ttpt Posted April 8, 2019 Posted April 8, 2019 This is the papyrus excerpt from when adventures gets installed and me fiddling with the mcm menu. Have a look. I'll try running it with far less mods once I get the chance. Papyrus.0.log
Nazzzgul666 Posted April 8, 2019 Posted April 8, 2019 On 4/7/2019 at 3:17 AM, Lupine00 said: For example, you're in a cleared dungeon. You killed everything. Who comes down into that isolated tomb looking for violent psychopaths (the dragonborn) to rape? Â Creatures which sense that the former owners are gone. Â Upgrade sounds great, thanks a lot @TeutonicÂ
Lupine00 Posted April 9, 2019 Posted April 9, 2019 12 hours ago, Nazzzgul666 said: Creatures which sense that the former owners are gone. Though in practice, it usually ends up being some random dudes, often inappropriate to the situation.  But if it was creatures, you'd need to handle mines differently to draugr tombs, differently to bandit hideouts, and so on. A bear can't open a door on a mine, can it? Or a spider?  While a bandit might think twice about exploring a draugr tomb, regardless of "sensing" its uninhabited.  My original point being it needs attackers that are properly tailored to the location for it not to feel strange - and that's quite a bit of effort.
Nazzzgul666 Posted April 9, 2019 Posted April 9, 2019 5 minutes ago, Lupine00 said: A bear can't open a door on a mine, can it? Or a spider? Actually bears can, if it's a door handle rather than a door knob.^^ 5 minutes ago, Lupine00 said:  While a bandit might think twice about exploring a draugr tomb, regardless of "sensing" its uninhabited.  My original point being it needs attackers that are properly tailored to the location for it not to feel strange - and that's quite a bit of effort. Well, yes. My point would rather be that there could be an explanation for almost everything. The Bandit might just be very adventures/dumb/drunk/in despair. I get that you don't feel that way, but i'm not sure if it's worth the effort to adjust it to fit every taste. If i get you right, you're already happy with the option to disable sleep rape in dungoens (not sure about wilderness), but check every Skyrim location if it has knobs or handles... i think you get my point.
jlttsmiley Posted April 9, 2019 Posted April 9, 2019 42 minutes ago, Lupine00 said: Though in practice, it usually ends up being some random dudes, often inappropriate to the situation.  But if it was creatures, you'd need to handle mines differently to draugr tombs, differently to bandit hideouts, and so on. A bear can't open a door on a mine, can it? Or a spider?  While a bandit might think twice about exploring a draugr tomb, regardless of "sensing" its uninhabited.  My original point being it needs attackers that are properly tailored to the location for it not to feel strange - and that's quite a bit of effort. 1st I can.t shoot fireballs from my hands wait in skyrim I can WHY it.s a game it is not real .  There are limits to what you can do an what you can,t I feel this author is doing the best he can try not to be so negative about a small detail that does not seem real in a fantasy game with talking cats an dragon's.  To the author of this mod some will say THANK YOU for making this I myself do not use the sleep option because it does not fit into my gameplay. But that is why I luv this mod ever one is different. So I can use an like everything else. So if you don,t like a part of this mod you can just turn it off.Â
Lupine00 Posted April 9, 2019 Posted April 9, 2019 38 minutes ago, jlttsmiley said: I can.t shoot fireballs from my hands wait in skyrim I can WHY it.s a game it is not real . Good grief...  Why do we have to deal with this exact same spout of nonsense so often? It's like you just cut and pasted this from a hundred other LL threads. There isn't an original line in it. Are you a troll-farm bot?  Good work defending poor, helpless Teutonic from the attack that never existed. Good work totally mis-representing my post. Good work totally mis-understanding the concept of immersion vs realism. Good work at bogus virtue signalling. Apparently you are good and grateful, I am evil and demanding? In a word: NOPE. Good work for explaining to me how I can choose to use parts of this mod, or not, or none of it. Good work attacking those who have something to say, when you have essentially, nothing.  Thanks Captain Obvious!  Before you post such "identical to a hundred other posts" cookie-cutter-low-signal-to-noise-ratio cliches, why don't you READ THE CONTEXT of the post you are attacking.  I have nothing more to say to you, as you were too lazy to even take the time to appreciate what I was posting about, or why.  I am a vigorous supporter of Teutonic's work, and was discussing functionality entirely orthogonal to SLA, so you can take your inappropriately posted condescending attempt to claim some non-existent moral high ground and ... enjoy it at your leisure.
Teutonic Posted April 9, 2019 Author Posted April 9, 2019 15 hours ago, ttpt said: This is the papyrus excerpt from when adventures gets installed and me fiddling with the mcm menu. Have a look. I'll try running it with far less mods once I get the chance. Thanks for the log. I have uploaded a new version that should fix the issue.
Mdy Posted April 9, 2019 Posted April 9, 2019 Noticed an MCM translation error in the description of Crime Options / Maximum Arousal (Female) Â And after updating from .70d to .72.1 .72.2 I can't change the holds under Crime Laws / Hold. Whatever I click it will stay on Whiterun. Loading a *.json to help with that problem doesn't seem to work correctly: When I've exporting the law Haarfingar was selected. After importing the *.json Whiterun is getting the Haarfingar rules if I'm not mistaken.
CynicalCore Posted April 9, 2019 Posted April 9, 2019 Somebody else doesnt get the notifications when a mod gets updated???
Corsayr Posted April 9, 2019 Posted April 9, 2019 46 minutes ago, C0R3G4M3R said: Somebody else doesnt get the notifications when a mod gets updated??? update notifications are kind of borked atm.Â
ttpt Posted April 9, 2019 Posted April 9, 2019 5 hours ago, Teutonic said: Thanks for the log. I have uploaded a new version that should fix the issue. 0.72.2 update seems to have fixed all the gold theft option for sleep creep, so that was a great success.  5 hours ago, Mdy said: Noticed an MCM translation error in the description of Crime Options / Maximum Arousal (Female)  And after updating from .70d to .72.1 .72.2 I can't change the holds under Crime Laws / Hold. Whatever I click it will stay on Whiterun. Loading a *.json to help with that problem doesn't seem to work correctly: When I've exporting the law Haarfingar was selected. After importing the *.json Whiterun is getting the Haarfingar rules if I'm not mistaken. Went to test this and yeah that seems to be a thing that's happening now, the MCM drop down menu cannot be used to switch between holds.  It most likely is related to the new feature in 0.72.1  - When opening the crime laws page, the current hold is now automatically selected.  I tried to create a papyrus log when trying to select different holds in the mcm drop down menu on crime laws, and yeah, it doesn't change between them, but the papyrus log also doesn't throw up any errors about it, so that probably means it's working correctly as per that new update.  As a workaround though and I only hastily checked this, I used coc to teleport between stables in whiterun and riften. When inside the stables in riften the crime law menu selects the rift by default and it's possible to change the laws for the rift indiividually there, and when located inside the stables in whiterun, likewise whiterun is selected by default. Changing the rules on one hold doesn't change them in the other, unless you press the button to set them all obviously.  So again, as a workaround, it is possible to set crime laws and then set them to all holds, that seems to still work correctly, but if you want to tweak crime laws specifically for each hold you have to be in that specific hold to do it.   2
ttpt Posted April 9, 2019 Posted April 9, 2019 Duh, it just occurred to me and I just went to test it, a better workaround is to just not be in any hold. If you go to the wilderness or even coc qasmoke your ass, it's possible to select whatever hold you want from the menu and tweak it, also .json files would probably load their setting correctly. Â This works because the new feature can't automatically select a hold if you're not in any hold. 1
MasterPiece300 Posted April 9, 2019 Posted April 9, 2019 hmmm seems like im not getting any those new bugs. the new version seem to fix them. Â Tho i would like to have to the option to set chance of gold theft to 0 in the sleep creep section, if possible.
Lupine00 Posted April 10, 2019 Posted April 10, 2019 14 hours ago, ttpt said: Duh, it just occurred to me and I just went to test it, a better workaround is to just not be in any hold. If you go to the wilderness or even coc qasmoke your ass, it's possible to select whatever hold you want from the menu and tweak it, also .json files would probably load their setting correctly. Â This works because the new feature can't automatically select a hold if you're not in any hold. Ironically, I might have expected a feature where you would be prevented from changing laws of the hold you are currently in, but not this. Â It isn't too hard to work around though. This is kind of awkward to fix in some ways. An easy hack would be to add a menu item that is "current hold", and so the player could pick that and leave it selected, if they wanted to modify the hold they're in without explicitly picking it. But that would mean disabling items if you were in no hold, so maybe not easy after all.
Lupine00 Posted April 10, 2019 Posted April 10, 2019 23 hours ago, Nazzzgul666 said: Well, yes. My point would rather be that there could be an explanation for almost everything. The Bandit might just be very adventures/dumb/drunk/in despair. I get that you don't feel that way, but i'm not sure if it's worth the effort to adjust it to fit every taste. If i get you right, you're already happy with the option to disable sleep rape in dungoens (not sure about wilderness), but check every Skyrim location if it has knobs or handles... i think you get my point. What I actually said was that I disable sleep rape in dungeons and only use it in cities. The implication was that removing the city option would take away the feature as far as I'm concerned.  If others are happy with how sleep rape works in dungeons, I don't wish to take that away from them.  However, I don't ascribe to the same narrative for the dungeon sleep rapes as some others. I prefer the version where a recently cleared dungeon is one of the safest places in Skyrim. You don't have to prefer it, but in that context, no rapes in dungeons is quite sufficient as a feature.  I'm not actually interested in a more complicated feature for dungeons, though I could see the logic in having one for wilderness.  And in the larger scope of features I care about a lot, sleep rape is quite low, as I could always use DCL and get similar results. IIRC DCL doesn't support a drunk modifiers, which is a limitation, but I could live without it. If it were removed entirely (or city rape removed) I always have that fallback.  OTOH, the fines system is a big deal, as are the complicated rules for proximity rape.
Nazzzgul666 Posted April 10, 2019 Posted April 10, 2019 53 minutes ago, Lupine00 said: I'm not actually interested in a more complicated feature for dungeons, though I could see the logic in having one for wilderness. Â I can agree to that, although sleep rape isn't my favorite feature, and i'm curious what Teutonic might come up with otherwise, he did a great job so far. An option to set different rules for creatures/humans is something i'd like in general though, including sleep rape. But i'm not sure how to do that, i guess it could be a lot of work too and i might be a minority here. Â Btw, one thing that both this and your mod suffers from ( i think i reported it to you but not here?): imho it's great that your mods are able to trigger MFC animations, but sometimes they fail to put the PC in the right place, and sexlab doesn't allow humans to switch position with creatures. Not sure if that's a general problem in sexlab and if it can be solved, but if one of you finds a solution, please let the other know.
Teutonic Posted April 10, 2019 Author Posted April 10, 2019 I have just uploaded a new version that should fix the issues.  About sleep rape: When I said I am considering to remove city sleep rape, I was a bit pissed off. I do not actually want to remove it. The whole feature has been a bit annoying, as what worked well with dungeons / wilderness caused problems in cities and vice versa. I'll go over it and try to solve the problems. 4
Whizkid Posted April 10, 2019 Posted April 10, 2019 is there any checks by the Proximity Rape function to detect if another animation is running before firing off, seems like there is a conflict between this and dragonborn in distress, during the sex act activated by dragonborn in distress, the Proximity Rape triggered and i had 2 sets of animation running at the same time, not sure if this is a load order issue too i had SLAdventure loaded after Dragonbornindistess. Â
Taki17 Posted April 10, 2019 Posted April 10, 2019 2 minutes ago, Whizkid said: inot sure if this is a load order issue too i had SLAdventure loaded after Dragonbornindistess. Most likely not, I load DiD after SLAdv and the same thing happened
Teutonic Posted April 10, 2019 Author Posted April 10, 2019 39 minutes ago, Whizkid said: is there any checks by the Proximity Rape function to detect if another animation is running before firing off, seems like there is a conflict between this and dragonborn in distress, during the sex act activated by dragonborn in distress, the Proximity Rape triggered and i had 2 sets of animation running at the same time, not sure if this is a load order issue too i had SLAdventure loaded after Dragonbornindistess. There are measures in place to prevent this, but timing is crucial. For example, rape starts but before any sexlab scenes begin, DiD starts its thing or vice versa. I will try to improve the measures in future updates.
karlpaws Posted April 10, 2019 Posted April 10, 2019 5 hours ago, Teutonic said: I have just uploaded a new version that should fix the issues.  About sleep rape: When I said I am considering to remove city sleep rape, I was a bit pissed off. I do not actually want to remove it. The whole feature has been a bit annoying, as what worked well with dungeons / wilderness caused problems in cities and vice versa. I'll go over it and try to solve the problems. I wonder if the feature just needs to be split in two. I think there's a way to determine a location type as either city or not city, such that you can tell if you're in an inn, owned house, hireling's house, spouse's house, friendly enough person's house, or some guard patrolled alley where you drop a camping bedroll.  And someplace that isn't that kind of place.  If the player turned on the rape feature you could then have two other sections to turn on independently, for city and town / safe indoor locations, and wilderness, dungeons and tombs. Then we can fight over whether you can be raped just in an inn or on the street, or player owned house locked and secure as well (or just by horny followers in the same cell).  Splitting the feature could also mitigate conflicts with other mods that provide similar features, and let people turn on the features they want to use.
mkess Posted April 10, 2019 Posted April 10, 2019 Version 72.2 takes taxes, even after I deactivated them. You should look into it. It's a minor annoyance. I do not like paying taxes.  Tested with a new game today.
mkess Posted April 10, 2019 Posted April 10, 2019 On 4/9/2019 at 1:02 PM, Lupine00 said: Though in practice, it usually ends up being some random dudes, often inappropriate to the situation.  But if it was creatures, you'd need to handle mines differently to draugr tombs, differently to bandit hideouts, and so on. A bear can't open a door on a mine, can it? Or a spider?  While a bandit might think twice about exploring a draugr tomb, regardless of "sensing" its uninhabited.  My original point being it needs attackers that are properly tailored to the location for it not to feel strange - and that's quite a bit of effort. That shouldn't be soooo difficult. Don't have we already these nice leveled lists, fitting for each area? How about using them. Or making an reduced list, based on the info in the leveled lists? I do not know if we can read or use them, but it should be sufficient. Maybe generate a own list with the module init, based on the game info at that point. So that other mods are able to influence which inhabitants are where?  One sick thought: How about implementing an optional nemesis system, similar to "Shadow of Mordor" that way. Real badass rapists that you will see more than once, getting leveled up more and more, depending on how often you encounter them, getting fond of you and following you around until they finally enslave you completly, if you do not find and kill them first. I just got carried away ...
We Share Posted April 11, 2019 Posted April 11, 2019 Oh this is good for my immersion gameplay. Mod's working great so far. Good job, thanks. 1
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