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Posted
59 minutes ago, Teutonic said:

Maybe in the future, I do not yet know how that mod operates.

 

Adventures does not wait until the animation is finished. The after-sex grace period kicks in before it even determines what crimes are being committed. (Which means it is a seperate crime check.)

 

Just to make sure I understand you correctly: The debug messages tell you

  • A crime check started
  • Conditions are met 
  • It shows the crimes (these obscure numbers)
  • Detected by at least one valid NPC
  • Reporting to whatever
  • Crime rape fails because whatever

and no bounty is received. Is this correct?

 

Because then it must be something in the laws that is borked, but everything loosk fine to me. I have attached another patch that will display a message box whenever it tries to add a bounty for masturbation, straight sex, homo sex, and beast sex, and will show some information. Please make screenshots and show them to me (you can send a PM if you prefer). Don't forget to make note of whether you got a bounty or not when making them. (Sorry about the inconvenience.)

 

Animations were always counted as consensual if you were aroused at the time the gang rape started or surrendered.

 

Yes they are.

Patch 2.zip

Just tried your patch. Made no difference to what I normally see in debug during a sexlab animation.

 

Debug messages on.

Start a sexlab animation.

I will only ever see:

 

"Crime check.

Condition Met.

Conditions 11, 0, 50, 71, 80, 90, 0 (or whatever)"

 

The debug messages always stops there, then will loop back to crime check at the next cycle.

 

No other debug message will ever show while a sexlab animation is on.

 

The bit about detecting at least one valid npc, reporting to whatever, and crime rape failing only ever show up outside of animations. From what I can tell, during animations SLadventures will never proceed to detecting a valid npc.

 

(Apologies for no screenshot, but I have problems with that function...)

 

Posted
28 minutes ago, chipstick said:

Just tried your patch. Made no difference to what I normally see in debug during a sexlab animation.

 

Debug messages on.

Start a sexlab animation.

I will only ever see:

 

"Crime check.

Condition Met.

Conditions 11, 0, 50, 71, 80, 90, 0 (or whatever)"

 

The debug messages always stops there, then will loop back to crime check at the next cycle.

 

No other debug message will ever show while a sexlab animation is on.

 

The bit about detecting at least one valid npc, reporting to whatever, and crime rape failing only ever show up outside of animations. From what I can tell, during animations SLadventures will never proceed to detecting a valid npc.

 

(Apologies for no screenshot, but I have problems with that function...)

 

So nobody is detecting you. Sex partners are not eligible to report you.

Posted
14 minutes ago, Teutonic said:

So nobody is detecting you. Sex partners are not eligible to report you.

That does not make sense.

 

I'm testing all of this in front of multiple guards and bystanders. There's no way I should not be detected.

 

They are detecting me before the animation starts for things like covered in cum bounty.

They stop detecting me during the SL animation?

But they will detect me if I end the animation at the precise second of the crime check?

 

Since putting in patch 2, I cant get any successful sex bounty at all. No matter how hard I try to sync up the end of the animation with the crime check. (I have racked up 7 in my game just watching the time before this, so it wasnt a fluke before).

 

I can't see any message box, but I presume thats because I cant get any sex bounty to fire in the first place.

 

Edit: I'm testing this in front of stationary guards, close enough to talk to them if i click. With additional guards patrolling up and down, plus random citizens and NPCs. 

 

Edit2:

I hope it wasn't too disappointing I couldn't get you any additional info with the patch you spent additional time preparing for debug info. Nothing is coming up for me though without a sex bounty firing and I cant seem to get a sex bounty to fire with the new patch (this may be due to tiredness, as the timing is very finicky. I can't tell atm)

 

Is there possibly a problem with detecting SL animations somehow? Because they're very much aware of my character, including making comments to her ("keep your hands to yourself etc" in response to a crouch etc) just before I initiate a SL animation in the same spot.

 

Posted
1 hour ago, chipstick said:

That does not make sense.

 

I'm testing all of this in front of multiple guards and bystanders. There's no way I should not be detected.

 

They are detecting me before the animation starts for things like covered in cum bounty.

They stop detecting me during the SL animation?

But they will detect me if I end the animation at the precise second of the crime check?

 

Since putting in patch 2, I cant get any successful sex bounty at all. No matter how hard I try to sync up the end of the animation with the crime check. (I have racked up 7 in my game just watching the time before this, so it wasnt a fluke before).

 

I can't see any message box, but I presume thats because I cant get any sex bounty to fire in the first place.

 

Edit: I'm testing this in front of stationary guards, close enough to talk to them if i click. With additional guards patrolling up and down, plus random citizens and NPCs. 

 

Edit2:

I hope it wasn't too disappointing I couldn't get you any additional info with the patch you spent additional time preparing for debug info. Nothing is coming up for me though without a sex bounty firing and I cant seem to get a sex bounty to fire with the new patch (this may be due to tiredness, as the timing is very finicky. I can't tell atm)

 

Is there possibly a problem with detecting SL animations somehow? Because they're very much aware of my character, including making comments to her ("keep your hands to yourself etc" in response to a crouch etc) just before I initiate a SL animation in the same spot.

 

I think I found the problem.

Patch 3.zip

Posted

Teutonic, you're the best.  This mod is fantastic, and I'm thrilled that you're improving it.

 

I do (of course) have a feature request, not an important one: for the Advanced Conditions, could there be some modifier (perhaps a multiplier) to rape chance if one exceeds the number of conditions?  So, for example, if one has exactly the number of conditions required, one has base odds.  Ah, but then one goes out at night, and gets drunk and tosses back some skooma... now the odds are multiplied by, say, 1.2x for each extra condition?

 

Perhaps it already does this silently, I don't know.  But it makes sense that greater vulnerability is riskier than "just vulnerable enough".

Posted
5 hours ago, Teutonic said:

Maybe in the future, I do not yet know how that mod operates.

 

Would be cool, I am pretty sure Bondage Furniture World, the Vigilante justice procs on stolen items in the PC inventory. As I can walk around town with a very high Bounty and nothing happens. But as soon as a steal an apple Vigilante justice will proc, even if I have no Bounty at the time. A work around (as it is likely unless a patch can be made to change how Vigilante Justice procs) would maybe add a "auto notice" for a fine or tax in the form of a note that appears in the inventory as a stolen item?

Posted
43 minutes ago, legraf said:

Teutonic, you're the best.  This mod is fantastic, and I'm thrilled that you're improving it.

 

I do (of course) have a feature request, not an important one: for the Advanced Conditions, could there be some modifier (perhaps a multiplier) to rape chance if one exceeds the number of conditions?  So, for example, if one has exactly the number of conditions required, one has base odds.  Ah, but then one goes out at night, and gets drunk and tosses back some skooma... now the odds are multiplied by, say, 1.2x for each extra condition?

 

Perhaps it already does this silently, I don't know.  But it makes sense that greater vulnerability is riskier than "just vulnerable enough".

It doesn't. I wonder how the conditions could be changed so setting something like this up does not escalate to be super-complicated. 

 

5 minutes ago, DarksideTinkerbell said:

Would be cool, I am pretty sure Bondage Furniture World, the Vigilante justice procs on stolen items in the PC inventory. As I can walk around town with a very high Bounty and nothing happens. But as soon as a steal an apple Vigilante justice will proc, even if I have no Bounty at the time. A work around (as it is likely unless a patch can be made to change how Vigilante Justice procs) would maybe add a "auto notice" for a fine or tax in the form of a note that appears in the inventory as a stolen item?

Ideally it would be possible to trigger the Vigilantes from outside without the use of hacks like this.

Posted
18 minutes ago, Teutonic said:

 

Ideally it would be possible to trigger the Vigilantes from outside without the use of hacks like this.

I agree, but I would point out that really the MO of Bondage Furniture World would likely have to change the way Vigilante Justice procs, (as to have it proc by detecting Bounties, instead of Stolen items would pretty much change the core of the Mod), especially as NPC's take the stolen items off the PC but if the PC had a Bounty it is not reduced. An option, if Adventures detected "Bondage World Furniture" a toggle could be made maybe, off nothing happens, on then the PC receives a Notice when they are fined, and only when they are fined, so this limits how often Vigilante Justice is procced (as NPC's remove the notice/'s).  

Otherwise if it can be worked to proc on Bounties, then ideally any Justice served would also reduce the Bounty by a bit.

Posted
4 hours ago, Teutonic said:

I think I found the problem.

Patch 3.zip

That was really quick!

 

Good news: the crime system no longer stalls at detecting npcs during sexlab animations. NPCs detected all the time during anims, no problem.

 

Bad news: I can't get any bounty to fire with this patch at all. I'll test it more later, but no sex bounties, nor public nudity, nor visible cum bounties were being assigned.

It was always: Crime check --> Conditions Met --> Conditions (11 0 etc etc depending on laws) --> Detected by at least one npc --> crime rape fails because no bounty.

 

One step forward, one step back. I'll play with this some more to check later.

 

Thanks Teutonic.

 

Posted
13 hours ago, Teutonic said:

It doesn't. I wonder how the conditions could be changed so setting something like this up does not escalate to be super-complicated.

Oh, I finally took a look at your scripts (I should have done this first), and I see that there's no "chance" currently - if conditions are met, an event is always triggered when the timer is up.

 

If you do want to make this variable, what I would suggest is something like this.  Keeping this as simple as possible, it would give a 20% chance if just enough conditions are met, with an additional 20% for each additional met OR/OR NOT condition (so 100% at 4 "extra" met conditions or more).  It would go right before your current comment ";If we have made it this far, all conditions are met".

 

int random = Utility.RandomInt(0, 4)

if ((iMetConditions - iNumRapeConditions) < random)
     return "luck prevents attack"
EndIf

Obviously one could do fancier math if desired!  And as always, one could let the player choose the parameters, but that's trickier.

 

Changing it to "33% chance at just enough, 100% at 2 extra conditions" is as simple as using RandomInt(0, 2) instead, and maybe that's better.

Posted

Hi Teutonic

 

Retested everything.

 

My mistake on my previous report, when i said npcs were now detecting sex acts but that bounties were no longer triggering. An user error on my part - I had left out patch 2 before adding patch 3, on the mistaken assumption that patch 2 had been purely diagnostic in purpose.

 

Anyways, long story short. I combined all 3 patches you posted here, and the bounty system works perfectly. The end.

 

Thank you kind sir for your time and effort, and this beautiful mod of yours.

 

 

Posted
1 hour ago, legraf said:

Oh, I finally took a look at your scripts (I should have done this first), and I see that there's no "chance" currently - if conditions are met, an event is always triggered when the timer is up.

 

If you do want to make this variable, what I would suggest is something like this.  Keeping this as simple as possible, it would give a 20% chance if just enough conditions are met, with an additional 20% for each additional met OR/OR NOT condition (so 100% at 4 "extra" met conditions or more).  It would go right before your current comment ";If we have made it this far, all conditions are met".

 


int random = Utility.RandomInt(0, 4)

if ((iMetConditions - iNumRapeConditions) < random)
     return "luck prevents attack"
EndIf

Obviously one could do fancier math if desired!  And as always, one could let the player choose the parameters, but that's trickier.

 

Changing it to "33% chance at just enough, 100% at 2 extra conditions" is as simple as using RandomInt(0, 2) instead, and maybe that's better.

If we leave it at OR/OR NOT, this will be simple enough. But I was hoping to inlcude EITHER as well. I am also trying to find a way to make the conditions as a whole more clear, since some people still seem to be confused.

 

2 hours ago, chipstick said:

Hi Teutonic

 

Retested everything.

 

My mistake on my previous report, when i said npcs were now detecting sex acts but that bounties were no longer triggering. An user error on my part - I had left out patch 2 before adding patch 3, on the mistaken assumption that patch 2 had been purely diagnostic in purpose.

 

Anyways, long story short. I combined all 3 patches you posted here, and the bounty system works perfectly. The end.

 

Thank you kind sir for your time and effort, and this beautiful mod of yours.

I'm glad it works, but patch 2 was indeed only for diagnostics, so this is weird.

Posted

For me it is the best addition for enslavement build. Once your toon is enslaved one dialog started scene starts a gang bang , once you escape getting help with a collar can get you in a situation were a multiple scene can start giving previously enslaved a chance to start a re-enslavement or send the player to simple slavery. It accents any mod that applies the victim tag to the player.

 The only down side is SD+ DIALOG pop ups doing the SLA started scene but I just ignore it still the SLA loop ends.

 For me it is worth it. Also it nice that my followers get assaulted too because they are naked an collared.

 I hope you do not remove this option however you must make something that you are happy with I have downloaded all updates an save them in my Dropbox .  

THANK YOU FOR TIME AN HARD WORK

Sorry for my late post concerning the RAPE OPTION. just found the old post enjoy your holidays

Posted

Regarding what you and legraf are discussing, I had had an idea a while ago, but didn't think you'd be interested, but maybe you would be. Instead of the system you have in place right now, you could have a more numerical system in place. One where you assign some level of vulnerability to each condition. And the levels of vulnerability would range between a negative and positive range. So like -10 to +10 or something. And then you'd assign values like +5 vulnerability for being naked and -10 for being thane. Something along those lines. Then you'd have a minimum level of vulnerability you'd need to be in order to get raped, and each level above that could increase chances. Or maybe you can have some combination fo  the two. Like you still have all the advanced options, but you can assign levels of vulnerability to OR and EITHER options.

Posted
11 hours ago, Teutonic said:

I'm glad it works, but patch 2 was indeed only for diagnostics, so this is weird.


Odd, truly. I am positive that patch 3 killed all bounties in my game until I installed patch 2 as well.

Posted
19 hours ago, Teutonic said:

If we leave it at OR/OR NOT, this will be simple enough. But I was hoping to inlcude EITHER as well. I am also trying to find a way to make the conditions as a whole more clear, since some people still seem to be confused.

Mmm... the simplest implementation then would be to change your bEitherIsMet boolean to an int, and increment it by one every time an either (or either not) condition is met.  Then your "sort out EITHER and EITHER NOT" condition would become:

    If (bAtLeastOneEither == True) && (iEitherIsMet == 0)

 

And the random chance (higher chance for bonus EITHERs as well as bonus ORs) becomes:

 

int random = Utility.RandomInt(0, 4)
;Replace 4 with whatever desired.  Base chance (& bonus for each extra condition met) is 100%/thisnumber.

if ((iMetConditions - iNumRapeConditions + iEitherIsMet) <= random)
     return "luck prevents attack"
EndIf

 

"iMetConditions - iNumRapeConditions" gives at least zero, iEitherIsMet is at least one.  Therefore every value above 1 in that conditional is a "bonus condition met".  With just minimal conditions, only random==0 will result in rape.  With one bonus condition (from EITHER or OR) rape will result if random is zero or one, and so on.

 

Or there's also letterman's suggestion, which can be tested similarly, but with more complex values in the conditions threshold and counters.  Not much more difficult to implement, but requiring a revamp of the MCM too.

 

If you'd like to consider this random chance/increasing vulnerability method, or to make my intent more clear, I can attach a modified CheckConditions() for your consideration.

 

As to making the conditions more clear, well - I was one of those confused, so I'm not much help there!  But this is how I'd word it to make sense for myself:

 

Ignore: No effect.

Always: If any condition marked "Always" is met, rape will be attempted regardless of other settings.

And: All conditions marked "And" must be met.

Not: No conditions marked "Not" can be met.  (Personally, I'd rename this to "And Not")

Either/Either Not: At least one condition must be met (for Either) or not met (for Either Not).

Or/Or Not: The number of these conditions met (for Or) or not met (for Or Not) must equal or exceed Required Conditions.

 

And then I'd consider adding a factor in the MCM to be the "high value" for that random number function... it's explanation would be messier:

Randomness: if zero, rape is always attempted when the above conditions are met.

If one, there's a 50% chance of rape attempt if minimal conditions are met, 100% if there is one extra Either, Either Not, Or, or Or Not condition met.

If two, the odds become 33% at minimal, 67% at one extra condition met, 100% at two.

And so on.  The base chance, and added chance for each extra condition, is always 100% divided by Randomness.

 

Posted

SL Adventures 0.70d

Bug Report:

1. While sleep in wilderness writes errors in papyrus-log (but it works fine):

Spoiler

[12/23/2018 - 08:39:00PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] warning: Assigning None to a non-object variable named "::temp44"
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.SpawnActorsForRape() - "SLAdventures_RapeScript.psc" Line 466
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] warning: Assigning None to a non-object variable named "::temp69"
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.SpawnActorsForRape() - "SLAdventures_RapeScript.psc" Line 466
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.SpawnActorsForRape() - "SLAdventures_RapeScript.psc" Line 469
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] warning: Assigning None to a non-object variable named "::temp69"
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.SpawnActorsForRape() - "SLAdventures_RapeScript.psc" Line 469
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] Error: Cannot call HasKeyword() on a None object, aborting function call
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.SpawnActorsForRape() - "SLAdventures_RapeScript.psc" Line 472
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 08:39:00PM] warning: Assigning None to a non-object variable named "::temp69"
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.SpawnActorsForRape() - "SLAdventures_RapeScript.psc" Line 472
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnSleepStop() - "SLAdventures_RapeScript.psc" Line ?

 

While sleep in city or dungeon is no errors.
 

2. The option "Can be Rape while Masturbating" does not seem to work.
While Masturbating writes errors in papyrus-log:

Spoiler

[12/23/2018 - 04:14:30PM] Error: Cannot call iHasSex() on a None object, aborting function call
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 04:14:30PM] warning: Assigning None to a non-object variable named "::temp25"
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?

 

It seems lacks Property "PlayerSexTracker" for attached script "SLAdventures_RapeScript" in quest "SLAdventures_SexlabIntegration [QUST:0400A4B5]".
For test, I tried to add Property "PlayerSexTracker":

Spoiler

818085159_PlayerSexTrackerTest.png.5974f9ac41b84f848a8af3c9e249ce2c.png

I also had to install mod on clean save.
Error "Cannot call iHasSex()" disappeared, but option did not work completely:
While Masturbating write notification "You are drawing attention to yourself..."
and writes errors in papyrus-log:

Spoiler

[12/23/2018 - 07:12:07PM] SEXLAB - NOTICE: ValidateActor(Guard Markarth) -- TRUE -- MISS
[12/23/2018 - 07:12:07PM] SEXLAB - NOTICE: ValidateActor(Horse) -- TRUE -- HIT
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1888
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1888
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1889
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1890
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1891
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1888
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1888
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1889
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1890
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:12:10PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.ActorsJoinGangRape() - "SLAdventures_RapeScript.psc" Line 1891
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?

 

After Masturbating ending PC was undressed, but the scene didn't start (rapers goes away).
and writes errors in papyrus-log:

Spoiler

[12/23/2018 - 07:15:22PM] SEXLAB - Thread[0] Event Hook - AnimationEnd
[12/23/2018 - 07:15:41PM] SEXLAB - Thread[0]  - Returning to thread pool...
[12/23/2018 - 07:15:41PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.GangRapePlayer() - "SLAdventures_RapeScript.psc" Line 1541
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:15:41PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.GangRapePlayer() - "SLAdventures_RapeScript.psc" Line 1541
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:15:41PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.HasNPCRapist() - "SLAdventures_RapeScript.psc" Line 2393
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.FinishGangRape() - "SLAdventures_RapeScript.psc" Line 2250
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:15:41PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.HasNPCRapist() - "SLAdventures_RapeScript.psc" Line 2393
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.FinishGangRape() - "SLAdventures_RapeScript.psc" Line 2301
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?
[12/23/2018 - 07:15:42PM] Error: Cannot access an element of a None array
stack:
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.FinishGangRape() - "SLAdventures_RapeScript.psc" Line 2316
	[SLAdventures_SexlabIntegration (A300A4B5)].sladventures_rapescript.OnUpdate() - "SLAdventures_RapeScript.psc" Line ?

 

I tried several more times and it all happened exactly the same.

 

Then I let usual rape trigger triggered 1 time.
And only after that Rape while Masturbating start work as it should (and without errors in papyrus).
Apparently the necessary arrays have not been initialized before.
 

Also Suggestions for mod:

1. I think that is too strong "Lower Spell" Debuffs on Arousal.
On 100% less it becomes almost impossible to use magic.
I think it would be optimal (like in SLA): 0 - 19: 5% more. 20 - 49: No effect. 50 - 69: 10% less. 70 - 89: 30% less. 90+: 60% less.
 

2. You could add notification when press "Clean Button" to wiping of cum from body (for better immersion):
eg. "You wipe cum from your body."  "You do not have cloth to wipe cum."
 

3. How about 4p and 5p rape animations?

Posted

Thanks for the reports. The sextracker issue is fixed by the patch I released in this post.

 

5 hours ago, Asertyp said:

1. I think that is too strong "Lower Spell" Debuffs on Arousal.
On 100% less it becomes almost impossible to use magic.
I think it would be optimal (like in SLA): 0 - 19: 5% more. 20 - 49: No effect. 50 - 69: 10% less. 70 - 89: 30% less. 90+: 60% less.

I am not satisfied with the buffs and debuffs as is anyway and have thought about a replacement. I will talk more about this later.

 

5 hours ago, Asertyp said:

2. You could add notification when press "Clean Button" to wiping of cum from body (for better immersion):
eg. "You wipe cum from your body."  "You do not have cloth to wipe cum."

I can do that.

 

5 hours ago, Asertyp said:

3. How about 4p and 5p rape animations?

I was worried the player might not have any installed and the system could bug out if they don't. As soon as I can make sure this does not happen, I will add the possibility.

Posted
11 minutes ago, Teutonic said:

I am not satisfied with the buffs and debuffs as is anyway and have thought about a replacement. I will talk more about this later.

what would be super cool is the higher your arousal the greater a chance of some kind of spell failure. Like maybe a random spell of some kind. 

 

If you ever played D&D there was this item called The Wand of Wonder it basically had a random effect that could be beneficial or it could mess up your whole day. 

 

If you wanted to make it superduper mega omg it's a goddamn Christmas miracle awesome you could have the random spell effects be something from Jimmyjimjims Devious Magic with a greater then comfortable chance of the effect backfiring on the caster or follower. 

 

 

 

*Edit I rephrased the original on the fly and forgot that the pronouns no longer made sense with the new phrasing ?

Posted
16 minutes ago, Corsayr said:

what would be super cool is the higher your arousal the greater a chance of some kind of spell failure. Like maybe a random spell of some kind. 

 

If you ever played D&D there was this item called The Wand of Wonder it basically had a random effect that could be beneficial or it could mess up your whole day. 

 

If I were to make it superduper mega omg it's a goddamn Christmas miracle awesome I'd have the random spell effects be something from Jimmyjimjims Devious Magic with a greater then comfortable chance of the effect backfiring on the caster or follower. 

Well, I didn't want to talk about it yet, but whatever. 

 

I am dissatisfied that the debuffs are rather random and have no theme. I would also like to give players unique challenges while also giving them the means to overcome them in order to create unique playstyles. That is my goal at least. And of course, Sexlab-based. 

 

For example, The arousal debuffs on spells are basically copied from Aroused Vampirism, but its theme, being an aroused vampire, isn't and I would like to bring it back. But at the same time, there would be other sets of buffs and debuffs that one might want to use instead. For example, one idea I had was that the player gets a bonus to max Magicka, but sucks at everything but magic, and can only regain Magicka by having sex or maybe by swallowing semen. Warrior and thief type of characters should get their themes as well though. It seems to me there are more interesting possibilities this way.

 

Random effects happening when you cast a spell would be a possibility as well. Devious Magic has some nice ideas indeed. 

 

I did play D&D - but it has been a long time and it was 2nd edition. I don't think the wand was a thing back then, but I get the idea.

Posted
2 hours ago, Asertyp said:

Thanks. But patch partially fixed this: stays issue with arrays on fresh install.

Correct, I'm sorry, I did not mean to say the arrays are fixed in that patch, only the missing property is.

Posted

Actually as far as themed debuffs go the Minineeds mod is actually a pretty good starting place for implemented ideas. More specifically it has a debuff that makes your weapon randomize on a variety of circumstances.

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