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1 hour ago, alex77r4 said:

The most simple solution can be verify the distance from the player inside Main.BleedOutEnter(mySelf, 0)

The most common situation in which this bug happens to my knowledge is when you constantly change cells from exterior to interior, so distance wouldnt help

 

Then the reason why playing an Animation the Player cant see in that moment is a design choice. Yes I could put everything behind a LOS and distance check & whatnot but the consequence would be that those people that come by from time to time and write up their recent encounters with some bandits getting banged by some Soldiers near a Giant camp not realizing that theyre provoking a Giant until said Giant joins the party, that would be gone and imo thats one of the things that makes this mod unique compared to all others

 

There is more loss than gain from overanalyzing those things for nothing more than fixing a minor inconvenience. Considering that nobody complained about this bug over the past 40 pages or so Id argue nobody really feels bothered by it either, meaning that any price that the mods design would have to pay will be too expensive

 

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49 minutes ago, Scrab said:

The most common situation in which this bug happens to my knowledge is when you constantly change cells from exterior to interior, so distance wouldnt help

 

If the problem normally happen when change from exterior to interior you can add the event OnCellDetach() in YamActor and YamFollower. Seem that is reliably fired and we have 3DLoaded while the game process the events. See my code:

Spoiler

Event OnCellDetach()
    If myself.is3Dloaded()
        Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach but have 3Dloaded")
        Utility.wait(5)
        If myself.is3Dloaded()
            Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach and have 3Dloaded AFTER 5 SECONDS")
        else
            Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach but LOST 3Dloaded in 5 SECONDS")
        endif
    ELSE
        Debug.Trace("[Yamete] YamActor:"+mySelf+ "whit name:"+mySelf.GetName()+" OnCellDetach and NOT HAVE 3Dloaded")
    ENDIF
endEvent

 

Of course, my log say we have 3DLoaded over that actors AFTER 5 SECONDS. Log:

Spoiler

    2257    [11/03/2021 - 04:23:14PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach but have 3Dloaded
    2258    [11/03/2021 - 04:23:14PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach but have 3Dloaded
    2493    [11/03/2021 - 04:23:19PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    2494    [11/03/2021 - 04:23:19PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3870    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach but have 3Dloaded
    3871    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach but have 3Dloaded
    3872    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach but have 3Dloaded
    3873    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach but have 3Dloaded
    3874    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach but have 3Dloaded
    3875    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach but have 3Dloaded
    3876    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach but have 3Dloaded
    3877    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach but have 3Dloaded
    3878    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach but have 3Dloaded
    3889    [11/03/2021 - 04:24:43PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach but have 3Dloaded
    3979    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3980    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3981    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3982    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach but LOST 3Dloaded in 5 SECONDS
    3983    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3984    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3985    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3986    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3987    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    3988    [11/03/2021 - 04:24:48PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    7970    [11/03/2021 - 04:31:18PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach but have 3Dloaded
    7971    [11/03/2021 - 04:31:18PM] [Yamete] YamActor:[SIC_ActorRemove < (FF000D12)>]whit name: OnCellDetach but have 3Dloaded
    7972    [11/03/2021 - 04:31:18PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach but have 3Dloaded
    8084    [11/03/2021 - 04:31:23PM] [Yamete] YamActor:[lvlpredatorscript < (00084700)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    8085    [11/03/2021 - 04:31:23PM] [Yamete] YamActor:[SIC_ActorRemove < (FF000D12)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    8086    [11/03/2021 - 04:31:23PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9794    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach but have 3Dloaded
    9795    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach but have 3Dloaded
    9796    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach but have 3Dloaded
    9797    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach but have 3Dloaded
    9798    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach but have 3Dloaded
    9799    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach but have 3Dloaded
    9800    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach but have 3Dloaded
    9801    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach but have 3Dloaded
    9802    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach but have 3Dloaded
    9809    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach but have 3Dloaded
    9810    [11/03/2021 - 04:33:07PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach but have 3Dloaded
    9897    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[lvlpredatorscript < (000DC55F)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9898    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (FF0024C3)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9899    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (4200F5F5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9900    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543E6)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9901    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[SIC_ActorRemove < (FF00264B)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9902    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[SIC_ActorRemove < (FF0025E2)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9903    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543E8)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9904    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543E7)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9905    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[Actor < (000543C5)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9906    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[lvlpredatorscript < (000DC556)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    9907    [11/03/2021 - 04:33:12PM] [Yamete] YamActor:[lvlpredatorscript < (000846FF)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS
    12899    [11/03/2021 - 04:34:54PM] [Yamete] YamActor:[Actor < (0005439A)>]whit name: OnCellDetach but have 3Dloaded
    13033    [11/03/2021 - 04:35:00PM] [Yamete] YamActor:[Actor < (0005439A)>]whit name: OnCellDetach and have 3Dloaded AFTER 5 SECONDS

 

I think 5 seconds is enough time to make everything that we want over that actors.

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19 minutes ago, alex77r4 said:

 

I think 5 seconds is enough time to make everything that we want over that actors.

 

Event OnCellDetach()
  Debug.SendAnimationEvent(mySelf, "staggerStart")
  CleanUp()
EndEvent

 

This here should be all we need, placed in YamScanReferences.psc

I believe the Player can never receive OnCellDetach() Events, so no need to check here

 

Type0 is the only Bleedout we can track with the Combat Quest. Actors in any other Bleedout are released and no longer stored inside this Quest and thus inaccessible. In such instances a Regular Bleedout would behave similar to Withered but I dont think thats an issue

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just downloaded the mod, setting up a modlist as i type.

 

i noticed the black market section in mod description, i hope there is a way to get yourself sold.

 

even if there is not i want to ask, will black market break SS++?

 

EDIT: FINIS said: Warning: \character\behaviors\FNIS_Yamete_Behavior.hkx not Skyrim compatible. how did i F up?

Edited by berri
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2 hours ago, berri said:

even if there is not i want to ask, will black market break SS++?

There isnt and the Black Market wont fill the same niche as SS++; I dont even know if it will offer to sell you as a radiant feature. Currently Im leaning more towards no cause I dont to rival SS++

 

2 hours ago, berri said:

EDIT: FINIS said: Warning: \character\behaviors\FNIS_Yamete_Behavior.hkx not Skyrim compatible. how did i F up?

You either didnt create the LE FNIS Behavior FIle or used the SE version, There is a quick guide on the mainpage how to create a new one

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27 minutes ago, Scrab said:

There isnt and the Black Market wont fill the same niche as SS++; I dont even know if it will offer to sell you as a radiant feature. Currently Im leaning more towards no cause I dont to rival SS++

 

You either didnt create the LE FNIS Behavior FIle or used the SE version, There is a quick guide on the mainpage how to create a new one

Both, Im a fucking dumbass. :(

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Just decided to swap over to try out this mod, and I've been seeing a series of issues, though I can see the promise.

 

I am running version 4.1 for Skyrim SE, I am having an issue with getting creature animations to fire. I've trawled the thread and I haven't been able to find other instances of this issue happening or its solution. I'm using SLAL with Billy's and Babo's animations. I tested the animations and was able to get them to fire with HC, so I know the animations are working. I'm able to trigger knockdowns in combat, but not the animations themselves. Debug mode gives the message "imagine an animation is playing now". I've run Yamete as it is coming default out of the box, and also tried it with different filters. When opening console while encountering issue, I can see an error - Invalid Animation List, then later - Cannot Find Valid Animation.

 

Other minor issues I am seeing include the stamina/magicka limit knockdowns not firing, and animations not being restricted to aggressive animations for human, though I see a lot of discussion above that seem related to the latter.

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5 hours ago, Jezrail said:

Just decided to swap over to try out this mod, and I've been seeing a series of issues, though I can see the promise.

 

I am running version 4.1 for Skyrim SE, I am having an issue with getting creature animations to fire. I've trawled the thread and I haven't been able to find other instances of this issue happening or its solution. I'm using SLAL with Billy's and Babo's animations. I tested the animations and was able to get them to fire with HC, so I know the animations are working. I'm able to trigger knockdowns in combat, but not the animations themselves. Debug mode gives the message "imagine an animation is playing now". I've run Yamete as it is coming default out of the box, and also tried it with different filters. When opening console while encountering issue, I can see an error - Invalid Animation List, then later - Cannot Find Valid Animation.

 

Other minor issues I am seeing include the stamina/magicka limit knockdowns not firing, and animations not being restricted to aggressive animations for human, though I see a lot of discussion above that seem related to the latter.

Hi

 

A couple of things you can check within yamete are:

 

Filter (creatures) - Try checking the animations are enabled, on the right hand side there should also be a drop down that allows you to pick certain scenarios i.e. "Use list below"

Sexlab - Having more than one tag for creatures might make it struggle getting animations.

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31 minutes ago, Mark Antony said:

How can i prevent males and creatures from getting knocked? I tried turning off their valid aggressors in the filters

Use the Restrictive Filter

 

11 hours ago, Jezrail said:

and animations not being restricted to aggressive animations for human, though I see a lot of discussion above that seem related to the latter.

I dont see anything regarding that here. If you want aggressive animations you gotta add them to the Tag List in the MCM

Edited by Scrab
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Is there any way in the settings to limit knockdowns by gender? I've tried using restrictive and selective filters but am slightly confused by the wording. Even when I say that females/nobody can target males in the first table for example, I still get dudes being knocked out. I also have a major issue in that men keep thinking they can fuck a dragon which isn't something I want to be going on. This isn't shrek after all.

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19 minutes ago, HabibHanson said:

I've tried using restrictive and selective filters but am slightly confused by the wording

Restrictive = Annulate the entire Knockdown

This means that the Victim cant be knocked down/enter Bleedout/etc if the Filter is invalid

 

Selective = For Animations only

Meaning anything can knockdown anyone but only if the Filter allows it an Animation can start

 

Reapers Mercy overwrites the Filter

 

This here is probably how you want the Filter:

Spoiler

image.png.e3dc7eb0aca3f852a198e47bc36b14f7.png

image.png.958c355325507acb150a3f1273fbd996.png

 

This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone

and you say this doesnt work?

Edited by Scrab
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12 hours ago, pinkfluf said:

Hi

 

A couple of things you can check within yamete are:

 

Filter (creatures) - Try checking the animations are enabled, on the right hand side there should also be a drop down that allows you to pick certain scenarios i.e. "Use list below"

Sexlab - Having more than one tag for creatures might make it struggle getting animations.


I tried all manner with the filter, using all, select, reverse, etc. checking boxes or checking exceptions, and it didn't go. Same with the filter before that, trying Restrictive vs Selective.

For Sexlab, I didn't mess around with the tags, just installed out of box with SLAL, but maybe SLAL does something with the animations it loads that makes it a struggle to get animations. But if this were the case, wouldn't Hentai Creatures also fail to grab the correct animations, or does that work differently?

Either way, I have swapped to Defeat for time being in order to verify issues by using similar mod. On my first startup there was a little wonkiness where the creatures weren't animating but the player character was, and I would also see the Invalid Animation List error even though it would grab the correct animation to play, but when I spawned and interacted with the same creature via Hentai Creatures, it seemed to fix non-animation issues, even for Defeat, and the Invalid Animation List error went away. Could not replicate this fix for Yamete. Wondering if it could be Creature Framework or MNC SE conversion at fault, as no issue with human interactions. MNC thread at least shows a metric ton of issues.

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9 hours ago, Scrab said:

This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone

To explain further:

Because the filter is set to RESTRICTIVE, it will also disallows Creatures to know down Female NPCs and Followers (because they are not ticked).

If you had set the filter to SELECTIVE, Creatures could knock them down, and the mod then searches for male and female NPCs to potentially start a sex scene. If none are found bleedout is aborted.

Edited by Someone92
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16 hours ago, Scrab said:

Use the Restrictive Filter

 

I dont see anything regarding that here. If you want aggressive animations you gotta add them to the Tag List in the MCM

Thank you it worked. I was also wondering if this mod worked with modded creatures I had a draugr dog from demonic creatures knock a vigilant of stendarr but it seemed to just stand there and I wasn't sure if it was cause it was still in combat or not or just slow to start the animation.

Edited by Mark Antony
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On 11/5/2021 at 8:38 AM, Scrab said:

Restrictive = Annulate the entire Knockdown

This means that the Victim cant be knocked down/enter Bleedout/etc if the Filter is invalid

 

Selective = For Animations only

Meaning anything can knockdown anyone but only if the Filter allows it an Animation can start

 

Reapers Mercy overwrites the Filter

 

This here is probably how you want the Filter:

  Hide contents

image.png.e3dc7eb0aca3f852a198e47bc36b14f7.png

image.png.958c355325507acb150a3f1273fbd996.png

 

This will disallow Male NPC & Follower as well as Creatures from being engaged by anyone

and you say this doesnt work?

I have something similar but allowed creatures, will test with your configuration and see if it works. Thanks for the advice.

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I keep seeing a problem with other NPCs attacking an NPC that's being assaulted.  I just had this occur during a PT.   I have "Dangerous Nights" installed.  My PC is in the "Sleeping Giant" inn at Riverwood.  My PC is grabbed by one of the regular PCs of the inn and a mod-generated "bandit-thief."   The two assault my PC.   Then, in accordance with Dangerous Nights, the mod-generated bandit NPC turns hostile against my PC.  However, every other NPC in the room turns on the bandit and they take turns assaulting her.  Sometimes during the assaults on the bandit, one NPC would assault the bandit while another would attack the bandit.  

 

Are there any settings that would've prevented the attacks on the NPC being assaulted?  Any way to limit  the number of assaults?

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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
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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 ?

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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
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