chilledflavor Posted August 24, 2013 Share Posted August 24, 2013  I have only used the sandbox spells so far. They do work but anybody who disables the old version make sure its not in your bashed patch. causes major crashing.  Is the parasite supposed to give an effect icon in magic? It probably shoud just to keep track of it for the player. As for curing it I have no clue, though i do like the effect. Is there suppose to be a hint for how to cure it?  No, the parasite is a very long-term effect. I could show an icon, but it would not be that informative since it would always be on.  Ideally, it would be cured during the Quest mode that isn't implemented yet. There is a Sandbox spell that removes it, but it is not added to the Player inventory by default.  Console: Player.AddSpell FuroSandboxRemoveEffectSelfSpell Player.AddSpell FuroSandboxRemoveEffectSpell  I can't seem to get this to work (the console commands). Is it case sensitive perhaps? Link to comment
Sun Shang Xiang Posted August 24, 2013 Share Posted August 24, 2013 No, it isn't case-sensitive, no commands are. As for those spells, you need to open up TESCS and look for the ID numbers of those spells. Link to comment
powerofvoid Posted August 25, 2013 Share Posted August 25, 2013 I'd normally use TES4EDIT for that; it feels like it loads faster. Â EDIT: On another note, if your "Slave" level showed up on your character sheet somewhere, like in faction standings, that would be nice. Â I'm thinking either you go the simple route and have rank names like, "Trapped 10x", or you go a bit more complex and have the game do some math so it can directly indicate how much easier it makes you to trap, probably in terms of how many hit-tokens it takes to trap you. Â e.g.: : "Can't resist the tentacles" : "Lusts for the tentacles" : "Enjoys the tentacles" : "Fears the tentacles" : "Hates the tentacles" (could maybe do with better names) Link to comment
Guest ThatOne Posted August 26, 2013 Share Posted August 26, 2013 Wait, what mods is fatigue damage so incompatible with? I mean, I still agree it should be optional, because it could be pretty unpleasant, but... Â Realistic Fatigue, for example. There's a bunch more fatigue overhauls, but that's the most common one as far as I know. Link to comment
powerofvoid Posted August 26, 2013 Share Posted August 26, 2013  Wait, what mods is fatigue damage so incompatible with? I mean, I still agree it should be optional, because it could be pretty unpleasant, but... Realistic Fatigue, for example. There's a bunch more fatigue overhauls, but that's the most common one as far as I know.  How does that mod work? (i.e., what does fatigue do in that mod) I can't find a good description on its page. Link to comment
Guest ThatOne Posted August 26, 2013 Share Posted August 26, 2013 To be perfectly honest, I'm not sure. I've never used it myself, as I'm not very keen on making my oblivion realistic. I can, however, guess that fatigue both drains and regenerates much slower than in the original Oblivion, and that it has a bunch of side-effects such as a chance to trip when you run, slower movement speed, lower encumbrance threshold etc. Link to comment
GMac2021 Posted August 29, 2013 Share Posted August 29, 2013 To experience how truly horrible having low fatigue is, install Player Slave Encounters, Maskar's Oblivion Overhaul, and the Realistic Gravity mod. I no longer curse when my toons can make nothing but "Restore Fatigue" potions. I actually hoard them now...  Give me your lettuce and tomatos! All your apples are belong to us! Link to comment
powerofvoid Posted September 8, 2013 Share Posted September 8, 2013 IME, outside of combat, as long as you aren't losing fatigue standing still, fatigue doesn't matter -- you can still run+jump at zero fatigue. This is without those mods active, though. Link to comment
SquallPT Posted September 8, 2013 Share Posted September 8, 2013   I have only used the sandbox spells so far. They do work but anybody who disables the old version make sure its not in your bashed patch. causes major crashing.  Is the parasite supposed to give an effect icon in magic? It probably shoud just to keep track of it for the player. As for curing it I have no clue, though i do like the effect. Is there suppose to be a hint for how to cure it?  No, the parasite is a very long-term effect. I could show an icon, but it would not be that informative since it would always be on.  Ideally, it would be cured during the Quest mode that isn't implemented yet. There is a Sandbox spell that removes it, but it is not added to the Player inventory by default.  Console: Player.AddSpell FuroSandboxRemoveEffectSelfSpell Player.AddSpell FuroSandboxRemoveEffectSpell  I can't seem to get this to work (the console commands). Is it case sensitive perhaps?   Here : Player.AddSpell 2c006e74 Player.AddSpell 2c006e75   Link to comment
Symon Posted September 8, 2013 Share Posted September 8, 2013 Player.AddSpell FuroSandboxRemoveEffectSelfSpell Player.AddSpell FuroSandboxRemoveEffectSpell  These will only work if you have the OBSE plugin that allows editor ids to be used in the console (Beth were SO lazy!!!)  Player.AddSpell XX006e74 Player.AddSpell XX006e75  Where XX is the modindex for the mod. Link to comment
SquallPT Posted September 8, 2013 Share Posted September 8, 2013 Forgot the first 2 are the mod index Link to comment
calranthe Posted September 13, 2013 Share Posted September 13, 2013 This is now one of my favorite mods, I have been testing the Version 7 beta and the only real issue that I have is a personal opinion more than a bug and this is the sound effects never really follow the text or flow of the animation and I really have no idea how hard or easy this is to solve or if it is possible to solve also this is not a criticism or meant to step on anyones toes  just a personal opinion from experience.  From the moment the trap takes a girl the audio is in "porn film arousal mode" as I like to think of it, no lead up, no small whimpers and moans no slow or even fast build up just instant lets say 80% towards a female orgasm, now this may well be covered by the "magic" of the traps but it does not really follow the text, i have been fortunate to hear a lot of women orgasm and even explored multiple orgasms once entered a D/s competition held and managed to give a beautiful girl 17 orgasms within a period of an hour.  What this mod is missing is either an option to control the audio or a different timed script, what I am hearing at the moment is 80 80 80 80 if we go by my percentage idea what it needs is 40 80 100(orgasm) 60  80 100(orgasm)  mixing it up and down a little during the whole episode hell even reaching 120% at the birthing of the scamp.  I am not a scripter so I really do not even have any idea if this is possible the mod is excellent as it is and I look forward to seeing more of it.  I do know this is also an issue with estrus mod so it may just be a fact of we are working with what we got.  Link to comment
Guest ThatOne Posted September 13, 2013 Share Posted September 13, 2013 Working with what one has is indeed the case here; the script is there, the sound files - aren't. Link to comment
Sun Shang Xiang Posted September 13, 2013 Share Posted September 13, 2013 Actually, the first two letters are true on your computer, but it is uncertain if it will work on his/her computer because we don't know his/her load order to guess. The other letters are true on EVERY computer, regardless of the load order. Link to comment
SullenMan Posted September 23, 2013 Share Posted September 23, 2013 soon there will be a new version? Link to comment
Vingthor Posted October 6, 2013 Share Posted October 6, 2013 It seems to work quite well so far, but can hardly wait until the summon list is changed so that different daedra are produced. Link to comment
parzysty Posted October 6, 2013 Share Posted October 6, 2013 What's with facial expressions? My victim moves her mouth as if she was talking, not moaning. Link to comment
zuzu88 Posted October 27, 2013 Share Posted October 27, 2013 Is working on this mod alive? Link to comment
AwfulArchdemon Posted October 29, 2013 Share Posted October 29, 2013 Any support still? It tells me to dl the improved furo generator trap. When you go to use this mod, you'll notice it has an esp of the same name (FuroGeneratorTrap.esp). Should I rename one of these? Maybe not use one? Link to comment
powerofvoid Posted October 30, 2013 Share Posted October 30, 2013 The following ESP files are part of the latest version of the mod: FuroTrapCoreFramework.esp FuroTrapModBasic.esp FuroTrapModSandbox.esp FuroTrapModHazards.esp FuroTrapModLoversVoice.esp FuroTrapModEstrus.esp My understanding is that: 1 Is necessary for the rest to function 2 Defines the actual trap 3 Gives you the FuroTrap spells 4 Adds the trap to Dagon's Oblivion realms 5 Links to some kind of LPK voices (I forget which, exactly). Turning it off just makes it not use them 6 Links to the Estrus voices (which I dislike because I find them annoying as opposed to arousing) Link to comment
AwfulArchdemon Posted October 30, 2013 Share Posted October 30, 2013 May I ask where in the world you got all those files from? I have 1 esp. Link to comment
windpl Posted October 30, 2013 Share Posted October 30, 2013 May I ask where in the world you got all those files from? I have 1 esp. Â It is form beta 7, buried somewhere in this thread. Link to comment
AwfulArchdemon Posted October 31, 2013 Share Posted October 31, 2013 Aaahh, there they are. I started using the 1 esp from the OP, and got some interesting side-effects. The camera would just take off into the unknown while I was attempting to watch the show. Hopefully, that's a thing of the past now.  I do have another question though. How the hell am I supposed to survive with this mod active? Seriously. I was doing a great job of dodging their green tentacle capture spells, but when you beat a goblin, another is right around the corner. If you find a trap victim getting screwed, there is likely an army of them, all throwing the spell at you. Since it takes 1,200 hits to kill even a weak-ass goblin with a friggin ebony greatsword, you won't be coming out of a fight with multiple goblins without getting banged by tentacles for a long while, and birthing a ton of new goblins. Seems hopeless, so that's the main reason I uninstalled the mod. No matter how badly I cheated, I stood no chance. I'm even using a controller! Link to comment
Sun Shang Xiang Posted October 31, 2013 Share Posted October 31, 2013 Try to reduce the strength of those goblins with the Settings spell. Sounds like you have it set to Very High, which would explain a lot. By Goblins I will assume that you are talking about Imps, because Goblins don't have that spell. And even if you were, my Diurne on level 96 has encountered only Goblin Warlords equal to her health (2000 HP) and perhaps Shamans, and with 200 in every attribute except Speed and Luck she can take care of them very quickly. And if you are having trouble killing those Imps, use CS and make a spell that does HUGE amount of damage over time(Damage Health and Fatigue would probably be the best, and you could use it against undead and atronachs), perhaps also combined with Paralysis, Silence, Damage Magic, and Burden for even longer amount of time(Burden would have to be the longest, so that they would be unable to stand and you could simply hack them up without any fear of retaliation), and with great AoE. Just be careful where you cast it. Also add immunity to silence, that it ignores LoS, that it has 0 cost and that it bypasses reflection/absorption(and in case that you have Sorcery toll, set it to Lesser Power) and you're all set. That (technically) isn't cheating, so... Link to comment
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