Scrab Posted June 9, 2021 Author Posted June 9, 2021 (edited) 16 minutes ago, CaptainJ03 said: Vortex tells me that some scripts conflict with NFF, Nether's Follower Framework. Any recommendations? Ignore it, its a modders ressource to be shipped with the mod 16 minutes ago, CaptainJ03 said: the MCM warned me about enabling this mod before playing The Helgen Intro. Uhmm, I've avoided Helgen for months now, starting with LAL. Is that just worded misleading, or do I really have to bloody start the bloody mainquest? Yamete bugs out the intro in some really fancy fashion. If youre not playing the Vanilla Intro it doesnt really matter 11 minutes ago, CaptainJ03 said: Spank That Ass does that, even voiced if you're using the "butchered" version. no clue about that mod, but Im no fan of voicelines build together from snipped vanilla lines. Nothing against ppl actually bothering about that but for the most part it doesnt satisfy me whatsoever. Too many errors in pronunciation That aside I also can imagine that people would be more bothered about having weird messages pop up during their Scenes than anything else. Dunno. 2 hours ago, pinkfluf said: Sorry if I'm being cheeky but any idea on an ETA for the updates? thanks school keeping me busy rn, then sluts has upmost priority until V2, once thats done Ill get to Yamete how long that takes heavily depends on FGs & OStimes documentation. No more than 2 months, no less than 3 weeks The update after that (which the poll is referencing) no clue. This year, sometime this year. Yes. Why is that poll so 1sided btw, arent you guys all using this other defeat mod for player victim stuff or is my Black Market idea that boring ? (/s) Edited June 9, 2021 by Scrab 2
pinkfluf Posted June 9, 2021 Posted June 9, 2021 28 minutes ago, Scrab said: Why is that poll so 1sided btw, arent you guys all using this other defeat mod for player victim stuff or is my Black Market idea that boring ? (/s) tbh I couldn't decide so I did "eeni meeni miny mo" and chose first one
Eggybread Posted June 9, 2021 Posted June 9, 2021 9 hours ago, Scrab said: Are you using DD5? Do you properly set up the MCM? E.g. if your Animation is only tagged "Cowgirl, Femdom" and you put "Femdom, Queen, Aggressive" into the MCM Menu, the game will fail finding that animation because it lacks both the "Aggressive" and the "Queen" tag Hi Scrab, I'm not using DD5. It looks like the tags do work but the problem I have now is the gender roles being reversed on queen animations.
MonVert Posted June 9, 2021 Posted June 9, 2021 (edited) Game needs more player aggressor options, tbh. There are *way* too many "Enslaved/left for dead/captured Dovahkiin" mods on LL. Radiant Kidnapping sounds fun, too. Edited June 9, 2021 by MonVert
Scrab Posted June 10, 2021 Author Posted June 10, 2021 18 hours ago, Eggybread said: the problem I have now is the gender roles being reversed on queen animations. (I actually dont know what Im supposed to think of when hearing "queen animations") So.. the male gets kocked down and starts an animation with the female aggressor.. the expected animation start.. but the male is using a female position? and dominating a female with a strapon? or so? (hilarious) There is this weird issue with SL where the Frame demands a "Victim" in Slot #1 but some animators always consider the Female in Slot #1, so in cases where the male is considered Victim and forced into Slot #1 and this animation plays, the male will actually be animated as a female, leading to issues like that The Frame needed some more clearly laid out rules when it was first released. Its now too late to really change anything on that, might have to bring back the position-swap thing. I wonder if the other 2 Frames thought of that
bastardopfromhell Posted June 10, 2021 Posted June 10, 2021 Please dont make Yamete into Defeat. Simple is beautiful. Kitchensinks are bad. KTHXBYE.
Rapidreverse Posted June 10, 2021 Posted June 10, 2021 Is it possible to select which body parts/item slots can't be stripped? Sorry if it's been asked
Eggybread Posted June 10, 2021 Posted June 10, 2021 11 hours ago, Scrab said: (I actually dont know what Im supposed to think of when hearing "queen animations") So.. the male gets kocked down and starts an animation with the female aggressor.. the expected animation start.. but the male is using a female position? and dominating a female with a strapon? or so? (hilarious) There is this weird issue with SL where the Frame demands a "Victim" in Slot #1 but some animators always consider the Female in Slot #1, so in cases where the male is considered Victim and forced into Slot #1 and this animation plays, the male will actually be animated as a female, leading to issues like that The Frame needed some more clearly laid out rules when it was first released. Its now too late to really change anything on that, might have to bring back the position-swap thing. I wonder if the other 2 Frames thought of that Hahaha yeah that's exactly it, my male protagonist keeps dominating the female with a strapon. If you can add a swap for certain tags that'll be real cool.
mcnv Posted June 11, 2021 Posted June 11, 2021 Have you ever considered the compatibility of yamete! and naked defeat? its quite interesting. Naked defeat triggers anytime the player hits 0 hp, while Yamete triggers on hits when the player is still alive. in-fact yamete doesn't handle 0 hp bleedout. to a certain extent, both mods work well together. there is however one possible problem. if yamete triggers on a death blow, triggering both Naked defeat and Yamete, the mods brake. (if i remebered correctly freezing the player in knowdown mode forever)
Nymra Posted June 11, 2021 Posted June 11, 2021 On 6/7/2021 at 10:31 AM, Scrab said: 1) The first block would be focusing on Player Victim The content here would be things like miniquests like the ones in daymol, a robbed Scenario like in Defeat, Simple Slavery Integration obvsly but Ive also had a really .. interesting mod concept that I scrapped because I lacked a proper trigger which would most certainly be a fitting highlight for Yametes Player-Victim Feature: This scrapped mod went under the name "Captured". The idea behind captured was that you would be send to a nearby bandit hideout which may or may not be custom & edited by me. Youd always start out in a prison with a few lockpicks and otherwise nude (or with prisoner rags, yay). From there you have to try to escape. Now, how exactly escaping would work is a bit rough and thats why I said "custom & edited hideout" The way you escape will be different depending on the prison and thus will most likely be custom prisons with specific escape routes: I could make you playing through the prison in assassins creed style, where I place bushes around and give you a ridiculous stealth boost while inside them and you have to find a dagger to kill the boss (which will be 1shot when hit by this dagger), get the key for the front door and get out Other plans would be to make you fight in an arena for your freedom (plain & straightforward, yosh) Of course theres also the possibility of a hidden wall somewhere that leads into a large underwater section you have to escape from I think there are a few interesting escape mechanics you can do. Gotta try to be creative Of course you can also be captured and knocked out which will lead into certain punishments n consequences n stuff, yay! Did you consider making these scenarios into a standalone mod? I m also thinking about scenarios like that for my Naked Defeat mod, but I plan on making them an independent plugin with mod event triggers, so that either Naked Defeat, Simple Slavery OR other mods can activate them. Why? Making Scenarios like this is very time consuming and complex. basically they are mini quests. I know tons of these mini quests in dozens of mods, most of those mods basically broken or unplayable (Maria Eden for example). So alot of stuff is basically lost forever and hours of work of creators wasted. If we had independent mini quests that can be started from other mods, we would prevent the loss of that quests and the work behind and at the same time create more content for Simple Slavery (which leads to like 90% dead or broken mods at the moment). This way we also would have more Outcomes for all the defeat mods out there and not each mod would have to reinvent the wheel. Of course this will still happen, since I am sure different mod authors will have different approaches on how to make an arena fight or other stuff, but that is another and minor issue. I m also posting this here, since I think mods in active development should consider trying to increase compatibility between them. Since Yamete escaped my attention for quite some time (I did not browse mods that were in the SE section...) I did not really see what it is and the scope of it. But it popped up in my Naked Defeat support section and so I wonder if this would be possible to achieve in one way or another. 3
Scrab Posted June 11, 2021 Author Posted June 11, 2021 (edited) Quote its quite interesting. Naked defeat triggers anytime the player hits 0 hp, while Yamete triggers on hits when the player is still alive. in-fact yamete doesn't handle 0 hp bleedout. to a certain extent, both mods work well together. there is however one possible problem. if yamete triggers on a death blow, triggering both Naked defeat and Yamete, the mods brake. (if i remebered correctly freezing the player in knowdown mode forever) Why I stay away from player essential stuff 101. Its insecure, unreliable, unstable and more often than not breaks stuff for no reason I was thinking about adding custom mod events in certain circumstances (to be precie when a knockdown happens and ends) to give certain actors immunity from certain mods for the duration of this knockdown. Of course if both mods trigger simultaneously that wont help much Another thing would be to make the lower cap public which would allow an user to disable Yamete when your Hp are below a certain amount, effectively negating this issue - IF youre setting it up correctly (this lower cap is currently set fixed at 1Hp, meaning a death blow would be ignored by Yamete - IF a death blow is properly executed which isnt the case if you turn the player essential). I have no intention into investing much more time into this as I personally consider the "essential approach" to be, frankly, idiotic and a flaw of someone elses mod, not this one. This lower cap is there to specifically avoid this issue after all Quote Did you consider making these scenarios into a standalone mod? Yes and I neglected and scrapped the idea as mentioned as the context of its environment was inefficient and flawed Quote Is it possible to select which body parts/item slots can't be stripped? Sorry if it's been asked No, I can add that though.. maybe. Edited June 11, 2021 by Scrab
Nymra Posted June 11, 2021 Posted June 11, 2021 9 minutes ago, Scrab said: Why I stay away from player essential stuff 101. Its insecure, unreliable, unstable and more often than not breaks stuff for no reason I was thinking about adding custom mod events in certain circumstances (to be precie when a knockdown happens and ends) to give certain actors immunity from certain mods for the duration of this knockdown. Of course if both mods trigger simultaneously that wont help much Another thing would be to make the lower cap public which would allow an user to disable Yamete when your Hp are below a certain amount, effectively negating this issue - IF youre setting it up correctly (this lower cap is currently set fixed at 1Hp, meaning a death blow would be ignored by Yamete - IF a death blow is properly executed which isnt the case if you turn the player essential). I have no intention into investing much more time into this as I personally consider the "essential approach" to be, frankly, idiotic and a flaw of someone elses mod, not this one. This lower cap is there to specifically avoid this issue after all Yes and I neglected and scrapped the idea as mentioned as the context of its environment was inefficient and flawed ok, then I will also not put any effort into cooperation or compatibility. at least then this is nothing on my list anymore. Yamete will just be listed as an incompatible mod then. and.. whatever floats your boat I guess ^^
pinkfluf Posted June 11, 2021 Posted June 11, 2021 Scrab, So I'm fighting away when my tank follower decides to go down on one of the defeated foes, soon as that happens all eyes are on me. Just wondering is it possible to have arousal as a factor in assaults? That way if my follower or an npc isn't aroused enough beyond a certain threshold the assault won't occur. thanks
Scrab Posted June 11, 2021 Author Posted June 11, 2021 (edited) Quote Just wondering is it possible to have arousal as a factor in assaults? That way if my follower or an npc isn't aroused enough beyond a certain threshold the assault won't occur. thanks (This you cant quote stuff is fairly annoying ngl) Depending on what you mean there are a few issues there actually For one, the way Arousal works: SLA uses Factions to define Arousal, meaning for someone to have an arousal they need to be in that Faction first. That usually doesnt matter all too much but in our context: We are very.. spontaneous .. and thats an issue. Its possible that Actors in Combat are being technically knocked out before SLA gave them an arousal (or Arousal couldnt build up yet). This can lead in significantly less knock downs - or scenes. Depending on what you mean Thats the main thing actually, theres another thing that depending on what you me an is major: I dont actually want to create a hard dependency to SLA. Yes, actually That itself isnt really an issue but depending on where you want this check, it can get somewhat heavy to make that check. If you want it when the Scene is supposed to play, pas de probleme but if you mean checking if an Actor can be knocked down in first place, I want to avoid that cause of performance reasons The next version will actually introduce something like "NoScene" flagged knockdowns. This essentially just means that I add a lil extra bit before actually starting a Scene which will for one look for the Animation Framework you want to use and 2nd if a Scene should start in first place. If youre using SLF I can do that Arousal Check there and just flag the Knockdown as "NoScene" if the Condition doesnt return true, if thats what you are after ==== Ill start working on the next version next week, maybe Sunday. Yay. Edited June 11, 2021 by Scrab 2
Garett_ Posted June 13, 2021 Posted June 13, 2021 Do you know if this mod is supposed to be compatible with SkyrimVR? I finally got my install to work with animations and without crashes after entering the game. I know Defeat used to be really broken, I tried Naked Defeat and the it would just break the entire characters animations, so I tried your version which seem to add additional features. It seemed fine, I enabled it, but as soon as I dropped an NPC to critical health which normally trigger the knocked down state, the game crashed. I don't thinks there's any log I can retrieve. I am planning on retrying later on to see if there's options I can toggle off. I never understood why so many things makes the game crash. I assume it is due to SKSE. Probably that mods working without third party loaders would works just fine but be heavily limited functionality-wise. Its possible that another mod has some kind of conflict although every other mods are about completely different features. I will have to research a little more on it.
delgathar Posted June 13, 2021 Posted June 13, 2021 bug - Follower/NPC Knockdown scenario Flee instant slider broken. If I select Flee Instant then the slider won't only gives the options 20s or NAN.
Scrab Posted June 13, 2021 Author Posted June 13, 2021 3 hours ago, Garett_ said: Do you know if this mod is supposed to be compatible with SkyrimVR? There seem to be a couple of people using it in VR successfully ye Cant really help you with your ctd, I dont exactly know much about VR
Scrab Posted June 13, 2021 Author Posted June 13, 2021 (edited) Righty, so.. What do I want from V4 First and foremost Ill go over the entire Frame that is currently there and try to optimize it as much as possible. Thats what Im currently at and that requires me to rearrange how I store data in some instances. The biggest change here thus far is the Filter Function, which thanks to some basic math & this rearrangement of storage is now up to 50 times faster than before, for you that essentially means that - next to the obligatory clean save - you cant use your current MCM.json for the next version.. and the mod is faster.. and with that more responsive. Yay...? Next Ill probably go over the current Scenarios. I plan on removing the Flee-Scenarios and unify the system more (the less code there is, the easier it is for me to fix bugs, yes - also its easier to remember what I was thinking about when writing that stuff ?).. well I guess Im going to rework and remove the entire System as you currently know it. Instead we'll be using this new "group" System to define how a knockdown looks like. Therell be 3 Groups in total and you choose 1 of them for each actor type (Player/Follower/NPC), much like Scenarios in a way but still very different: Basic Once knocked down, your Consequence plays right away, Combat End will be ignored. The algorithm for this goes: "Knockdown" -> "Adult Scene (if enabled & valid)" -> "Consequence" Bleedout Once knocked down, you will fall into Bleedout and after the fight ends the Consequence plays. The algorithm: "Knockdown" -> "Bleedout" -> [Combat End (Chance)] -> "Adult Scene (if enab)" -> "Consequence" This is what a lot of you wanted from this mod a while ago. Its essentially this default Bleedout kinda thing that most other mods do Reverse (Bleedout) Same as Post Combat but Bleedout & Adult Scene are swapped "Knockdown" -> "Adult Scene (if enab)" -> "Bleedout" -> [Combat End (Chance)] -> "Consequence" So.. the Basic Group .. I know that some here use this mod to have some sort of "2d hentai game" experience in their Skyrim, thats what the original inspiration for the stripped condition was taken from after all. Basic is intended to preserve this kind of gameplay But it also contains a unique mechanic that is only available in the Basic Group: Consequence Chance Stacking (my Names right now are terrible, Im so sorry) What is that? Well.. A Consequence has a base% chance that you set in the MCM and this chance is usually static and doesnt change, thats how it is for the other two, now for the Basic Group however, this Chance is dynamic allowed to add up by a certain amount with each knock down. To clarify: The Basic Group allows you to start a fight with 0% Consequence Chance and allows you to set a Variable in the MCM to add to this Consequence Chance with each knockdown. If you put this Chance to 10% and get knocked down once, this first time, a Consequence check will be run with 0% chance, on your 2nd knockdown, with 10% chance on your 3rd with 20% chance and so on until a Consequence does play or Combat ends, which will reset the Chance again to its default (0% here) Next we got our Bleedout & Reverse Bleedout - Groups Both of those are pretty much the same with the exception to the Position of the adult scene. And thats actually not really be important part, the important part here is the [Combat End (Chance)] part this little block is representing a waiting block, a block in which you will be knocked down and cant do anything. That may change later but we keep it at that for now So.. [Combat End (Chance)] stands for a waiting Block that lets you wait till Combat End with a Chance of (1-P). P being set in the MCM. P is NOT the Cosnequence Chance but a seperate Chance that is able to enforce a Consequence (even if you set Consequence to 0 - in which case a default fallback will be used) instantaneously, ignoring Combat End. If the Victim is the Player, this chance will also instantenously stop combat, if the Victim is the NPC, this will play a regular consequence - if one is valid that is. If none is valid, no Consequence will play and the NPC will be stuck until Combat End Consequences Just to clarify that again: When I talk about "Consequences" here, I mean default Fallbacks and maybe one or two very small Quests. The big Consequences I talk about in Post #401 are for the versions after that but my Goal for this Version is to properly finish of the Base Combat-Frame, including an Entry point into the Consequences-Frame (for which to test out I need some default fallbacks) Edited June 13, 2021 by Scrab 2
pinkfluf Posted June 14, 2021 Posted June 14, 2021 (edited) On 6/11/2021 at 6:11 PM, Scrab said: If youre using SLF I can do that Arousal Check there and just flag the Knockdown as "NoScene" if the Condition doesnt return true, if thats what you are after Yup I'm using Sexlab Framework, it sounds like what I'm after, was getting a bit sick of my tank follower (commander Bob) going down on every female NPC leaving me open to attack. I'm guessing NPC consequence will also include a killmove instead of em running off? Hmm a killmove wouldn't be a good idea on protected or essential npc's or could a check be done if they are unique? Quote Ill start working on the next version next week, maybe Sunday. Yay. Sweet!! Edited June 14, 2021 by pinkfluf A togglable option for Kill Move chance on Player would make it fun or maybe not, ignore this I'm babbling
Scrab Posted June 14, 2021 Author Posted June 14, 2021 (edited) New Filter & about Animation Frames: First, the Filter: As mentioned got reworked for easier Storage but I decided to go a Step further and also rework some of its Functionality. The new Filter looks like this inside the MCM: Not sure if coloring the Player was a good idea but I felt like I needed something to underline the Player-Option The new Filter, as mentioned, the Structure with which that one is saved now is significantly faster than the previous one, that aside though the amount of options available will also be less To be more precise, from V4 on you will no longer be able to choose what exactly a Follower can be assaulted by and can assault. Instead you will lay out a base filter which will decide what exactly a NPC of a specific Gender can and cant assault, as seen in the Screen above The Follower can either inherit or overwrite those settings, overwriting works in 2 ways: Either they can assault anything (ignoring the Filter) or nothing. This is still a per-Gender setting. Futa & Gendered Creature are still supported, I just didnt tick the setting in the Frame as thats also being reworked (see below) The reasoning behind this is primarily motivated with the thought: "If a Male NPC would assault a Male NPC why would they stop from a Male Follower just because theyre a Follower?" It was in a way unrealistic and also I dont think that when you had issues with Male on Male, youd disable Male on Male but keep Male on Male Follower enabled. It just made navigating the MCM messy. I think I essentially just removed an Option here that most of you didnt use anyway - or just didnt care about in first place and might actually be happy about being gone Then theres something else about the Filter: The Filter can either be "Restricing" and cancel out an entire knockdown if the attacking Actor doesn't consider its Target 'valid' or "Selective" - only used to find (select) matching Actors for an Animation. Animation Frame integrity Yamete with V4 is capable of using SL, OStim and Flowergirls simultaneously. That means that Yamete will be capable of running a total of 21 Animations at once, 15 from SL, 1 from OStim and 5 from Flowergirls - assuming you have all 3 Frames installed There are a handful.. thing to consider though: For a Frame to be used, it has to be enabled in Yametes MCM This is fairly straightforward I think. Yamete wont use an Animation Frame if you dont want it to use that Frame Primarily intended if you are using a Frame for some other mod and dont want Yamete to use it too because you think its mid combat capabilities are.. just ugly. (or maybe cause CTDs, idk yet how stable FG and OStim will be when I call them mid combat with 20 Instances of Yamete and whatelse you have in your save running alongside it kek) OStim is player only OStim limits itself on a single Thread - one Animation at a time. This makes OStim significantly weaker than SL for our purpose here and due to that, I will limit OStims Thread to only be available to the Player This is to avoid an issue where Im using OStim to start an Animation between two NPC but then you as the player suddenly get knocked down. Technically Yamete is capable of then falling back into a different Frame (and it will if OStim for some reason fails to start an Animation) but for the most part I assume that if you had the choice youd prefer OStim to be used on the Player, and SL/FG for NPC If both Flowergirls & SL are installed, you can assign a Priority to choose which one will be used If both SL and FG are installed, you will be able to set a weight to which one of the 2 will be chosen to animate a Scene. This might be interesting to have some diversity in there, not sure though. If one Frame is incapable of starting an Animation, the other one will be chosen obviously Edited June 14, 2021 by Scrab
Scrab Posted June 14, 2021 Author Posted June 14, 2021 (edited) 1 hour ago, pinkfluf said: I'm guessing NPC consequence will also include a killmove instead of em running off Default Consequences will be killmove, bleedout and running away for the time being. These two sound like the most straight forward ones And yes, anything thats either Unique or Essentially wont be killed and will always run away (or fall into Bleedout) The Bleedout will be a fairly long one that you can cure by giving whoever is knocked down any healing potion. I will automate the whole thing as much as possible, only giving you a quick message if you want to cure the guy and based on your MCM Setting then either give the guy - The weakest Healing Potion - The strongest - The one you have most of from your inventory. This might also work on Hostiles, so be careful who you spamclick ? 1 hour ago, pinkfluf said: A togglable option for Kill Move chance on Player would make it fun or maybe not, ignore this I'm babbling I did have an "execute player" consequence in mind actually Edited June 14, 2021 by Scrab 1
pinkfluf Posted June 14, 2021 Posted June 14, 2021 5 minutes ago, Scrab said: I did have an "execute player" consequence in mind actually awessssssssssssssome !! Saying that I have SM Essential (makes the player go into ghost mode or makes them essential) and it currently works well with Yamete. I guess I could change it to go in ghost mode after a player killmove.
jfraser Posted June 16, 2021 Posted June 16, 2021 Forgive me if these are in here because I am not seeing them, but what are the scorpion and spider knock down profiles?
pinkfluf Posted June 16, 2021 Posted June 16, 2021 11 minutes ago, jfraser said: Forgive me if these are in here because I am not seeing them, but what are the scorpion and spider knock down profiles? Hi , Just a way for Yamete to handle how it treats knockdowns eg. you could have your followers and yourself in "spider" profile i.e knockdown when your health reaches say 15% and you could have other npcs assigned to a "scorpion" profile where they get knocked down when their health is say 50%. hope that helps 1
NukaCherry Posted June 17, 2021 Posted June 17, 2021 I really like Yamate - thanks for all the hard work - and I have a question. I sometimes get a strange situation when I use illusion spells like fury to cause bandits to attack each other. One pair of bandits will trigger a Yamate scene, and the others stand around sheathing and unsheathing their weapons occassionally attacking with ranged, but not really moving. After the victim NPC enters bleedout - the aggressor NPC will walk away and the other bandits will still stand there doing nothing much. Only when the bleedout ends, will fury retrigger and they will attack each other again. Odd, when I play with fury, I tend to disable NPC victim - as they are driven mad by magic, but was just flagging this up.
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