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Defeat Patches (Oldrim)


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On 7/31/2020 at 6:40 AM, sorry2botheru said:

the original patch and this patch

My "original patch" is "this patch"  https://yadi.sk/d/vZ8ANVOlDTw5Gg   new address https://disk.yandex.ru/d/G5kaKFp0utu17w

It requires SL, SLA and eng.html, How to update.html being readed.

The original mod is unnecessary and must be deleted directly as written in How to update.html

To verify workability start new game and try to activate defeat without activating SexLab just on the cart.

If no logs, screens, checksums, versionnumbers then no support.

---------------

  • skse.log Papyrus.0.log
  • save.ess or scrins of variables defeatconfig defeatplayer defeatmcm in Skyrim save tool.
  • Checksums TESV.exe skyrimSE.exe defeatconfig.pex defeatplayer.pex
  • Versions DDI SexLab
  • The language of localization
  • The list of files in the folder Data
Edited by feiw
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  • 2 weeks later...
On 8/2/2020 at 2:19 PM, feiw said:

My "original patch" is "this patch"  https://yadi.sk/d/vZ8ANVOlDTw5Gg

It requires SL, SLA and eng.html, How to update.html being readed.

The original mod is unnecessary and must be deleted directly as written in How to update.html

To verify workability start new game and try to activate defeat without activating SexLab just on the cart.

If no logs, screens, checksums, versionnumbers then no support.

The rar has two esps and one of them is called addon should it be this one the one loaded or the rus or english version esp?

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By the way so far I have been trying to play with the original defeat + the two patches... it apparently works good but... no idea on how to make it enable itself with death alternative... I click on compatible mods and it does not show up... I also click on register quests inside death alternative but no defeat options show up in death alternative.

Any idea?

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On 8/19/2020 at 3:51 PM, donkeywho said:

Does anyone know if Corrupted Shades, or any type of skeleton creatures, are valid aggressors within Defeat ( I can't see anything to match in my list of enabled creatures ) and if there are any SLAL etc packs with useable animations for them?

They use the same skeleton file as draugrs so their race(EB872) must be added to the sexlab race key "Draugrs".
Some skeleton races must be added to the race key "DragonPriests".
The adding races to the race keys is business of MNC.
SexLab and defeat name the Corrupted Shades "Draugrs". All animations for draugrs become.

==================================

19.09.2020 I added SKSE plugin just a script speed-up.
 

Spoiler

 

Scriptname ThemisUtil Hidden


;Input: a - an actor to test; maxdist - max distance from the actor to the PC. 0.0 - don't check ;out - Int[3]([4]) array to receive output data
;output: if !a || a.GetFormType() not in {43,44,62} || a.isDeleted || a.IsDisabled || race == ManakinRace ||\
;         a.IsCommanded || a.IsChild || a.IsFlying || (maxdist>0.1 && dist(a, player) > maxdist || (a.IsDead && a.Health <= 0.0))
;    return 0
;else
;    out[0] = b0=1 - female; b1=2 - Race.HasKeyword(ActorTypeCreature); b2=4 - Race.HasKeyword(ActorTypeAnimal); b3=8 - Race.HasKeyword(ActorTypeNPC);
;        b4=0x10 - Race.HasKeyword(ActorTypeDaedra); b5=0x20 - unique; b6=0x40 - base essential; b7=0x80 - actor essential; b8=0x100 - bleedingout;
;        b9=0x200 - a.IsUnconsious; b10=0x400 - asleep; b11=0x800 - protected; b12=0x1000 - a.IsInCombat; b13=0x2000 - a.IsGuard; b14=0x4000 - a.IsPlayerTeammate;
;        b15=0x8000 - race.allowpickpocket; b16=0x10000 - follower; b17=0x20000 - CarriageSystemFaction; b18=0x40000 - IsGhost;
;        b19=0x80000 - voicetype=elder || Race=elder; b20=0x100000 - voicetype=child; b21=0x200000 - voicetype=none; b22=0x400000 - DefeatActive;
;        b23=0x800000 - keyword SexLabActive; b24=0x1000000 - IsSwimming; b25=0x2000000 - Health <= 0.0; b26=0x4000000 - IsDead;
;        b27=0x8000000 - IsOnMount/IsBeingRidden; b28=0x10000000 - IsTrespassing; b29=0x20000000 - not Is3dLoaded;
;        b30=0x40000000 - 1; b31=0x80000000 - 0
;    out[1] = a.LeveledActorBase.Race.FormId
;    out[2] = b0=1 - CurrentFollowerFaction; b1=2 - CurrentHireling; b2=4 - BanditFaction||MS07BanditFaction||MS07BanditSiblings||dunMistwatchFaction;b3=8 - ForswornFaction||DruadachRedoubtFaction;
;        b4=0x10 - SilverHandFaction; b5=0x20 - ThalmorFaction; b6=0x40 - VampireFaction||VampireThrallFaction; b7=0x80 - WarlockFaction;
;        b8=0x100 - NecromancerFaction; b9=0x200 - OrcFriendFaction; b10=0x400 - DLC2MoragTongFaction; b11=0x800 - ;
;        b12=0x1000 - ; b13=0x2000 - ;b14=0x4000 - b15=0x8000 - ;
;        b16=0x10000 - ; b17=0x20000 - ; b18=0x40000 - ; b19=0x80000 - ;
;        b20=0x100000 - ; b21=0x200000 - ; b22=0x400000 - ; b23=0x800000 - ;
;        b24=0x1000000 - SLGenderFaction; b25=0x2000000 - SLGenderFaction rank & 1; b26=0x4000000 - ; b27=0x8000000 - ;
;        b28=0x10000000 - ; b29=0x20000000 - Actor.id >= 0xff000000; b30=0x40000000 - SexLabActive faction; b31=0x80000000 - CarriageSystemFaction
;    out[3] - defeat specific
;    return out[0]
Int Function TestActor(Actor a, float maxdist, int[] out) global native

;Up to 8 chars
Int Function HexToId(String h) global native

;!a || IsDead() || IsDisabled() || IsCommandedActor()
Bool Function IsDead(Actor a) global native

;a && !IsDead && !IsDisabled && Is3DLoaded && !HasKeyword(SexLabActive)
Bool Function CanPlayAnimation(Actor a) global native

;IsPlayerTeammate || CurrentFollowerFaction || CurrentHirelingFaction
Bool Function IsFollower(Actor a) global native

 

 

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3 hours ago, feiw said:

They use the same skeleton file as draugrs so their race(EB872) must be added to the sexlab race key "Draugrs".
Some skeleton races must be added to the race key "DragonPriests".
The adding races to the race keys is business of MNC.
SexLab and defeat name the Corrupted Shades "Draugrs". All animations for draugrs become.

 

Thanks vm.

 

I just got here to say that my issue seemed to have sorted itself and Shades were doing their thing with vigour LOL   

 

The real underlying problem I was having seems to have been that DAYMOYL, although 'disabled' a while ago in my game, may have 'turned itself back on again'.  Alternatively I got careless in going back to older saves, forgetting where I had turned it off, but that seems unlikely given that the problems occurring in the current location (Shroud Hearth Barrow) hadn't shown up in any other recent combat events

 

Really weird stuff.  Anyone else ever had that happen to them?

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