WarAcez Posted June 18, 2019 Posted June 18, 2019 Thank you for this mod! Can I ask something I got the older version of this mod and I wish to upgrade to this version. Is there a proper way to do it? Like following the uninstall steps first before installing the new one or is it safe to just uninstall the old ver via mod organizer?
tuxagent7 Posted June 18, 2019 Posted June 18, 2019 So me again, i dont think Vigor is the problem Defeat stop working then i have to click reconfigure and then it works until it stop working again, i know when it stop working when the hotkey doesnt work anymore. It's like the mod freeze up. Here is a papyrus log in case someone wants to check Thank you Papyrus.0.log
Hex Bolt Posted June 18, 2019 Posted June 18, 2019 2 hours ago, WarAcez said: I got the older version of this mod and I wish to upgrade to this version. Is there a proper way to do it? Like following the uninstall steps first before installing the new one or is it safe to just uninstall the old ver via mod organizer? The mod was last updated in 2016. I'm guessing your copy is pretty old if it predates that one? Anyway, the author answers your question in the FAQ section with step by step instructions, so that would be the way to go, with the understanding that uninstalling a mod is never guaranteed to be safe. At a minimum, keep a save from your game before updating.
woofwoof4723 Posted June 21, 2019 Posted June 21, 2019 Been suffering for a few hours now. I've tried everything. The mod is stuck loading infinitely. Everything else works. I tried using mod organizer, I tried using NMM, I did everything. No luck. It appears. It says to wait. I wait 10+ minutes. nothing happens. 1
Slorm Posted June 22, 2019 Posted June 22, 2019 Just came back to this mod after a number to years to see where it was (I only use Player as Victim). I'm using the "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018)" version I've noticed when testing that humans work perfectly, the sex scene, subsequent robbery and transport out to an Inn/Wilderness. I'm having a problem with creatures though. At the end of the scene the player is stuck next to the attacker just sitting up holding her stomach and cannot move. Once the creature attacks again the pc can then move (also the same for automatons like the Dwemer Sphere and Centurion). Checked in Zaz and movement seems to be on but pc is stuck. Tried the usual (clean up etc) but can't seem get it to work properly. IIRC in the old version as soon as the attack finished the pc was released and could run away. Have I just missed a setting or does someone know a fix please? EDIT: Tried activating the Resist bar in case it was that. The bar fills and disappears but the pc is till stuck EDIT2: Also noticed it removes quest items, that's a potential game breaker unfortunately. it's a shame as the fixes have really improved the mod
xyzxyz Posted June 26, 2019 Posted June 26, 2019 I got no dialogues after surrendering to some bandits. They just walk away after a few seconds.
tyrantrex Posted June 29, 2019 Posted June 29, 2019 Default Z key to clear tags in anims tab disables all inputs. Default(R) is unfunctional
Dr.Octogonapus Posted June 29, 2019 Posted June 29, 2019 Experiencing the same issue as Woofwoof. Just installed the mod through Vortex. Opened it in MCM, Hit Enable. It said wait, but nothing happened. Not sure what might be causing it.
Tiress Posted June 30, 2019 Posted June 30, 2019 4 hours ago, Dr.Octogonapus said: Experiencing the same issue as Woofwoof. Just installed the mod through Vortex. Opened it in MCM, Hit Enable. It said wait, but nothing happened. Not sure what might be causing it. Did you leave MCM as the notification said too?
Dr.Octogonapus Posted June 30, 2019 Posted June 30, 2019 Yes, I did. All that said, I was using Vortex to manage the mods. I've come to learn that it's a bitch and a half to operate, even compared to the old NMM. So now I'm doing a clean install with MO2 instead. Hopefully using that will help me better load all these mods together and get things to work. 1
RitualClarity Posted July 2, 2019 Posted July 2, 2019 On 6/30/2019 at 12:41 PM, Dr.Octogonapus said: Yes, I did. All that said, I was using Vortex to manage the mods. I've come to learn that it's a bitch and a half to operate, even compared to the old NMM. So now I'm doing a clean install with MO2 instead. Hopefully using that will help me better load all these mods together and get things to work. Interesting... I haven't seen feedback on the usage of Vortex. Guess it is advisable (at least by you) to remain using Mo2
imauto93 Posted July 2, 2019 Posted July 2, 2019 SexLab Defeat is a great mod. But it has some bugs. I use the follower system EFF. Sometimes when a PC is defeated in a battle, its followers also fall down. After that, it becomes impossible to control with EFF during follower Although FOLLOWER follows, FOLLOWER and PC are disconnected. I have a wish to be added to SexLab Defeat. It would be nice if the sexually aggressive enemy had the ability to attack PC with bare hands. There is a similar Mod with SexLab Rape v6. However, this Mod has failed. I hope this is added to SexLab Defeat
Dr.Octogonapus Posted July 2, 2019 Posted July 2, 2019 14 hours ago, RitualClarity said: Interesting... I haven't seen feedback on the usage of Vortex. Guess it is advisable (at least by you) to remain using Mo2 Maybe it's just me being an idiot or spoiled by NMM, but it seems like Vortex makes it incredibly difficult to arrange load order manually. For someone trying to get YA, SL, SL Defeat, SL Adventures, SOS, COS and their collective dependencies...That's very, very bad
RitualClarity Posted July 2, 2019 Posted July 2, 2019 2 hours ago, Dr.Octogonapus said: Maybe it's just me being an idiot or spoiled by NMM, but it seems like Vortex makes it incredibly difficult to arrange load order manually. For someone trying to get YA, SL, SL Defeat, SL Adventures, SOS, COS and their collective dependencies...That's very, very bad Vortex is suppose to be NMM's replacement. That is the reason your comment attracted my attention. If MO2 is easier for you (and possibly others from NMM) then that is bad for Vortex development. Means they didn't achieve their goal
Virid Posted July 3, 2019 Posted July 3, 2019 I've been having issued with the Bane fixed version of Defeat. I think someone already mentioned that necro'd NPCs aren't re-killed post-coitus(you'd think that would be an easy fix but idfk). Additionally the bashing knockout seems not to work at all, and I'm not sure if it was intentionally removed to make Defeat more stable or it's just a new glitch. Also, the state of being tied up seems to strip NPCs automatically and carries over into new spawns of that NPC. I have no idea how Defeat fixed effects female PCs that just wanna go around getting ravaged by bandits, maybe it's a huge improvement, but for a male it really screws things up. If it weren't for how unstable it makes Skyrim the original Defeat would be literally perfect. edit: I think the knockout thing is actually a conflict with Requiem 3.0 edit 2: I found that it conflicts with Racial Body Morphs https://www.nexusmods.com/skyrim/mods/81201 causing the non-human playable races not to change animations properly. I'd like to try making a patch but I've never really done much else with TES5Edit. Wish me luck.
padezaw Posted July 8, 2019 Posted July 8, 2019 How do I get back from a UIExtention cell? I selected I think "Tp to Tied" or the other TP or somthhing and was teleported to this cell with no doors It had a cage in the middle and a chest I think. I had to reload a saved game. Is this a bug? Would be nice to be able to get back.
padezaw Posted July 8, 2019 Posted July 8, 2019 2 hours ago, padezaw said: How do I get back from a UIExtention cell? I selected I think "Tp to Tied" or the other TP or somthhing and was teleported to this cell with no doors It had a cage in the middle and a chest I think. I had to reload a saved game. Is this a bug? Would be nice to be able to get back. sorry - I reassigned the G key to Del. In that process I must have done something wrong. I changed it back to G and made sure it worked and then assign G to Del Now Del works. I did not notice but is there an indicator to say the NPC is marked?
SDP157 Posted July 9, 2019 Posted July 9, 2019 Hey i've got a problem with this mod when i tried to use it, the game don't load and when i update FNIS, there is a message : >>Avertissement: \character\behaviors\FNIS_Defeat_Behavior.hkx not Skyrim SE compatible<<
Hex Bolt Posted July 9, 2019 Posted July 9, 2019 41 minutes ago, SDP157 said: Hey i've got a problem with this mod when i tried to use it, the game don't load and when i update FNIS, there is a message : >>Avertissement: \character\behaviors\FNIS_Defeat_Behavior.hkx not Skyrim SE compatible<< You're trying to use the Oldrim version of Defeat with SE.
SDP157 Posted July 9, 2019 Posted July 9, 2019 56 minutes ago, HexBolt8 said: You're trying to use the Oldrim version of Defeat with SE. yeah i have now download the mod and the game load now but none of the hotkey work and i have the impression that the mod don't work
bgk Posted July 12, 2019 Posted July 12, 2019 I'm having an odd problem with Defeat recognizing creature animations with more than 2 actors. I have creature animations enabled, multiple chance at 100%, and tags disabled, but only 1-on-1 creature animations work. 3+ actor animations don't activate or show up on the list of animations allowed by the tags. 3+ actor animations for humans work with no issue. Matchmaker has no issues loading any 3+ actor creature animations, so I think it's specifically an issue with Defeat. The type of creature doesn't seem to matter: draugr, wolf, whatever. I have less than 500 creature animations registered and I'm on Skyrim LE. I'd appreciate any assistance with this.
Nharra Posted July 12, 2019 Posted July 12, 2019 On 2/1/2019 at 3:43 AM, Whizkid said: idk which version u are using, but i had tested bane's edited version of the fixed version and installed the original author's version with his latest fix overwriting some parts of bane's edited version and everything works as intended... you couldn't have described Skyrim modding better lol 1
MadMansGun Posted July 15, 2019 Posted July 15, 2019 does anyone have detailed information about the edited copy of CF found in that "defeatfixed" file?
Tkc Posted July 15, 2019 Posted July 15, 2019 3 hours ago, MadMansGun said: does anyone have detailed information about the edited copy of CF found in that "defeatfixed" file? All info in attached txt there. Using it several years and it is working fine with MNC if it is what was need for you. Spoiler All details about changes knowns only author of editions who is sharing defeatfixed archive but from sources I see there is quest script just periodically processing aliases which filled with required creatures on some distance from player. CF from Defeatfixed working faster and more stable than original. Here is latest full defeatfixed archive (most often there is updating Defeat mod and rare other).
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