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Posted

Hey I am currently running with defeat and thought about Switching but as I would guess from the description there is no handling for mods like SD oder Simple Slavery as an outcome. Or did I just didn`t saw it?

 

Thank you!

Posted (edited)

I'm gonna agree with the previous person. I'd love to see some SD+ resolution. The only reason I keep going back to the janky Defeat/DA combo is for the SD+ integration. Getting rid of both of those would be great.

Edited by volanthh
Posted
20 hours ago, asdfmovie666 said:

there is no handling for mods like SD oder Simple Slavery as an outcome. Or did I just didn`t saw it?

No yet. SS yes, SD+ no

SD+ will follow before V5.0 is released

Posted (edited)

Hi there,

this mod is actually an almost perfect replacement for SLDefeat. Especially after using Better Combat Escape, the de-aggroing became a little bit more consistent when facing multiple enemies (even though it still proves inconsistent). If anything fails, the command player.stopcombatalarmonactor seems to do the trick.

 

BUG REPORT - Instant-Knockdown on creatures even when restricting the knock down through filter lists

Spoiler

Unfortunately, the main issue I'm currently facing is that creatures get knocked out instantly. Even NPCs do this. This should not be the case, since I disabled them from even being able to be knocked out through the restrictive filter (which doesn't seem to work). I even tried the extra filter options just to be sure, but everyone still knocks them out instantly. Even if the knockout prevention doesn't work, it should atleast not knock them out instantly, since I set the limit to 5%-20%.
I'm not using any other defeat/submit mod types, so I do not have an idea on why this would happen.
Hope this gets fixed, since this mod proves a way better experience as SLDefeat and would address some story related problems to.
Maybe as a quickfix suggestion, have an option that just straight up turns of creature knockdowns, so noone can knock them down, but they still can knock down everyone.

 

Edit: Found the cause of the issue after fumbling around a bunch and found another bug
        BUG 1: When putting the Chance on hit for NPC/Creatures to 0% (Player can be set to 0% just fine), creatures seem to instantly or basically instantly

                  get knocked out by any actor, ignoring the filter lists. Furthermore dragons seems to be insta-knockdown no matter what, but that seems to be a

                  known issue.

         Possible cause: The chance on hit seems to ignore the filterlist in general for creatures. Even with higher percentiles I can knock out the restricted

                                    creatures. It works fine for the other actors though (haven't tested followers, but seems aight).

         Quickfix until mod gets updated: Put chance on hit to 0.5%, better than always instantly knocking them down

 

         BUG 2: When setting stamina or mana threshold to a lower percentile, the sliders cannot be moved upwards anymore. F.e. when sliders would initially

                      go from 0%-40% since its currently on 40% and I slide it down to 20%, the slider can now only be moved from 0%-20%.

 

 

Edited by FreakingGobbo
Editing to include the bugreport
Posted

SO this is a improved defeat ? the defeat mod was always little bug and never worked so good for me, i have been playing the game for almost 400 hours now on SE, literally 400 hours of gameplay, and i have 800 hours in LE, i couldnever make the mod work the way i want since i use combat mods too, i can give a try on your mod to see if will wrok better in my game ?

Posted (edited)
4 hours ago, FreakingGobbo said:

BUG REPORT - Instant-Knockdown on creatures even when restricting the knock down through filter lists

The instant knockdown sounds weird. By the time this CHance is evaluated I dont know if whatever got hit is a creature or not. In fact the Player, Creatures, NPC & Followers are all being checked by one and the same Code

As for Creatures being Victim despite them being Invalid, I actually found an oversight just now that doesnt validate the Creature Race of  the Victim. I assume this will explain most issues regarding Creatures not being properly excluded. I assume I removed it when implementing the Selective/Restrictive Filter and never though about adding it back in, oh dear ?

 

With the 2nd bug already being fixed I think that should cover both issues. Im not sure about this Chance Setting but excluded Creatures being Victim should be gone for good with the next release :)

 

Next release, I want to do a quick revisit of the Enslavement in Yamete (not the Black market Intro) and move the Interaction Options with Victims into a Wheel Menu instead of using this awkward Staring Contest Dialogue stuff after that Im going to release V4.2

No surrender feature yet, I push that back to V4.3 because of all the fixes which are part of V4.2

 

3 hours ago, FlufyFox said:

SO this is a improved defeat ?

More or less

Lets say Yamete fills the same niche but its Scale is significantly greater than anything Defeat was ever intended to be capable off

Edited by Scrab
Posted

Scrab, what  I notice is that when the PC becomes vulnerable to assault, the transition to an aggressive/rape animation is a bit awkward.  Briefly everything stops while mod seems to be thinking about what to do next.  How will this be polished in future releases?  Transition animations?  On the positive side, Yamete! has never crashed.   And the NPC versus NPC mode, while not perfect, works far better than it ever did in Defeat.  (Note, I've never played modded Oldrim.  I've heard that so many LL mods worked perfectly with Oldrim but the ports of these same mods to SSE are so so...)

 

Again, the issue that while an NPC is being assaulted, the attacking PC/NPC's buddies will continue to attack the victim.

Posted
2 hours ago, rodrigo2 said:

the transition to an aggressive/rape animation is a bit awkward.  Briefly everything stops while mod seems to be thinking about what to do next.

THis is mostly SL not knowing what to do

The plan is to one point in time add struggle animations inbetween the Knockdown and the Animation but for that Id need someone to make me proper struggle animations first and have to take a closer look into iWantWidgets

Posted (edited)

Yamete! V4.2

When Updating: Remove all Enslaved Targets that are with you, then In the Console: Type "stopquest yam_enslavement" followed by "startquest yam_enslavement" otherwise you wont be able to interact with enslaved Victims

  • Reapers Judgement: Claiming, Capturing & Enslavement are now always visible and only .. redded out? when unavailable
  • Reapers Mercy can now be set to ignore or use the Creature Filter to exclude (or include) Creature (Races)
  • Reapers Mercy can now be set to only knockdown when the used hit is a bash attack
  • Enslavement: Removed the Dialogue interaction & replaced it with a UI Extensions Wheel Menu
  • A restrictive Creature Filter now also respects the Victim Race
  • Updated OStim Integration to API Version 26. You need to grab one of the Builds from OStims Discord. API Version26 includes some handy stuff for Subthread Integration which is something Yamete (and new ScRappies) make heavy use of, just fyi
  • Fixed incorrect slider Limits for Exhaustion Conditions
  • Stability improvements
Edited by Scrab
Posted
2 hours ago, Scrab said:

Yamete! V4.2

  • Reapers Judgement: Claiming, Capturing & Enslavement are now always visible and only .. redded out? when unavailable
  • Reapers Mercy can now be set to ignore or use the Creature Filter to exclude (or include) Creature (Races)
  • Reapers Mercy can now be set to only knockdown when the used hit is a bash attack
  • Enslavement: Removed the Dialogue interaction & replaced it with a UI Extensions Wheel Menu
  • A restrictive Creature Filter now also respects the Victim Race
  • Updated OStim Integration to API Version 26. You need to grab one of the Builds from OStims Discord. API Version26 includes some handy stuff for Subthread Integration which is something Yamete (and new ScRappies) make heavy use of, just fyi
  • Fixed incorrect slider Limits for Exhaustion Conditions
  • Stability improvements

Great work, thx for the update!

 

Is there a special update procedure required or just overwrite with the new version?

 

cheers

Posted
3 hours ago, tznvlw said:

@Scrab

 

I would like to ask you, on the 8th screenshot on the file download page, what kind of tattoo does your character use?:)

It's from a user's pics (riorao) on page 46 post 910

 

1 hour ago, monty359 said:

Great work, thx for the update!

 

Is there a special update procedure required or just overwrite with the new version?

Usually a new save you could try resaver though (make a backup of your save file).

Posted (edited)
1 hour ago, monty359 said:

Is there a special update procedure required or just overwrite with the new version?

Ah, yes. Thanks for reminding me. Ill add it to the patchnotes

 

You will have to dismiss all current existing slaves & then type into the console "stopquest yam_enslavement" then "startquest yam_enslavement" otherwise you cant interact with through Reapers Judgement enslaved Victims

.. or you just do a clean save/new game. That always works of course

Edited by Scrab
Posted
15 minutes ago, pinkfluf said:

It's from a user's pics (riorao) on page 46 post 910

 

Usually a new save you could try resaver though (make a backup of your save file).

 

Hello, Thank you for letting me know?

Posted
12 hours ago, Scrab said:

Yamete! V4.2

When Updating: Remove all Enslaved Targets that are with you, then In the Console: Type "stopquest yam_enslavement" followed by "startquest yam_enslavement" otherwise you wont be able to interact with enslaved Victims

  • Reapers Judgement: Claiming, Capturing & Enslavement are now always visible and only .. redded out? when unavailable
  • Reapers Mercy can now be set to ignore or use the Creature Filter to exclude (or include) Creature (Races)
  • Reapers Mercy can now be set to only knockdown when the used hit is a bash attack
  • Enslavement: Removed the Dialogue interaction & replaced it with a UI Extensions Wheel Menu
  • A restrictive Creature Filter now also respects the Victim Race
  • Updated OStim Integration to API Version 26. You need to grab one of the Builds from OStims Discord. API Version26 includes some handy stuff for Subthread Integration which is something Yamete (and new ScRappies) make heavy use of, just fyi
  • Fixed incorrect slider Limits for Exhaustion Conditions
  • Stability improvements

So for OStim I'd get the latest build under "#builds" on the OStim Discord?

Posted

I tried updating to the newest version but that seems to break my save. Reapers mercy stops working properly and using the hotkey to add or remove the spell does nothing. 

Posted
8 hours ago, Feledae said:

So for OStim I'd get the latest build under "#builds" on the OStim Discord?

Ye. Or you wait a week or so until Sai uploads the new Version to Nexus. I guess I shouldve waited a week or two myself, huh

 

24 minutes ago, gomgom50 said:

I tried updating to the newest version but that seems to break my save. Reapers mercy stops working properly and using the hotkey to add or remove the spell does nothing. 

What do you mean "stops working properly"?

Does the Ability to or remove the Spell work perhaps? The one you can add/remove in the MCM?

Did you try a new game? If that works you might have to do a Clean Save after all

Posted

Hello, guys.

Loving Yamete so far but I'm having issues after getting Shadows Captives perk, now every time I land a sneaky shot to any human or dragon NPC I get a message saying shadows captive is activated followed by "setting target essential" and "setting target unessential", with dragon it's hard to fight due to all the messages and the NPCs killed in 1 shot don't get captured.

Is there any way to remove the perk?

Thanks!

Posted (edited)
35 minutes ago, realstoragekid said:

I get a message saying shadows captive is activated

Thats Debug Messages I used for testing and forgot to remove

 

YamShadowsCaptive.pex

This here removes them

 

I will try to increase consistency of the Perk later. Essential Flags are just really clunky to work with

Edited by Scrab
Posted
50 minutes ago, Neko14789 said:

I really hope that we could get some integration with other mods to handle defeat

As in locking DDs on you and applying tats? Thats on my 2do ye

 

 

I uploaded V4.2.1 now which officially removes the Debug Messages above

I did implement a lil something to hopefully make Shadows Captive more stable, in my game the thing behaves exactly the same as it does before so idk if that helped or anything

Remember that Shadows Captive is only available while Reapers Mercy is active and that your Sneak Attacked needs to KILL the Target to Claim it. The sneak attack on its own wont do anything here, only Lurking Threat allows you to instantly claim any Target hit by a Sneak Attack and that with a fairly low chance

 

The intention behind Shadows Captive is primarily to give a high level Assassin an Option to knock down Targets since those are usually just oneshotting everything and thus wouldnt be able to Claim Targets otherwise

Posted (edited)

Not sure why but when my character went into bleed out, SL assigned my character as the aggressor in the animation. The animation was MM btw so it seems many mod confuses the actors a lot.

 

Otherwise the mod runs smooth like a butter. TIA.

Edited by onionlover76
Posted
22 minutes ago, iprollyneedhelp said:

Is it in your plans to add imprisonment as a resolution if defeated by guards? Noticed the option was missing while comparing this mod to defeat.

Yes

 

2 hours ago, onionlover76 said:

The animation was MM btw so it seems many mod confuses the actors a lot.

Ill be sure to implement a check in MM Animations to move the victim into Position 1, I wont make this check for any other Combination though

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