Jump to content

Recommended Posts

Posted
15 minutes ago, Scrab said:

What magic button?

That button in the MCM menu that should correct the character from the bleeding state. It turns out that the Heroine can run, jump, sneak, talk to other NPCs, but she can't take anything in her hands. No weapon, no Spell.  She can't even wave his fists!  It turns out to be some kind of semi-finished product, not a Heroine.... I can't name the reason for this problem. It has occurred to me several times and in different situations.

Posted
10 minutes ago, Caiena said:

That button in the MCM menu that should correct the character from the bleeding state. It turns out that the Heroine can run, jump, sneak, talk to other NPCs, but she can't take anything in her hands. No weapon, no Spell.  She can't even wave his fists!  It turns out to be some kind of semi-finished product, not a Heroine.... I can't name the reason for this problem. It has occurred to me several times and in different situations.

 

There wont be any more updates to YK, the new mod will move these debug options into the console

Posted
14 minutes ago, Scrab said:

There wont be any more updates to YK, the new mod will move these debug options into the console

I get it, thanks. 
Can I ask a stupid question? I just installed Yamete Kudasai into my game yesterday and haven't figured out a lot yet. When I contact a defeated NPC, a small menu appears where there is an option of enslavement. If you take this option, the NPC disappears. Is this a mod breakdown or is the NPC moving somewhere?

 

Posted (edited)

boy oh boy Scrab you hsave a Masterpiece of a defeat mod! i love playing with controller and this works splended when done right! only issue i have so far is that when i set the settings for if i or the npc can go into bleedout it happens regardless as in if i have hunters mark on or not. is there a way to change it to when i have it on then people can get defeated? beyond that i cant wait to see what else you do. the menu is great, the capture works like a charm! the other mods always fumble the capture. this one i can actually save and load the game and they will be good!! that is a BIG WIN! i jsut wish i could sell bandits and stuff. for now i just PAH there asses wich is implemented splendedly. this is by far my favorite mod and its sad your putting it into a whole new DA type mod. i hope you can keep it standalone or make it to where things in the DA mod are highly adjustable!

Edited by cazzaren
Posted (edited)

I'm playing the AE build with OStim NG. I've noticed a few others having my problem, where after the PC is defeated I'm stuck in the bleedout state with NPCs surrounding me and clapping endlessly. I saw a few posts back that Fuz Ro D'oh being incompatible with my Skyrim was the problem, but I have the right version for the latest AE and neither disabling or reinstalling it helped. At first I thought I forgot to run Nemesis again, but doing that didn't help. I also saw on the OStim NG troubleshooting page that overwriting OpenSex with the ported animation packs can cause issues like this, but the only thing overwriting it is the Addon Hub compatibility patch, which is what the troubleshooting page told me to do. Are there still YK animation files that are needed with OpenSex?

 

Any insight into the issue would be appreciated!

 

Edit: Downloading the files a few pages back managed to get the scenes to trigger properly. It worked, once. But when it fades into the next assault all the characters get stuck in their idles.

 

Edit: Just kidding. Turns out having all the animations included in the addon patch does wonders for functionality. Whoddathunk (obvs not me).

Edited by DramaDouble
Posted

Can anyone help me getting creatures to work? I can initiate creature scenes with any other mod, except for this one. Once my character gets defeated, I get a notification saying "Failed to create scene". I already checked and I do have aggressive animations enabled, also everything works fine when I'm defeated by other NPCs, it's just creatures that seem to be an issue.

Posted
6 hours ago, Tonny Wright said:

Can anyone help me getting creatures to work? I can initiate creature scenes with any other mod, except for this one. Once my character gets defeated, I get a notification saying "Failed to create scene". I already checked and I do have aggressive animations enabled, also everything works fine when I'm defeated by other NPCs, it's just creatures that seem to be an issue.

 

Do you have animations for those creatures installed and activated?

Posted
7 hours ago, Tonny Wright said:

Can anyone help me getting creatures to work? I can initiate creature scenes with any other mod, except for this one. Once my character gets defeated, I get a notification saying "Failed to create scene". I already checked and I do have aggressive animations enabled, also everything works fine when I'm defeated by other NPCs, it's just creatures that seem to be an issue.

I had once the same thing. The problems solution was less tags for the animations. I had for example for rape added "rape", "violent", "anal", "vaginal" and so on in the assumption, that they are processed as rape or violent or anal or vaginal. In the reality they are processed as "and" and doing so many tags i practically disabled every animation.

 

i hope this helps.

Posted
6 hours ago, monty359 said:

I had once the same thing. The problems solution was less tags for the animations. I had for example for rape added "rape", "violent", "anal", "vaginal" and so on in the assumption, that they are processed as rape or violent or anal or vaginal. In the reality they are processed as "and" and doing so many tags i practically disabled every animation.

 

i hope this helps.

Strange, I didn't add any extra tags, but seems like it was indeed an issue with the tags or with the animations, I don't know exactly what it was, though. I tried adding/removing tags around but nothing seemed to work. Today I just rebuilt the animation registry and re-registered all the animations and it now seems to work. Even tho the animations were working just fine when using matchmaker, they only worked in yamete kudasai after this whole proccess.

Anyway, thanks for your help, all is working now!

Posted (edited)
On 2/9/2023 at 3:57 PM, DramaDouble said:

I'm playing the AE build with OStim NG. I've noticed a few others having my problem, where after the PC is defeated I'm stuck in the bleedout state with NPCs surrounding me and clapping endlessly. I saw a few posts back that Fuz Ro D'oh being incompatible with my Skyrim was the problem, but I have the right version for the latest AE and neither disabling or reinstalling it helped. At first I thought I forgot to run Nemesis again, but doing that didn't help. I also saw on the OStim NG troubleshooting page that overwriting OpenSex with the ported animation packs can cause issues like this, but the only thing overwriting it is the Addon Hub compatibility patch, which is what the troubleshooting page told me to do. Are there still YK animation files that are needed with OpenSex?

 

Any insight into the issue would be appreciated!

 

Edit: Downloading the files a few pages back managed to get the scenes to trigger properly. It worked, once. But when it fades into the next assault all the characters get stuck in their idles.

 

Edit: Just kidding. Turns out having all the animations included in the addon patch does wonders for functionality. Whoddathunk (obvs not me).

 

 

Could you tell me what you did, exactly?  Because I'm having exactly this issue and can't figure out what I did wrong.  Sorry, kind of a newbie here so I'm not sure what addon patch you're talking about or which files you downloaded.

 

I've tried doing a lot of the suggestions in this thread.  I rebuilt the animations registry, etc.  But it still doesn't work, the enemies just stand around clapping when I get defeated.  I don't get a notification of the defeat or anything.

 

The weird part is, the enemies I'm using defeated a random "fugitive" and I did get a notification that the fugitive was defeated.  However, they didn't do anything with the fugitive.

Edited by Ignored
added more information
Posted

I cant get the Ostim animations to start, not sure what im doing wrong. I installed 1.2, installed the .64 dll, ran fnis, selected ostim in the settings menu, bound my keys, but for some reason, when I hit the assault button, they just stand next to each other, and I cant do anything. Hitting enter to bring up the ostim menu only shows the settings menu, and selecting an animation with the selector mod doesnt work either. Hitting . to escape just turns the screen black,.

Posted
8 minutes ago, bobisacat said:

I cant get the Ostim animations to start, not sure what im doing wrong. I installed 1.2, installed the .64 dll, ran fnis, selected ostim in the settings menu, bound my keys, but for some reason, when I hit the assault button, they just stand next to each other, and I cant do anything. Hitting enter to bring up the ostim menu only shows the settings menu, and selecting an animation with the selector mod doesnt work either. Hitting . to escape just turns the screen black,.

I have the same issue.

Posted (edited)
33 minutes ago, hakimm3i said:

I have the same issue.

Just figured it out, you need some random ass hidden file thats archived.

Go to https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=331477&game_id=1704

I downloaded that, reran fnis and it seems to be working so far and theres a post a few pages back on this forum where someone posted a fix for it to work with excitement since its an older file

Edited by bobisacat
Posted (edited)

That being said im now having an issue where after being defeated I cant attack

Also i start floating after an assault?

Edited by bobisacat
Posted
3 hours ago, bobisacat said:

That being said im now having an issue where after being defeated I cant attack

Also i start floating after an assault?

I've described similar things in my game. In this regard, I have a question: can YameteKudasai conflict with SeparateOrgasm? Do I understand correctly that SeparateOrgasm is not compatible with p++ today?

Posted

Is there a way to prevent followers from triggering defeats? And is there a way to prevent follows from being defeated, or a way to not require a potion to rescue?

Posted
On 1/9/2023 at 4:18 AM, LewdZenn said:

After playing with this mod a bit, noticed a few things and have a question about the QTEs:

 

  • With Paradise Halls it seems there's overlap with the little box window from Paradise Halls to enslave NPCs, it still pops up when you interact with a defeated NPC through YK. I'm on PAH version 8.2.0. I saw this same issue mentioned a few pages back on page 10 but didn't see any fix mentioned or if there is one Okay, saw your comment about adding YK's defeated condition to the PAH perk, will try that.
  • Followers and NPCs stay defeated even after combat ends and the original aggressors are dead
  • Hunters Pride being toggled on doesn't always stop the player from killing NPCs instead of having them go downed/defeated when they lose enough health

 

And for the quick time events, is it possible to control the difficulty? Would really appreciate being able to control the amount of time you have to enter the key for the QTE, the default speed feels way too fast imo.

 

 

 

 

EDIT: I attempted to patch PAH and YK so the PAH enslave window doesn't pop up when you interact with an NPC defeated through YK with no luck. I added the, "HasKeyword(Kudasai_Defeated) == 0" to the target conditions like you mentioned a few pages back, but that didn't do the trick, maybe I did it wrong? Don't know if it was necessary, but I added the condition below to every perk in paradise_halls.esm and paradise_halls_SLExtension.esp plugins. Also attached my failed attempt at patch if you wanna look over it.

 

image.png.2aa2bdc8a6c9d557b5acc89ab3c46e5b.png

 

Yamete Kudasai - PAH [PATCH].esp 12.51 kB · 13 downloads

 

did you got a working patch to share?

Posted
On 2/18/2023 at 7:18 AM, whatisthislol1234 said:

Is there a way to prevent followers from triggering defeats? And is there a way to prevent follows from being defeated, or a way to not require a potion to rescue?

Use healing spell on them, just find the tome 

Posted (edited)

Getting a COD on Anniversary Edition (1.6.640) every time a humanoid "assault event" happens.

 

- It can always be reproduced when starting a fresh game

- Only happens when getting killed via bleedout, not when surrendering via Hotkey

- Beast assault event works (with struggle game)

- Human assault for some reason never has a struggle game. COD happens as soon as the Assault event happens, after the dialogue.

 

YameteKudasai.log:

 

Spoiler
main.cpp(34): [info] YameteKudasai v1-2-0-0
main.cpp(101): [info] YameteKudasai loaded
QTE.cpp(9): [info] Registering QTE Menu
Hooks.cpp(39): [info] Hooks installed
main.cpp(125): [info] Initialization complete
Functions.h(145): [info] Registered Functions
Settings.cpp(373): [info] Loading Config Data
Settings.cpp(463): [info] Successfully loaded Config Data
Resolution.cpp(141): [info] Reading File = Data\SKSE\Kudasai\PostCombat\Hostile\Assault.yaml
Resolution.cpp(143): [info] Successfully added Event = Assault
Resolution.cpp(141): [info] Reading File = Data\SKSE\Kudasai\PostCombat\Hostile\Robbed.yaml
Resolution.cpp(143): [info] Successfully added Event = Robbed
Resolution.cpp(141): [info] Reading File = Data\SKSE\Kudasai\PostCombat\Hostile\SimpleSlavery.yaml
Resolution.cpp(143): [info] Successfully added Event = Simple Slavery
Resolution.cpp(141): [info] Reading File = Data\SKSE\Kudasai\PostCombat\Hostile\__folder_managed_by_vortex
Resolution.cpp(145): [error] yaml-cpp: error at line 1, column 1: operator[] call on a scalar (key: "Data")
Serialize.h(44): [info] Registered form deletion event handler
Serialize.cpp(48): [info] Loading record <Defeated>
Serialize.cpp(132): [info] Restoring 20 from Cosave
Serialize.cpp(52): [info] Loading record <Pacified>
Serialize.cpp(132): [info] Restoring 20 from Cosave
Serialize.cpp(56): [info] Loading record <Processing>
Serialize.cpp(61): [info] Loading record <Consequence>
Resolution.h(34): [warning] Event Assault: "IsHidden" not defined. Assuming false
Resolution.h(34): [warning] Event Assault: "Description" not defined. Assuming
Resolution.h(34): [warning] Event Robbed: "IsHidden" not defined. Assuming false
Resolution.h(34): [warning] Event Robbed: "Description" not defined. Assuming
Resolution.h(34): [warning] Event Simple Slavery: "IsHidden" not defined. Assuming false
Resolution.h(34): [warning] Event Simple Slavery: "Description" not defined. Assuming
 

 

Papyrus.log (doesn't contain much cause happens immediately after load)

 

Spoiler
02/21/2023 - 11:18:06PM] SURVIVAL: Checking for updates.
[02/21/2023 - 11:18:06PM] [slamainscr <sla_Main (09042D62)>]: registered for maintenance
[02/21/2023 - 11:18:06PM] SlaveTats: Beginning synchronization for Morgana
[02/21/2023 - 11:18:06PM] [slamainscr <sla_Main (09042D62)>]: starting maintenance... Update frequency 120.000000
[02/21/2023 - 11:18:06PM] SlaveTats: Nothing has changed. Cancelling synchronization.
[02/21/2023 - 11:18:06PM] [slamainscr <sla_Main (09042D62)>]: registered for maintenance
[02/21/2023 - 11:18:06PM] InitWidgetLoader()
[02/21/2023 - 11:18:06PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 1 on  (0007ABA9)].SCB_CloakEffectScript.RegisterForSingleUpdate() - "<native>" Line ?
    [Active effect 1 on  (0007ABA9)].SCB_CloakEffectScript.OnUpdate() - "SCB_CloakEffectScript.psc" Line 44
[02/21/2023 - 11:18:06PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack:
    [Active effect 1 on  (0007ABAB)].SCB_CloakEffectScript.RegisterForSingleUpdate() - "<native>" Line ?
    [Active effect 1 on  (0007ABAB)].SCB_CloakEffectScript.OnUpdate() - "SCB_CloakEffectScript.psc" Line 44
[02/21/2023 - 11:18:06PM] FISHING: Checking for updates.
[02/21/2023 - 11:18:07PM] registering for mod event 'SSLV Entry'
[02/21/2023 - 11:18:07PM] Heels Fix Manage Effect Finish on [Actor < (00000014)>]
[02/21/2023 - 11:18:07PM] FNIS aa GetAAprefixList mod: XPMSE nMods: 4
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] FNIS aa GetAAsetList mod: XPMSE nSets: 34
[02/21/2023 - 11:18:07PM] [DDC] Delayed Initialize
[02/21/2023 - 11:18:07PM] [Toys] Player is Female
[02/21/2023 - 11:18:11PM] XPMSE MainQuest Initialization successful.

 

 

Edited by gerroth
Posted

I cant seem to do assult, whenever I press my hotkey assult is always blacked out. I can do other things like tie them up and capture them but not assult them.Any way to fix this?

Posted

Why is it that sometimes when I enter bleedout upon reaching 0hp, enemies like bandits just ignore me and go back to their posts instead of assaulting me? I just end up in an infinite bleedout with player controls disabled and have to reload. Any fix for this? This only happens some of the time, and I'm not sure how to fix it.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...