Jump to content

FuroTrap Improved: Tentacles! v6.91 (Last Updated: Apr-20)


Recommended Posts

Posted

I'd normally use TES4EDIT for that; it feels like it loads faster.

 

EDIT: On another note, if your "Slave" level showed up on your character sheet somewhere, like in faction standings, that would be nice.

 

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.

 

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)
Guest ThatOne
Posted

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.

Posted

 

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.
Guest ThatOne
Posted

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.

Posted

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! 

  • 2 weeks later...
Posted

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.

Posted

 

 

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

 

 

Posted

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.

Posted

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.

 

Posted

Working with what one has is indeed the case here; the script is there, the sound files - aren't.

Posted

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.

  • 2 weeks later...
  • 2 weeks later...
  • 3 weeks later...
Posted

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?

Posted

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)

post-173801-0-06118200-1383095103_thumb.png

Posted

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!

Posted

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...

Posted

I have the default settings. I don't even have CS. I'm talking about the little freaks in the Oblivion gates that shoot fireballs at you. They look like mini gargoyles, but even uglier. (sorry, I'm totally new to Obl) The ones that are birthed are no harder than the regular ones. They usually start at less than full health, too. They're harder than dremora, which are quite weak in this game, it seems (compared to Skyrim definately).

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...