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Not sure if this only happens to me or if im just wrong but i came across a bug where i can't talk to people who've gone down, the problem gets fixed when i uninstall the mod though.

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I was doing some tests using Peril and Corruption together, turning most of the punishments off except for rape in Peril, to test drive up Corruption, and took the PC to a dungeon to surrender repeatedly to the bandit chief there.   I noticed two things which might be nice to fix:

 

- After the first time surrendering, it ALWAYS chose the same NPC to do the rape punishment, without fail, even if that NPC was on the other side of the dungeon, until you either left the dungeon/cell, or you killed the NPC  It would seem to me to make a lot more sense to pick one of the NPCs who was attacking to deal the punishment, or at least someone closer.

 

- I was trying pretty hard to drive up corruption levels with this, but I noticed a trend of Peril almost always (possibly always) picking vaginal sex scenes for rape punishments.  Might have been RNG, but I don't think so.

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On 1/27/2021 at 3:59 PM, gender65 said:

No, I didn't make him immortal in the MSM of this mod.I didn't touch this option at all. Through the console, too, it was not possible to make Dovakin a mortal. Only the removal of this mod helped.

Maybe the issue is w/ one of your other mods? I'm using Peril in SSE. I can't change whether my Dragonborn is essential via the MCM, but that's probably because of one of my other mods. (93% sure that's the case w/ me).

 

I can use the SetEssential command in the console to make my dovah immortal or mortal.

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57 minutes ago, Seeker999 said:

Maybe the issue is w/ one of your other mods? I'm using Peril in SSE. I can't change whether my Dragonborn is essential via the MCM, but that's probably because of one of my other mods. (93% sure that's the case w/ me).

 

I can use the SetEssential command in the console to make my dovah immortal or mortal.

Well, since after removing this mod, my NPC became mortal again, it is obvious that this mod made him immortal. Apparently, this is necessary for the implementation of the conditions in this mod.And as I wrote, no console commands helped me .

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On 1/29/2021 at 2:19 PM, AnzoCaio said:

Not sure if this only happens to me or if im just wrong but i came across a bug where i can't talk to people who've gone down, the problem gets fixed when i uninstall the mod though.

Same thing happens to me, only fix i've found is spawning a new version of the npc entirely via the console.

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Quick script update. I'm still working on updating Corruption's visuals.

 

2.0.2 (2-2-21)

-Defeat will now end if nearby enemies aren't in combat with the player.

-Can now talk to followers during defeat if they aren't downed.

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I have a problem with this mod, because after pressing the surrender button enemies stop the fight, but I cannot negotiate with anyone, and they become hostile again after few seconds. I'm not sure if I have every required mod, because mod site only shows that SKSE is needed.

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I got the same Problem as Kleksior where the fight just ends for 5-10 Seconds
in which most Enemy's and Follower just stand around and one (sometimes a Enemy sometimes a Follower) still being hostile to the other. 
After that everybody just gets hostile again and the fight goes on as usual. 

I tested it with just on Draugr against me alone and it is the same deal, he goes off and after 5-10 Seconds he becomes hostile again and the fight goes on as per usual.
It seems thou that this problem only occurs only with Monster Type Enemy's as it worked normally with a Kahjitt and BanditLord while Bears, Wolves and Skever did the same thing of just standing around and resuming the attack.

Interesting note:
The Second time i surrendered to the same Skever he took half my equipment and stored it in the Stolen goods container at the end of the Dungeon.
He also did not attack afterwards anymore. Still that was the only time i got such a outcome and there was noch option or something involved in.

In the time before and after the surrender i did not move the mouse nor pressed any Key
There appeared no Option /Dialoge field or something.
Everybody besides One Npc (if the group involved was larger than 1 and the PC) continued to attack.


On the Animation side of things everything is in order since 
I got in a nasty thing involving a Werewolf while doing some GuildQuestlines and everything did run smoothly.
The Animation packs in my games also contain Monster Animations  
 

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Between Peril and Corruption, I'm pretty excited about the possibility of being able to play Skyrim without needing some of the more... unreliable mods.

 

Have you considered adding a simple "player-as-rapist" mechanic? I know its not the point of the mod, but this would clear the way for players to use this as a complete replacement for Submit/Defeat, rather than something to be used alongside them.

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Hi, I didn't see anything in the mod description about devious device integration. Will enemies bind the dragonborn in any way?

Asking because there was mention of that in dragonborn in distress, but I don't see it here.

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I have attempted to surrender to bandits using hotkey and i saw the message "you surrender to your enemies" appear on screen, but then they start attacking me again within 2 seconds, it didnt matter how many times i tried to surrender. this is with the latest version 2.0.2 installed

 

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7 hours ago, 2generic said:

Hi, I didn't see anything in the mod description about devious device integration. Will enemies bind the dragonborn in any way?

Asking because there was mention of that in dragonborn in distress, but I don't see it here.

 

DD is not a requirement. However, "If you have Devious Devices installed, then you and your allies can be bound in either chastity devices, or heavy restraints." [from the Punishment section].

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Having the same issue as some of the other people posting here - Peril 2.0.2 lets me surrender with the hotkey, but never gives the surrender dialogue or does any of the possible consequences -- a few seconds later combat resumes.   I thought it was because of a non-standard follower at first (Chloe from DCL), then possible settings corruption (1.0.x set weights for things, allowing you to set certain weights to 500, but 2.0.2 only lets them be up to 100 as percentages...) so I tried resetting all settings, then I started playing around with it being a mod incompatibility with other mods or with DD 5.1, but eventually ended up going back to my test base that most of my other MO2 profiles derive from - which only has Sexlab and DD 4.2, and still had the issue -- I didn't even change any settings from the default except for setting the surrender hotkey.

 

If I let the enemies defeat me through combat instead of surrender, it also sometimes resumes combat after a few seconds, but I've also had it enter bleedout, no controls active, and simply stay there, with the bandits (in this case) talking in idles, but never doing anything else.   Had to restore a quicksave to get out of that condition.

 

Not sure if it helps, but I do see messages in the papyrus log talking about Peril Defeat stage 0, 10, and 70.  Nothing else in there seems relevant.

 

Peril 1.0.2 seems to work in all of my builds, BTW. 
 

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On 2/2/2021 at 4:26 PM, Code Serpent said:

Quick script update. I'm still working on updating Corruption's visuals.

 

2.0.2 (2-2-21)

-Defeat will now end if nearby enemies aren't in combat with the player.

-Can now talk to followers during defeat if they aren't downed.

I bet the new feature that ends defeat if enemies aren't in combat breaks it because surrendering always ends combat.

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2.0.3 (2-7-21)

-Reverted change from previous version that caused defeat to end prematurely.

-Halved the distance needed between the player and enemies to stop defeat.

-Fixed some papyrus spam caused by theft punishments.

-Added another faction used during defeat that hopefully stops combat more reliably.

-Fixed a UI bug with the defeat search perk.

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Looks like I am having the same issue as Zaflis

 

I am not triggering anything when defeated, my PC falls to knees and then the attacks stop, 30 sec later, rejuvenated and the attacks resume, and repeats until I have no health then it locks - no health regeneration, or ability to do anything. 

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56 minutes ago, monsta88 said:

Hi,

will there be an SE version of this? It would be appreciated, as I'd really like to use a reliable defeat mod.

Peace,

M

 

 

Look on then :P 

I had similar problems with defeat(knockdown) and surrender. 3/10 times it worked with human combatants, never with beasts. With beasts it was either recover after a few seconds (due to potions maybe) or knocked down indefinitely (reload). If the rob kicked in, it toook forever (1 potion/soulgem at a time) and if I recovered after that, I either could kill the enemy or run to the bag and get my stuff back. Other times parlay did not work and I just reattacked until the enemies were down, but this got better with 203 update. When played without a follower it works better too, but not nearly reliable.

 

I guess for now SL Defeat, with the right settings, is still the gold standard.

 


 

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1 hour ago, hexenhaus said:

I guess for now SL Defeat, with the right settings, is still the gold standard.

 

I mean no offense, but IMHO Defeat is the worst at keeping the player alive, especiallly at lower levels. It also bugs out regularly (lose control of character, but nothing is happening, never recovering, etc) and I could never recover the game with its own debug features, I had to reload.

 

The most reliable mod for combat defeat I found so far is Naked Dungeons, which is funny, as it has this only as a seconddary feature. Alas, it has very few features regarding that.

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1 hour ago, hexenhaus said:

 

 

Look on then :P 

I had similar problems with defeat(knockdown) and surrender. 3/10 times it worked with human combatants, never with beasts. With beasts it was either recover after a few seconds (due to potions maybe) or knocked down indefinitely (reload). If the rob kicked in, it toook forever (1 potion/soulgem at a time) and if I recovered after that, I either could kill the enemy or run to the bag and get my stuff back. Other times parlay did not work and I just reattacked until the enemies were down, but this got better with 203 update. When played without a follower it works better too, but not nearly reliable.

 

I guess for now SL Defeat, with the right settings, is still the gold standard.

 


 

 

Unfortunately I have found similar issues in a new game.  I've no idea if it's caused by other mod conflicts or not, but I put it right at the bottom of my LO to give it a decent fighting chance.  I use a Nexus Mod for auto potion / food use, but got weird health recovery patterns, but for some reason once 'defeated', the PC always got back on its feet almost immediately, regardless of the type of enemy

 

Strangely, I really liked the first versions of this mod's predecessor - once spent 24 hrs in game trying to escape from a wicked troll that had to be 'edged along', close enough to the guards outside Dawnstar to kill it  LOL.  It was glitchy, partic with followers, but it unfortunately 'worked' more reliably than this

 

CodeSerpent usually sticks at his stuff, tho, so I'm still hopeful these are maybe just teething problems

 

Until then, I agree with you about 'Defeat' being the 'Gold Standard'.  It's not perfect, and you can get the odd cross mod conflict, but if you know how, or stick at it until you do, you can make it work fairly reliably

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