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Running latest Peril, I'm still getting bleedout forever happening routinely.

Safe word doesn't break out of it either.

 

There's nothing in the log, no debug notifications, it's just bleedout and stay that way.

 

I've stripped everything out of the game, there's no SD+, no DCL, no Defeat - the only thing remotely interested in defeat mechanics that I have is Peril.

It's probably the most stripped down game I've had in a long time, as I want to establish the cause of the CTDs I was having around Whiterun before.

I do have some combat mods, but they are minimalist. Duel, TK Hitstop, Mortal Enemies and Burdens of Skyrim.

 

The log is completely devoid of anything from Peril. Which is almost suspicious in itself.

The only stuff remotely near the combat period is from SLAX, STA, and DBA just ticking normally.

 

In this game I have had two defeats so far...

 

1) I had one combat against draugr where I was downed but the followers stayed up, and I got a health recharge and ended the combat.

2) Death Hounds attacked on the road. I downed one. The followers downed some others, possibly all - couldn't tell because I was stuck in bleedout.

 

 

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as the camera locks up on "death" (along with screen blur and that muffled sound) i can't see anything that happens. i could hear follower rape was happening off screen, but couldn't move the camera to see anything.

 

at one point, SL pulled player char off camera, so an entire scene went on while i looked at an empty field.

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  • 2 weeks later...

I'd love to see some integration with Sanguine' s Debauchery and/or simple slavery---preferably both.  The current (fool's) gold standard is Death Alterative.  It "works," but is a ridiculous resource hog.  

 

Also, is this mod compatible with Defeat in non-player-as-victim scenarios?  Not being defeated, I should say, but defeating NPCs.  Unrealistic as it is, I like the capture feature and use it for the bounties on a build that has fewer options for making money. 

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Nice to see an update, but this latest change doesn't sound like it fixes the "stuck in bleedout" case I have, because I have Peril enabled.

 

Or is it a case that the quest is stopping itself because it thinks combat is over, leaving you in eternal bleedout?

 

When you say "Defeat Quest" you don't mean "SexLab Defeat" right?

You mean the Peril defeat handler?

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5 hours ago, Lupine00 said:

Or is it a case that the quest is stopping itself because it thinks combat is over, leaving you in eternal bleedout?

What should happen is if you enter bleedout, the Essential Player quest, which marks the player as essential, will check if the player has the PerilCaptive keyword, if they do, then they are currently being defeated by this mod. If they don't, the Essential Player quest should stop, removing the essential status, and allowing the player to either die or let another mod take over.

5 hours ago, Lupine00 said:

When you say "Defeat Quest" you don't mean "SexLab Defeat" right?

You mean the Peril defeat handler?

I mean the PerilDefeat quest.

 

If you can reproduce the bleedout bug, type into the console "sqv PerilDefeat", and tell me what stage it's in and whether it's running. Then, you should go to the Peril MCM, and disable the essential player option.

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9 hours ago, Code Serpent said:

If you can reproduce the bleedout bug, type into the console "sqv PerilDefeat", and tell me what stage it's in and whether it's running. Then, you should go to the Peril MCM, and disable the essential player option.

I'll see if it's still happening in latest version. It was almost 100%, so it should be easy to confirm one way or the other.

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Firstly, Thx for good mod

 

ah..... I have a idea.

'Attacker can unequip chastity belt + plugs option (and equip to player again when scene finished)'

 

It may useful when PC defeated and be forced to equip chastity belt and defeated again.

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Sorry for my bad English.

Some idea.

 

Devious follower integration: If there is ongoing DFC contract by searching with script, the player will be kidnapped to nearby bandit camp after defeat.  At the camp, player suffers some rounds of rape, skooma or alcohol administration. This will increase addiction level with corruption mod. After that, DFC follower will pay random amount of ransom to bandits and player will be released and the amount of ransom will be added to DFC debt.

 

Simple slavery integration: As many other people said.

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  • 3 weeks later...

Running Peril on LE, updated from 2.0.3 to 2.0.4 on an existing save, but now when my character loses health it does not place her into a 'downed' state, it just gives me a message saying I can't continue fighting and sends me back to the previous save as is the vanilla behavior upon death.  I confirmed this happening twice so far.  The mod is still enabled, and essential is showing.  I wasn't able to try surrender option yet, because my character only has about 125 health so I get killed too fast to hit the button :) 

 

I'll keep working with it to see if I can figure out what's going on.  I did save a backup of the previous version within the mod folder, but I did experience some of the issues with being downed that the new version was intended to resolve.  i.e. follower staying down after all enemy's killed (but only sometimes), and when my character would die I would go into a down state and then nothing really happened unless I was able to get a heal potion drunk which only worked sometimes.  The surrender option did work on 2.0.3, I'll try and test that on 2.0.4 tomorrow.  Not sure if updating it on the same save was bad, or if there's some other issue.

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Pretty decent update. Mainly 3+ sex scene support, a lot of config options, and DD5 support.

 

2.1.0 (3-29-21)

-Rebuilt the rape punishment scenarios.

-Up to four enemies can rape the player or one of their allies at once.

-Reverted back to a weighted system for punishments.

-Added a dozen sliders that determine what kinds of sex scenes can happen between different genders and with creatures.

-Updated Devious Devices support to version 5.

-Added objectives to the defeat quest, so now you will know what the defeat system is currently doing.

-Temporarily removed allies raping the player. This will be re-implemented when I have the time for it.

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1 hour ago, Code Serpent said:

Pretty decent update. Mainly 3+ sex scene support, a lot of config options, and DD5 support.

 

2.1.0 (3-29-21)

-Rebuilt the rape punishment scenarios.

-Up to four enemies can rape the player or one of their allies at once.

-Reverted back to a weighted system for punishments.

-Added a dozen sliders that determine what kinds of sex scenes can happen between different genders and with creatures.

-Updated Devious Devices support to version 5.

-Added objectives to the defeat quest, so now you will know what the defeat system is currently doing.

-Temporarily removed allies raping the player. This will be re-implemented when I have the time for it.

 

Not in a position to try this out right now, unfortunately, but overall this sounds like a good step forward

 

Again, thanks for your perseverence on this one

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It seems that there are some options/events missing.  There are no weights to choose (and no event processing) relating Ally and Creature.  Are there plans to add this in?

 

With regards to the quest popup, it is useful to know when the mod is active, but it is rather annoying to have it pop up every time combat starts.  This seems more of a debug message that should have an option to hide it.  Would just making the objectives empty text with an xEdit patch work?

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I have to agree with Xarius here...

the objective popup is obnoxious. The sound popup, the message center-screen (or wherever you put it with a HUD mod)... TWICE PER FIGHT? "Don't get defeated", i get it already... it's like the infamous tutorial telling you to "reduce enemy health to 0 while keeping yours above 0 to win".

 

It even goes off in a cycle as long as a pacified enemy still sees you! easily reproductible by failing to pickpocket someone then sheathing weapons (citizen ai overhaul lets you do that to pacify petty crimes) or getting caught by a guard (vanilla function).

 

Option to hide it behind a debug check in MCM would be great indeed. As a simple end user, i don't have a use for that information unless the mod goes bonkers in my game.

 

The mod itself is definitely good though, make no mistake from my criticism. It's one of the few that don't depend on ZaZ 8+ nowadays, which is amazing.

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Small update:

 

2.1.1 (4-9-21)

-Added an option for the defeat notifications. Disabled by default.

-Quadrupled the distance required to flee to escape defeat.

-Successfully fleeing from enemies stops combat with them.

-Made defeat start more reliably, especially if transitioning from one combat encounter to another.

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On 4/5/2021 at 4:22 AM, Yurinator26 said:

So will a Capture element be added?

If you mean the player being captured, that is planned. Though, it will likely come after I implement a new jail system.

 

If you mean the player capturing enemies, then no. That's not within the scope of this mod. Yet, I might get around to making a separate mod that covers that.

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2 hours ago, Code Serpent said:

Though, it will likely come after I implement a new jail system.

That brings me to the question:

 

Quote

Parlay

 

[..] If your enemy is a member of one of the holds, then you will have the option to surrender and be escorted to jail. (Currently, you're just taken to vanilla jail.)

A handover to POP would be very simple and without dependencies. Wouldn't that be a quick solution to add and keep it in later  versions as another option?

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23 minutes ago, worik said:

That brings me to the question:

A handover to POP would be very simple and without dependencies. Wouldn't that be a quick solution to add and keep it in later  versions as another option?

Sorry, I've wrestled with that mod for far too many hours and days already. I'm not about to start doing that again.

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12 minutes ago, Code Serpent said:

Sorry, I've wrestled with that mod for far too many hours and days already. I'm not about to start doing that again.

:classic_huh: Did that "SendModEvent" thing not work ?

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5 hours ago, Code Serpent said:

If you mean the player being captured, that is planned. Though, it will likely come after I implement a new jail system.

 

If you mean the player capturing enemies, then no. That's not within the scope of this mod. Yet, I might get around to making a separate mod that covers that.

Yes i was asking for Player Captivity. Thank You

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10 hours ago, worik said:

:classic_huh: Did that "SendModEvent" thing not work ?

11 hours ago, Code Serpent said:

Sorry, I've wrestled with that mod for far too many hours and days already. I'm not about to start doing that again.

What I mean is I'm not going to download the mod to test the mod event. Because that mod never worked for me anyway.

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