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Posted
On 5/15/2019 at 3:40 PM, Corsayr said:

The issue I have with "treat as naked" is... doesn't that also mean you will be fined for being naked? 

Like if nudity was a crime? 

 

This mildly triggers my internal immersion scientist nature. For instance, it may be illegal in real life to walk around naked, but if I wore a really skimpy bikini, while most menfolk would still have the same basic reaction, legally the cops would just have to put up with it. 

 

To put it another way:

Where is the line in the sand when it comes to how the system treats "treat as naked" VS actually naked? Or is there one?

Currently it is all or nothing, clothed or naked. Maybe I will just add lists for "naked clothes" and "skimpy clothes" after all. Crime and rape condition inclusive.

Posted
21 hours ago, pewp43 said:

@Teutonic

Not sure if this has been brought up before on this forum or if it's fixable since every other mod I've tried that adds weight to Septims has the same problem. I hop on the carriage, pay the Septims and go to the destination, but the weight of the Septims isn't removed from my inventory weight. I'd love to see a fix for this because it's more immersive/difficult.

 

I use "Better Fast Travel" https://www.nexusmods.com/skyrim/mods/15508?tab=description if that makes any difference.

That is weird indeed. I need to double check.

 

20 hours ago, x3kmak said:

Hey @Teutonic , is it possible to have either an hotkey or a note that shows the currect/all holds laws so that we don't need to memorize all laws again when it randomizes, it would help much to not visit the slow MCM so that I can see the all changes.

Maybe. It's gonna be one hell of a messagebox, I need to see how it works out.

 

20 hours ago, Corsayr said:

how about a message board just outside of town that lists current laws of the land?? 

Is there a suitable obect model?

Posted
2 hours ago, Teutonic said:

Maybe. It's gonna be one hell of a messagebox, I need to see how it works out.

MessageBox is probably better if it shows just the currect hold, if you want to show all hold maybe would be better if when SLAdv randomizes laws it adds a book/note that shows all the laws.

Posted
4 hours ago, Teutonic said:
On 5/15/2019 at 7:50 PM, Corsayr said:

how about a message board just outside of town that lists current laws of the land?? 

Is there a suitable obect model?

you could use the message board for Missives or Notice Board... 

 

Notice board is the one I'd use because they are smaller. Even has a little candle ??

 
 
 
Spoiler

70142-4-1443557391.jpg

 

Mod Author Mannygt is active still so they are available to ask permission to use the asset.  

Posted

Teutonic, another minor issue: in the Crime Laws for each hold, the multipliers for 'bestiality', 'rape' and 'homosexuality' in the option 'public sex', are'nt saved with the .json. Changed to x1.4, x1.2, or x1.6 and saved, but reloading the .json reverts them to x1.0 or x1.5.

 

Thanks for your work again.

Posted
On 5/13/2019 at 3:04 PM, MasterPiece300 said:

got a new bug with that new horrible harassment functionality. During rape events, HH triggers and then gets messed up because of adventures firing its own event.

I just experienced this. Adventures rape event is not disabled when HH triggers, so Adventures continues even after I successfully resisted the rape. Teutonic, is it possible to stop Adventures event right before & after triggering HH?

Posted

So I was wondering if there was any chance we could get the option to disable rape in certain locations? Amusingly about half the time I end up on the SS auction, someone 'samples' the goods for sale. I keep forgetting to toggle when I ended up there, so I figured I'd ask if you could add a location block. I admit I have no idea how difficult this would be, so hopefully I'm not requesting something that's going to be a headache.

Posted
19 hours ago, blndknf said:

I just experienced this. Adventures rape event is not disabled when HH triggers, so Adventures continues even after I successfully resisted the rape. Teutonic, is it possible to stop Adventures event right before & after triggering HH?

if u even bother to look and read, you'll see that rape events can be configured to stop it from triggering or u can turn if off via hotkey...... really what more do u need....

Posted
29 minutes ago, Whizkid said:

if u even bother to look and read, you'll see that rape events can be configured to stop it from triggering or u can turn if off via hotkey...... really what more do u need....

blndknf was responding to a report of "a new bug with that new horrible harassment functionality?. During rape events, HH triggers and then gets messed up because of adventures firing its own event." (emphasis is mine)

 

With the new HH integration, Adventures hands off its own rape event to HH, which should handle it as it sees fit.  Unfortunately Adventures still triggers its own rape in addition to the HH rape.  Turning off rape events in Adventures as you suggested would not be an effective solution since it seems clear that the people reporting the problem still want Adventures to trigger rapes, they just don't want two rape events.

 

Hopefully this explains the problem in a way that makes more sense.

 

But really, was "if u even bother to look and read" necessary?  People come here looking for help, not a dismissive attitude.  If you're familiar with this site's guidelines, you might remember this one:  "Don't be a jerk. Seriously, does this really need to be said?"

Posted
8 minutes ago, HexBolt8 said:

blndknf was responding to a report of "a new bug with that new horrible harassment functionality?. During rape events, HH triggers and then gets messed up because of adventures firing its own event." (emphasis is mine)

 

With the new HH integration, Adventures hands off its own rape event to HH, which should handle it as it sees fit.  Unfortunately Adventures still triggers its own rape in addition to the HH rape.  Turning off rape events in Adventures as you suggested would not be an effective solution since it seems clear that the people reporting the problem still want Adventures to trigger rapes, they just don't want two rape events.

 

Hopefully this explains the problem in a way that makes more sense.

 

But really, was "if u even bother to look and read" necessary?  People come here looking for help, not a dismissive attitude.  If you're familiar with this site's guidelines, you might remember this one:  "Don't be a jerk. Seriously, does this really need to be said?"

not trying to be a jerk but i used both i.e. adventures and hh, and obviously u have to config adventures to not trigger when hh triggers its in the code, dont see how it would work as intended unless adventures triggers gets totally disable or configured in such a way that it doesnt trigger when hh triggers....

 

having said that, its the reason why adventures gives the players that option to how triggers work, i guess its just a matter of interpretation on how stuff is supposed to work perhaps hearing that from the horses mouth???

Posted
On 5/17/2019 at 1:06 AM, x3kmak said:

MessageBox is probably better if it shows just the currect hold, if you want to show all hold maybe would be better if when SLAdv randomizes laws it adds a book/note that shows all the laws.

I wanted to just show the current hold and only the active crimes and their information. Depending on how many crimes are active, it's still going to be a lot of text.

 

On 5/17/2019 at 2:42 AM, Corsayr said:

you could use the message board for Missives or Notice Board... 

 

Notice board is the one I'd use because they are smaller. Even has a little candle ??

Spoiler
 
 
 
  Reveal hidden contents

70142-4-1443557391.jpg

 

Mod Author Mannygt is active still so they are available to ask permission to use the asset.  

I will see if I can make that work. Of those two, I also prefer Notice Board.

 

On 5/17/2019 at 9:45 AM, Mike-Long said:

Teutonic, another minor issue: in the Crime Laws for each hold, the multipliers for 'bestiality', 'rape' and 'homosexuality' in the option 'public sex', are'nt saved with the .json. Changed to x1.4, x1.2, or x1.6 and saved, but reloading the .json reverts them to x1.0 or x1.5.

 

Thanks for your work again.

Thanks, this is also fixed in the next update.

 

On 5/17/2019 at 10:51 AM, blndknf said:

I just experienced this. Adventures rape event is not disabled when HH triggers, so Adventures continues even after I successfully resisted the rape. Teutonic, is it possible to stop Adventures event right before & after triggering HH?

I was under the impression that resisting does in fact stop the rape. Need to investigate. If it bothers too much, you can turn the HH option off, then it will skip the struggle part.

12 hours ago, Xiaron said:

So I was wondering if there was any chance we could get the option to disable rape in certain locations? Amusingly about half the time I end up on the SS auction, someone 'samples' the goods for sale. I keep forgetting to toggle when I ended up there, so I figured I'd ask if you could add a location block. I admit I have no idea how difficult this would be, so hopefully I'm not requesting something that's going to be a headache.

Blocking it by location is not difficult, the question is by what criteria should the location be chosen. What could be done with SS specifically is that sending you there could disable rape, but you still need to turn it back on manually. 

 

6 hours ago, HexBolt8 said:

With the new HH integration, Adventures hands off its own rape event to HH, which should handle it as it sees fit.  Unfortunately Adventures still triggers its own rape in addition to the HH rape.  Turning off rape events in Adventures as you suggested would not be an effective solution since it seems clear that the people reporting the problem still want Adventures to trigger rapes, they just don't want two rape events.

 

Hopefully this explains the problem in a way that makes more sense.

Ok, now I get it. I thought HH would only do the struggle and the gangrape would proceed as normal. No wonder it gets messed up. But then I don't see the point of the integration. 

Posted
1 hour ago, Teutonic said:

Ok, now I get it. I thought HH would only do the struggle and the gangrape would proceed as normal. No wonder it gets messed up. But then I don't see the point of the integration. 

This is confusing. You made the integration. Surely you would know what the point of it is?

 

Personally, when using HH, I disable proximity rape altogether in SLAdventures, because the reason I installed HH was to get its rape conditions.

 

I'm still not sure I understand its rape conditions however :) 

 

On the other hand, I like the resist feature, though I've never actually succeeded at a resist. This differs from ancient HH, where it seemed you could always resist.

Posted
1 hour ago, Teutonic said:

Blocking it by location is not difficult, the question is by what criteria should the location be chosen. What could be done with SS specifically is that sending you there could disable rape, but you still need to turn it back on manually. 

 

I was actually asking if you could add an MCM to toggle the current location as blocked. Much less of you trying to anticipate what individual players might want hopefully. I got the idea from the autoloot mod I use, AutoHarvest2 has the ability to add the location to a list of blocked areas. If you're in that area, functionality is blocked, and leaving it turns it back on. Like I said, not sure how complicated that is to code though.

Posted
29 minutes ago, Lupine00 said:

This is confusing. You made the integration. Surely you would know what the point of it is?

No, someone else made it for me. That person actually mentioned HH will use its own rape, so my bad I guess. Apart from the bugs it's probably not the best idea to have that part to begin with, for several reasons, so it's better to remove it (rape still won't be triggered if HH is running though).

 

19 minutes ago, Xiaron said:

I was actually asking if you could add an MCM to toggle the current location as blocked. Much less of you trying to anticipate what individual players might want hopefully. I got the idea from the autoloot mod I use, AutoHarvest2 has the ability to add the location to a list of blocked areas. If you're in that area, functionality is blocked, and leaving it turns it back on. Like I said, not sure how complicated that is to code though.

I see, that's not difficult. It's basically like marking specific clothes as naked.

Posted
37 minutes ago, Teutonic said:

I see, that's not difficult. It's basically like marking specific clothes as naked.

That's a good analogy actually. I'm glad it's not something that's going to be a major pain though!

Posted
1 hour ago, Teutonic said:

No, someone else made it for me. That person actually mentioned HH will use its own rape, so my bad I guess. Apart from the bugs it's probably not the best idea to have that part to begin with, for several reasons, so it's better to remove it (rape still won't be triggered if HH is running though).

 

Perhaps, instead of full integration, it could be dealt with as a patch, especially if it was 'built' by someone else.

Posted
3 hours ago, Teutonic said:

Ok, now I get it. I thought HH would only do the struggle and the gangrape would proceed as normal. No wonder it gets messed up. But then I don't see the point of the integration. 

May i suggest making it chance based in that either HH would trigger or the gangrape would trigger. you could also limit HH to proximity rapes since in sleep rapes the PC is much more vulnerable (scenario wise) and is less likely to resist.

Posted
1 hour ago, General Neondaze said:

Perhaps, instead of full integration, it could be dealt with as a patch, especially if it was 'built' by someone else.

Maintaining a patch is actually more trouble. I'm having some concerns with how the attack is treated. It basically needs to be considered a failed gangrape attampt, but the character is being raped anyway (by HH). Limiting it to proximity rape as @MasterPiece300 suggested is sensible though, which for some reason didn't occur to me earlier. 

Posted

I am going to share my thoughts on combat rape now. Feel free to share your input. Mostly I am interested in 

  • What do you want to see / what do you expect
  • What is nice to have, but not must-have
  • What is something you are not interested in / would leave deactivated (Mostly in regards to what I am suggesting or what other mods have done. You don't need to tell me you don't want pink flowers growing out of your ass.)
Spoiler

The way I currently see it there are basically 4 steps in this feature:

  1. Defeat in combat
  2. Gangrape
  3. Immediate consequences
  4. Long-term consequences

 

1. Defeat in combat

 

What primarily comes to mind is: You take a hit and if you are below a certain threshold, you are defeated. The difficulty with this is that you can of course take more damage than the threshold. Most people have probably experienced many situations where you just die, even though the attacker is valid and you should get a combat rape scenario. A way around this is setting the player character essential, but that might have its own issue. Apart from that, there does not appear to be a solid solution though.

Of course there are other ways to trigger a defeat. Power attacks, blocked/unblocked, low Magicka or Stamina, surrender, etc. None of this is news so there is no point talking much about it.

 

I am generally in favour of doing things differently than other mods, so it would be nice if Sexlab Adventures could put its own spin on this, although I am not quite sure how. One way could be to not actually focus on the preventing death / health threshold part, but to focus on the other ways to get defeated. So the whole point of the feature is not to prevent game overs. That doesn’t mean there could not be any health based ones though. Examples could be all hits dealing at least X damage, taking x damage within 5 seconds or even any health damage taken at all. Although you might want to ask “why not just have all of this?”

 

2. Gangrape

 

This is the easy part, since we already have a gangrape feature. Of course all of the enemies and followers if present need to be pacified. One potential issue here are hostile NPCs and creatures that walk into the area of the gangrape and how to track them. We don’t want them to cause a riot.

 

3. Immediate consequences

 

This is a tricky one, and it’s what gives me the most headaches. What happens after the attack? It’s a no-brainer that you can’t just get up again and keep fighting. If it’s in a dungeon or some other interior, you can get kicked out, but I never really liked that, since it is mostly just a variant of the same thing, just that you will have to walk into the dungeon / whathaveyou again. It might work though if you get a massive penalty (75 to 80%) to your combat abilities for a day or so. That actually gives you a reason not to go back in immediately.

 

I already thought about this for sleep rape and it led to me adding the “Escape” mechanic where you basically get teleported to one of the hold capitals, but that was not very well received.

 

A cool thing would of course be enslavement or captivity, but that looks to be rather complex on its own. Besides, it has similar issues concerning what happens afterwards. The player must escape somehow for the game to continue after all.

 

Lastly some people might find a sort of “game over rape” appealing, where you get raped, but then actually die, so the game over is not prevented. Most probably won’t, but let me know if you do.

 

4. Long-term consequences

 

Considering it is often “not that bad” in combat rape scenarios (for us, it is mostly just another sex scene, which is kinda the point), I have been thinking about real consequences that will actually impact the game and it is something I refer to as traumas (the name is not final though). These are permanent debuffs that will stick with you for the rest of the game. I envision them as being somewhat reminiscent of the event that triggered them and somewhat varied. For example, if you get raped in a creepy dark place, you get terrified of creepy dark places and get lower movement speed for example or are forced to sneak if in a creepy dark place. Or if you get raped by a pack of wolves, you get terrified of wolves and get some sort of combat debuff against them, for example. Occasional nightmares will make you uneasy, slowing down your skill growth, analogous to the well-rested effect, etc.

 

This would happen independently of the regular, immediate consequences, and it should be noted that other forms of attacks (proximity or sleep rape) could be set to trigger these effects as well.

 

Chances to get traumatized can be set in the MCM, including some variables, such as number of attackers, character level, number of already existing traumas, etc.

 

Posted
3 hours ago, Teutonic said:

No, someone else made it for me. That person actually mentioned HH will use its own rape, so my bad I guess. Apart from the bugs it's probably not the best idea to have that part to begin with, for several reasons, so it's better to remove it (rape still won't be triggered if HH is running though).

It would be a shame to remove it, and it's an option so people who don't want the feature could leave it off.  I think you're actually really close to having the integration working well.  Adventures just has to terminate its own rape event after triggering HH, and let that mod handle it.  Hopefully that's not difficult.  Adventures has a rich set of conditions for triggering rape, and HH has a nice struggle "minigame", so it's a useful integration.  Please don't get discouraged.  One fix should do it. 

1 hour ago, MasterPiece300 said:

May i suggest making it chance based in that either HH would trigger or the gangrape would trigger

Possibly more than you'd care to take on, Teutonic, but this is a nice idea that would let players enjoy either scenario based on the roll of the dice. 

Posted

How about adding some HH-type mechanics of your own?

If not a resist-struggle-feature, how about the "bump trigger" (with a chance slider) and an approach feature with dialog?

 

With the dialog, you can be friendly - which has a chance of a demand for consensual sex, or hostile, which has a chance of rape or robbery.

 

Could also integrate bump as a crime. Especially if you knock anyone over (except your follower).

 

Approach could use a variation on existing rape triggers.

Posted

Really my biggest "must have" is the prevention of vanilla death. The reload last save and try again is the worst feature of RPGs ever imagined. ?

 

The two features besides that, that are not notably present in existing combat defeat mods are:

 

  • The ability for your followers/pets to fight on after you have been taken out of a fight.
  • multiple creature assaulters if animations are available.

 

As for post-assault ideas. 

 

I was NOT one of the detractors of the post-sleep rape escape feature. I actually liked it. ?

 

Naked dungeons immortality feature has a post-assault tied up feature, that while cool is buggy as hell. (frequently the struggling mechanic will get broken and you will just be stuck with no way to get out.)   

 

I am not a huge fan of the slavery option because it tends to make it so you aren't really playing Skyrim anymore. ? But a handoff to Simple slavery or Sanguins is always a welcome feature everyone can get behind as long as there is a deactivation setting in MCM... ?

 

Post-assault robbery is a fan favorite! 

 

I personally like soft dependencies to DD so rapists can throw you in some devices. Slave tats handoff should also be in there. 

 

23 minutes ago, Teutonic said:

4. Long-term consequences

 

Considering it is often “not that bad” in combat rape scenarios (for us, it is mostly just another sex scene, which is kinda the point), I have been thinking about real consequences that will actually impact the game and it is something I refer to as traumas (the name is not final though). These are permanent debuffs that will stick with you for the rest of the game. I envision them as being somewhat reminiscent of the event that triggered them and somewhat varied. For example, if you get raped in a creepy dark place, you get terrified of creepy dark places and get lower movement speed for example or are forced to sneak if in a creepy dark place. Or if you get raped by a pack of wolves, you get terrified of wolves and get some sort of combat debuff against them, for example. Occasional nightmares will make you uneasy, slowing down your skill growth, analogous to the well-rested effect, etc.

I am intrigued by your words and wish to subscribe to your newsletter. ?

 

Though I feel like persistent traumas are better than permanent traumas. There should be some mechanic to lessen these over time. (maybe configurable?)

 

Maybe something that challenges you to face those traumas? Afraid of wolves? go hunt wolves. Afraid of caves? Go spend some time spelunking. (that might be a little complicated) ?

Posted

Thoughts on combat rape.

 

Defeat In Combat

 

Teutonic, I think your idea of not actually preventing defeat could be the way to go.  Instead of competing with DA, Defeat, or Dragonborn In Distress, you'd supplement them by adding the possibility of an early end to combat.  Adventures would work alongside a combat defeat mod. 

 

One of Defeat's "loss" triggers is a chance to be knocked down whenever receiving an unblocked power attack.  There's a base chance and the size of the attacker's weapon is a factor.  Basically you (or a follower) get knocked down and overpowered rather than beaten down to zero health.  Additional factors, such as a stamina/health threshold could help round this out so a player doesn't get unlucky and be knocked down on the first hit (unless the player wants to allow that of course).  Something like that could result in the PC being overpowered. 

 

What to do about followers?  Defeat lets the player choose how to handle that.  I prefer the requirement that the player and all followers must be downed before combat ends, but some players like it better when just the player is downed (then the followers surrender).  A more complex scenario would handle combatants individually:  when the player or follower goes down, that character's attacker begins raping the character while the rest of the combat continues.  I can see that becoming complex though compared to an all or nothing outcome .  If the player's party eventually prevails then striking an enemy raping another party member would have to interrupt that.  Would the enemy then fight, surrender, or attempt to flee? 

Posted
Quote

One potential issue here are hostile NPCs and creatures that walk into the area of the gangrape and how to track them. We don’t want them to cause a riot.

That's something Defeat imho handles really well. Any NPCs coming close will just be added to the queue, with the possibility that morality matters and they help you. Not only that it's quite reasonable, it also works flawless.

 

Other than that... actually pretty much the only reason to switch from Defeat for me would be an actually working kind of minigame added, like submit & DD progression intended. Get tied to a <furniture> to be around for further abuse until you solve the minigame. If that is "click 100 times" or rather some small quest line, i don't care that much. 

In general i'd prefer small quests but i guess if you've done them a 100 times both might get a bit boring. * See more at the end.

 

 

Trauma... not sure about that. There are a lot of mods adding such, and i'm not really a fan especially about the slow down stuff. Tends to add up and in the end i can't move at all anymore even with half of them disabled.

I could imagine the opposite: if you tend to panic around wolves, you get a speed buff but maybe you do less damage (i imagine something like beeing unable to focus and therefore miss, but that's rather hard in vanilla at least).

Spells could just fizzle, though. Other weapons... maybe add a chance to drop them? Penalties to your capabilities would work too, though.

By default wolves are easy to beat and hard to outrun, but if you're traumatized and afraid of them, changing that instead of forcing you to fight by slowing down would make more sense. What i could still imagine would be reducing stamina (hyperventilating), so you can't sprint as much.

A clever combination of certain debuffs and buffs might for different creatures to change how people fight them usually would be quite unique and nice i think, but right now i don't see anything reasonable other than speed buff and combat debuff at least for short term.

 

And imho short term should actually be short, or easily possible to heal. It's ok if i have to carry around a couple of potions additionally or cuddle my follower to get ready again but i don't like it if i have to wait another day before i can go back into combat. Health regen damaged is a debuff i could imagine well too, then it's up to me how i get healed otherwise without making combat impossible.

 

For long terms, again no fan of permanent effects. I could imagine after beating <x> <enemies> at <place> without getting raped you're getting less and less afraid and finally healed.

But well... it's your mod.^^ IF i could actually get my head working properly to create my own mods, an assylum to heal traumas would be number 2 on my to-do list. ;)

 

*That's something i suggested a while back to another mod but it didn't fit there that well.

1. Defeat triggers, rape is done, robbery is done (or any other way you can imagine to get captured)

2. Bandit, (leader?): "That was fun. Now i claim you my property. Lock her up over there, i go to sleep." He walks away and you're in some cage or funiture close to some (all) of the other bandits.

3. After some time, Bandit 1.: "I'm ready for another round, who else?" While beeing raped again, leader wakes up. Beats one of the bandits raping you (or waiting in queue). "I said  she's my property! If you wanna fuck her, you have to pay for it! Now, who wants to pay?" Some pay & keep fucking, others leave. If the camp is close to the road, you might be tied and advertised to bypassing travelers.

4. Your owner is back to sleep and you're tied again. You hear the bandits talking, giving you some hints what to do to get free. You might wiggle your assets to one who is unwilling to pay, spread jealousy and chaos (and some of them might be killed when a fight starts). Or to those who are willing to pay and fuck them tired, so they go to sleep too. Or you might plead and even find somebody who pities you, freeing you or leaving you with a nive to cut your ties or something. Or all of that, and in the end you're free.

 

Bit more difficult with creatures, but i'd like some variations anyways, individually for different kinds of camps. The principle should be clear now, though.

 

Alternativly to "free your own", after some adventures with your capturers some compagions/mages/guards raid the place and free you. For a price, if your relation isn't too good.

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