Jump to content

Recommended Posts

Posted

FWIW, I've been testing Defeat lately wanting to see if NPC vs. NPC works.  I set it so that victims don't re-dress, the idea being that seeing naked bodies or people walking around naked would indicate that an assault had taken place.  To date, it seems the naked NPCs  my runs into are protected NPCs as opposed to killable NPCs.  Yesterday, my PC found Talsfar the Wanderer wandering around naked vic Riverwood.  Today, my PC was in that area across the river from Whiterun when she observed a mage duel which left the loser frozen solid.  Then my PC could observe the surviving mage tormenting another NPC.  My PC used her bow to take out the female ice mage.  When she went to the area to observe the aftermath, she found a confused and traumatized....and naked ,,,,Maiq the Liar wandering around!  I believe this all occurs because bandits usually have an archer with them and the archer generally keeps firing arrows until the target dies, thus non-protected NPCs are aren't part of the equation.

Posted
8 hours ago, Anakinskywalker44 said:

Hi its all working fine now, but now for some reason whenever my character gets asked for sex it only does the same two animation sets and im not sure how to change it. any advice?

Wnen the animation starts - and it's not one you like - have you tried hitting "O"?  Also, did you load up a bunch of animations via SL Animation Loader?

Posted

Is it possible to increase the amount of time given to escape before enemies turn back to being hostile? It kind of ruins my immersion that I can't chill for a moment, but have to get up and run pretty much the moment animations end :x

Posted
On 3/3/2020 at 3:49 PM, Equaton said:

Why is there a form 43 error? Am I missing something?

Use Creation Kit.  Set Defeat as active file.  Then exit and that should be it.  LL has been with Skyrim from the beginning and most if not all the SSE mods here are conversions from Oldrim.

Posted

Hey guys, I am using Lexys Modlist and additionally installed the Sexlab Framework and got Defeat. I want to use this mod due to the possibilities of taking NPCs prisoner so I can hand them over. Bounty hunting basically. Not interested in the kinky aspects of the mod, however it is all that works :D
I captured a bandit and brought her to the Whiterun guards. Dropped the sack infront of them. The only dialog option I get with the guards are asking them if they wanna screw her. However, no handover dialog choices. It is enabled in the MCM and should work.

Further information: This bandit is a named bounty bandit that came from the OBIS Organized Bandits mod. Any suggestions how to hand her over for a bounty would be appreciated :)

Posted

I have an odd problem that just started happening.

 

During the fight with the wounded frostbite spider in Bleak Falls Barrow (where Arvel is caught in the web), a Defeat scene triggered.

 

After eventually killing the spider and Arvel, I noticed that enemies would no longer attack my PC. They just wander around, unsheathing and re-sheathing swords.

 

Even if I attack them, they still don't turn aggressive. They just look at the PC until she kills them.

 

It's like once this happens, the game has stopped making enemies aggressive.

 

Does this sound familiar to anyone?

Posted

I have attempted to resolve this with uninstall save reinstall and it doesn't seem to resolve it so reaching out for some help/second opinion.

So I installed defeat like I normally do. The mod installs and i configure it in MCM. However, even when I put myself as essential to "force" the knock down before death, it doesn't work no matter what I set the threshold too. Secondarily, when an npc is "knocked down" I get the menu of "Knocked Down" and "Talk" but when I click "knocked down", I don't get the normal menu/options of tie up/kill/revive etc. Animations are working fine no other issues other than the inability to actually use defeat. I cannot surrender no matter what I set the keybind too. 

Anyone have any suggestions or have seen this before themselves? I have never had this issue with this mod before and I am running a lexy hybrid modlist that is running rock solid. This confuses me greatly. This isn't isolated to one character, as I have multiple characters with the issue. 

 
  •  
Posted
On 3/7/2020 at 3:41 AM, Unimatrix002 said:

Hey guys, I am using Lexys Modlist and additionally installed the Sexlab Framework and got Defeat. I want to use this mod due to the possibilities of taking NPCs prisoner so I can hand them over. Bounty hunting basically. Not interested in the kinky aspects of the mod, however it is all that works :D
I captured a bandit and brought her to the Whiterun guards. Dropped the sack infront of them. The only dialog option I get with the guards are asking them if they wanna screw her. However, no handover dialog choices. It is enabled in the MCM and should work.

Further information: This bandit is a named bounty bandit that came from the OBIS Organized Bandits mod. Any suggestions how to hand her over for a bounty would be appreciated :)

I also use Defeat & Framework on top of the Lexy list.  I have used the bounty feature successfully; sometimes you have to talk to more than one guard before you find the one that accepts the bandit.  Did you set up the bandit in front of the guards?  Otherwise, does everything you've installed from LoversLab work properly?  

  • 2 weeks later...
Posted
On 3/7/2020 at 1:07 PM, vladislavios said:

I have an odd problem that just started happening.

 

During the fight with the wounded frostbite spider in Bleak Falls Barrow (where Arvel is caught in the web), a Defeat scene triggered.

 

After eventually killing the spider and Arvel, I noticed that enemies would no longer attack my PC. They just wander around, unsheathing and re-sheathing swords.

 

Even if I attack them, they still don't turn aggressive. They just look at the PC until she kills them.

 

It's like once this happens, the game has stopped making enemies aggressive.

 

Does this sound familiar to anyone?

I had this issue as well. I went back to the auto save for the dungeon. Did a K surrender with the skeevers when i got to them and they did the same thing after the assault. just stood around until I killed them all. I decided to keep going. Surrendered to the spider, the spider always seems to get stuck and never fight back after the assault. Then proceeded to the Draugr and everything seems to be working fine now. Surrendered to them and after the assault ran away then came back and they attacked me like they should. I do not know where the hangup was but it seems to be OK now. Hope this helps you out a little. Using the defeat clean did not seem to fix it for me. Although that may work for you as well.

Posted
On 3/5/2020 at 2:15 PM, rodrigo2 said:

Use Creation Kit.  Set Defeat as active file.  Then exit and that should be it.  LL has been with Skyrim from the beginning and most if not all the SSE mods here are conversions from Oldrim.

Tried this, still doesn't even load up the title screen

Posted

I really need some help please!. i CANNOT get the Defeat MCM to show up at all!

 

I have tried saving and waiting over and over. i have tried thos console command that forces the MCM menu :

 

setstage ski_configmanagerinstance 1

 

it rhen tells me i have 45 MCM menus. So i again check and NO Defeat MCM.

 

I have LOOTED my game via MO2 and its in my load order all fine. I have ran FNIS generator and it lists Defeat in there too. everything is telling me Defeat is a mod installed. yet for love nor money i cannot get it to show ingame.

 

I even started a game from scratch, NEW game. it loads every single F**king mod in MCM except defeat!!!!

 

What is going on???!!! PLEASE HELP!! 

Posted
On 3/26/2020 at 3:00 PM, sophiextime said:

I really need some help please!. i CANNOT get the Defeat MCM to show up at all!

 

I have tried saving and waiting over and over. i have tried thos console command that forces the MCM menu :

 

setstage ski_configmanagerinstance 1

 

it rhen tells me i have 45 MCM menus. So i again check and NO Defeat MCM.

 

I have LOOTED my game via MO2 and its in my load order all fine. I have ran FNIS generator and it lists Defeat in there too. everything is telling me Defeat is a mod installed. yet for love nor money i cannot get it to show ingame.

 

I even started a game from scratch, NEW game. it loads every single F**king mod in MCM except defeat!!!!

 

What is going on???!!! PLEASE HELP!! 

Make sure your getting the right version. You may be trying to run the LE version.

Posted

going through the comments here is having me on the fence. the provided download is still the LE version. i can't believe yall people telling others to just resave it with CK.

defeat is a highly complex mod with a ton of scripts and assets. yes those meshes and textures can be optimized with cathedral assets optimizer. but it isn't so easy with scripts.

a lot of minor mods with scripts don't need converting, but this one... i can't imagine.

Posted

So im having an issue where when i surrender, the bandits just walk away and nothing happens, any ideas?  It seems then it times out and I can move again.

Posted

I have Defeat setup so that if a bandit sexually assaults your PC, they automatically rob you as well.  This creates the "Robbed" mission where your PC has to find his/her assailant to kill them and get their stuff back.  Well I just went through that.  Across the river from Riverwood, on the high plateau just before Anise's hut, my PC was attacked by a bandit.  After waking up in a location across the river, she returned to the place of the assault (it was marked on the HUD display) and found two skeletons and an arrow marking the spot where the bandit should've been but there was no bandit.  Did I miss something?

Posted

One last ditch effort as this is really bumming me out: I have never had an issue before this build before. . I have used CAO to optimize it : Resaved it in CK to form 44 : Double checked to make sure it was Defeat SE : Ran FNIS : Even put it at the bottom of priority to make sure nothing was overriding it.

I can get the knocked down menu to appear but when I click, I get no options. I cannot surrender at all. This mod is always a part of my builds. Not so much for the assault honestly but early, giving you the resist option is great. I have tried other mods but they don't compare IMO (see SL Surrender). 

Am I missing something this time around that is obvious?

Posted

Well, here's a wonderful weird first with Defeat!   At the beginning of an Alternate Start mod PT, some bandits caught my PC next to the shore of the river near Riften.  She had no armor and only a short sword as a weapon.   With the situation hopeless, she surrenders to a female bandit who decides to take her into the middle of the river to sexually assault my PC.  An animation commences under water and continues -- until my PC drowns and floats away!  (For whatever, the NPC bandit who was always underwater as well didn't drown.)

 

Lesson learned:  Don't surrender too close to the water!

Posted
On 3/29/2020 at 10:36 PM, promisekept86 said:

One last ditch effort as this is really bumming me out: I have never had an issue before this build before. . I have used CAO to optimize it : Resaved it in CK to form 44 : Double checked to make sure it was Defeat SE : Ran FNIS : Even put it at the bottom of priority to make sure nothing was overriding it.

I can get the knocked down menu to appear but when I click, I get no options. I cannot surrender at all. This mod is always a part of my builds. Not so much for the assault honestly but early, giving you the resist option is great. I have tried other mods but they don't compare IMO (see SL Surrender). 

Am I missing something this time around that is obvious?

You have animations installed correct?

What about that silent chat thing..fuz ro doh or something or another.

Might be something conflicting. I never had to convert a thing to install it.

Posted
On 3/28/2020 at 9:02 AM, dan0477 said:

So im having an issue where when i surrender, the bandits just walk away and nothing happens, any ideas?  It seems then it times out and I can move again.

Did you install animations?

Posted
On 3/27/2020 at 9:31 PM, preserotri said:

going through the comments here is having me on the fence. the provided download is still the LE version. i can't believe yall people telling others to just resave it with CK.

defeat is a highly complex mod with a ton of scripts and assets. yes those meshes and textures can be optimized with cathedral assets optimizer. but it isn't so easy with scripts.

a lot of minor mods with scripts don't need converting, but this one... i can't imagine.

It's been a long time since I downloaded this mod, but there is a download for an SE version to my knowledge.

Posted

 

5 hours ago, Tenebris305 said:

It's been a long time since I downloaded this mod, but there is a download for an SE version to my knowledge.

 

this IS the defeat SSE thread and i'm talking about the SSE version, it's not really converted, hence why the people all have problems with it.

Posted
On 3/27/2020 at 8:31 PM, preserotri said:

going through the comments here is having me on the fence. the provided download is still the LE version. i can't believe yall people telling others to just resave it with CK.

defeat is a highly complex mod with a ton of scripts and assets. yes those meshes and textures can be optimized with cathedral assets optimizer. but it isn't so easy with scripts.

a lot of minor mods with scripts don't need converting, but this one... i can't imagine.

I don’t see why any of the scripts would need converting. Papyrus is basically the same in both versions. SE has a few extra functions, but that only affects backporting. Everything in Defeat’s LE scripts should be just fine in SE.

Posted

First, many thanks for porting this mod!

 

But also: I have a question about adding races to defeat's 'enabled' list...

 

image.png.b9ac9174d9c196d80c7981cd818d2c1f.png

 

...specifically, does anyone know how the default options for this list are generated?/Where they can be edited?

 

Long form version:

 

I am trying to configure defeat to take advantage of the many existing animations for creatures that weren't part of SexLab back in the day (dwemer constructs, etc). 

 

I can enable say, Dwarven Sphere anims through SLAL, register them, see them in SexLab, but I still get 'you cannot surrender to this enemy' when I try to trigger a defeat scene (or I just die if I let it trigger through wounds).

 

Defeat works just fine for all of the creatures on this list, and for actor NPCs. More Nasty Critters/Hentai/Creature Framework and all the dependencies are installed. 

 

This is running on a clean save in which all mods have been freshly enabled for the first time. Everything else works...it does not appear to be an 'error' so much as a (minor) oversight in the mod design. If needed, I can probably figure out a way to break Defeat's internal check for allowed creatures, but if there is an easy fix by just adding some entries to a FormList or a json table or something, that would be much better.  

 

Many thanks!

 

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...