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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

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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 by Scrab
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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.

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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

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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:

  1. 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"
  2. 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
  3. 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 by Scrab
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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 by pinkfluf
A togglable option for Kill Move chance on Player would make it fun or maybe not, ignore this I'm babbling
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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:

image.png.76a3119d2069c9a5d6def6e5ae1a7d83.png

 

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:

  1. 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)
  2. 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
  3. 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 by Scrab
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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 by Scrab
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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. :)

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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 :)

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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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6 minutes ago, blahblahblah97 said:

I sometimes get a strange situation when I use illusion spells like fury to cause bandits to attack each other.

Who is hit by Fury? The Victim? The Aggressor? Surrounding NPC? The Floor?

 

What happens when you Fury one of the surrounding NPC?

Edited by Scrab
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1 hour ago, Scrab said:

Who is hit by Fury? The Victim? The Aggressor? Surrounding NPC? The Floor?

 

What happens when you Fury one of the surrounding NPC?

 

 

Start of battle - 2 of 4 had fury on them (I was hidden firing it from a distance, but they were hard to hit).

During scene - I could easily hit all of them as they were stationary (all 4 had fury)

End of scene - the one walking away did not have fury and they reset to the camp after walking away - the other 3 did - and they attacked each other.

 

Not a big deal, I think fury should probably win over Yamete in terms of killing vs starting a scene.

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2 hours ago, blahblahblah97 said:

Not a big deal, I think fury should probably win over Yamete in terms of killing vs starting a scene.

Indeed

 

Im currently letting havok reign over the mod (as in I basically rewrite the entire mod and introduce roughly 5 billion new bugs, yay!) but if I get to a point where I can add that, will do

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Hey there! Question. I've always setup my games so that no follower is essential and all of them may potentially die. However, unless I'm mistaken, it seems that Yamete is preventing my followers from getting killed by enemy NPC's by sending them into bleedout whenever their health drops below a certain threshold. I thought that this would be easy enough to fix, but my noob face just doesn't get which of Yamate's settings I should fiddle with to make my followers 'mortal' again. Can you help me?

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7 minutes ago, Miller826 said:

Can you help me?

(I hope Im not mistaken here) go into the Follower/NPC tab and at the very bottom of the NPC side of things there should be a "NPC as aggressor" setting, there is a %-chance which settles how likely it is for a NPC to knockdown a Follower. Set that down to w/e you want (even 0%) to make Follower getting kocked down more likely

Alternatively you can also disable "Followers can be Victims" on the same page at the very top on the follower side which will have the same effect as setting the above option to 0% (ye its a kinda pointless setting that Ill remove with V4)

 

You may also do something there with the Filter to somehow make them invalid which would also do exactly the same as the above two options, though I have no clue about the V3 Filter anymore, I  completely reworked that one for V4. kek.

 

 

Usually you can achieve certain setups through different ways in this mod, my pardon if that may be confusing :^) Im trying to clean it up a bit rn

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On 6/14/2021 at 9:44 AM, Scrab said:

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

 

 

FINALLY

Flower Girls and OSTIM sex defeat

 

785.jpg

 

Sorry, I couldn't resist to meme it, but that means I'll download your mod since I'm a Flower Girls user, now that I got your attention, here is my question:

This will trigger the Flower Girls BDSM addon? Maybe you'll want a test lab rat for Flower Girls, and I offer myself in the name of Dragonporn... ehem...! Science.

Edited by KingstonPrince7
I'm a dumb that doesn't know how to write correctly
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Those are the default NPC Consequences introduced in V4:

  1. Death Sentence
    An Actor will fall into Bleedout and periodically lose health until they are either given a Potion, are healed by a spell or die. Additionally, any Actor that is not considered their Ally (based on Yametes Faction Division), is allowed to execute this Actor, instantly killing them
  2. Terror
    An Actor that falls into Terror will be feared and periodically lose health and stamina until they are down to 5% Hp/0% Stamina. The fear Duration will last for at least 1 Minute and cannot be cured. Their damage will be significantly reduced for another 5 Minutes
  3. Withered
    An Actor will fall into Bleedout until either given a healing potion or healed by a spell. If the game doesnt hate me an Actor will never recover from  this Bleedout in any other way, including followers
    This is the default Fallback if the game doesnt find any another option

For the Player:

  1. Death Sentence
    Same as for NPC
    I should note at this point that NPC will heal you as long as they have a potion or healing spell. Healer-Followers might actually be a valid option outside of role playing with this kind of combat V4 introduces, huh
  2. Left for Dead
    You will blackout and respawn somewhere near in a safe location. If you have a Follower with you they may rescue you and get you to the nearest inn/player house. This should support modded locations. This does however require the Follower to not suffer from a consequence of their own
    This is the default Fallback if the game doesnt find any another option

 

In case you havent noticed yet: Bleedout got reworked to be more interactive

You will also be able to save your fellow comrades from a Knockdown by healing them between Knockdown Group entrance & Adult Scene/Consequence

 

 

And the Consequence starting is build in a way that allows you to make use of Yametes consequences without referencing the mod whatsoever

(I want to note that I was planing on doing it like this since the beginning zzz)

Edited by Scrab
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24 minutes ago, KingstonPrince7 said:

This will trigger the Flower Girls BDSM addon?

No clue I use the default Flowergirls Formlists but use barely any of its scripts. I have to admit Im heavily dissapointed by Flowergirls. Not only did I have to basically recreate the entire Scene Starting Function because Flowergirls doesnt return me if a Scene actually starts - which is absolutely mandatory for Yamete to handle Scenarios (or groups with V4+) but it also fails to properly respond when a Scene ends, so I had to fallback to powerOf3's papyrus extender to add a pseudo event - and I dont even know if that one works reliably

 

Oh yea, Power of 3's Papyrus Extender is a new dependency with V4+. I didnt add it for Flowergirls specifically, we also need it for some detailing for the new group system and I will add some other lil features which would be much, much too heavy & clunky to include without it

Edited by Scrab
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Just now, Scrab said:

No clue I use the default Flowergirls Formlists but use barely any of its scripts. I have to admit Im heavily dissapointed by Flowergirls. Not only did I have to basically recreate the entire Scene Starting Function because Flowergirls doesnt return me if a Scene actually starts - which is absolutely mandatory for Yamete to handle Scenarios (or groups with V4+) but it also fails to properly respond when a Scene ends, so I had to fallback to powerOf3's papyrus extender to add a pseudo event - and I dont even know if that one works reliably

 

Oh yea, Power of 3's Papyrus Extender is a new dependency with V4+. I didnt add it for Flowergirls specifically, we also need it for some detailing for the new group system and I will add some other lil features which would be much, much too heavy & clunky to include without it

So... SexLab is still a better option for Yamete?

 

Damn... And I use FG for the mechanics, but I guess I'll have to try SL Eager NPCs instead (looks like it has more options and config).

 

What about OSTIM? I never used OSEX, but if it works as is, I'll give it a try.

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21 minutes ago, KingstonPrince7 said:

So... SexLab is still a better option for Yamete?

 

Damn... And I use FG for the mechanics, but I guess I'll have to try SL Eager NPCs instead (looks like it has more options and config).

 

What about OSTIM? I never used OSEX, but if it works as is, I'll give it a try.

 

All should technically be fully supported so it doesnt matter what you use

Im just saying that Flowergirls is - without a doubt - the weakest Framework of the 3. By far

 

OStim has a major limitation as in it only supports 1 Animation at a time and Id argue currently the API is still a bit messy and its a bit rough to really understand how much you can do - and how. The tagging system in particular still confuses me with the weird string coding *shrugz

But as mentioned, due to this limitation OStim will be player only. I think that OStim compared to SL adds a lot more detail and quality into its single animation, this does however not change the fact that "only 1 Animation at a time" does cripple Yametes adult integration in a way so my general recommendation would be: Get OStim and use it together with one of the other Frames to ensure that there are more Scenes and not only the ones the player is involved in

 

Lastly SexLab. I think I said it before, Ill say it again: With my current experience, SL is still much stronger than either of the other two. It has issues and again: in some instances OStim is definetly stronger than SexLab but SexLabs API is a lot cleaner and easier to read, easier to interact with. It has Creature Support and a total of 15 Slots, compared to 1 in OStim or 5 in FG

Edited by Scrab
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13 hours ago, Scrab said:

 

Lastly SexLab. I think I said it before, Ill say it again: With my current experience, SL is still much stronger than either of the other two. It has issues and again: in some instances OStim is definetly stronger than SexLab but SexLabs API is a lot cleaner and easier to read, easier to interact with. It has Creature Support and a total of 15 Slots, compared to 1 in OStim or 5 in FG

What do you mean with 15 slots?

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