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Posted
35 minutes ago, Teutonic said:

going to be soon

soontm is owned by Kimy :classic_ohmy: You might want to be careful with using those wordings. :classic_ph34r: Or she will insist on "fair compensation".

And you know how that plays out.

Spoiler

mmph.jpg.324a3102246dd1c1e1ef86274cc588a3.jpg

 

Posted
1 hour ago, worik said:

soontm is owned by Kimy :classic_ohmy: You might want to be careful with using those wordings. :classic_ph34r: Or she will insist on "fair compensation".

And you know how that plays out.

  Reveal hidden contents

mmph.jpg.324a3102246dd1c1e1ef86274cc588a3.jpg

 

Where Kimy is involved, bondage is never far behind.  ?

Posted
On 1/24/2019 at 3:52 AM, Zephirum said:

Anyone else having issues with followers not wanting to rape the player ever? With all the conditions met ofc
Im using EFF

you should try to go in a cave or a room without any other NPCs except your follower. After this go into SL adventure MCM and go in Debug tab and activatethe Rape output messages. now it should tell you what blocks your Rape... maybe not enough rules or another rule conflict

Posted
On 1/24/2019 at 3:52 AM, Zephirum said:

Anyone else having issues with followers not wanting to rape the player ever? With all the conditions met ofc
Im using EFF

I just realized I did not read this properly when I first replied. Presumably the follower options (followers get raped or forced sex with the follower) will prevent EFF followers from raping the player too. Otherwise the normal rules for NPCs should apply.

Posted
23 hours ago, worik said:

You already know  the next question, don't you?

Come on, confess it! You squirm in delight, to have it arranged to be inevitable?

 

Ok, ok , ok . I'll step onto your trap for the amusement of everybody else. :classic_shy:

 

When do you plan to release it? Any news on the date?

 

  Reveal hidden contents

Now, you all can make your jokes about me :classic_blush:

  Reveal hidden contents

"It is done, when it is done" *sigh*

 

 

I am a FALLOUT 76 survivor so please take your time when you feel it is ready we will still be here.

Posted

I promised to share a few screenshots of the MCM, however, considering it has been one year now since I released the mod (happy release day I guess?), I think that just doesn't cut it. So I am also going to share my current debug build. Some notes about that later.

 

First, let's take a look at the new pages.

 

Spoiler

ssPages.jpg.6c0e05387fc1aa48e71886980e88dd00.jpg

 

There are now three distinct pages in regards to rape.

  1. Rape - Everything related to the gangrape itself, independently from how or why it started.
  2. Proximity Rape - Everything with all the conditions and stuff, periodically checking for rape by NPCs / creatures in the area.
  3. Sleep Rape - Everything in regards to sleep rape (duh).

This separation is not just cosmetical. For one, the rape page was getting too large anyway (there is a maximum number of options you can put on one page). More importantly though, these concepts needed to be separated to be more flexible when creating new ways to get raped without having to worry too much about clashing with the other systems. (Combat rape comes to mind - but pretty much anything you can think of can now potentially trigger rape. The new rape script is even specifically open to be triggered by other mods.)

 

The available options themselves remain mostly the same, with a few exceptions:

 

Spoiler

ssRape1.jpg.ffdc022eebf52c3e82b11ee2fed88904.jpg

 

ssProxRape1.jpg.7501eef767e5fa76d658b3e7eba9f91b.jpg

 

ssProxRape3.jpg.b42c775314343b1ac224796fb13ea2d5.jpg

 

ssSleepRape1.jpg.56907489571a594298bfb34b8669dd6a.jpg

 

First and foremost I have changed the layout so the headers actually match and it is not as ugly as before. The greyed out options are there because the required mods are not installed and I have decided to show the options anyway so there is no empty space and people who don't have them can get an idea what they are missing out on. There are two new options I have mentioned before, Sexlab stripping and a minimum number of attackers for what is now called proximity rape. You can see the separation between sleep rape and proximity rape in the fact that both have their own attackers settings. You might be thinking "why not just use the ones from proximity for sleep as well?" The answer is performance. Applying all those settings for everyone just turned out to be too slow, which is why the sleep version is more minimalistic. They also both have their own "After Rape Settings" - formerly known as post rape scenarios (I stopped liking that term, hence the change). That is because I wanted people to be able to set different options in them, but also separate the gangrape function itself from it. The different outcomes themselves remain mostly the same, except the robbery one which got a few options and the passout which was removced because it never really worked anyway. The screen never faded to black completely and the event itself was just to hide the spawned rapists despawning - although that had to be handled somehow. I will let you discover what I did as a replacement. Let me know what you think about it. 

 

Now you might be wondering "where are the follower options?" Well. This is why this is only going to be a debug build and why I don't just upload a new version. They aren't there. I have underestimated how much work all of this was going to be and there were a few things going on that were driving me crazy. I didn't even get to the follower detection. The new rape script can handle rape of up to 10 victims though (and not just followers) and all we need now is the follower detection to actually fetch those victims. Soon

 

For completeness, the debug page changed a bit as well, but it's mostly just different wording:

 

Spoiler

ssDebug1.jpg.42cc40f89ef358e701e079db9b88c831.jpg

 

Now before you grab the build and play, you need to realize that by "debug build" I mean

  1. keep a backup
  2. be ready to go back to your backup save (and an earlier version, or 0.71 proper) when things go wrong
  3. this version considers itself to be 0.71 and I do not promise I will make an update procedure when 0.71 proper comes out (because the version number indicates to the script an update needs to be done)

There is hope you can simply remove this debug version and install 0.71 proper when it comes out and everything is fine even without an in-game update, but there is no guarantee. Nevertheless, I hope there will be brave ones who try this out and either find bugs or see things working.

 

I will have to do something simple for 0.72.

SL Adventures 0.71 Debug.zip

Posted
On 1/27/2019 at 4:19 PM, Teutonic said:

I promised to share a few screenshots of the MCM, however, considering it has been one year now since I released the mod (happy release day I guess?), I think that just doesn't cut it. So I am also going to share my current debug build. Some notes about that later.

 

First, let's take a look at the new pages.

 

  Reveal hidden contents

ssPages.jpg.6c0e05387fc1aa48e71886980e88dd00.jpg

 

There are now three distinct pages in regards to rape.

  1. Rape - Everything related to the gangrape itself, independently from how or why it started.
  2. Proximity Rape - Everything with all the conditions and stuff, periodically checking for rape by NPCs / creatures in the area.
  3. Sleep Rape - Everything in regards to sleep rape (duh).

This separation is not just cosmetical. For one, the rape page was getting too large anyway (there is a maximum number of options you can put on one page). More importantly though, these concepts needed to be separated to be more flexible when creating new ways to get raped without having to worry too much about clashing with the other systems. (Combat rape comes to mind - but pretty much anything you can think of can now potentially trigger rape. The new rape script is even specifically open to be triggered by other mods.)

 

The available options themselves remain mostly the same, with a few exceptions:

 

  Reveal hidden contents

ssRape1.jpg.ffdc022eebf52c3e82b11ee2fed88904.jpg

 

ssProxRape1.jpg.7501eef767e5fa76d658b3e7eba9f91b.jpg

 

ssProxRape3.jpg.b42c775314343b1ac224796fb13ea2d5.jpg

 

ssSleepRape1.jpg.56907489571a594298bfb34b8669dd6a.jpg

 

First and foremost I have changed the layout so the headers actually match and it is not as ugly as before. The greyed out options are there because the required mods are not installed and I have decided to show the options anyway so there is no empty space and people who don't have them can get an idea what they are missing out on. There are two new options I have mentioned before, Sexlab stripping and a minimum number of attackers for what is now called proximity rape. You can see the separation between sleep rape and proximity rape in the fact that both have their own attackers settings. You might be thinking "why not just use the ones from proximity for sleep as well?" The answer is performance. Applying all those settings for everyone just turned out to be too slow, which is why the sleep version is more minimalistic. They also both have their own "After Rape Settings" - formerly known as post rape scenarios (I stopped liking that term, hence the change). That is because I wanted people to be able to set different options in them, but also separate the gangrape function itself from it. The different outcomes themselves remain mostly the same, except the robbery one which got a few options and the passout which was removced because it never really worked anyway. The screen never faded to black completely and the event itself was just to hide the spawned rapists despawning - although that had to be handled somehow. I will let you discover what I did as a replacement. Let me know what you think about it. 

 

Now you might be wondering "where are the follower options?" Well. This is why this is only going to be a debug build and why I don't just upload a new version. They aren't there. I have underestimated how much work all of this was going to be and there were a few things going on that were driving me crazy. I didn't even get to the follower detection. The new rape script can handle rape of up to 10 victims though (and not just followers) and all we need now is the follower detection to actually fetch those victims. Soon

 

For completeness, the debug page changed a bit as well, but it's mostly just different wording:

 

  Reveal hidden contents

ssDebug1.jpg.42cc40f89ef358e701e079db9b88c831.jpg

 

Now before you grab the build and play, you need to realize that by "debug build" I mean

  1. keep a backup
  2. be ready to go back to your backup save (and an earlier version, or 0.71 proper) when things go wrong
  3. this version considers itself to be 0.71 and I do not promise I will make an update procedure when 0.71 proper comes out (because the version number indicates to the script an update needs to be done)

There is hope you can simply remove this debug version and install 0.71 proper when it comes out and everything is fine even without an in-game update, but there is no guarantee. Nevertheless, I hope there will be brave ones who try this out and either find bugs or see things working.

 

I will have to do something simple for 0.72.

SL Adventures 0.71 Debug.zip

I'd just be safe and number the next release  0.72 so people won't mistake the .71 debug for the .71 release or mess up the update function.  Alternatively you could just use a letter after .71  like 0.71a etc.

Posted
On 1/26/2019 at 12:28 AM, jlttsmiley said:

I am a FALLOUT 76 survivor so please take your time when you feel it is ready we will still be here.

My condolences on suffering from Fallout '76...

Posted

Was wondering if in a future patch you could give the option for the wounded and exhausted threshold for the rape conditions be percentaged based.
Also if it's possible to give a 3-5 seconds delay when combat ends so that we don't break the law for casting that spell or swinging our weapon at the enemy that just got killed by an npc when its "Allowed during combat".

Im certain other users share this pet peeve as well.

Posted
17 hours ago, Celedhring said:

I'd just be safe and number the next release  0.72 so people won't mistake the .71 debug for the .71 release or mess up the update function.  Alternatively you could just use a letter after .71  like 0.71a etc.

Of course, but I do not want to make it the norm to release versions in the support thread or have missing versions or unfinished ones on the mod page.

 

4 hours ago, Zephirum said:

Was wondering if in a future patch you could give the option for the wounded and exhausted threshold for the rape conditions be percentaged based.

I would have, but apparently there is a bug in Skyrim that prevents this from working correctly if you have buffs on you. I'd rather have a little inconvenience that works than something that claims to be working when in actuality it does not.

 

4 hours ago, Zephirum said:

Also if it's possible to give a 3-5 seconds delay when combat ends so that we don't break the law for casting that spell or swinging our weapon at the enemy that just got killed by an npc when its "Allowed during combat".

Im certain other users share this pet peeve as well.

I know it can be annyoing, but it does not seem to be possible to keep track of the player's combat status accurately enough, so this might be impossible.

Posted

 If you're going to add some companion support I'd love to see something

that would allow a companion to pimp/sell out the PC in taverns or when

sleep rape happens. It wouldn't have to be anything elaborate; they pay 100

gold to the innkeeper to 'rent' the tavern if the PC agrees, and a gangbang

follows. Maybe even use masturbation to trigger the action.

 

 For wilderness/dungeon sleep rapes maybe some dialog popups where the

companion brags about selling the PC's ass to bandits, goads the bandits

on and taunts the PC about being a slut. Maybe have a 'mean companion'

toggle.

 

 I always roleplay these scenarios with your mod, it would be cool to add a

little extra kick to the action. Thanks for all of your efforts.

Posted
On 1/30/2019 at 3:12 AM, panthercom said:

 If you're going to add some companion support I'd love to see something

that would allow a companion to pimp/sell out the PC in taverns or when

sleep rape happens. It wouldn't have to be anything elaborate; they pay 100

gold to the innkeeper to 'rent' the tavern if the PC agrees, and a gangbang

follows. Maybe even use masturbation to trigger the action.

 

 For wilderness/dungeon sleep rapes maybe some dialog popups where the

companion brags about selling the PC's ass to bandits, goads the bandits

on and taunts the PC about being a slut. Maybe have a 'mean companion'

toggle.

 

 I always roleplay these scenarios with your mod, it would be cool to add a

little extra kick to the action. Thanks for all of your efforts.

Noted, but no promises. Other things are in the pipeline first.

Posted
11 hours ago, moddingnoob said:

Is there anyway to randomize the crime settings?

There used to be and I will likely put in a new system to do that, but I can't tell you when and how it will look like.

Posted
37 minutes ago, Teutonic said:

There used to be and I will likely put in a new system to do that, but I can't tell you when and how it will look like.

Well, damn. Thanks for your response though.

 

I hate to ask mod authors for anything, but do you have any plans for like a change over time system?

Posted
2 hours ago, moddingnoob said:

Well, damn. Thanks for your response though.

 

I hate to ask mod authors for anything, but do you have any plans for like a change over time system?

I have ideas, but nothing concrete as of now.

Posted
On 1/30/2019 at 4:30 AM, Teutonic said:

I would have, but apparently there is a bug in Skyrim that prevents this from working correctly if you have buffs on you. I'd rather have a little inconvenience that works than something that claims to be working when in actuality it does not.

Really?!

 

Please explain!

 

I'm veeerrrrryyyyyyyy interested in AV handling quirks just now...

Posted
On 1/29/2019 at 11:35 PM, Zephirum said:

Also if it's possible to give a 3-5 seconds delay when combat ends so that we don't break the law for casting that spell or swinging our weapon at the enemy that just got killed by an npc when its "Allowed during combat".

I can think of a workaround for this... It's not clever, or perfect, but it would do.

 

Presumably, the issue is that each update, you check to see if the player has been spotted being naughty, and also update current state of things like "in combat" to perform rule evaluations.

 

So you come into an update and the player is NOT in combat, but has their weapon out!

Naughty PC.

 

But combat only just ended, and combat was so brief, you didn't pick it up on the previous update.

The player ought to be innocent, but SLAdv has no way to know there was a combat.

 

The cheap hack fix...

 

If the player is seen with a weapon out, and the weapon crime cooldown is expired, schedule an update for "very soon", say 3 seconds.

If the player still has their weapon out then, it's spanky time.

It means you run the odd extra update, though you could set some hacky flag to make it only check this detail and then reschedule.

Or you could run it in a one-shot effects script and not worry about messing with your updates.

 

 

Otherwise, the guard decides that either there was a legitimate concern involving the supposed "Vampire Menace" or he was seeing things.

In either case, the PC gets away with it this time.

Assuming they checked the box for "guards must be certain" before fining you.

 

While this may sometimes let a PC get away with slipping it out and back in again, it will still catch the careless PC who ran into town with his weapons drawn, and doesn't realise until the Bounty added text scrolls past.

 

In the case of possession is the crime, I can't see how combat could exempt you anyway. You'd still always be guilty, because the combat HAS to end at some point, and then you're guilty as all hell.

Posted
38 minutes ago, Lupine00 said:

Really?!

 

Please explain!

 

I'm veeerrrrryyyyyyyy interested in AV handling quirks just now...

Well the function we need to use is GetActorValuePercentage(), but according to the discussion page, it will not return the correct value after buffs. 

Posted
1 hour ago, Lupine00 said:

Assuming they checked the box for "guards must be certain" before fining you.

That leads me to another possible condition check

  1. PC weapon is drawn but no combat  => the guard is triggered and marches over to the PC to investigate
  2. The guard forcegreets and the dialogue starts
    1. IF the PC has the weapon out => "Caught red-handed! In the name of the Jarl! Surrender!" . etc..
    2. IF NOT, we open a new dialogue tree "It has been reported you broke the peace of the Jarl! Do you have anything to say?"
      1. confess and be impertinent ("none of your business") => full penalty
      2. confess but 1000 excuses ("the weather, the vampires, the economy...") ... => reduce penalty
      3. deny (speech check)
      4. bribe (....)
      5. the whole usual stuff ...

? ?

That way, putting down the sword will realistically reduce the threat that you are and could  open the path to wiggle out of the situation.

Posted
41 minutes ago, Teutonic said:

Well the function we need to use is GetActorValuePercentage(), but according to the discussion page, it will not return the correct value after buffs. 

Right... That. I didn't think of this annoyance as a "bug", but did wonder if it was what you meant.

My take was that the documentation is wrong, and the function does whatever it was supposed to, stupid and almost useless as that is.

 

 

There is a SKSE function in SE that is supposed to do the right thing, to fix this, but LE doesn't have it ? 

 

 

It has been bugging me quite a bit.

I feel it must be possible to write a plugin so this info can be obtained in a script.

 

Clearly, SkyUI manages to fish it out and wire it into some flash, so it can't be too hard to come by, but I didn't see anything in SkyUI that exposed it to Papyrus.

 

 

I have a perverse hack around this.

Find the current value.

Restore the AV value by its underlying max amount (that is the largest value that AV can conceptually hold on any actor).

Get the current value. This is the current max.

Reapply the previous current value.

It's not without hazards though. Clearly.

Posted
28 minutes ago, worik said:

the guard is triggered and marches over to the PC to investigate

But this is like the suggestion I made as to how pretty much all the bounties ought to work, in an ideal world.

 

I also wanted that "guard checks you out" moment to be the only time you could get caught smuggling prohibited weapons, or however you want to think of it.

And for the "spot" radius on cum layers to be shorter, but this would almost certainly bring the guard within it.

 

And so on.

 

But this was rightly considered "a lot of work" or something like that :) so it didn't thrill Teutonic too much.

Posted

Finally 0.71 proper is out. If you have installed the debug version, you can simply replace the old files with the new ones, no shenaningans required.

 

This update was a PITA to make and a bit of a rush towards the end, so if you notice anything wrong, let me know so I can fix it asap.

Posted

"rabbits are no longer valid rapists"
There ARE several rabbit animations, ya know. Billy wrote some, MNC has some, etc. Just letting ya know.

 

Those proximity rapes look fun, though~

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