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


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Posted

That's a good question' date=' RandomOne. I'm wondering that too.

 

edit: not e question anymore, they're the same. I believe you can just update the .esp to go from 6.1 to 6.2.

[/quote']

 

hehe thx as that was my next question :P

 

Yes, the esp in the download (v6.2) is exactly the same as the esp in the post (v6.2). I put the esp in the post for convenience for users that already have an older version installed.

Posted

Well if you're looking for balance' date=' the other Daedra don't necessarily need to spawn more. They could just be rapers themselves. You could put a reliance on Lover's Creatures and rip the use of that spell for it. Wouldn't even need to make new mobs then, either, just spawn the ones off that list.

[/quote']

 

This could work. You could have the scamp (or other creature) randomly trap OR do the LoversCreature spell. Probably don't wanna put the big creatures like gatekeepers and atronachs in though. Imps, goblins, clannfears, maybe even those mushroom things.

 

If you're going to put an item or whatever in to make the Furo creatures non-hostile to the player, you could do it as like a mini-quest. Go to some place (doesn't even have to be a new cell, just pick an unimportant dungeon), see bunch of traps/trapped victims, maybe have to fight through the spawnlings, and get the item/spell. Item might work better, then you can just drop it if you feel like getting your player involved in the fun without the self spell.

 

Of course, I know nothing about coding, so I don't even know if it's possible to make an item/spell like that...

Posted

I modified a FuroTrapTokenScript to prevent PickIdle when actor is already in animation. Script was pickIdle'ing on every step, and it was causing actor and trap anim desync and little artifacts on a trap.

I've added a GetRestrained check so if actor is restrained already, PickIdle is not running anymore.

The script also uses PlayIdle instead of PickIdle now(just wanted to try it out).

Count this as v6.2.1 unofficial :P

 

 

ps: i had no time to check if those poor girls, that were auto trapped somewhere in Kvatch are working as intended. I'll do it tomorrow. Other then this, everything is working.

 

Posted

I modified a FuroTrapTokenScript to prevent PickIdle when actor is already in animation. Script was pickIdle'ing on every step' date=' and it was causing actor and trap anim desync and little artifacts on a trap.

I've added a GetRestrained check so if actor is restrained already, PickIdle is not running anymore.

The script also uses PlayIdle instead of PickIdle now(just wanted to try it out).

Count this as v6.2.1 unofficial :P

 

 

ps: i had no time to check if those poor girls, that were auto trapped somewhere in Kvatch are working as intended. I'll do it tomorrow. Other then this, everything is working.

 

[/quote']

 

Thanks for the update!

 

I'll check it out and add it to the opening post.

Posted

New update is out!

 

Update 11-24 (v6.3)

* Added Uriel's trap de-sync fix

* Added option to summon creatures allied with player

-- Use Settings Spell: Creature Summoning: Off, On, On (Player Ally)

-- Note that player/victims are only allied with summoned Scamps, not all Daedra

* Version number now displayed in Settings Spell

 

If you already have v6.0 or better, just download and replace the esp:

Posted

As i thought, my "fix" caused another bug xD

Now if you leave the cell that contains a trapped victim and then return back, victim is not forced into the animation anymore.

So i stuffed the script with some IsIdlePlaying's and GetInSameCell's, and looks like it's working now.

Get it from the attachment. Based on official 6.3

 

feanor69 do you happen to know why my "If (me.GetInSameCell Player)" is unreliable? I've added some PrintC's, and they seem to indicate that it sometimes works, sometimes not.

Why ";; not safe to reference "me" yet" at "currentlevel == 0"? Im unable to find an info on this.

Posted

I have a suggestion:

 

Would it be possible to tweak the options menu such that one could choose the percentage that the mod will use either the chair trap or the bath trap? From reading this thread, I understand this is currently set at 50/50. Maybe add in a couple more options to change this to 0/100 and also to 100/0 so that players can choose to always spawn one type over the other.

Posted

Why ";; not safe to reference "me" yet" at "currentlevel == 0"? Im unable to find an info on this.

 

It may have something to do with how the script token is added.

I put in that comment based on my observations' date=' not because I have any idea why it happens. :(

 

feanor69 do you happen to know why my "If (me.GetInSameCell Player)" is unreliable?

 

Yes. I found a few problems with using GetInSameCell here:

 

 

#1. Since a cell is not an entire load zone. Player could be just outside of cell. Imagine this layout:

 

Victim is in Cell1 along with Player.

Player walks to Cell2 (only a few feet away).

Player then opens Door and loads into Cell3.

Player turns around, opens Door and loads back into Cell2.

Player is standing only a few feet away from victim, but has not technically returned to Cell1. BUG!

 

#2. Script is paused when load zone left. Player never leaves cell as far as script can tell. Imagine this layout:

 

Victim is in Cell1 along with Player.

Player then opens Door and loads into Cell2.

However, Cell1 is not processing anyone, so Victim script is paused.

Player turns around, opens Door and loads back into Cell1.

Victim script is now running again, and Player is in Cell1.

Victim script believes Player has been in Cell1 the whole time. BUG!

 

 

The solution is the use GetCellChanged instead.

Posted

I have a suggestion:

 

Would it be possible to tweak the options menu such that one could choose the percentage that the mod will use either the chair trap or the bath trap? From reading this thread' date=' I understand this is currently set at 50/50. Maybe add in a couple more options to change this to 0/100 and also to 100/0 so that players can choose to always spawn one type over the other.

[/quote']

 

Done!

Posted

More updates!

 

Update 11-25 (v6.4)

* Traps can now be explicitly selected

-- Use Settings Spell: Trap Type: Random, Bath Only, Chair Only

* Added Uriel's improved de-sync fix

* Added body de-sync fix (based on Uriel's design)

 

If you already have v6.0 or better, just download and replace the esp:

Posted

I think we need to add some kind of "busy" status as interacting with the trapped NPC breaks the animation right now.

Another one is upperbody not reset to default position.

Going to break into Lovers to see how it's implemented there.

Posted

Recently got back into playing Oblivion and noticed this mod had been updated to now include a chair version. Thank you for a great update! Out of the bath and chair versions, The chair is definitely my personal favorite :D

 

Would love to see this expanded more. Maybe a tentacle bed or something like that??

 

On a side note, anyway you could make it more anime realistic? What I mean is if you watch tentacle rape anime, Like I do :D Then you'll know its not just the pussy that gets violated but mouth and anus also.

Posted

I have a suggestion:

 

Would it be possible to tweak the options menu such that one could choose the percentage that the mod will use either the chair trap or the bath trap? From reading this thread' date=' I understand this is currently set at 50/50. Maybe add in a couple more options to change this to 0/100 and also to 100/0 so that players can choose to always spawn one type over the other.

[/quote']

 

Done!

 

Thank you very much! This is a wonderful mod. :D

Posted

I dont how to script but it is not possible to add trap everywhere in tamriel ?

 

One by one it would be painfull to add 1000 trap everywhere i guess but, i dont knwo something that "simulate" random trap like this

 

If player running

every 10 sec

If rand(10)=8 cast tentacle rape self

If rand(10)=9 cast rape chair self

 

If player walking, smaething with rand 20

If player standing and not busy with rand 50

 

And maybe if "in town" = rand x2 as town are safer right ?

  • 2 weeks later...
Posted

Nice mod indeed, thanks for improving it.

Still, after the last update, when the effect of the trap that i've stepped on disappears, the model of the bath/chair remains next to my character for no reason

  • 2 weeks later...
Posted

its an awesome mod but i have a problem, when i cast the spell my pc or the npc just get naked and fall to the ground i dont see any bath or chair and when my pc or npc gets pregnant the body disapiers and i do the pregnant body meshes

Posted

I will also say that this is a fantastic mod. Couple of things. I believe that I saw this posted earlier but the sex sounds (wet, slurping, smacking goodness) are very, very, very quite. Is there a way to make them louder? Second, and this is also purely aesthetic, I know that the Lovers with PK mods incorporate an effect where a character gets covered in sperm during climax and if I recall correctly there are a few sex positions where when this happens a person can see semen being pumped into and squirting out of female's nether regions. Considering the nature of this mod wouldn't it make sense for the characters to end up covered in weird tentacle semen and have that squirting out all over the place when they are impregnated?

 

The third thing I want to address is a bug that I am getting. After my character falls into a trap or I summon the trap on myself she, after going through all the births and finally being released, is left with the tentacle beasts still in place. These also tend to stack. I fell into two traps and this was the result, a Drow elf, naked, running through the streets with two tentacle beasts perpetually attached to her!

 

post-41305-13597881689839_thumb.jpg

Posted

 

 

The third thing I want to address is a bug that I am getting. After my character falls into a trap or I summon the trap on myself she' date=' after going through all the births and finally being released, is left with the tentacle beasts still in place. These also tend to stack. I fell into two traps and this was the result, a Drow elf, naked, running through the streets with two tentacle beasts perpetually attached to her!

 

 

[/quote']

 

Exactly what happend to me :/

 

Maybe a script error?

Posted

Please reply, the trap doesn't show after I summon it, though I can hear the sounds & character is in motion.

Posted

 

 

The third thing I want to address is a bug that I am getting. After my character falls into a trap or I summon the trap on myself she' date=' after going through all the births and finally being released, is left with the tentacle beasts still in place. These also tend to stack. I fell into two traps and this was the result, a Drow elf, naked, running through the streets with two tentacle beasts perpetually attached to her!

 

 

[/quote']

 

Exactly what happend to me :/

 

Maybe a script error?

 

It does sounds like a bug. I'll take a look at the scripts and see if I can find out what is causing it. Thanks!

Posted

Possibly related, I've noticed in my game that the traps appear for a second when the target is in the topple animation, disappears while they get up, then returns as the target gets into the rape animation.

 

By the way, how tough/annoying would it be to add something that slowly reduces the target's willpower, perhaps by 5 every orgasm/pregnancy, stacking for a while, and dropping off after they're out of a trap for, say, a day?

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