Taven Posted June 15, 2015 Posted June 15, 2015 I'm not sure if this is supposed to happen, but, when the 'rescue' even procs after my pc has been raped, she'll suddenly have like a LARGE list of items stuck in her inventory out of nowhere, like a full suit of leather armor, a suit of guard armor, ect. Is that supposed to happen? And the only way to get up afterward is jumping.
Fenderstat Posted June 16, 2015 Posted June 16, 2015 Just posting to say player as aggressor works perfectly. The only issue is when I transport an npc in a sack for long distances they are not there any more when I release them but thats not a big deal. Other than that it's perfect. I don't even use this fpr the H part of this as I can finally capture bandits when they yield and leave them tied up, I'm sick of killing people all the time and this is a mod that lets me do something different for once. I love clearing a fort, heaping the bodies out front and leaving those who surrendered tied up. If only I could escort them to a guard who imprisons them and they remain in jail for a period of time before de spawning. Follower commands also work perfectly. Kudos to an amazing mod.
swmas Posted June 16, 2015 Posted June 16, 2015 The vampires attacked Whiterun. A Nightmaster vampire got killed but I didn't see any other enemy. The next day I exited Whiterun and there were 2 Death hounds fighting the horses and the two guys working at the stable, they started fucking them, Vilija killed the hounds while they were fucking but after that the two guys just stood there never moving even after I attacked them. I could still talk to them fine. I left and waited for 7 days (I have cell reset after 5 days), went back, the horses respawned but the guys were still there in the same state.
WaxenFigure Posted June 16, 2015 Posted June 16, 2015 Hello! I have problem instaling defeat. I used latest beta (5.3.3) and latest stable 5.1.0 - when I hit "install" and exit to gamemode nothing happens. Here is my papyrus log. Papyrus.0.log Here is load order loadOrderSk.jpg I read a couple of pages ago that someon else had this problem and he was adviced to use LOOT. I used LOOT and it didn't help. Please help. =) Part of the original post has a FAQ, follow the instructions there for a Clean Save. Then install ONLY Defeat 5.1.0, the beta version was for Defeat 5.0.0 it was version 3.3 of that beta and is now obsolete and should not be used.
aljustineg Posted June 16, 2015 Posted June 16, 2015 the sex menu controller on the PC doesnt seems to work during the sexlab scene whenever i press the 0 button all i get is the defeat option menu even if i hold shift and press 0. last time the 0 function use to work whenever i click it during sexlab scene it. this problem happen when i use some of the mods here are my mod order im using Mod organizer Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp HearthFires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp Skyrim Project Optimization - Full Version.esm ETaC - RESOURCES.esm Schlongs of Skyrim - Core.esm Lanterns Of Skyrim - All In One - Main.esm SGHairPackBase.esm SexLab.esm SexLabAroused.esm hdtHighHeel.esm ZaZAnimationPack.esm -Stickier_Arrows- Fix.esp HHairstyles.esp Schlongs of Skyrim.esp Bishu Osafune-ju Morikage.esp TreestumpConversions.esp UFO - Dragonborn AddOn.esp DaedricCrownCraftable.esp S7B Mavari.esp KJ Tattoos 2K.esp Eyes of Aber.esp BS-TheHag_Overlays.esp Chesko_WearableLantern.esp Better Stealth AI for Followers.esp AMatterOfTime.esp Brows.esp Improved Eyes Skyrim.esp DragonPlateCrownCraftable.esp SkyUI.esp Dual Sheath Redux.esp EbonyCrownCraftable.esp Convenient Horses.esp 7Base Remodeled Armor - Replacer - Dawnguard.esp UIExtensions.esp DYNAVISION Dynamic Depth of Field.esp EnhancedLightsandFX.esp ETaC - Complete.esp ELFX - Exteriors.esp HitStop.esp SGHairPackAIO.esp DragonCrownCraftable.esp DreamBurrowsSkullRibbon.esp CopyArmor.esp Facelight.esp Fantasy Music Overhaul Redone.esp Kat Outfit.esp LadyJewel.esp LadyMask.esp LyPlayerVoice.esp KS Hairdo's.esp NonSexLabAnimationPack.esp [KijikoHair_MalePack].esp Auto Unequip Ammo.esp Tempestarmor7b.esp Proper Aiming.esp RaceMenu.esp RaceMenuOverlayCompilation - UNP.esp RaceMenu - Norse Tattoos.esp RaceMenuPlugin.esp GlassCrownCraftable.esp Weapons & Armor Fixes_Remade.esp ElvenCrownCraftable.esp 7Base Remodeled Armor - Replacer - Dragonborn.esp SkyRe_EnemyScaling.esp Weapons & Armor_TrueOrcishWeapons.esp RaceMenuPluginXPMSE.esp VioLens.esp RealisticRoomRental.esp ETaC - Complete ELFX Patch.esp ETaC - Dragon Bridge South.esp Immersive Orc Strongholds.esp NPCs Protected Redux.esp 7Base Remodeled Armor - Replacer.esp ETaC - Complete NPCs Protected Patch.esp RealShelter.esp RealShelter_ETAC13.esp ETaC - Complete LoS Patch.esp Immersive Whiterun.esp Immersive Solstheim.esp Immersive Settlements - NPCs Protected Patch.esp Immersive Whiterun - NPCs Protected Patch.esp Immersive Solstheim - NPCs Protected Patch.esp RRR_ELFX-Patch.esp Immersive Orc Strongholds - NPCs Protected Patch.esp Rebirth Monster.esp Combat Evolved.esp SexLabDefeat.esp SkyRe_EncounterZones.esp Weapons & Armor_FasterArrows.esp SOS - Smurf Average Addon.esp SOS - VectorPlexus Regular Addon.esp SexLab Warmbodies.esp SexLab_SOS-Stapon.esp SkyrimURWL.esp SSv2.esp ArcheryDummyXP.esp Merta Assassin Armor.esp Convenient Bridges.esp PerkusMaximus_Master.esp PerkusMaximus_Warrior.esp PerMa Headless.esp PerkusMaximus_Thief.esp Duel - Combat Realism.esp PerMa Expansion 1 - Wintermyst.esp PerkusMaximus_Mage.esp Weapons & Armor_DragonPriestMasks.esp PerMa_USKP master patch.esp PerMa Fixes.esp Cloaks.esp ShreddedTrissMash.esp StaticMeshImprovementMod-DragonbornTernFix.esp StaticMeshImprovementMod.esp Sun Glasses OE.esp Tropicalpack.esp UFO - Dawnguard AddOn.esp UFO - Ultimate Follower Overhaul.esp UFO - Heartfire AddOn.esp SkyRe_StandingStones.esp Chesko_Frostfall.esp Bound Armory.esp Pre PaMa Bound Armory Patch.esp CUYC_CleanUpYourCorpses.esp PerMa_Survivalism.esp RealShelterFF.esp SkyRe_Races.esp SBF Brelyna.esp SBF Iona.esp SBF Jenassa.esp SBF Jordis.esp SBF Lydia.esp SBF Mjoll.esp SBF Iona CBBE.esp SBF Jenassa CBBE.esp SBF Jordis CBBE.esp SBF Lydia CBBE.esp SBF Mjoll CBBE.esp SkyRe_EnemyAI.esp ETaC - Whiterun Ext ELFX Patch.esp SpousesEnhanced.esp ETaC - Whiterun Ext LoS Patch.esp JaxonzEnhGrab.esp SSLToys.esp UltimateCombat.esp dD-No Spinning Death Animation.esp Undiveyes.esp Unique Uniques.esp Weapons & Armor_TrueWeaponsLvlLists.esp WetandCold.esp dD - Realistic Ragdoll Force - Realistic.esp iHUD.esp iNeed.esp Soul Collector.esp EdhildilsHelgenrogue.esp Akavari Katana Re_borne.esp iNeed - Dangerous Diseases.esp kuzak-bodyandstockings.esp wgwarpaint2p0.esp Alternate Start - Live Another Life.esp Pre PaMa WAFR Patch.esp SexLabSolutions_LAL_Patch.esp ASIS-Dependency.esp PatchusMaximus.esp ASIS.esp Dual Sheath Redux Patch.esp WTF.esp
zzz72w3r Posted June 16, 2015 Posted June 16, 2015 Hm for NPC vs NPC I think I added a mistake that do not run the sexlab end event after a scene... I'll try to release a little update soon I have this weird bug where when I try to do a weapon sheathed sneak choke on a npc, my character gets knocked down after the animation as well. Also if I do the same thing with death alternative disabled, I just die straight away and auto load save. That's indeed very odd and clearly it shouldn't happen, I don't know what to say to this really. :/ Reporting the NPC-NPC issue with 5.1 as well. I created a small mod where a NPC will chase down and attack a follower NPC by using two custom opposing factions. Other than the custom faction the follower is just a very basic essential follower NPC. After the initial fight and subsequent rape, the two NPC just stand there and do nothing. The victim/follower NPC also lost all dialog options.
darkmatter86 Posted June 17, 2015 Posted June 17, 2015 Somehow surrender doesn't work for me anymore, the enemies keep attacking me until black out. It worked on my older save file though. Please tell me how to make it work again. Thanks in advance.
germanicus Posted June 17, 2015 Posted June 17, 2015 The vampires attacked Whiterun. A Nightmaster vampire got killed but I didn't see any other enemy. The next day I exited Whiterun and there were 2 Death hounds fighting the horses and the two guys working at the stable, they started fucking them, Vilija killed the hounds while they were fucking but after that the two guys just stood there never moving even after I attacked them. I could still talk to them fine. I left and waited for 7 days (I have cell reset after 5 days), went back, the horses respawned but the guys were still there in the same state. Use a "clean" option in MCM menu under "general". That helped me many times.
Goubo Posted June 17, 2015 Author Posted June 17, 2015 Ok I think I know why Surrender work only the first time, really dumb reason just forgot to stop the detection quest on a surrender attempt so the function can't detect any other potential aggressors around the player when they surrender... Can someone try to add this line and tell me if it work for them? DefeatPlayer script, at the end of the Surrender Function: Function Surrender() IsSurrender = True Detect.Start() SetAggressors() TheNext = Aggressors[0] If TheNext .... Else Restored() Endif Detect.Stop() ; This line to add and compile the script. EndFunction The only way to fix this for now is to take a hit that would normally knock down your char.
WaxenFigure Posted June 17, 2015 Posted June 17, 2015 Ok I think I know why Surrender work only the first time, really dumb reason just forgot to stop the detection quest on a surrender attempt so the function can't detect any other potential aggressors around the player when they surrender... Can someone try to add this line and tell me if it work for them? DefeatPlayer script, at the end of the Surrender Function: Function Surrender() IsSurrender = True Detect.Start() SetAggressors() TheNext = Aggressors[0] If TheNext .... Else Restored() Endif Detect.Stop() ; This line to add and compile the script. EndFunction The only way to fix this for now is to take a hit that would normally knock down your char. I added this line and then surrendered twice in a row and got used both times so it appears that fixed it.
Yuni Posted June 17, 2015 Posted June 17, 2015 Bug Report: Once agian, defeat is not working for me. Now, with version 5.1, I surrender once, and it works. Or I get raped once, and it works. Unless I completely reinstall the mod (with a clean save), any time I surrender, the enemy puts their weapon away, then goes hostile again and hits me, without any ability to move on my part. RIGHT after a failed surrender, I dug into my papyrus log and found this defeat-related error. [06/17/2015 - 04:49:11PM] Defeat: SetAggressors Aggressor / Slot filled - 0 // Aggressor -> [lvlpredatorscript < (00085CE3)>][06/17/2015 - 04:49:11PM] Defeat: SetAggressors Aggressor / Slot filled - 1 // Aggressor -> [lvlpredatorscript < (000D1F29)>][06/17/2015 - 04:49:11PM] Defeat: SetAggressors Aggressor / Slot filled - 2 // Aggressor -> [lvlpredatorscript < (00085CE1)>][06/17/2015 - 04:49:11PM] Defeat: SetAggressors / Aggressors slots - [[lvlpredatorscript < (00085CE3)>], [lvlpredatorscript < (000D1F29)>], [lvlpredatorscript < (00085CE1)>], None, None][06/17/2015 - 04:49:11PM] Defeat: SetAggressors / Accomplices slots - [None, None, None, None, None][06/17/2015 - 04:49:12PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086AD1)>]]; already active[06/17/2015 - 04:49:12PM] Defeat: SetFollowers / Scenario - $Original // Followers slots - [None, None, None, None, None][06/17/2015 - 04:49:12PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (000B71BD)>]]; already active[06/17/2015 - 04:49:12PM] [CF][Framework] Didn't add active actor ["draugr" [Actor < (0001A0FD)>]]; already active[06/17/2015 - 04:49:12PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086AD9)>]]; already active[06/17/2015 - 04:49:12PM] [CF][Framework] Didn't add active actor ["Restless Draugr" [Actor < (0001A10E)>]]; already active[06/17/2015 - 04:49:12PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086ACA)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["Restless Draugr" [masterambushscript < (00086AC2)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["Restless Draugr" [Actor < (0001A10A)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [Actor < (0001A0F8)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086ADA)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["Restless Draugr" [Actor < (0001A101)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [Actor < (0001A105)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086ADF)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086ADC)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086AD6)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086ACD)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["Restless Draugr" [masterambushscript < (000B71BF)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (000B71C2)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [Actor < (00085285)>]]; already active[06/17/2015 - 04:49:13PM] [CF][Framework] Didn't add active actor ["draugr" [masterambushscript < (00086AC8)>]]; already active[06/17/2015 - 04:49:13PM] Defeat: Player victim - End scene, Restored.[06/17/2015 - 04:49:18PM] Defeat: SetAggressors Aggressor / Slot filled - 0 // Aggressor -> [lvlpredatorscript < (00085CE3)>][06/17/2015 - 04:49:18PM] Defeat: SetAggressors Aggressor / Slot filled - 1 // Aggressor -> [lvlpredatorscript < (000D1F29)>][06/17/2015 - 04:49:18PM] Defeat: SetAggressors Aggressor / Slot filled - 2 // Aggressor -> [lvlpredatorscript < (00085CE1)>][06/17/2015 - 04:49:18PM] Defeat: SetAggressors / Aggressors slots - [[lvlpredatorscript < (00085CE3)>], [lvlpredatorscript < (000D1F29)>], [lvlpredatorscript < (00085CE1)>], None, None][06/17/2015 - 04:49:18PM] Defeat: SetAggressors / Accomplices slots - [None, None, None, None, None][06/17/2015 - 04:49:19PM] Defeat: SetFollowers / Scenario - $Original // Followers slots - [None, None, None, None, None] Anyone have any idea what is going on? "Cleaning up" defeat doesn't help. Resetting animation registry doesn't help. Edit: Reading the thread shows people up above are having the same problem I am. Apparently this is already being looked at. I hope more data helps.
Leowulf Posted June 17, 2015 Posted June 17, 2015 I installed 5.1 over my old 5b3, and FNIS now gives me these log lines. What do I need to manually remove? Duplicate AnimEvent DefeatPickUp for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatStripAnim for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTieUpEnter for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTieUpExit for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTieUpIdle for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTyingUpAnim for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatWounded02exit for character, mods Defeat and SexLabDefeat7 possible consistence issues EDIT: I removed "<Installation Directory>\Skyrim\Data\meshes\actors\character\animations\Defeat", and the messages went away. As a suggestion, consider keeping the folder and file names the same between versions, even in the case of a full rewrite, so that those who are upgrading from an older version have a cleaner upgrade path and issues like the above can be avoided more readily.
Leowulf Posted June 17, 2015 Posted June 17, 2015 I like this mod. How soon can you fix the script error and upload the fix?
Sailing Rebel Posted June 18, 2015 Posted June 18, 2015 I installed 5.1 over my old 5b3, and FNIS now gives me these log lines. What do I need to manually remove? First paragraph in the mod description: /!\ READ: The last version of the mod, the v5, is a major rewrite of the mod so if you are using a previous version of the mod (v5b3.3Fixed or less) you NEED to make a clean save and use the save tool and delete any files from previous versions. (see FAQ)
Taven Posted June 18, 2015 Posted June 18, 2015 I'm not sure if this is supposed to happen, but, when the 'rescue' even procs after my pc has been raped, she'll suddenly have like a LARGE list of items stuck in her inventory out of nowhere, like a full suit of leather armor, a suit of guard armor, ect. Is that supposed to happen? And the only way to get up afterward is jumping. I still haven't gotten my question answered yet...is this supposed to happen or am I experiencing a glitch or something?
Yuni Posted June 18, 2015 Posted June 18, 2015 Ok I think I know why Surrender work only the first time, really dumb reason just forgot to stop the detection quest on a surrender attempt so the function can't detect any other potential aggressors around the player when they surrender... Can someone try to add this line and tell me if it work for them? DefeatPlayer script, at the end of the Surrender Function: Function Surrender() IsSurrender = True Detect.Start() SetAggressors() TheNext = Aggressors[0] If TheNext .... Else Restored() Endif Detect.Stop() ; This line to add and compile the script. EndFunction The only way to fix this for now is to take a hit that would normally knock down your char. I added this line and then surrendered twice in a row and got used both times so it appears that fixed it. I wanted to try compiling this script, but good lord I can't figure out how. pex compiler doesn't accept it, and the creation kit explodes when I try to compile it in there. How in the world do you guys even pack the scripts? Gosh I'm a papyrus noob, even with what I know. Lean more every day, though.
WaxenFigure Posted June 18, 2015 Posted June 18, 2015 ... I wanted to try compiling this script, but good lord I can't figure out how. pex compiler doesn't accept it, and the creation kit explodes when I try to compile it in there. How in the world do you guys even pack the scripts? Gosh I'm a papyrus noob, even with what I know. Lean more every day, though. You have to have unpack the BSA files for that various required mods so that the script source files are available. One super oddity about the Papyrus compiler is that it doesn't link to compiled PEX files, it always requires the source PSC file instead. EDIT: Added compiled pex file for those who are having trouble with the CK EDIT AGAIN: Added source psc file just for completeness, surprised Goubo hasn't released an official patch yet. defeatplayer.pex defeatplayer.psc
chipstick Posted June 18, 2015 Posted June 18, 2015 ... I wanted to try compiling this script, but good lord I can't figure out how. pex compiler doesn't accept it, and the creation kit explodes when I try to compile it in there. How in the world do you guys even pack the scripts? Gosh I'm a papyrus noob, even with what I know. Lean more every day, though. You have to have unpack the BSA files for that various required mods so that the script source files are available. One super oddity about the Papyrus compiler is that it doesn't link to compiled PEX files, it always requires the source PSC file instead. EDIT: Added compiled pex file for those who are having trouble with the CK Um wait, is the pex file you've attached sufficient to fix the surrender bug, or do we need to adjust a corresponding psc file as well? Thanks for kindly attaching it btw.
srayesmanll Posted June 18, 2015 Posted June 18, 2015 Um wait, is the pex file you've attached sufficient to fix the surrender bug, or do we need to adjust a corresponding psc file as well? Thanks for kindly attaching it btw. The .pex file (the compiled script) is what is used by game. The .psc is only for editing the script. So no, to use the changes you only need to install the .pex file.
Leowulf Posted June 18, 2015 Posted June 18, 2015 I installed 5.1 over my old 5b3, and FNIS now gives me these log lines. What do I need to manually remove? First paragraph in the mod description: /!\ READ: The last version of the mod, the v5, is a major rewrite of the mod so if you are using a previous version of the mod (v5b3.3Fixed or less) you NEED to make a clean save and use the save tool and delete any files from previous versions. (see FAQ) I read that and willfully chose to ignore it, jackass. Thank you!
chipstick Posted June 18, 2015 Posted June 18, 2015 Um wait, is the pex file you've attached sufficient to fix the surrender bug, or do we need to adjust a corresponding psc file as well? Thanks for kindly attaching it btw. The .pex file (the compiled script) is what is used by game. The .psc is only for editing the script. So no, to use the changes you only need to install the .pex file. Right. Thanks for that info.
Leowulf Posted June 18, 2015 Posted June 18, 2015 ... I wanted to try compiling this script, but good lord I can't figure out how. pex compiler doesn't accept it, and the creation kit explodes when I try to compile it in there. How in the world do you guys even pack the scripts? Gosh I'm a papyrus noob, even with what I know. Lean more every day, though. You have to have unpack the BSA files for that various required mods so that the script source files are available. One super oddity about the Papyrus compiler is that it doesn't link to compiled PEX files, it always requires the source PSC file instead. EDIT: Added compiled pex file for those who are having trouble with the CK Thanks!
crudo Posted June 19, 2015 Posted June 19, 2015 I seem to have an issue or a conflict with SD+ and Defeat. I run both through Death Alternative. Here is a typical sequence. Lose in combat and Defeat mod triggers for DA bleedout event. After Defeat mod has run character enters blackout event. When SD+ triggers from blackout event and the character is enslaved by bandits the only dialogue I get is, "What? What do you want now?" from the bandits. There is no reply available and all other dialogue from SD+ is unavailable. SD+ is running, sort of. Everything beside character communication seems to work. Although SD+ is mostly driven by character communication so it's pretty useless. Is that text, "What? What do you want now?" from Defeat? Am I getting it because the bandits are passive during an SD+ enslavement? I did try to turn off NPC comments in the Defeat menu. Made no difference.
WaxenFigure Posted June 19, 2015 Posted June 19, 2015 I seem to have an issue or a conflict with SD+ and Defeat. I run both through Death Alternative. Here is a typical sequence. Lose in combat and Defeat mod triggers for DA bleedout event. After Defeat mod has run character enters blackout event. When SD+ triggers from blackout event and the character is enslaved by bandits the only dialogue I get is, "What? What do you want now?" from the bandits. There is no reply available and all other dialogue from SD+ is unavailable. SD+ is running, sort of. Everything beside character communication seems to work. Although SD+ is mostly driven by character communication so it's pretty useless. Is that text, "What? What do you want now?" from Defeat? Am I getting it because the bandits are passive during an SD+ enslavement? I did try to turn off NPC comments in the Defeat menu. Made no difference. That text is not from Defeat so it must be SD or some other mod.
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