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Posted
12 hours ago, Tenri said:

I agree that some finer control on when you are vulnerable while sleeping would be nice.

Definitely, some of them would make sense.

 

Personally, I set sleep rape up so it mainly happens when drunk or drugged.

I would like to be able to configure followers get raped, follower block rape, etc for sleep rapes.

 

It really demands its own condition set though, so Sleeping at an inn was a condition you could control, ok ... a longer list...

 

Sleeping at an inn

Camping in a tent

Sleeping rough in a city

Sleeping rough in the wilderness

Sleeping in a dungeon

Sleeping in a castle (strictly these are usually classes as dungeon, but you can tell them apart in most cases)

Sleeping in a player home

 

 

Also, instead of making followers a "global" option, how about if they were simply another condition?

 

So, you could make "Has follower" a "Never", or a -1, or +1

 

Which also suggests a probabalistic condition, which we don't have right now.

 

So you could do something like set "Visibly Bound" : "Likely +1"

or "Visibly Bound" : "Rarely +1"

 

And then there's a strong, or weak chance it adds one passed condition, etc.

Posted
7 minutes ago, Tenri said:

It had Minineeds support for a little while, but it was causing all sorts of issues in the mod.

Ahhh,i see thats to bad then.I hope they give it a second go and try to resolve the issues.I am asking this bc minineeds is the most well rounded out of all needs mods out there,plus its light on script's and provides sex lab support from the get go.I was expecting more LL support since its release, but i guess it will be a while for that to be the case.

Posted

Great mod, thanks.

 

Feature request: I like the "casting spells increases arousal" toggle.  Do you think you could have a separate one for shouts?  Some characters I would have liked to use one toggle, some the other.  My current character would have it on for spells but not shouts,  I think it would be pretty easy, since SLAdventures_PlayerSpellScanner already looks like it distinguishes shouts vs. spells.

 

If you feel like cracking open this area, then perhaps a toggle that allows you to choose to only add arousal from manually-cast spells?  Basically, duplicating the bit that checks to see if the cast spell is equipped.  The specific use case I'm thinking about is the automatic spell casts from things like Ocato's Recital and other mod spells that do things like cast spells automatically when entering combat.

Posted

Just stopping by to say how much I'm enjoying the Sleep Creep feature.  I've been using it to play out a "panty thief" scenario.  If someone leaves a present on my character, I assume the guy also slipped off her panties and crept away with them.  Pervert.  (It'd be fun if the mod could do this, but it would probably have to search names of worn items to find panties, too much effort.  So I remove them with the console.)  Even at 10% chance, my character is a regular customer at shops selling undergarments, buying replacements.  I'm betting that some of those purloined panties will show up on SkyBay.

Posted
On 9/1/2019 at 2:57 AM, Teutonic said:

There was a bug in v0.73.0, but that was fixed. Not sure why you are still getting it. I can make some tests.

 

 

I didn't get quoted -- set SLAD to only males proximity attack, I'm getting females attacking too.

 

FWIW, still seeing it with a new game with 73.3 (set up manually, not importing from json, in case my settings file is corrupt).

 

If I set the SL gender faction manually, the females stop attacking.

 

If I attempt to make a patch to force the genders, should I use the faction "SexLabGenderFaction" or the keyword "SexLabTreatFemale"?  (If I can use the keyword, I don't have to figure out how to set the faction level programmatically in tes5edit.)

 

Thanks again

Posted

The main reason why sleep rape is chance based and not condition based is because it was that way in DCL. It never occurred to me to add conditions there, too. But I also don't know if I want to. Having the same conditions seems pointless as it's just the same unless you set them up differently. I don't want to mess around with sleep rape right now, mostly because I currently prefer not to use it and only use sleep creep and also because sleep rape has been causing a lot of problems in the past and really was more trouble than it was worth. It seems to be in a stable state now so I don't really wanna touch it. Still, the suggestions are noted.

 

15 hours ago, throwaway219 said:

Great mod, thanks.

 

Feature request: I like the "casting spells increases arousal" toggle.  Do you think you could have a separate one for shouts?  Some characters I would have liked to use one toggle, some the other.  My current character would have it on for spells but not shouts,  I think it would be pretty easy, since SLAdventures_PlayerSpellScanner already looks like it distinguishes shouts vs. spells.

 

If you feel like cracking open this area, then perhaps a toggle that allows you to choose to only add arousal from manually-cast spells?  Basically, duplicating the bit that checks to see if the cast spell is equipped.  The specific use case I'm thinking about is the automatic spell casts from things like Ocato's Recital and other mod spells that do things like cast spells automatically when entering combat.

I think I can add an option for that. I didn't think of spell arousal for some reason when I added that condition for the crime for some reason and am going to add the conditions to the arousal increase as well.

 

15 hours ago, HexBolt8 said:

Just stopping by to say how much I'm enjoying the Sleep Creep feature.  I've been using it to play out a "panty thief" scenario.  If someone leaves a present on my character, I assume the guy also slipped off her panties and crept away with them.  Pervert.  (It'd be fun if the mod could do this, but it would probably have to search names of worn items to find panties, too much effort.  So I remove them with the console.)  Even at 10% chance, my character is a regular customer at shops selling undergarments, buying replacements.  I'm betting that some of those purloined panties will show up on SkyBay.

It might actually be possible to add that as a proper feature by checking the panty slot. If there is a consistent panty slot, that is.

 

10 hours ago, stillnofunnylogin said:

I didn't get quoted -- set SLAD to only males proximity attack, I'm getting females attacking too.

 

FWIW, still seeing it with a new game with 73.3 (set up manually, not importing from json, in case my settings file is corrupt).

 

If I set the SL gender faction manually, the females stop attacking.

 

If I attempt to make a patch to force the genders, should I use the faction "SexLabGenderFaction" or the keyword "SexLabTreatFemale"?  (If I can use the keyword, I don't have to figure out how to set the faction level programmatically in tes5edit.)

 

Thanks again

It turned out the bug I mentioned was not fixed after all, at least not completely. Try to cycle through the attacker sex option once, until it is at male again. Every new game will have this bug until you click through the options once.

 

Last but not least, thanks for the bug reports, they will be fixed.

Posted
3 hours ago, Teutonic said:

It might actually be possible to add that as a proper feature by checking the panty slot. If there is a consistent panty slot, that is

I've seen at least 2 conventions used for the panty slot, with proponents of each standard often taking the position that theirs is the only right way, so going by slot is unlikely to please everyone.  Rather than locking it to one slot, how about letting the player select the slot number for panties? 

 

If a "Panty Thief" option is selected for Sleep Creep, an item worn in that slot gets taken when the PC has a visitor (regardless of other theft options), with a notification that the panties were stolen.  They could be placed in the inventory of an appropriate NPC, so the PC could attempt to find the thief and pickpocket the panties back. 

 

Having the panties stolen right off you in your sleep adds to the "creep" factor in Sleep Creep, with the opportunity to find and recover your "honor" afterwards (and work up pickpocketing a bit).  It's bad enough for a visitor to do "that" while I'm sleeping; I couldn't abide the thought of someone also walking around with a trophy. 

Posted
19 hours ago, HexBolt8 said:

,,,  I've been using it to play out a "panty thief" scenario.  If someone leaves a present on my character, I assume the guy also slipped off her panties and crept away with them.  Pervert.  (It'd be fun if the mod could do this, but it would probably have to search names of worn items to find panties, too much effort.  So I remove them with the console.)  Even at 10% chance, my character is a regular customer at shops selling undergarments, buying replacements.  I'm betting that some of those purloined panties will show up on SkyBay.

HexBolt8, I want to subscribe to your newsletter.

 

+1 to desire for this feature, if it's not too much work.  Player-chooseable slot would be the safest bet (and while coding it, why not make it allow up to 2 slots?)

Posted

Oh god are we one step closer to an entire quest line build around panty thievery...this is some next level shit right there.

Posted
19 hours ago, Teutonic said:

only use sleep creep

From an MCM point of view, I would have squashed those features together and then had a weight configuration for "stealth rape" vs "aggressive rape" for sleeping PC.

Then they could share a lot of features, and code.

Posted

I have a suggestion for crime reporting.  Currently there are two controls (besides the other two for arousal) for who can report crimes:  "Guards Only" and "Report Chance".   The report chance is a blanket value that applies to everyone.

 

I'd like for guards and non guards to have different chances.  I see guards as being nearly certain to report a crime.  It's their job, and they'll get to entertain you if you end up in jail. 

 

But non-guards can have widely varying attitudes.  Some might be eager to report a crime, some might be indifferent ("not my job") or apathetic ("I don't want to get involved"), and a few might be hoping that you get away with it.  So the average chance for a non-guard to report a crime might be much lower.

 

If the "Guards Only" toggle were changed to a Guards Report Chance slider and the second slider were changed to Non-Guards Report Chance, we could have different chances while still supporting the guards-only functionality (by setting the non-guard chance to zero).

Posted
22 hours ago, HexBolt8 said:

I have a suggestion for crime reporting.  Currently there are two controls (besides the other two for arousal) for who can report crimes:  "Guards Only" and "Report Chance".   The report chance is a blanket value that applies to everyone.

 

I'd like for guards and non guards to have different chances.  I see guards as being nearly certain to report a crime.  It's their job, and they'll get to entertain you if you end up in jail. 

 

But non-guards can have widely varying attitudes.  Some might be eager to report a crime, some might be indifferent ("not my job") or apathetic ("I don't want to get involved"), and a few might be hoping that you get away with it.  So the average chance for a non-guard to report a crime might be much lower.

 

If the "Guards Only" toggle were changed to a Guards Report Chance slider and the second slider were changed to Non-Guards Report Chance, we could have different chances while still supporting the guards-only functionality (by setting the non-guard chance to zero).

Fair logic. I will implement this.

Posted

As I understand, right now the "Robbed" function just deletes the items/gold from player inventory. Is there a chance for the future version to actually have them transferred to the attacker, instead of deleted? That's the reason I'm currently using SL Triggers to do that (gold robbery) instead of this mod's function - want to have the opportunity to get it back. :)

Posted
20 hours ago, Warlock3000 said:

As I understand, right now the "Robbed" function just deletes the items/gold from player inventory. Is there a chance for the future version to actually have them transferred to the attacker, instead of deleted? That's the reason I'm currently using SL Triggers to do that (gold robbery) instead of this mod's function - want to have the opportunity to get it back. :)

I think I can add an option for this.

Posted

 Is there a chance for the future version to  have some rape resistens system like this:

					int AttackerStamina = Rapists[index].GetActorValue("stamina") as int
					int VictimStamina = Player.GetActorValue("stamina") as int
					Int IButton = 0

					If AttackerStamina < VictimStamina
						IButton = SLAdventures_RapeMenu.Show() ; *** Need to ceate the menu on the .esp first ***
					EndIf
		
					If IButton == 0; Show the thing.

						;Player was caught!
						;debug.notification("player was caught")
						If (bRapeEscapeShowMessage == True)
							If (Rapists[index].GetActorbase().IsUnique() == True)
								Debug.Notification(Rapists[index].GetDisplayName() + " caught you!")
							Else
								Debug.Notification("A " + Rapists[index].GetDisplayName() + " caught you!")
							EndIf	
						EndIf
						
						return True
					Else
						If (bRapeEscapeShowMessage == True)
							Debug.Notification("You struggle with " + Rapists[index].GetDisplayName() + " and manage to resist.")
						EndIf
						Rapists[index].DamageActorValue("stamina",AttackerStamina) 
						Player.DamageActorValue("stamina",AttackerStamina)
					EndIf

 

In the SLAdventures_GangRapeController.psc file could like this:

Bool Function PursuePlayer() 

	sPhase = "Pursuit"
	If (MCM.bDebugRapeUpdateMessage == True)
		Debug.Notification("Rape enters pursuit phase.")
	EndIf
	If (sAutoSurrender == "$SLAdv_Always") || ((sAutoSurrender == "$SLAdv_If_Aroused") && (Aroused.GetActorArousal(Player) >= MCM.iPlayerArousalThreshhold))
		SexTrackers[0].bIsConsent = True
		return True
	EndIf
	Game.EnableFastTravel(False)
	;debug.notification("PursuePlayer()")
	Int index
	
	Float Timer = iRapeEscapeSeconds as float
	Timer += (Utility.RandomInt(1, 15) * 2) as float 
	;Real Escape Timer is random and up to 30 seconds longer than set in the MCM
	
	If (bRapeEscapeShowMessage == True)
		Debug.Notification("Someone is following you...")
	EndIf
	
	While (Timer > 0) && (Player.IsInCombat() == False) && (Sexlab.IsValidActor(Player) == True)
		;debug.notification("Checking if player was caught")
	
		If (bPlayerSubmittedToRapeDuringPursuit == True)
			return True
		Else
			index = iNumRapists
			While (index > 0)
				index -= 1
				;debug.notification("Distance: " + Player.GetDistance(Rapists[index]))
				If (Player.GetDistance(Rapists[index]) <= 250) && (Rapists[index].IsDead() == False) && (Player.IsSwimming() == False)
					
					int AttackerStamina = Rapists[index].GetActorValue("stamina") as int
					int VictimStamina = Player.GetActorValue("stamina") as int
					Int IButton = 0

					If AttackerStamina < VictimStamina
						IButton = SLAdventures_RapeMenu.Show() ; *** Need to ceate the menu on the .esp first ***
					EndIf
		
					If IButton == 0; Show the thing.

						;Player was caught!
						;debug.notification("player was caught")
						If (bRapeEscapeShowMessage == True)
							If (Rapists[index].GetActorbase().IsUnique() == True)
								Debug.Notification(Rapists[index].GetDisplayName() + " caught you!")
							Else
								Debug.Notification("A " + Rapists[index].GetDisplayName() + " caught you!")
							EndIf	
						EndIf
						
						return True
					Else
						If (bRapeEscapeShowMessage == True)
							Debug.Notification("You struggle with " + Rapists[index].GetDisplayName() + " and manage to resist.")
						EndIf
						Rapists[index].DamageActorValue("stamina",AttackerStamina) 
						Player.DamageActorValue("stamina",AttackerStamina)
					EndIf

				EndIf
			EndWhile
		EndIf
	Utility.Wait(2.0)
	Timer -= 2.0
	EndWhile 
	
	If (bRapeEscapeShowMessage == True)
		Debug.Notification("You have escaped!")
	EndIf
	return False
	;Player escaped!

EndFunction 

 

Is basically one message with to buttons Surrender and Resist ; on the case you resist damage the stamina of  Player and Rapist

Posted
25 minutes ago, osmelmc said:

Is basically one message with to buttons Surrender and Resist ; on the case you resist damage the stamina of  Player and Rapist

Horrible Harrassment does this kind of thing already, so you could just use that. It has different ways to resist, and so on - it's quite detailed.

SD+ also fires random rape attempts where you can submit or resist. This is very dull, and feels completely pointless as there is no cost to simply clicking resist.

 

I find it practice it's not satisfying.

 

I've been thinking a while about rape resistance, and I think a better way to do it, is real violence.

 

If an actor tries to rape you, then you have a chance to initiate combat. If you do, factions are fixed so no other NPCs join in.

You can then fight the rapist (or rapists) but they are set essential, so you can beat them into bleedout without having to kill them.

Once in bleedout, they stay in it for a decent period of time.

 

If they beat you to bleedout, rape ensues.

 

If you beat all the rapists to bleedout, you can then initiate a dialog with any of the rapists, where you either warn them off, or decide to execute them, or you can call for the guard.

 

If you call for the guard, or the guard happens to show up, a heuristic and slightly random decision is made on how they react.

 

Outcomes of guard interaction:

  • rapists are fined - factions are fixed and rapists are tagged with a grudge and a cooldown
  • rapists are let go - factions are fixed and rapists are tagged with a cooldown
  • rapists are favoured - PC is punished (fine or prison) for attacking the rapists
  • guards join rape - rapists are healed and now guards join in

 

In any event the NPCs can be tagged with a lingering grudge, or a lingering belief that the PC is "easy", and the same group may attack together again in future and make appropriate comments. No other functional difference though.

 

Guard rapes are a little different in that:

  • Any guards that arrive always assist guards
  • The outcome for fighting guards is always fine or prison for PC, plus, possibly raped as well

 

It's on my mind to create a mod that does this, post SLAX, or possibly I will add it to SLD rape. But that's on a big wishlist, I might never get to it :) 

 

Posted
6 hours ago, Lupine00 said:

If an actor tries to rape you, then you have a chance to initiate combat. If you do, factions are fixed so no other NPCs join in.

You can then fight the rapist (or rapists) but they are set essential, so you can beat them into bleedout without having to kill them.

Once in bleedout, they stay in it for a decent period of time.

TDF Aroused Rape has that feature already. it is kind of buggy though due to the faction thing being not as clean in actual operation as it sounds like it should be on paper. ?

 

But it doesn't have any of that follow up stuff...

Posted
6 hours ago, osmelmc said:

 Is there a chance for the future version to  have some rape resistens system like this:

I am not sure if I even like resist systems. Being vulnerable and yet being able to resist at the click of a button seems strange to me. I also like the surprise element and a resist option would somewhat get in the way of that, since you always have a "shield" on. 

 

If you notice someone following you, you can attack them, whch will stop the attack, but have the normal consequences for attacking someone - which I think makes perfect sense.

Posted
2 hours ago, Teutonic said:

If you notice someone following you, you can attack them, whch will stop the attack, but have the normal consequences for attacking someone - which I think makes perfect sense.

The problem with that is that Skyrim's faction system and AI is fairly dumb, and before you know it, the whole town is in the fight.

 

That's why any combat based resist needs some additional faction handling to stop it getting out of control.

 

It's certainly a necessity if you don't want the PC to always take the entire blame for the attack. That may be sexist and all, but tends to be more trouble than accepting the rape, which is unimmersive in its own way. Tastes vary of course.

 

Also, I'm not sure you really can attack them and stop it in most cases. It's rolling the dice with the script lag. In the worst case you end up both in a fight and in a rape, and the rape is broken, and the fight is broken too because the attackers are immortal.

Posted
4 hours ago, Teutonic said:

I am not sure if I even like resist systems. Being vulnerable and yet being able to resist at the click of a button seems strange to me. I also like the surprise element and a resist option would somewhat get in the way of that, since you always have a "shield" on. 

 

If you notice someone following you, you can attack them, whch will stop the attack, but have the normal consequences for attacking someone - which I think makes perfect sense.

My approach is if the player are stronger that the rapist then have the possibility of release one hi cash you. Of course one you try to resist both get tired that way the next rapist have more possibility of rape you.  not need real fight just he grave you and you release if you stamina is bigger that hes and want to.

 

Some cases the rapist is to close wen start persecution and immediately caught you. Right now that give you not chance to escape o fight.

 

Is true the button seems strange but is just one solution, the "SexLab Defeat" have one Resist system more elegant but hard to emulate.

Posted
4 hours ago, Teutonic said:

I am not sure if I even like resist systems. Being vulnerable and yet being able to resist at the click of a button seems strange to me. I also like the surprise element and a resist option would somewhat get in the way of that, since you always have a "shield" on. 

 

If you notice someone following you, you can attack them, whch will stop the attack, but have the normal consequences for attacking someone - which I think makes perfect sense.

I agree. Adding 'resist' would make the mod overly complicated. I love the simplicity of this mod.

 

I use this in combination with SexLab Pheromones, Sex with Thieves, ABBA, ABMM, Needy NPCs and Skooma Whore. With warning messages turned off I have no idea what is coming next. With the slooty armours I use I feel my PC is kinda accepting of what is going to happen. Plus she is one happy slut! ??

Posted
7 hours ago, Teutonic said:

I am not sure if I even like resist systems.

 

4 hours ago, Lupine00 said:

It's certainly a necessity if you don't want the PC to always take the entire blame for the attack. That may be sexist and all, but tends to be more trouble than accepting the rape, which is unimmersive in its own way. Tastes vary of course.

 

7 hours ago, Corsayr said:

TDF Aroused Rape has that feature already.

 

 

Anyone else getting Deja Vu? ?

 

I feel like we had this conversation before... 

 

 

 

 

 

 

 

EDIT****

 

Yup back on page 50 ?

Spoiler
image.thumb.png.1c8bb88fecbbafd0cb252ee017b0d023.png

 

Posted
21 hours ago, Lupine00 said:

Horrible Harrassment does this kind of thing already, so you could just use that. It has different ways to resist, and so on - it's quite detailed.

SD+ also fires random rape attempts where you can submit or resist. This is very dull, and feels completely pointless as there is no cost to simply clicking resist.

 

I find it practice it's not satisfying.

 

I've been thinking a while about rape resistance, and I think a better way to do it, is real violence.

 

If an actor tries to rape you, then you have a chance to initiate combat. If you do, factions are fixed so no other NPCs join in.

You can then fight the rapist (or rapists) but they are set essential, so you can beat them into bleedout without having to kill them.

Once in bleedout, they stay in it for a decent period of time.

 

If they beat you to bleedout, rape ensues.

 

If you beat all the rapists to bleedout, you can then initiate a dialog with any of the rapists, where you either warn them off, or decide to execute them, or you can call for the guard.

 

If you call for the guard, or the guard happens to show up, a heuristic and slightly random decision is made on how they react.

 

Outcomes of guard interaction:

  • rapists are fined - factions are fixed and rapists are tagged with a grudge and a cooldown
  • rapists are let go - factions are fixed and rapists are tagged with a cooldown
  • rapists are favoured - PC is punished (fine or prison) for attacking the rapists
  • guards join rape - rapists are healed and now guards join in

 

In any event the NPCs can be tagged with a lingering grudge, or a lingering belief that the PC is "easy", and the same group may attack together again in future and make appropriate comments. No other functional difference though.

 

Guard rapes are a little different in that:

  • Any guards that arrive always assist guards
  • The outcome for fighting guards is always fine or prison for PC, plus, possibly raped as well

 

It's on my mind to create a mod that does this, post SLAX, or possibly I will add it to SLD rape. But that's on a big wishlist, I might never get to it :) 

 

Perfect !!!

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