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Sexlab Defeat Baka Edition LE/SE


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Posted

Also safe even if you don't uninstall the original Defeat. I tried it, no broken features even after hours of testing. Everything Baka added worked perfect.

Maybe I just got lucky so I wouldn't recommend doing what I did.

Posted
20 hours ago, ferdinand987 said:

for some reason I cant enable defeat in MCM is there a fix for this?

 

I'm having the same problem! Does anybody know a fix for this?

Posted

Just wondering if anyone has a solution for NPC vs NPC never triggering.  My follower and other essentials get knocked down, but never assaulted.  Non essential NPCs just die.  Everything else seems to work fine.  For all I know it's an issue with another mod conflicting, or troublesome MCM options, but nothing LOOKS like it should be interfering to me.  

Posted

I'm having an incredibly frustrating problem.

 

When I have NPCs tied up and permanently bound, they will just randomly start sliding along the ground while still being "Tied up"

 

I don't know what causes this, and I can't even reliably recreate it. It just happens randomly.

 

Sometimes when I enter the Inn I'm keeping them in, they'll move.

Sometimes when I reload the save, they'll move.

Sometimes if a length of time passes, they'll move. (One time, when I thought I somehow fixed the problem, they started moving again about 10 minutes later)

Sometimes they won't move at all, even when I intentionally try to trigger it on purpose.

 

At one point, one of them left the Inn entirely, and I had to run around Riften looking for her like a lost pet. (After using the tool to Teleport to them when the OTHER ONE left the inn, they ended up in the Overworld, where I fought them initially, a couple miles north of Riften)

 

Another time, she started clapping after the bard was done with her song. And then she started walking around like a normal NPC. Except interacting with her brought up the same menu as if she was still a tied up prisoner.

 

-

 

I am thinking that what ever system is used to prevent them from moving isn't triggering. And they just move (or not) according to the whims of Todd Howard's AI.

 

The problem is I don't even know what stops them from moving, so I can't do any self bug-fixing. (Is it a piece of worn equipment? Is it a magical effect? Is it a variable?)

 

The only clue I have is that they seem to stop moving if I "loosen their bindings" but then they start moving again if I make them permanently bound. This isn't a fix, though, because they are hostile NPCs that will kill everybody when the temporary bound status wears off.

 

-

 

When I googled the problem, the only thing I found was a thread for the original SSE version. And the only response was basically: Mod Conflict (???) ¯\_(ツ)_/¯

I use Vortex, and the only mod Defeat conflicts with is SexLab Tools, and I have Defeat take priority. Setting the SexLabDefeat.esp to the end of my load order doesn't help either.

 

-

 

One thing I noticed is that when I leave the Inn and come back, their outfit will be slightly different (And their inventory will refresh). They will be slightly displaced from the wall I manually moved them to. And then there is a random chance of them moving around or not.

Posted
9 hours ago, Devourer of Love said:

When I googled the problem, the only thing I found was a thread for the original SSE version. And the only response was basically: Mod Conflict (???) ¯\_(ツ)_/¯

I use Vortex, and the only mod Defeat conflicts with is SexLab Tools, and I have Defeat take priority. Setting the SexLabDefeat.esp to the end of my load order doesn't help either.

 

I don't know the answer to your problem but when they say "mod conflict" I don't think this is the type of thing that a mod manager will necessarily pick up as a conflict.  This seems more about AI decision making and I think (maybe I am wrong) that a mod manager will have a more difficult time picking something like that up rather than a texture or mesh being overwritten. 

 

I have not left NPCs tied up permanently, so I don't know.  I thought NPCs were supposed to work their way out of being bound after 10 hours or something like that. 

Posted (edited)

editing since i want to make the issue clear after testing it some more. the things that do not work for the mod is:

1 the category selection for the animation settings, i am stuck on consensual and can not switch to any other category. 2 the tag selection for the animations (to supress etc). it does not appear and everytime i click on someplace it allways chooses the first of all tags that would appear wich in my case was 3ijou or something. 3 the mid animation selection (not the scene one). this does not visually appear but the game freeses as if it does. 

 

thease issues does not appear in the original version of defeat (se) so i can deal with most settings by exporting and importing. btw is it the meta file you have to copy and paste, the last and only time i have done this i pasted in both files, but i did a reinstall and only copied in the meta file this time.

 

does anyone have suggestions for fixing this?

Edited by H3dr
Posted

Can you make the bound options use items from the player inventory instead of the current zaz animation objects.

 

Beside the armbinder and cuffs on the player inventory, can also use the leather strips for a leather bound or the line rags for a gag.

 

 

 

Posted

Did someone got the PC silent takedown to work on nemesis? Seems like nemesis breaks the animation as when  i use fnis the silent takedown works.

Posted

At first thanks for your work. , I like this version defeat for SE.  then at current I only use PC (aggressor male) vs NPC.  Then it work well for me.

But I  sometimes see one strange issue.   I often test defeat for potential follower NPC , , attack from back >>  tie up >> un tie. (release)

 

I know usually defeat can release NPC clean, (so it not change NPC AI  or function etc , once you release NPC (potential follower) , they simply return as same as before.  (as my friend or alley etc) 

At same time I keep  toggle off option which change NPC attitude when I defeat and sex with them, so they just return as same as before, after I release them from Defeat funcitons.

 

But sometimes,  even though I relase them >> I confirm they actually walk around here or there as same as before,, then I make them as current follower team mate >> change cell with teleport etc,, they return tie up pose as my slave NPC .. and lost any movement again. 

 

I can still talk or open EFF menu ,  but they not work, (they reply as same as before, but can not move anymore), and once it start, there is no dialogue to release them from defeat tie up.

 

To return it, I usually use poser mod, and apply one pose >>  then escape >> they return pose and move around again. 

I do not install mod which may conflict defeat, (eg paradise hall etc), so I do not know why it happen.   btw I did not isntall recent version, so now I download and hope if this problem alerady solved.  

 

Posted (edited)

Can this mod be used with AE latest version? Also is your sexlab aroused v28b compatible with AE ?

Edited by waiyan
Posted

I download the mod with all its requirements and its working great, onyl problem i have is that i cant open option for diable/enable creature race in player as victim options, does anyone else have this problem / know how to fix it?

Posted
On 1/7/2022 at 12:13 PM, Saralan said:

I download the mod with all its requirements and its working great, onyl problem i have is that i cant open option for diable/enable creature race in player as victim options, does anyone else have this problem / know how to fix it?

 

Same issue

Posted

I just realized something. Some knock down animations sheath the weapon first, that makes followers also sheath their weapons and sometimes that stops combat. It kinda breaks the All Down setting.

Posted

Seems like the knockout mechanic still doesn't work for either version of this mod for those of us using Nemesis, but if anyone is looking for an alternative, you can use Sneak Tools to knock out NPCs and proceed to use Defeat on them afterwards. I recommend using the blackjack for this if you have any mods that increase your unarmed damage as weaker NPCs can be killed if you attempt to use the unarmed knockout.

 

https://www.nexusmods.com/skyrimspecialedition/mods/1863

Posted

Do I need Sexlab Defeat by Goubo or is this mod standalone? Because it doesn't seem to work for me. My player always just dies, there is no "defeat" at all. Can someone help me pls?

Posted (edited)
1 hour ago, Falloutwaste said:

Do I need Sexlab Defeat by Goubo or is this mod standalone? Because it doesn't seem to work for me. My player always just dies, there is no "defeat" at all. Can someone help me pls?

 Standalone.  This is Defeat with some modifications.  Check the MCM settings you have would be the first suggestions.  Someone may be able to give you more details, I'd have to go back in game to remember what settings. 

 

1 hour ago, Magenta147 said:

I managed to get mine loaded in the MCM. It has conflict with Sexlab tools for me.

 

Are you running AE or SE version of Sexlab?  May be a conflict due to version.  This mod should not conflict with the SL framework.

Edited by ttts1
Posted (edited)
1 hour ago, ttts1 said:

 Standalone.  This is Defeat with some modifications.  Check the MCM settings you have would be the first suggestions.  Someone may be able to give you more details, I'd have to go back in game to remember what settings. 

 

 

Are you running AE or SE version of Sexlab?  May be a conflict due to version.  This mod should not conflict with the SL framework.

I am running AE (Free updated skyrim) not sure why Baka Defeat doesn't load when I activate Sexlab tools. Also Sexlab Framework has no problem, my only problem is the Sexlab tools

 

Edited by Magenta147
Posted
5 hours ago, Magenta147 said:

I am running AE (Free updated skyrim) not sure why Baka Defeat doesn't load when I activate Sexlab tools. Also Sexlab Framework has no problem, my only problem is the Sexlab tools

 

 

I don't use Tools, so I don't know.  I'm not using AE either, so I can't really provide any advice.   Maybe someone else can provide ideas.

Posted
On 1/7/2022 at 7:13 PM, Saralan said:

I download the mod with all its requirements and its working great, onyl problem i have is that i cant open option for diable/enable creature race in player as victim options, does anyone else have this problem / know how to fix it?

the only way i have been able to fix it is to download the original defeat mod for se or le and the change things there, then export that to import it on the bka def mod. try it, i think it is the meta file you need to copy

Posted
4 hours ago, H3dr said:

the only way i have been able to fix it is to download the original defeat mod for se or le and the change things there, then export that to import it on the bka def mod. try it, i think it is the meta file you need to copy

So that works.

Specifically I in vortex mods disabled Baka Defeat, downloaded and installed Defeat for SE.  Opened a save > Mod Config > Disabled Defeat, Re-Enabled Defeat.  The enabled list was populated.  Did an export.  Saved game and quit.  In Vortex Disabled Defeat, Enabled Baka Defeat, opened the save Disabled and Enabled Defeat and Imported the list.  Did a test and it worked.  

great idea!

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