I know you uploaded it a while ago, but I haven't visited this page in some time, thank you very much for the documentation and the Config file version. It is perfect for what I need.
I like the idea of this mod and prefer it over Immersive Dark Brotherhood Kidnapping and I have been to use one of them. My only concern is the incompatibility with Quest Conflict Fixes. I would like to have the best of both worlds.
Isn't that basically the same mod anyway? Only difference I see is that one gives you MCM settings and adds its own scripts, and this one is just a simple replacement for a vanilla script.
You are thinking of the other newly released DB mod, which is compatible out of the box with the mod I linked.
The mod I linked edits the exact same DBentrance script as Scrab's mod. I prefer the cleaner implementation that Scrab provides over the new MCM kidnapping version, so that's why I requested a script that incoporates both Scrab's changes and the time-changing adjustment.
Im planing on making a 4th version of this mod which includes a little config file to add this in
This config will require JContainers or PapyrusUtil (Im leaning towards PapyrusUtil due to additional functionality) but I still think its better than a MCM and .esp for minor tweaks like that
oh ok, when i saw the tagline i thought maybe you would make the abduction happen in more locations depending on where you where on the map, like more abandoned shack locations, that could be just as realistic.
i got that idea from Dexter the TV show, he usually picks his targets and abducts them either within their own homes or he abducts them and transports them to a nearby location.
it would be funny if the abduction was within your own house, because you would be stuck with cleaning up the mess, unless you just killed Astrid and let the other people go.
Don't know if possible, but perhaps you could add an .ini file for users to turn off and on conditions. This way users can tweak things to their own liking. You won't need to make a bunch of different version this way or have to worry about trying to get so many requests to work together.
Your ini file could: - Enable/disable hold areas listed (true/false, 1/0). - Enable/disable player home abductions (true/false, 1/0). - Time of night/day could be adjusted by users for abductions. - Where they can happen; - indoors (true/false, 1/0) - outdoors (true/false, 1/0) - Remove items when abducted (true/false, 1/0). - Etc, etc, etc...
I really like the idea of this mod. I hated getting that note and "not sleeping" until I was ready to start that quest. This mod will make it easier for me to sleep in certain places without worrying about being kidnapped.
check the script source, it's not really as simple as you think it is to use an ini, however it is really that simple to alter the script and compile it again in CK
Its not really that its complicated, I can easily put that inside the script and still not use a esp or anything. Im more worried about a feature creep right there than anything else, esp cause Id need JContainers for it (Cant make custom .ini settings)
Only wanted this to be some drop in minor QoL feature that you install and forget about afterwards
I guess it could be a MCM menu instead of an ini file, though that's basically the same thing.
Was just a thought for all these suggestions.
Completely understand the install and forget deal. Most people prefer mods that way anyway. I only have a few mods that have an ini or mcm menu to tweak. And yes, it can be detouring especially if you start getting too many of those types of mods.
Nice idea for a mod though. I look forward to see what you do with it. *tracking*
Really like this, but if I could add a condition it would be when the player sleeps alone. Because it's weird your follower/spouse does not comment about it or raise any alarm, when you disappear.
That would require some additional dependency, PapyrusUtil most likely, leaning back into the other post where I mentioned that I wanted to keep this simple
Seeing the amount of requests of the sort, might be worth to add a config file though
Can you add no major cities and with a Lv35 requirement? Because : -Major cities has walls, busy inns and guards -Level requirement beause the DB wouldn't care abduct some Lv10 random killer.
Though, perhaps it makes it seem more impressive if they can abduct you from within a major city. Also, I'm pretty sure the reason they abduct you isn't necessarily because they're impressed by you, but because you stole the kill on their target.
I like the idea in general. Few suggestions on my part:
Expand or remove the location limitations There might be some narrative reason I'm just not aware of but I don't see why the Dark Brotherhood would only be able to abduct you in The Pale, Haafingar, or Hjaalmarch . Is there some reason they can't abduct you from The Rift or Winterhold? My guess would be because of the distance they're transporting you, which makes sense, but realistically an organization like this trying to abduct you would just take you somewhere more local. The game just only has that one shack set up for this. Magic does exist in this world however so there are ways to rationalize it.
Allow the abductions to occur any time you're sleeping outside This would be in addition to the "middle of the night" condition you already have. The reason? Vampire/Werewolf characters are not likely to be sleeping during those times and this would allow for those types of characters to also be included without having to sleep at specific times just to trigger this.
Force the removal of all weapons (and clothes/armor) Dump them in a nearby chest (a la imprisonment) or just remove them but leave them in the inventory. This would make the abduction feel more violating. I shouldn't wake up armed to the teeth feeling like I can mess this lady up. I should feel vulnerable.
Whether any of this or some of the other suggestions in the comments are added or not, I appreciate the addition of this mod and the work you put into it. Good job.
It is indeed the distanced traveled. If you wanted to remove the limit on where the Dark Brotherhood could kidnap you, I can think of one way to go about it. You'd want to plot different shacks around the various holds in Skyrim. You could possibly put it on the outskirts of cities/holds, or even inside some of them. However, the interior shack would remain the same across all of these shacks. That way you wouldn't have to mess with the initial meeting of Astrid at all. What you would want to do, however, is apply some sort of script to the door inside of the shack to change what cell it points to depending on which area you were abducted at.
That's understandable. Although it would rely on the Dark Brotherhood knowing before hand that you are indeed a vampire / werewolf.
As Khry said, the reason for this change is reasoned in the distance between the Shack and the place of Abduction, not so much the boundary of operation for the Brotherhood or Astrid
42 comments
Although forwarding the fix is just one copy-paste operation.
USSEP also ships a pdbentracequestscript.
But since this mod is just pure Papyrus, one can simply copy it into the USSEP version.
THe author has however since forwarded the fix.
The mod I linked edits the exact same DBentrance script as Scrab's mod. I prefer the cleaner implementation that Scrab provides over the new MCM kidnapping version, so that's why I requested a script that incoporates both Scrab's changes and the time-changing adjustment.
This config will require JContainers or PapyrusUtil (Im leaning towards PapyrusUtil due to additional functionality) but I still think its better than a MCM and .esp for minor tweaks like that
"StealInventory": false,
SkipTime does it? :)
What is StealInvetory?
i got that idea from Dexter the TV show, he usually picks his targets and abducts them either within their own homes or he abducts them and transports them to a nearby location.
it would be funny if the abduction was within your own house, because you would be stuck with cleaning up the mess, unless you just killed Astrid and let the other people go.
Don't know if possible, but perhaps you could add an .ini file for users to turn off and on conditions. This way users can tweak things to their own liking. You won't need to make a bunch of different version this way or have to worry about trying to get so many requests to work together.
Your ini file could:
- Enable/disable hold areas listed (true/false, 1/0).
- Enable/disable player home abductions (true/false, 1/0).
- Time of night/day could be adjusted by users for abductions.
- Where they can happen;
- indoors (true/false, 1/0)
- outdoors (true/false, 1/0)
- Remove items when abducted (true/false, 1/0).
- Etc, etc, etc...
I really like the idea of this mod. I hated getting that note and "not sleeping" until I was ready to start that quest. This mod will make it easier for me to sleep in certain places without worrying about being kidnapped.
Only wanted this to be some drop in minor QoL feature that you install and forget about afterwards
Was just a thought for all these suggestions.
Completely understand the install and forget deal. Most people prefer mods that way anyway. I only have a few mods that have an ini or mcm menu to tweak. And yes, it can be detouring especially if you start getting too many of those types of mods.
Nice idea for a mod though. I look forward to see what you do with it. *tracking*
Seeing the amount of requests of the sort, might be worth to add a config file though
Can you add no major cities and with a Lv35 requirement?
Because :
-Major cities has walls, busy inns and guards
-Level requirement beause the DB wouldn't care abduct some Lv10 random killer.
There might be some narrative reason I'm just not aware of but I don't see why the Dark Brotherhood would only be able to abduct you in The Pale, Haafingar, or Hjaalmarch . Is there some reason they can't abduct you from The Rift or Winterhold? My guess would be because of the distance they're transporting you, which makes sense, but realistically an organization like this trying to abduct you would just take you somewhere more local. The game just only has that one shack set up for this. Magic does exist in this world however so there are ways to rationalize it.
This would be in addition to the "middle of the night" condition you already have. The reason? Vampire/Werewolf characters are not likely to be sleeping during those times and this would allow for those types of characters to also be included without having to sleep at specific times just to trigger this.
Dump them in a nearby chest (a la imprisonment) or just remove them but leave them in the inventory. This would make the abduction feel more violating. I shouldn't wake up armed to the teeth feeling like I can mess this lady up. I should feel vulnerable.
Whether any of this or some of the other suggestions in the comments are added or not, I appreciate the addition of this mod and the work you put into it. Good job.
It is indeed the distanced traveled. If you wanted to remove the limit on where the Dark Brotherhood could kidnap you, I can think of one way to go about it. You'd want to plot different shacks around the various holds in Skyrim. You could possibly put it on the outskirts of cities/holds, or even inside some of them. However, the interior shack would remain the same across all of these shacks. That way you wouldn't have to mess with the initial meeting of Astrid at all. What you would want to do, however, is apply some sort of script to the door inside of the shack to change what cell it points to depending on which area you were abducted at.
That's understandable. Although it would rely on the Dark Brotherhood knowing before hand that you are indeed a vampire / werewolf.