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Posted

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.

Posted

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.

 

  

Posted

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.

Posted

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.

attachicon.gifPapyrus.0.log

 

 

Here is load order

attachicon.gifloadOrderSk.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.

 

 

Posted

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
 

 

 

Posted

 

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.

 

Posted

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.

Posted

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.

Posted

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.

 

Posted

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.

Posted

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.

Posted

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 SexLabDefeat
Duplicate AnimEvent DefeatStripAnim for character, mods Defeat and SexLabDefeat
Duplicate AnimEvent DefeatTieUpEnter for character, mods Defeat and SexLabDefeat
Duplicate AnimEvent DefeatTieUpExit for character, mods Defeat and SexLabDefeat
Duplicate AnimEvent DefeatTieUpIdle for character, mods Defeat and SexLabDefeat
Duplicate AnimEvent DefeatTyingUpAnim for character, mods Defeat and SexLabDefeat
Duplicate AnimEvent DefeatWounded02exit for character, mods Defeat and SexLabDefeat
7 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.

Posted

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)

 

Posted

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?

Posted

 

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.

Posted

...

 

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

Posted

 

...

 

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.

 

Posted

 

 

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.

Posted

 

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!  ;)

Posted

 

 

 

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. :D

 

Posted

 

...

 

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!

 

Posted

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.

Posted

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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