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Posted (edited)
On 4/14/2024 at 7:39 PM, xxxstupidfastxxx said:

Seems like there’s a consistent save corrupting issue with this current version. Tested on two characters now. If the PC or an NPC is assaulted then stands up they are then permanently bugged where YK will not work on them anymore on the current or future saves. So anytime someone is assaulted you need to load a previous save. Not sure if anyone has a solve but it’s kinda killed the mod for me 

 

I can confirm, I have the exact same issue. If YK triggers even once in a playthrough, it will not work ever again, even across saves. 

 

If you are really desperate in wanting YK to work, you can uninstall it > make a clean save > install it again and it will work again (but only once).

 

Edit: I did some more testing, and there is definitely something fucky with the way the YK assault starts and stops. Either it does not start at all (Acheron triggers [Kudasai_Assault] successfully but nothing happens) or it does not end properly (in my case, the sexlab animation was interrupted and I immediately entered combat, but could not activate items, loot or use weapons).

 

If I'd have to make a (very uneducated) guess, something is interrupting the assault process without properly ending the 'defeat' status.

Edited by WolfOfFarron
did some more testing, found more information
Posted

Hello,

 

something is really wrong with it. After the defeat scenario, everytime when I killed the aggressor, some weird thing happen. Cannot interact anything, no dialogue, no dead body search, no nothing and mouse wheel scroll doesn't work. It seems YK fucked all of my input device (mouse and keyboard). use AE Skyrim version 1170. 

 

is there anybody with same problem?  Or is there an another defeat (Acheron compatible) mod for Creature? Practical Defeat can handling only human aggressor. 

Acheron.log

Posted

Postscript.
I installed it and for some reason Skyrim did not recognize only the latest version of this mod (2.1.2 worked).
So I checked the behavior with Xedit, and I got some messages like the following
(object IDs are different, but the messages are the same)

 

Background Loader: <Error: Kudasai_TmpFriends2 "Kudasai Tmp Friends" [FACT:FE00163D] has invalid ObjectID 04263D for a light module. You will not be able to save this file with ESL flag active.>

 

I assume that the FormID of the newly added element is probably not compressed correctly and is giving this error.

Posted (edited)

When assaulting a downed npc, the victim is completely stone-faced in the animation that follows. When checking Sexlab debug logs in the console, "expression.applied" is applied to the player, but never to the victim. It just doesn't show up for them, not even an error.

 

Expressions in animations started in Sexlab mcm animation editor with npc's that are not downed work just fine, so it probably has to do with whatever status effect is applied to victims with Hunter's pride. I'm at a complete loss on how to fix it or what causes it.

Edited by vrycoolac
Posted
On 5/12/2024 at 12:36 PM, cryingcrow122 said:

Self resolved.
The header version was 1.71, so I changed it to 1.70 and it loaded!

Thank you. I was facing the same issue of Yamete Kudasai not loading in game. I changed the header version from 1.71 to 1.70 as you mentioned and I had the "invalid objectID for ESL light module" error so I removed the ESL flag, saved and then chose "Compact FormIDs for ESL", then re-flaged it as ESL. It worked out. I still have to test its functionality in-game but atleast it appears in the MCM now. thanks again.

Posted
On 12/14/2023 at 9:44 AM, Someone92 said:
On 12/14/2023 at 9:31 AM, fjlkjasdflkajsdflakds said:

My quick time events are..... less than a second long.  I've looked through the file explorer to see if I could find a modifier for this, and couldn't find it.  How can I lengthen QTE?

 

You need to look in the mod

Acheron Extension Library

\Interface\AcheronEL\AcheronEL_QTE.json

 

 

Thanks for this, the mod is exactly what I was looking for (there is a weirdly low number of rape mods with the player as an aggressor in mind) but the struggle QTEs are way too fast by default. Probably placeholder values, I just set them so it's pretty much impossible to lose instead of impossible to win, lol.

Posted

Yeah, they are pretty insane at first. But I found that once I get used to WASD instead of arrows they became almost too easy.

I guess Scrab just tested it over and over to find good default values, which are too fast for a first-time user.

  • 4 weeks later...
Posted (edited)
On 5/25/2024 at 9:38 AM, shardoom said:

@Scrab Yamete Kudasai has several invalid formid's for .ESL saving. This is stopping me from running Dyndolod on my current modlist... :(

Fixed in the most recent release

 

Theres been a new most recent release btw. Please note that the dependencies have changed slightly

I also added a new link to the Nexus mirror for Acheron, for those who werent already aware of the mod being hosted there

Edited by Scrab
Posted

Since this now supports Acheron 1.5, which to my knowledge hasn't been released out of Patreon Early Access yet, would it be better to wait until it's public before updating?

Posted

I dont seem to able to get this working at all. NPC never gets defeated, they just straight up dies. PC gets Knocked down along with followers but never had anything happen afterwards

Posted

Have you installed Acheron? Have you (in Acheron) enabled the NPC defeat option, and increased the chance that a NPC gets defeated instead of killed to 100%?

Posted

This still doesn't work for me either. Checking the Acheron log file I see YK appears to be registered as an 'event':

 

[20:31:47] [info] Reading File: Data\SKSE\Acheron\Consequences\Hostile\YK_Assault.yaml
[20:31:47] [info] Using event weight for event (YK) Assault: 100
[20:31:47] [info] Successfully added event (YK) Assault

 

But when its needed Acheron fails to find it, or at least I assume that's what 'No event quest found' means.

 

[20:51:44] [info] Aggressor 864495 -> Register Defeat for Victim 4262082643
[20:51:44] [info] Aggressor 864495 has 1 targets
[20:51:44] [info] FE0A3853 (Laiyin Baithim) has been pacified
[20:51:44] [info] FE0A3853 (Laiyin Baithim) has been defeated
[20:51:44] [info] Looking up quest of type 4 for FE0A3853 and 2 aggressors. During Combat? false
[20:51:44] [info] Cannot start event: FE01C842 (Kudasai_Adult_NPC)
[20:51:44] [info] No event quest found

Posted (edited)

The robbed quest doesn't work for me. I got killed in Bleak Falls Barrow, got teleported outside the dungeon, and got the "ROBBED" quest, "Find your gear".

Ok, so far so good, but when I got to the quest marker location, I only found an empty "Stolen Gear" sack.

 

Something is going wrong. In the Papyrus log I see:

 

[07/05/2024 - 03:03:04PM] [Kudasai] Robbing Quest with Robber: [Actor < (7B42E81F)>]
[07/05/2024 - 03:03:04PM] [Kudasai] Robbing Victim = [Actor < (00000014)>]; Robber = None

 

I saw the first line is from QF_Kudasai_Robbed_05966FEA.psc:

 

Actor robber = Alias_Robber.GetActorRef()
Debug.Trace("[Kudasai] Robbing Quest with Robber: " + robber)
ObjectReference newRobber
If(!robber.HasKeyword(ActorTypeNPC))
  newRobber = robber.PlaceAtMe(ContainerForm, 1)
ElseIf(KudasaiInternal.IsRuntimeGenerated(robber))
  ActorBase robberbase = robber.GetActorBase()
  newRobber = robber.PlaceAtMe(robberbase)
Else
  newRobber = robber
EndIf
Alias_NewRobber.ForceRefTo(newRobber)

KudasaiInternal.RobActor(Game.GetPlayer(), newRobber as Actor, false)

 

And the second line is from KudasaiInternal.psc:

 

Function RobActor(Actor victim, Actor robber, bool animation = true) global
  Debug.Trace("[Kudasai] Robbing Victim = " + victim + "; Robber = " + robber)
  If(animation && robber)
    If(victim.GetDistance(robber) > 128)
      robber.MoveTo(victim, 60 * Math.cos(victim.Z), 60 * Math.sin(victim.Z), 0.0, false)
      robber.SetAngle(victim.GetAngleX(), victim.GetAngleY(), (victim.GetAngleZ() + victim.GetHeadingAngle(robber) - 180))
    EndIf
    Debug.SendAnimationEvent(robber, "KudasaiSearchBleedout")
    Utility.Wait(1.5)
  EndIf
  Acheron.RemoveAllItems(victim, robber, !GetMCM().bStealArmor)
EndFunction

 

I don't understand how "robber" can be None in the RobActor function. I was killed by a Draugr, did it perhaps not have the "ActorTypeNPC" keyword (is that possible?), so a sack was spawned ("ContainerForm"), which isn't an actor, so that "newRobber (=ContainerForm) as Actor" is None ?

 

Edit: I checked it, the Draugr don't have the "ActorTypeNPC" keyword, the only keyword they have is "SPID_Processed". So I guess the container cannot be cast to Actor.

 

Yes, I think I will remove the "as Actor" cast, and try out if it works then. The Acheron function simply expects an ObjectReference (to a container, I think), and I guess an Actor always is a Container, but a Container is not neccessarily an Actor.

 

Edited by nopse0
Posted

Under what conditions is the "blackout" element added in the latest version determined to be triggered?
I read in the MCM that it is triggered when the assault event is completed,
Does this mean that if the assault event continues to loop indefinitely without ending (no maximum number of assaults and 0% chance of satisfying the rapist), there will be no blackout?

Posted (edited)

Whats is the recommended update process? I've updated Acheron to the latest Nexus version and tried updating this but get a message that my save is corrupt

 

Edit: seems like disabling acheron in the mcm first and then updating worked.

Edited by Deliah Blue
Figured it out
Posted

I'm using YK with Acheron on Sexlab P+, previously on regular Sexlab.

I'm having an issue where oftentimes when I surrender YK will fail to create a scene.

With P+ I get an error message on the console that explains what the problem is.

It's either "no animation found" (which is probably a P+ problem because those animations are installed and P+ even shows them in its list in the MCM) and the other one is "actor already added to this thread" which sounds like a bug in YK.

 

Can anyone verify and/or or hopefully provide a fix?

Posted

Have you tried starting an animation via the included MatchMaker in p+?

Have you tried starting an animation that way with a victim?

I suspect that you have no non-con animation installed, this is why YK does not find any. Or at least none with the required tags as defined in the MCM.

Posted

Npc vs Npc assault is not working when they are in defeat state even though I set the chance to 100. Can someone please help?

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