BKnight07 Posted September 5, 2022 Posted September 5, 2022 Great mod. I really only use the Defeat system for capturing enemy NPCs. I see you can set the % chance an NPC is "defeated" rather than killed. I wonder, like others have suggested, if an option to only affect a specific gender would be possible too? Another idea, is the ability to "target" or "mark" a specific enemy to be captured/defeated. Sort of like giving your party a command to not capture not kill that NPC. Similar to a mod I used in FO4. This one you could work around by simply upping your percentage to 100 before engaging them, but it would be more immersive if you can do it without opening the MCM. Regardless, thank you for the mod. I have to imagine this is a monumental amount of work. I appreciate your contribution.
Lillithcometh Posted September 5, 2022 Posted September 5, 2022 I cant get this mod to work with any sort of consistency....the defeat on 0hp triggered once, the other 9 times it just killed me instantly. i have it set to 100% to agressor instead of death, so im not sure why im instantly just dying..... Also, half the time the npcs agressors dont sheathe their weapons so it hovers beside or is always in their hand no matter what....im not sure whats going on but these are similar issues i had with the previous yamete mod....the agressor on limited clothing is the only thing to work
Someone92 Posted September 5, 2022 Posted September 5, 2022 (edited) There is a SE version and a test version for AE. Make sure you use the correct version for your game. Also, make sure that you do not have another mod that kills you via script damage. Edited September 5, 2022 by Someone92
BKnight07 Posted September 6, 2022 Posted September 6, 2022 On 9/4/2022 at 5:57 AM, activeapex said: The button to trigger an Ostim scene is greyed out. What am I doing wrong? All other aspects of the mod seems to work. I've been playing around with it testing the features. In its MCM menu, in Animations, look at the Frameworks section. It's a little cryptic, but I think this is where you can "weight" which framework is used in a given scene. In my case, I only have OStim installed, so it was the only one active. However, it was set to 0. I think that means it will not play any animations...thus greying out the Assault button. Once I set it to 1 the Assault button became available.
BKnight07 Posted September 6, 2022 Posted September 6, 2022 On 9/3/2022 at 6:32 PM, lk74 said: is there a way to filter npc defeat by gender ? everytime I encounter imperial fighting stormcloak theres a lot of M/M action and I dont really want that... I wonder if this is what you're looking for: Go to Data/SKSE/Kudasai and read through the .yaml files there: Validation.yaml lets you disable certain gender combinations and creatures for adult scenes In it, you can set Male on Male to false. Not sure if that prevents defeats, but I would think it would stop assault animations. Maybe? 1
BKnight07 Posted September 6, 2022 Posted September 6, 2022 Hey guys, so I "defeated" my first enemy...a vampire. I went to assault her to make her regret attacking me...and we proceeded to make sweet romantic love with each other. What??? At a minimum, I was hoping for audio that was more suitable to an assault. Are there any suggestions on what can be done? Is Yamete making the right calls or is my choice of framework limiting me (I'm only using OStim)? Just wanted to know if anyone is getting realistic assault experiences. 1
russunit Posted September 7, 2022 Posted September 7, 2022 is there any way to allow armor stripping on myself but not on enemies/npcs?
rosieandposie Posted September 7, 2022 Posted September 7, 2022 On 8/20/2022 at 2:33 AM, Scrab said: YameteKudasai.dll 842.5 kB · 218 downloads Experimental Build for Anniversary Edition, let me know if it works Added a janky n clunky attempt to 'fix' the Defeated NPC stuck-in-combat issue For the most part it seems like it's working fine for me, but when my PC and all followers get defeated, they only assault my PC and not the followers (tested with followers in NFF + skeleton & garg vanilla creatures).
Cramon Posted September 7, 2022 Posted September 7, 2022 any chance this will get flower girls support?
Someone92 Posted September 7, 2022 Posted September 7, 2022 (edited) 3 hours ago, Cramon said: any chance this will get flower girls support? Zero. Yamete had FlowerGirls support. However the framework doesn't offer all the functionality Yamete needed, so Scrab wrote them for FlowerGirls himself. He also offered to pretty much add those functionalities to FlowerGirls. The author didn't even respond. So Scrab said fuck it, and dropped FlowerGirls support in YK. Edited September 7, 2022 by Someone92 1
Gwentag Posted September 7, 2022 Posted September 7, 2022 Very cool mod. Works like a charm. Are there any mods that use this framework already?
XXLBR Posted September 8, 2022 Posted September 8, 2022 Will you be adding the defeated poses feature old Yamete had? Great mod but the default / only knocked down skyrim pose kills it for me.
Someone92 Posted September 8, 2022 Posted September 8, 2022 You mean the ones from iirc Baka? those should be included. You have active them in the MCM.
2Dimm Posted September 8, 2022 Posted September 8, 2022 i think all the stuff scattered around the comments here can be a update just fine! its all working, the AE patch, utrawide HUD and the multi menu ESP kinda works, with the least one although the yamete menu is on top the pahe menu, it still showing up is kinda anoying, maybe just do a patch to disable from pahe itself? i tried deleting the perk but somehow it still shows up so no clue how to do it lol 1
clewecks Posted September 10, 2022 Posted September 10, 2022 (edited) Mod isn't playing OStim animations for me. My character just crawls around on the ground while the combatants just stand around me and clap. The arousal bars appear, but they don't do anything. Edit: I've also gotten several crashes just testing the mod. Edited September 11, 2022 by clewecks
Guest Posted September 11, 2022 Posted September 11, 2022 On 8/29/2022 at 8:01 AM, Scrab said: For multi menu when activating targets: YameteKudasai.esp 160.44 kB · 25 downloads I'm not sure this is working, because I am getting the double menu still.
AzureFlare Posted September 11, 2022 Posted September 11, 2022 On 8/20/2022 at 3:33 PM, Scrab said: YameteKudasai.dll 842.5 kB · 276 downloads Experimental Build for Anniversary Edition, let me know if it works Added a janky n clunky attempt to 'fix' the Defeated NPC stuck-in-combat issue Great MOD , mostly works well in AE . But when player been robbed , the "robbed" quest will be completed immediatly and lack the target to indicate where to find the equipment . Is that an orirginal setting or bug ?
felix3213131231 Posted September 13, 2022 Posted September 13, 2022 (edited) I don't get anyone "defeated" I have pride hunter on. But they all just keep dying on the last hit no matter if it fists or a big cannon. I am also using Odefeat but idk if that cause something. Edit: Yes it was the odefeat that broke it. Edit again: Okey I can now surrender but I still can't "defeat" anyone. Edited September 13, 2022 by felix3213131231
Inokentych Posted September 13, 2022 Posted September 13, 2022 Any chance to add support for "Toys and Love" sex framework?
felix3213131231 Posted September 13, 2022 Posted September 13, 2022 (edited) Alright I finally got it to work. I thought I was supposed to put the DLL file in the DLL uploader. But it was in skse/plugins and replace the dll file there. Edit: It works great now, except that the "Pahe" Paradise hall menu pops up when I click e on them. BUT it suchs a small thing and literally easy to just click cancel enslavment so I think it should be put at the furthest back of patches and needs (Meaning it tbh not needed to be fixed) Edited September 13, 2022 by felix3213131231
judahel Posted September 15, 2022 Posted September 15, 2022 Sry to bother with a mechanic question... The mod seems to work but defeate npcs stuck on bleedout and the only way i have to resurrect em is to give em a potion.. Is it how this mod works or ....
pinkfluf Posted September 15, 2022 Posted September 15, 2022 1 minute ago, judahel said: Sry to bother with a mechanic question... The mod seems to work but defeate npcs stuck on bleedout and the only way i have to resurrect em is to give em a potion.. Is it how this mod works or .... I had the same issue, Scrab said they'll recover once you leave the area or cell unloads. Sucks in battle everyone rolling around on the floor. You can use the debug to manually release them too (when your mouse cursor is over them then go in YK debug mcm menu).
judahel Posted September 15, 2022 Posted September 15, 2022 1 minute ago, pinkfluf said: I had the same issue, Scrab said they'll recover once you leave the area or cell unloads. Sucks in battle everyone rolling around on the floor. You can use the debug to manually release them too (when your mouse cursor is over them then go in YK debug mcm menu). Yep im doing it rite now. But strangely i hadn't this problem at the beginning..
Guest Posted September 18, 2022 Posted September 18, 2022 Unfortunately, the AE patch doesn't appear to be working for me. Tested with a relatively minimal load order, and about all that's happing in-game is I can see the MCM menu: None of the actual features are working for me. Posting my installed mods in case anyone can point out what's going wrong, but it's probably a shot in the dark.
Kingskunk Posted September 18, 2022 Posted September 18, 2022 The AE version is working amazingly well, my only issue is that npcs are defeating other npcs and assaulting one of them for a few rounds before carrying on. The npcs just remain defeated after. Is there anyway to disable npcs from defeating other npcs and leave it only to the player?
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now