waixwai321 Posted February 9, 2022 Posted February 9, 2022 I just want to fully uninstall it ... but sadly i can't get kill anymore .......damn it.. i hope it will get a patch or something that can fix it ...
waixwai321 Posted February 9, 2022 Posted February 9, 2022 (edited) is there possible to make a patch or something to due with this ? " Due to this system, once you enable player victim you cannot disable it or remove ODefeat " i want to know what files should i delete to remove it ( delete save or which game files ? ) Edited February 10, 2022 by waixwai321
Someone92 Posted February 11, 2022 Posted February 11, 2022 Load a save game before you activated the option.
IsabellesBells Posted February 12, 2022 Posted February 12, 2022 On 2/11/2022 at 5:24 AM, Someone92 said: Load a save game before you activated the option. Would making a new game also fix the player being enabled as the victim? I just installed this mod and wanted to make sure there was a way to revert it before actually doing it, The warning is pretty scary!
corvinus18 Posted February 14, 2022 Posted February 14, 2022 On 2/12/2022 at 5:22 PM, IsabellesBells said: Would making a new game also fix the player being enabled as the victim? I just installed this mod and wanted to make sure there was a way to revert it before actually doing it, The warning is pretty scary! Yes it would fix its, because when you start a new game is like you start to modding again in skyrim from 0. 1
scorrp10 Posted February 15, 2022 Posted February 15, 2022 Having some fun with this one.... Looks like going first-person really borks it without the Improved camera.... which is not out for AE yet. Oh well, some day. Sticking to 3rd person for now. Far as minigame goes, it is fun first few times, but then the repeated button mashing gets real old real fast. And I highly doubt my keyboard is happy about it. If at least it required watching the scene and reacting to their actions... So I did some fun scripting where I defined an extra keybind in MCM and pressing it during minigame initiates an auto-win sequence. Designed to give a good struggle show, and win it in player's favor in number of seconds equal to opponent difficulty. The left/right mash option is still there, player can even do it after hitting the win key, the script just makes sure the bar keeps moving in the right direction is player can't quite keep up. I can share code if interested. Couple other things: In the doTrauma false clause, the line to play exit animation was commented out for some reason - not sure why. My observation is after the defeat effect wears off, victim gets clothes back on but remains lying in fetal position until something causes them to act otherwise. Except if victim is in a sex scene when effect wears off, they get redressed right in the scene. The proper fix I guess would be to define an actor alias extend class, have it register for OStim end, so that when effect runs out it refers to that class. I went for a crude solution, assuming that if an actor is still in a sex scene when effect ends, that actor is being banged by the player. ? So new logic: Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForModEvent("ostim_end") (ODefeat as ODefeatMain).DoTrauma(akTarget, false) if((ODefeat as ODefeatMain).ostim.isActorActive(akTarget)) ; Target actor still in a scene ;Debug.Trace(Self + " Target Actor: " + akTarget + " Effect Finished but in a Scene ") (ODefeat as ODefeatMain).HandleRedress(akTarget, equipment) else ;Debug.Trace(Self + " Target Actor: " + akTarget + " Effect Finished, Redressing") Utility.wait(3) (ODefeat as ODefeatMain).ostim.GetUndressScript().PickUpThings(akTarget, equipment) endIf EndEvent Then in Main script, I define redressActor and redressItems properties, and Function HandleRedress(Actor Target, ObjectReference[] Items) redressItems = Items redressActor = Target EndFunction And adding this to the OStimEnd event handler if(redressActor != none) ostim.GetUndressScript().PickUpThings(redressActor, redressItems) redressItems = PapyrusUtil.ObjRefArray(6, none) redressActor = none EndIf Again, this is a bit crude and not entirely error-proof, but it should work in about 99% of cases. Other thing I notice: I mostly test without loading a game, but just doing coc qasmoke once game loads. So I get in there, summon... Saadia, and proceed to wrestle her down, clothes flying off and once I'm done there she lies naked. Then I summon Ysolda, and assault her as well. Except no clothes are flying off, and once I am done, she lies there still clothed. The fix: initialize stripping state before the assault Specifically, in attemptAttack, just before minigame call: ; reset strip process GotoState("") stripStage = 0 With that in, I get their clothes flying every time. Hope this helps! 1
XanderVirtus Posted February 17, 2022 Posted February 17, 2022 Does anyone know if it's ok to map the ostruggle minigame keys the the same keys as normal movement keys?
test343 Posted February 17, 2022 Posted February 17, 2022 can this mod work with enderal? or has anyone tried it with enderal?
fighuass Posted February 17, 2022 Posted February 17, 2022 Mod doesn't work, I just get an empty MCM option.
nunyabidnez Posted March 14, 2022 Posted March 14, 2022 I also have the same issue as fighuass, I show a completely empty MCM for ODefeat, and it does not seem to be having any affect in game? I'm reasonably sure that I've gotten all the prerequisites installed properly, are there some other issues that have not been addressed?
ravensm785 Posted March 25, 2022 Posted March 25, 2022 On 2/14/2022 at 11:28 PM, scorrp10 said: Having some fun with this one.... Looks like going first-person really borks it without the Improved camera.... which is not out for AE yet. Oh well, some day. Sticking to 3rd person for now. Far as minigame goes, it is fun first few times, but then the repeated button mashing gets real old real fast. And I highly doubt my keyboard is happy about it. If at least it required watching the scene and reacting to their actions... So I did some fun scripting where I defined an extra keybind in MCM and pressing it during minigame initiates an auto-win sequence. Designed to give a good struggle show, and win it in player's favor in number of seconds equal to opponent difficulty. The left/right mash option is still there, player can even do it after hitting the win key, the script just makes sure the bar keeps moving in the right direction is player can't quite keep up. I can share code if interested. Couple other things: In the doTrauma false clause, the line to play exit animation was commented out for some reason - not sure why. My observation is after the defeat effect wears off, victim gets clothes back on but remains lying in fetal position until something causes them to act otherwise. Except if victim is in a sex scene when effect wears off, they get redressed right in the scene. The proper fix I guess would be to define an actor alias extend class, have it register for OStim end, so that when effect runs out it refers to that class. I went for a crude solution, assuming that if an actor is still in a sex scene when effect ends, that actor is being banged by the player. ? So new logic: Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForModEvent("ostim_end") (ODefeat as ODefeatMain).DoTrauma(akTarget, false) if((ODefeat as ODefeatMain).ostim.isActorActive(akTarget)) ; Target actor still in a scene ;Debug.Trace(Self + " Target Actor: " + akTarget + " Effect Finished but in a Scene ") (ODefeat as ODefeatMain).HandleRedress(akTarget, equipment) else ;Debug.Trace(Self + " Target Actor: " + akTarget + " Effect Finished, Redressing") Utility.wait(3) (ODefeat as ODefeatMain).ostim.GetUndressScript().PickUpThings(akTarget, equipment) endIf EndEvent Then in Main script, I define redressActor and redressItems properties, and Function HandleRedress(Actor Target, ObjectReference[] Items) redressItems = Items redressActor = Target EndFunction And adding this to the OStimEnd event handler if(redressActor != none) ostim.GetUndressScript().PickUpThings(redressActor, redressItems) redressItems = PapyrusUtil.ObjRefArray(6, none) redressActor = none EndIf Again, this is a bit crude and not entirely error-proof, but it should work in about 99% of cases. Other thing I notice: I mostly test without loading a game, but just doing coc qasmoke once game loads. So I get in there, summon... Saadia, and proceed to wrestle her down, clothes flying off and once I'm done there she lies naked. Then I summon Ysolda, and assault her as well. Except no clothes are flying off, and once I am done, she lies there still clothed. The fix: initialize stripping state before the assault Specifically, in attemptAttack, just before minigame call: ; reset strip process GotoState("") stripStage = 0 With that in, I get their clothes flying every time. Hope this helps! do you have the script files for these?
puckispuck Posted April 3, 2022 Posted April 3, 2022 I got an empty MCM. Earlier this didnt happen tho.
Nathanomir Posted April 13, 2022 Posted April 13, 2022 I have a small problem. I had to totally reinstall Skyrim and my mods, including Ostim and Odefeat. I verified that I installed all the correct versions of the requirements (backdated to SE 1.5.97). Currently testing the Ostim system to make sure it all works. In ODefeat, "Enable Player as Victim" is checked. And ... Three times I've taken my girl against some bandits, and they killed her every time. What is she, chopped liver? Looks like I borked something somewhere, and the assault isn't activating. Any suggestions where to start looking?
RaulMZ Posted April 28, 2022 Posted April 28, 2022 Would be nice if this mod would grant the player and other NPCs immortality or the protected status, or at least to activate immediately when 1 HP is reached so it can be used more. On lower levels, its rare for this mod to activate on the player, as most attacks pretty much skip over the default threshold and kill me.
bobmcmuffin34 Posted May 3, 2022 Posted May 3, 2022 Hey this is a great mod and it works almost perfectly, however when I set it to followers assaulted too the game bugs and the scene ends immediately. Any idea on what might be causing this issue? Other than that I really enjoy this mod, great work!
Slitpipes Posted May 15, 2022 Posted May 15, 2022 @puckispuck and @Mercurious05 were either of you able to figure it out? I just got the O Series installed and ODefeat has no MCM here either.
Heavensvisage Posted May 20, 2022 Posted May 20, 2022 If you are using the Anniversary Edition and your ODefeat MCM is blank, then maybe you're missing the file "OStim Anniversary Edition patch" https://www.nexusmods.com/skyrimspecialedition/mods/61685?tab=files
Omnishade Posted May 21, 2022 Posted May 21, 2022 How many NPCs in a row can assault the player with this mod? In other words, how big a gangbang can it create?
SFWmaninaNSFWworld Posted May 23, 2022 Posted May 23, 2022 looks like this project is pretty dead, but does anyone know if you can filter specific animations to be used by this mod? cause seeing passionate animations in such a scenario doesnt make much sense
MysticDaedra Posted June 3, 2022 Posted June 3, 2022 Is it possible to "effectively" disable the mod after selected Player as Victim, without starting a new save? I see that I can deselect both Male as aggressor and Female as aggressor, as well as turn assault chance down to 0... would doing these effectively disable the mod?
corvinus18 Posted June 3, 2022 Posted June 3, 2022 16 hours ago, MysticDaedra said: Is it possible to "effectively" disable the mod after selected Player as Victim, without starting a new save? I see that I can deselect both Male as aggressor and Female as aggressor, as well as turn assault chance down to 0... would doing these effectively disable the mod? Man... the MCM menu of the mod already answer you this. And the answer is no.
MysticDaedra Posted June 3, 2022 Posted June 3, 2022 1 hour ago, corvinus18 said: Man... the MCM menu of the mod already answer you this. And the answer is no. Actually the answer is yes. By setting these settings this way, ODefeat no longer triggers.
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