goner01 Posted February 15, 2013 Posted February 15, 2013 nice mod, just a little problem when it is combined with LoversBitch. during a few of the scripted encounters it can habppen that the canines will be made a companion to the player by loversbitch, resulting in infighting between the canines (Ganredhel for example, if one of the two dogs suddenly becomes a companion to the player, the other one and Ganredhel will attack it) not sure how easy it is, but maybe check for the presence of LoversBitch and if it is found, check for its loadordernumber and add the token, to all canines you use directly, that prevents them from becoming companions the LoversBitch token FormID is xx006147 (xLoversBitchNoCompanionship) atm i added those by selecting the canines in the console and adding those items manually, but if it can be automated would be alot easier
Sibirskiiy Posted February 16, 2013 Posted February 16, 2013 nice mod, just a little problem when it is combined with LoversBitch. during a few of the scripted encounters it can habppen that the canines will be made a companion to the player by loversbitch, resulting in infighting between the canines (Ganredhel for example, if one of the two dogs suddenly becomes a companion to the player, the other one and Ganredhel will attack it) not sure how easy it is, but maybe check for the presence of LoversBitch and if it is found, check for its loadordernumber and add the token, to all canines you use directly, that prevents them from becoming companions the LoversBitch token FormID is xx006147 (xLoversBitchNoCompanionship) atm i added those by selecting the canines in the console and adding those items manually, but if it can be automated would be alot easier You can actually turn off the ability for dogs to become your companion through the lovers bitch settings. The bag on Rena's Desk in the Dog Shop, click on that and it will bring up the settings menu where you can disable wild companions.
WappyOne Posted February 16, 2013 Posted February 16, 2013 nice mod, just a little problem when it is combined with LoversBitch. during a few of the scripted encounters it can habppen that the canines will be made a companion to the player by loversbitch, resulting in infighting between the canines (Ganredhel for example, if one of the two dogs suddenly becomes a companion to the player, the other one and Ganredhel will attack it) not sure how easy it is, but maybe check for the presence of LoversBitch and if it is found, check for its loadordernumber and add the token, to all canines you use directly, that prevents them from becoming companions the LoversBitch token FormID is xx006147 (xLoversBitchNoCompanionship) atm i added those by selecting the canines in the console and adding those items manually, but if it can be automated would be alot easier You can actually turn off the ability for dogs to become your companion through the lovers bitch settings. The bag on Rena's Desk in the Dog Shop, click on that and it will bring up the settings menu where you can disable wild companions. Except that for LoversBitch .5b this setting is broken and actually *ensures* any knotted wild companion will be tamed. Best solution for that is to have a kennel companion dog told to stay somewhere else so that taming in Dog Days isn't possible. Or get Fajeena's 'useless' update to LoversBitch that has this script issue resolved and the settings works right.
Nepro Posted February 16, 2013 Posted February 16, 2013 Iron_Jack: No prob. Glad you are enjoying this. Nepro: Just delete out that bit of code (|| means Or). So if you want to remove the unconscious check and see if that helps your line would read: if (TargetFatigue <= 0 || player.getknockedstate != 0 || player.getrestrained != 0 || player.getav paralysis != 0) && EnslaveChance <= EnslaveChoice Thanks Icha a lot. Now I will go for some deadly testing. Ichabod - I tested my newly edited script. I found that the self-enslavement happens a lot less often with this player.getunconscious !=0 deleted. There's improvement. Maybe there are more lines player.getunconscious !=0 in the scripts?
hfhkqidhs Posted February 16, 2013 Posted February 16, 2013 hfhkqidhs: There is a code to stop enslaved companions becoming your master or to release you up for another master to claim you. Once you and your companion are enslaved (and it says you are claimed by a new master), are you leashed to your companion? Not sure why the escape code would stop running though. After testing the trap out further I get following results: 1) The escape code does actually work, but there seems to be a slight delay before it starts running. 2) Leashing to companion happens all the time, but there is no abuse between escape chances. Also, the companion detection is still working somewhat haphazardly (at least on my end), sad to say, and there is no guarantee that the companion will be enslaved. 3) If no NPC is present the PC seems to get leashed to a wall (or some invisible object close to it). However, if the PC walks too far from it and gets pulled back to the wall the PC cannot reach it properly and keeps walking infinitely (EDIT: that is, until an actual NPC arrives and becomes the owner of PC) towards the wall. Not sure what to make of this.
Ichabod Posted February 16, 2013 Author Posted February 16, 2013 hfhkqidhs: 1) Good. Glad that is working 2) With the speed the enslavement/search for new master worked, it did not give the chance for companions to be enslaved before it found them as a new master. There is a code that releases you from them if they are enslaved, so you can be enslaved by another. I have added a delay so it will not search for a new master until several seconds has passed which gives plenty of time for companion slave scripts to run. 3) If you are enslaved by a trap you are leashed to it until you are found by a new master. I have noticed that it tends to pick a different object though as it advances on one container in the search. Added a change to sort that. Nepro: That is the only line that really counts for enslavement (barring those special occasions). That is the line it runs in combat. It could be the SetRestrained is also used by DR? Dachande: I will look at that.
morvo Posted February 16, 2013 Posted February 16, 2013 Could there be an option to not have tail slot items removed on enslavement?
lunaticgrief Posted February 16, 2013 Posted February 16, 2013 hfhkqidhs: There is a code to stop enslaved companions becoming your master or to release you up for another master to claim you. Once you and your companion are enslaved (and it says you are claimed by a new master), are you leashed to your companion? Not sure why the escape code would stop running though. Update notes: Changed Loan Shark dialogue to allow you to pay him back Changed trap so to avoid getting your companion as a master Added a fine for being found as a burglar by the guards Added a side effect for going through Ganredhel's training Tested part 1 of Hello Sailor and looks good What is the side effect of going through Ganredhel's training? I have finished her training and then played oblivion for couple hours (real time) but nothing has happen. I don't know if i just have to wait longer for it to do something or if the mod is not working correctly.
Nepro Posted February 16, 2013 Posted February 16, 2013 Icha - as you mentioned I removed player.getrestrained != 0 and in addition I removed player.getknockedstate != 0. Now is perfect. I've done many tests. Deadly Reflex critical combo moves do not cause self-enslavement anymore. If self-enslavement do happen I will notify everybody here..
mem4ob4 Posted February 17, 2013 Posted February 17, 2013 @lunaticgrief Acrobatics ability. I think it is a 5 point boost but would have to double check. Mem
lizard_wizard Posted February 17, 2013 Posted February 17, 2013 Rought Justice doesn't seem to work for me. My character get's enslaved by a guard that stands by him forever. What's supposed to happen?
Ichabod Posted February 17, 2013 Author Posted February 17, 2013 Morvo: Potentially. I cannot think of anything that would mess that up. Lunatic: Nothing yet. It is still in my file only. Not uploaded as the ESP has bits all over the place. The updates are an idea of things to come and to prod my memory. The Acrobatics boost will be set to 10 from the next update on to compensate for the drawback in there. Nepro: Cracking. Your character will no longer be enslaved on combat rape after removing the unconscious test but lack of fatigue and paralysis will still get you. Lizard: No. After a couple of minutes a Justicar should appear next to you and lead you off for punishment. Did this happen once or multiple times?
lizard_wizard Posted February 17, 2013 Posted February 17, 2013 Lizard: No. After a couple of minutes a Justicar should appear next to you and lead you off for punishment. Did this happen once or multiple times? I got this to work with normal guard, it didn't work with those standing by the White Gold Tower. May I suggest adding gender restrictions for such events, perhaps as an option? Some people (like me) may don't like seeing their character fucked by a group of futa beggars.
cxsora Posted February 17, 2013 Posted February 17, 2013 When "A Reluctant Housemaid" start,PC can talk\sex with Lord Pellham and pick object but move.And the slave collar still dress in PC.What happen? I'm playing 0.59
GECK.O Posted February 17, 2013 Posted February 17, 2013 @Ichabod I haven't download and install it, but reading the description, it's already make me exciting! There's something I want to ask......Is the DMRA boobies stock a must? I don't use and dislike the DMRA body...... I'm using CM Partners companions downloaded from Nexus, but I also recruited them with MCS. So, a double recruit and both are running. Because I read some people suggested that way for CM Partners companions to combine with MCS. I wonder if this will lead into a conflict with Player Slave Encounters during enslavement with companions? How Player Slave Encounters handle non-female and non-humanoid companions?
lizard_wizard Posted February 17, 2013 Posted February 17, 2013 @Ichabod There's something I want to ask......Is the DMRA boobies stock a must? I don't use and dislike the DMRA body...... It's just a replacer, default stocks are for smaller boobs.
mem4ob4 Posted February 17, 2013 Posted February 17, 2013 @Lizard_wizard You can toggle the futa off in the sexual exploits (lovers settings) spell under settings for body and undressing. Then they will not be futa. @GECK.O the DMRA mesh replacement is just for those that are using DMRA and want consistancy. It is purely optional. Use of CM with this plugin, I would say is chancy but maybe doable. If it starts messing with game factions it can cause real problems. Mem Doh! Lizard just ninjad me on the mesh question
lizard_wizard Posted February 17, 2013 Posted February 17, 2013 @Lizard_wizard You can toggle the futa off in the sexual exploits (lovers settings) spell under settings for body and undressing. Then they will not be futa. Actually I'd prefer PSE to involve only males raping female character. I guess I'll have to fix this myself, it won't be that hard. However I will need to do it every time the mod is updated.
mem4ob4 Posted February 17, 2013 Posted February 17, 2013 @Lizard_wizard You can toggle the futa off in the sexual exploits (lovers settings) spell under settings for body and undressing. Then they will not be futa. Actually I'd prefer PSE to involve only males raping female character. I guess I'll have to fix this myself, it won't be that hard. However I will need to do it every time the mod is updated. You should be able to handle that with just the RoughJustice script. About 3 lines I think, and the Playerslavequest script, about 4 lines with a gender check. And perhaps skip the SyblingRivalry quest. The rest should be able to be handled by RaperS. As far as updating your work with each update, yup, I do it too to allow my vanity cam. Not a big deal when you know exactly where and what you want. Mem
varenne Posted February 18, 2013 Posted February 18, 2013 Spent the weekend looking back over Dark Bloodline for other useful items for this MOD. One that I really liked from it was the blood, dirt and sperm effects, originally from A Bloody Mess by Ronyn (At some point in Dark Bloodline you'll get a console message to wash off, as it does have an affect on stats just like "A Bloody Mess" does.) Why I like it, what it interferes with: Less boring than LoversSpermSplashEx, even with the Alternate Meshes/Textures. With Dark Bloodline you get a combination of dirt & sperm mixed, and with a little Gimp 2 magic it could be potentially made into blood, dirt & sperm for the ultimate in nasty after sex/rape effects. This of course would replace LoversSpermSplashEx, as only one effect can ever play, unless there's a way to trick it. This IMO would be a nice addition to the Bloodyhand quest...
Ichabod Posted February 18, 2013 Author Posted February 18, 2013 cxsora: In Reluctant Housemaid you get a partial release. You can go round and interact with things but you are still a slave (No combat/sneak/etc). You have to escape or wait to be released properly (Which takes a good time but happens). GECK.O: Animal companions may cause issues in some areas. Generally written assuming a female character with female companions, but not restricted to that. V: Interesting mod. I shall have a look at that. The interference is an issue.
lizard_wizard Posted February 18, 2013 Posted February 18, 2013 You should be able to handle that with just the RoughJustice script. About 3 lines I think, and the Playerslavequest script, about 4 lines with a gender check. And perhaps skip the SyblingRivalry quest. The rest should be able to be handled by RaperS. Why 3-4 lines? I think adding just one additional condition to IchRoughJustice citizen scanner is enough: if PotentialRef.IsGuard == 0 && PotentialRef != JusticarRef && PotentialRef != LastCitizenRef && IsFormValid PotentialRef == 1 && PotentialRef.GetDead == 0 && PotentialRef.GetSitting == 0 && PotentialRef.GetUnconscious == 0 && PotentialRef.GetRestrained == 0 && PotentialRef.GetDistance Player <= 1000 && IsFormValid PotentialRef && PotentialRef.GetInFaction PlayerFaction == 0 && PotentialRef.GetIsSex Male == 1 Analogously in IchPlayerSlaveQuestScript: ; **** SCAN FOR HOSTILES/NEW MASTERS **** if PlayerEnslaved == 0 && TargetAcquired == 0 set fQuestDelayTime to 1 set PotentialRef to GetFirstRef 69 0 While (PotentialRef) && TargetAcquired == 0 if PotentialRef.GetCombatTarget == player && ((PotentialRef.GetCreatureType != 0 && PotentialRef.GetCreatureType != 4) || BeastToggle == 0) && PotentialRef.GetItemCount IchSlaveTokenNPC == 0 set OwnerRef to PotentialRef set TargetAcquired to 1 Set CRTimeToggle to 0 Set EnslaveChance to GetRandomPercent if OwnerRef.GetAV Responsibility >= 75 set GuardCount to 10 endif else Set PotentialRef to GetNextRef endif Loop elseif (PlayerEnslaved == 1 && UnownedSlave == 1) && TargetAcquired == 0 set fQuestDelayTime to 1 set PotentialRef to GetFirstRef 69 0 While (PotentialRef) && TargetAcquired == 0 if Player.GetDistance PotentialRef <= 1000 && ((PotentialRef.GetCreatureType != 0 && PotentialRef.GetCreatureType != 4) || BeastToggle == 0) && PotentialRef.GetDead == 0 && PotentialRef.GetIsCreature == 0 && PotentialRef.GetLOS player && PotentialRef.GetItemCount IchSlaveTokenNPC == 0 && PotentialRef.GetIsSex Male == 1 set OwnerRef to PotentialRef set TargetAcquired to 1 set UnownedSlave to 0 if OwnerRef.GetAV Responsibility >= 75 set GuardCount to 10 endif else Set PotentialRef to GetNextRef endif Loop if TargetAcquired == 0 set PotentialRef to GetFirstRef 69 0 While (PotentialRef) && TargetAcquired == 0 if PotentialRef.GetDead == 0 && ((PotentialRef.GetCreatureType != 0 && PotentialRef.GetCreatureType != 4) || BeastToggle == 0) && Player.GetDistance PotentialRef <= 1000 && PotentialRef.GetLOS player && PotentialRef.GetItemCount IchSlaveTokenNPC == 0 && PotentialRef.GetIsSex Male == 1 set OwnerRef to PotentialRef set TargetAcquired to 1 set UnownedSlave to 0 if OwnerRef.GetAV Responsibility >= 75 set GuardCount to 10 endif else Set PotentialRef to GetNextRef endif Loop endif if TargetAcquired == 1 set fQuestDelayTime to 0.1 Player.SetRestrained 0 Set Struggling to 0 Player.RemoveItemNS IchHogtieToken 1 Player.AddItemNS IchResetToken 1 Player.PickIdle Player.RemoveItemNS IchResetToken 1 Message "A new master takes control of your helpless body" endif endif if (OwnerRef.GetDead == 1 || OwnerRef.GetInSameCell player == 0) && PlayerEnslaved == 0 Set TargetAcquired to 0 Set CRTimeToggle to 0 Return endif if OwnerRef.GetCombatTarget == player && PlayerEnslaved == 0 if CRTimeToggle == 0 set CRTimer to 30 set CRTimeToggle to 1 else if CRTimer > 0 set CRTimer to CRTimer - GetSecondsPassed else Set TargetAcquired to 0 Set CRTimeToggle to 0 Return endif endif endif if EnslaveChoice < 25 Set EnslaveChoice to 25 endif Did I add conditions to correct lines? I'm not sure about one thing - will creatures pass above condition? I mean, are they all considered as males?
rawr22 Posted February 18, 2013 Posted February 18, 2013 I'm having an issue sleeping at Roxey Inn due to a conflict with See You Sleep DLL which causes you to be unable to move after sleeping, including being unable to automatically follow while enslaved. I've tried uninstalling See You Sleep DLL in order to continue but just get a CTD when launching even though nothing uses it as a master, but thats another issue. I'm looking for a way in which to progress in Sibling Rivalry without having to use the bed in Roxey Inn. Using setstage 70 does not work as it bypasses scripts needed to progress, and as far as I know there is no console command to bring up the sleep menu.
lizard_wizard Posted February 18, 2013 Posted February 18, 2013 (edited) I'm currently working on a version of CoverYourself mod compatibile with this one - it uses PSE as a master. Is anyone interested in checking it out and possibly testing for bugs or spelling errors? If so, may I have permission to share it? Here's what I'm planning to do: No guards arresting naked slave. done No comments about naked slave from any NPCs. done Expanded dialogue options while being arrested, compatibile with Rough Justice. done - works, but is very buggy Extended interactions with various NPCs, i.e. getting enslaved by low responsibility characters. tbd Note: NPCs won't be very happy to see male exhibitionists. Especially female guards, if a man tries to bribe them by offering his body. Edited February 19, 2013 by lizard_wizard
kevin569 Posted February 18, 2013 Posted February 18, 2013 During the Lord Pelham Quest, I just got the Maid Outfit, but it keeps undressing, dressing... the oufit, which means I can't move. I've searched via the search option for this problem I have, but I can't seem to find a concrete solution for it. I have the Erotic Maid outfit mod installed and I have tried putting it on with another save, no problems there.Have you got any idea of what is wrong?
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