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Siudhne

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  1. An actual thing that happened (multiple) times, otherwise I wouldn't have bothered. 😄
  2. Nice to see someone pick up the old Fame mod. Good additions, too. However, I've run into an issue: Let's say I'm attacked by spriggans in a cave. No human anywhere. Fame, however, still increases for the whole hold. That's a bit unimmersive.
  3. Thank you, it has been an honor. ❤️
  4. Ashal was so kindly as to change ownership, the mod is yours.
  5. Incredible, thanks for your work. Since you have been the de facto maintainer for a while now, would you like to take over the mod "officially"? I think admins can change the owner of the download page.
  6. One of the few mods I'm always really excited if a new version is available. 🙂 Tested the new mimic combat: If I hit it, then get hit in return, the mimic struggle game starts - however, after succeeding at the first stage, the character just stands there and loses hp/stamina "as if" inside the mimic (but no further struggle prompt appears). Usually mimic struggle games worked without problem, so maybe something is going on if it is started by mimic combat?
  7. Right. With a little bit of technique expertise you could probably do it yourself, it's usually just HUD replacements. The instructions to do so are on the front page.
  8. Oh, fair enough. Higher/configurable chance then. 😃
  9. Simple idea: Keys should break / lose durability if pressing a wrong key during escape minigame.
  10. See post above, it's not implemented yet.
  11. Gave it a testrun today, very promising. Can confirm, either it's too easy on easy or impossible on normal+ right now and using the tntr struggle difficulty and system would be optimal (if feasible). Though I suppose one could use OMNOM for that instead. Other things I've found: -The trap settings have an option for "FMEA Weight", which seems to be doing nothing (I have FMEA installed)? -An option for Devious Curses seems to be missing, I can only set Basic Event, Cursed Loot, Chain Beast and FMEA. -Smoke trap spawn cannot be set to >0, but I guess that is intentional and for testing. Ideas: -Chance for death worm and mimic to increase arousal over time or during vore event? -Chance for the death worm to dissolve your worn armor over time (and/or inventory items if you are nasty...)? But all in all very impressive, traps get placed pretty well.
  12. Last update was for CK 1.13. I suspect newer CK versions will have changed their seduction/abduction logic changed significantly by now and using Carnal Consequences in its current state will probably break those changes - but I haven't played CK in a while, so I do not know if it's more of a "some minor new modifiers won't work" or a "seduction crashes your game" kind of situation.
  13. Hmm. Couldn't find anything wrong with the way it works. But maybe there is a misunderstanding: You cannot set the chance that the mishap curse drops you prone in the MCM. You can only configure the chance to gain the mishap curse in the first place. Once you have it, it's always a flat 50% on any miss to drop you prone. So if your character attacks and hits -> Nothing should ever happen. If your character attacks and misses -> 50/50 chance to drop prone. Of course, the way probabilities work, a 50% chance can frequently be 2,3,4,5... times in a row.
  14. Not sure if I asked this before, but is there a way to change the frequency of crit opportunities? That is, make struggling less/more of a game of skill?
  15. I see. Since all curses have a direct or indirect effect in combat, I was confused by your use of "combat curses" vs. "looting curses". You seem to specifically mean the curse of mishaps - you can see the name of the curse if you look at the tooltip of the curse's status effect. The curse of mishaps should have 50% chance on miss to trigger prone and stripping. If it always triggers, that is indeed a bug. I will take a look at it.
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