

AWorldOfPain(Preview).esm

Sexout.esm

SexoutCommonResources.esm

SexoutSlavery.esm

Project Nevada - Equipment.esm

Project Nevada - Rebalance.esp

Project Nevada - Cyberware.esp

HumanTrafficking.esm

SexoutLegion.esm

SexoutPregnancyV3.esm

SexoutStore.esm

Mission Mojave - Ultimate Edition.esp

The Mod Configuration Menu.esp

Improved Faces v1.esp

Neck-id Slaves.esp

OWNB - Red Canyon Overhaul.esp

NVR-NPCs.esp

NVR-Version_10.esp

Slave In Pose NV Edition.esp

AthleticBodyRace-Ling.esp

CONELRAD 640-1240.esp

NewVegasBounties.esp

NewVegasBountiesII.esp

FiendCamp.esp

LingsPrettyThings.esp

AWOPDeadMoney.esp

KDC_Companions_Removable_Armors.esp

Companions Commander.esp

Companions teleporter.esp

NVWillow.esp

SmallerTalk.esp

SunnyCompanion.esp

Tryout - Hard Prison Time.esp

MikotoBeauty.esp

stripmapmarkers.esp

jocelyn.esp

DIM CUSTOM PRESETS V1.3WEB.esp

HumanTraffickingSIP.esp

HumanTraffickingEX.esp

st.esp

SexoutWorkingGirl.esp

SexoutPowderGangers.esp

TeenRaces.esp

TeenRaces_NPCs.esp

SexoutRapist.esp

Slavejail.esp

SexoutSS_C.esp

SexoutZAZ.esp

SexoutConsequences EX.esp

SexoutConsequences.esp

SexoutWillow.esp

SexoutStraponSex.esp

SexoutDiscounts.esp

SexoutBreeder.esp

SexoutYield.esp

SexoutBrutalRapers.esp

SexoutNCR.esp

SexoutKhans.esp

SexoutKings.esp

SexoutFiends.esp

 

[/quote']

 

Have you never heard of rimjobs? Analingus? Tossing salad? Look them up. Never mind, here is a basic definition: it is the act of licking another person's asshole, and is not a sex act that is specific to homosexuality. It's universally fun :P ! When testing the animations available, I accidentally reversed the roles on some of the animation calls, saw that one, laughed my ass off, and said "by darwin, I like it!" So I added it to the rest of the more "rape-like" animations that soRapist randomly calls (rather than the generic random calls that sexout can make). And since I like it, it's gonna stay.

 

 

(side note: I've been waiting for 4+ months for someone to mention that animation. Really disappointed it took this long :( ... )

Posted

Hah, sorry I didn't mention it then, I was a bit surprised the first time I saw it too, my evil legionnaire-to-be apparently likes a taint lick now and then:P. Now to an idea that occurred to me.

 

I know you are not into combat rape options so much but I have another try to tickle yer fancy with. There are several weapons in the game that let you do fatigue damage. I honestly didn't know what that meant until I started an unarmed build and found they knock people the hell out! I don't know if it would be possible as the engine doesn't let you loot unconscious characters, but would it be something you'd consider adding functionality for if is possible? Taking advantage of the knocked out character of course, using your awesome menu system. Sexkey or rapekey work somewhat for this, but it's a little buggy and not as cool as the menu, and especially if you could make them run away after instead of immediately going back to attacking you. In any case, keep up the good work.

Posted

The 'b' key bypasses the normal "pickpocket" interface (which is locked out by being unconscious - whatever moron at bethesda/obsidian that thought up that particular idea should be boiled in a vat of hamster shit, along with the idiots that blocked access to the console when using an xbox controller) --- deep breaths, deep breaths, pleasant thoughts ... boobs... calming down [/rant]

 

Anyway the 'b' key should work, however I may be filtering the target (I do filter out dead, children, etc). I may have accidentally filtered out unconscious/sleeping individuals. I'll take a look at it. Of course, after they run for the distance, they may come back to hunt you down...

Posted

Okay I'll test it out then...oh a little semi bug report. If I rape cass or the shopkeeper (Lacey, i think her name is?) at the mojave outpost, after they run away they never come back. I followed cass once to find out where she goes and instead of going back to her position at the bar she just hangs out halfway down the hill and in the desert. The same thing also happens with ranger ghost, though she stays on the road part of the hill, instead of taking off into the wilds. No idea where Lacey goes, haven't followed her yet. Not sure if this is really the fault of the mod but if something could be put in to ensure they return to their starting positions it would be cool.

Posted

Ok tested it out. It does work fine on sleeping individuals, but on characters that are knocked out nothing happens till they wake up. Once they have woken up I get a standard greeting instead of the rapist menu(Like Howdy, or Hey there), then it plays an oral anim. The character does get knocked out again after the sex and I do get to loot their inventory, but they wake up auto hostile instead of running away at all and go back to attacking me.

Posted

After they reach the run distance, they return to their previous AI packages. I think the problem is that they have no AI packages that actually move them anywhere - Cass sits at the bar until you get her as a follower, Lacey stays behind the bar, Ghost stays on the roof. Since they have no active package that moves them, they stay where they are. I may have to do something on a case by case basis.

Posted
Have you never heard of rimjobs? Analingus? Tossing salad? Look them up. Never mind' date=' here is a basic definition: it is the act of licking another person's asshole, and is not a sex act that is specific to homosexuality. It's universally fun :P ! When testing the animations available, I accidentally reversed the roles on some of the animation calls, saw that one, laughed my ass off, and said "by darwin, I like it!" So I added it to the rest of the more "rape-like" animations that soRapist randomly calls (rather than the generic random calls that sexout can make). And since I like it, it's gonna stay.

 

 

(side note: I've been waiting for 4+ months for someone to mention that animation. Really disappointed it took this long :( ... )

[/quote']

 

Haha, glad to make you happy then. :P

 

Yes, I have heard of it, and happened across it in porn a few times, but IMO it happens waaaay too often, especially since it isn't done in a manly fashion, if such a thing is possible, but is just a guy doing a lesbian animation.

 

Apart from this, to me, very unsexy detail, Sexoutrapist is easily the best rape mod that I've seen for Fallout NV. Could you pleeeeease give me the file name of the anim so I can replace it?

Posted

Okay I'll test it out then...oh a little semi bug report. If I rape cass or the shopkeeper (Lacey' date=' i think her name is?) at the mojave outpost, after they run away they never come back. I followed cass once to find out where she goes and instead of going back to her position at the bar she just hangs out halfway down the hill and in the desert. The same thing also happens with ranger ghost, though she stays on the road part of the hill, instead of taking off into the wilds. No idea where Lacey goes, haven't followed her yet. Not sure if this is really the fault of the mod but if something could be put in to ensure they return to their starting positions it would be cool.

[/quote']

 

Well, I don't know about you, but in my current game I eventually found them both a loooong way away.

 

Screen_Shot13.jpg

Posted

That makes sense. When creating a "travel" package (when the "run away" basically is), you have to give it a destination. Vault 11 is the default that pops up, so as good as any dest. However, they shouldn't run all the way there because the run away control script removes the run away after a certain distance is reached. However, if you chase them, they will continue to run away (towards vault 11). So the question is: When you raped them, I assume it was in the interior of the MO barracks - did you follow them outside after they ran off or did you stay inside the barracks while they ran? It's possible the effect stayed on until you left the building (shouldn't have, but could have). Also, if you did follow them out, did you continue to chase them? Again, giving chase while someone is running away will cause them to continue to run away (the effect is canceled after a certain distance is run away from the PC).

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