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Posted

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.

Posted

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

Posted (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 by Someone92
Posted
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.

Posted
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?

Posted

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.

Posted
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).

Posted (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 by Someone92
Posted

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.

Posted

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

Posted (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 by clewecks
Posted
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 ? 

Posted (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 by felix3213131231
Posted (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 by felix3213131231
Posted

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 ....

Posted
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).

Posted
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..

 

Posted

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. 


image.png.73c07758d83fb1ac8a6965b5ab013d39.png

Posted

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? 

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