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3 hours ago, Skyrim4DERS said:

You know all those porn games where enemies have like, a couple of attacks. Damage attacks and Rape attacks?

I actually dont, never played those games. Mind elaborating? 

More knockdown Conditions would prbly not be a bad thing

 

=====

 

Mid battle "taking turns" or "group sex" wont ever happen because of issues with Aggression swapping. In fights with 2 or more Actors on each side, it will cause a lot of oddities & mid battle knockdowns is already not exactly reliable

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Actually, what you guys think of a "stripped down" condition? 

 

I let you set a Chance in the MCM for Equipped Items to be stripped when someone hits you and when enough items are lost, youll get knocked down

Like strip poker but instead of losing a round in a card game you get hit once too often :) 

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2 hours ago, Scrab said:

Actually, what you guys think of a "stripped down" condition?

 

It would be a fun way to play with Armor Break type mod

 

When my pc is in combat, Armor breaks often and that would put my pc in a vulnerable state of being knocked down and get use by the ennemy

 

I like it ! Continue the good work on this mod, it has great potential

 

Edit : This Make me think about a fallout 4 mod here in loverlabs "Combat Strip Lite"

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3 hours ago, Illana said:

 

defeat also bugs out to the point where u have to reload your save

 

It happens, but it's about the potential. I'd rather reload now and then instead of having a simplistic mod(with complicated mechanics) that can only handle one scene. But there are other mods that can do the same thing. Deviously Cursed Loot is one.

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8 hours ago, Scrab said:

Actually, what you guys think of a "stripped down" condition? 

 

I let you set a Chance in the MCM for Equipped Items to be stripped when someone hits you and when enough items are lost, youll get knocked down

Like strip poker but instead of losing a round in a card game you get hit once too often :) 

I think it would be nice feature to have!

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9 hours ago, Scrab said:

Actually, what you guys think of a "stripped down" condition? 

 

I let you set a Chance in the MCM for Equipped Items to be stripped when someone hits you and when enough items are lost, youll get knocked down

Like strip poker but instead of losing a round in a card game you get hit once too often :) 

the only issue with this would be loose items everywhere and thats an easy way to bloat a save. Maybe unequip instead?

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56 minutes ago, Illana said:

the only issue with this would be loose items everywhere and thats an easy way to bloat a save. Maybe unequip instead?

I was thinking to build the MCM for this option like this: 

  • Enable the System (Toggle)
    • Chance to be stripped (Slider)
      • Unequip instead of drop on floor (Toggle)
      • Chance to destroy Item instead of drop (Slider)
    • Knockdown if you wear less than [this option] Items (Slider)

 

 

7 hours ago, bigboy4u said:

Very cool mod, can I replace defeat with this? Or will I mess my save?

 

Enabling Yamete midgame shouldnt cause any issues

If uninstalling defeat midgame breaks your game idk

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Hey there, I'm really only using the mod for the player to be the initiator. I have all the other options turned off for simplicity. I can enable reaper and everything and turn it off and on, but I don't seem to get the menu when I hit or kill any NPCs. I have just 2.1.7 loaded along with the SL framework, some M/M animations and some unrelated mods. Am I missing something?

 

Edit: I sorted my mod load and got a menu to appear once after I killed a saber cat and I was going to loot it. I tried assault the the models kind of just neutral posed at each other until I reloaded.

Subsequent tests have not gotten the menu again.

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On 3/6/2021 at 11:40 PM, TheLoverLabCriminal said:

I have an issue when my hp is below 50 % it say sexlab isnt installed wich is false I have it activate and fully installed it anyone know why ?

I am having the same issue, I am fairly certain I installed everything correctly but no joy.

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8 hours ago, hungrybluedragon said:

I don't seem to get the menu when I hit or kill any NPCs.

What weapon did you use to down them

What NPCs

 

 

On 3/18/2021 at 12:40 AM, Alatos1 said:

I've been detailed enough to help.

More detailed than most, wish more people would give me reports like that

One last thing I need to know: What did you use to put them below the thresshold? With what did you attack them?

 

 

8 hours ago, Ferrumus said:

I am having the same issue, I am fairly certain I installed everything correctly but no joy.

 

Did you update to the latest version?

 

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2 hours ago, Scrab said:

What weapon did you use to down them

What NPCs

 

 

More detailed than most, wish more people would give me reports like that

One last thing I need to know: What did you use to put them below the thresshold? With what did you attack them?

 

 

 

Did you update to the latest version?

 

 

I have got the mod working now but everytime a scenario begins the enemies kill my character immediately.

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3 hours ago, Scrab said:

 

 

 

More detailed than most, wish more people would give me reports like that

One last thing I need to know: What did you use to put them below the thresshold? With what did you attack them?

 

 

 

 

 


I used an Iron Sword in all instances.

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Version 2.0, 2.P and 2.1:

I haven't seen NPC initiate anything to another NPC or followers, followers don't assault NPC or the player (e. g. when a hit of an AOE spell registered). My setting in MCM are unchanged from the initial release.

 

PC gets jumped on all the time by NPC or non active followers, though. Occasionally I get the reapers mercy popup but the NPC are already dead. The message for activating/deactivating the combat quest does not always show or is wrong (the message says the mod has stopped but when checking in MCM the combat quest is active). 

When the combat quest is shown as inactive in MCM, no assault happens. 

 

I've done a clean install of the mod and moved it to the bottom of the load order. This is the case for existing saves and new games.

 

Can anyone else confirm this? 

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I've tested this mod. Knockdown works correctly. "Stop combat" doesn't work for aggressor or victim, no matter. They can't fight while being in sex animation, but continue to receiving damage from other characters or creatures.  And I'd rather to see the "sneak rape" feature in this mod,  like in defeat.

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On 3/19/2021 at 3:10 AM, Scrab said:

I actually dont, never played those games. Mind elaborating? 

More knockdown Conditions would prbly not be a bad thing

 

=====

 

Mid battle "taking turns" or "group sex" wont ever happen because of issues with Aggression swapping. In fights with 2 or more Actors on each side, it will cause a lot of oddities & mid battle knockdowns is already not exactly reliable


So most 2D sex games (you can find a bunch on Itch.io) Most games just have attacks where they knock down the opponent and the player has to struggle them off. (usually by mashing a key) There is a bar that usually gets filled when playing and when the bar reaches full you're defeat and its game over. 

Different games have different takes on the bar and what it means but it's generally the same. Sometimes when the bar reaches full the player looses a life. etc

Some games like: Captivity have enemies do health attacks and rape attacks. I know BakaFactory on his patreon said he was going to start adding in creature struggle animations for Defeat. which would work perfect ( I think)

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On 3/19/2021 at 4:34 PM, Scrab said:

I was thinking to build the MCM for this option like this: 

  • Enable the System (Toggle)
    • Chance to be stripped (Slider)
      • Unequip instead of drop on floor (Toggle)
      • Chance to destroy Item instead of drop (Slider)
    • Knockdown if you wear less than [this option] Items (Slider)

 

 

 

Enabling Yamete midgame shouldnt cause any issues

If uninstalling defeat midgame breaks your game idk

That's the question, time for me to find out...

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20 hours ago, arg00n said:

Version 2.0, 2.P and 2.1:

I haven't seen NPC initiate anything to another NPC or followers, followers don't assault NPC or the player (e. g. when a hit of an AOE spell registered). My setting in MCM are unchanged from the initial release.

 

PC gets jumped on all the time by NPC or non active followers, though. Occasionally I get the reapers mercy popup but the NPC are already dead. The message for activating/deactivating the combat quest does not always show or is wrong (the message says the mod has stopped but when checking in MCM the combat quest is active). 

When the combat quest is shown as inactive in MCM, no assault happens. 

 

I've done a clean install of the mod and moved it to the bottom of the load order. This is the case for existing saves and new games.

 

Can anyone else confirm this? 

I have the same, no NPC to NPC scenes and reapers mercy activates on already dead npcs

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20 hours ago, Illana said:

I have the same, no NPC to NPC scenes

On 3/20/2021 at 7:34 PM, arg00n said:

Can anyone else confirm this? 

 

Was that happening in V1 too?

 

On 3/21/2021 at 3:33 AM, Skyrim4DERS said:

Captivity

 

Can only find one by DirtyLambStudio which doesnt seem to be the correct one?? 

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2 hours ago, Scrab said:

 

Was that happening in V1 too?

 

 

Not sure if I got the right one, by DirtyLambStudio? looks 3D to me & the gaphics look a bit like a horror game, less like an adult one? (not that horror games cant be adult)

Nope, V1, NPC vs NPC was working fine.

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38 minutes ago, Illana said:

Nope, V1, NPC vs NPC was working fine.

 

My current WIP:

 

Yamete!.7z

 

This is primarily experimental performance & consistency optimization. I want to emphasize the "experimental", I started working on this today and didnt get to testing yet and I dont know if all of it actually works the way I want it to

 

  • The biggest change thus far is probably that Reapers Mercy is now using a Cloak for its OnHit Event, this should force an Instance for any Actor in your surrounding, avoiding issues such as the game not apply the Spell in time due to lag. Also it allows Combat Mages & Material Artists to properly utilize Reapers Mercy
  • Reapers Mercies instance is inactive until an Actor is actually being hit by something and the Script Call is canceled instantaneously if the attacker isnt the Player but even so, I want to avoid forcing dozens of unused instances, so Reapers Mercy now has a Duration of 5 Minutes, to avoid it being active at all times. I dont know how this feels IG or if it works the way I want it to. If you use the Spell the way I intended to, you shouldnt notice a difference
  • Reapers Mercy no longer checks for Distance & Hostility, allowing you to knockdown  Followers again or idk what you wanna do with that. Distance checks are unnecessary for Reapers Mercy as the Effect has no instantenous effect and only knocks down Actors
  • Reapers Mercy no longer activates for dead Actors
  • Changed the Conditioning on the Calm Cloak (the thing that stops stuff from attacking Victims & Aggressors during Scenes & Scenarios). Im not 100% sure if the Cloak will now work as intended,  this needs further testing
  • Changed Conditioning on almost all spells & minor performance optimisation in scripts
  • Temporarily removed Hostility & Distance checks from Player, Follower & NPC Script. I did this because of the issues that seem to be happening in V2 concerning assaults not happening, those checks are - as far as I remember - the only new Conditions for Assaults. Im planing on adding MCM Options for those but for this test WIP & because the MCM will be completely redone for the next version, Im just going to fully disable them here
    I would appreciate to test out at least this change to see if those 2 new Conditions are causing any issues. If you dont want anything of  the above, at least replace "YamFollower", "YamPlayerMonitor" and "YamActor" from your current Version with the ones in this WIP and tell me if it fixes your issues wit assault consistency

 

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