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Posted

Thanks for reply nuluck. I did reported already that bug. As I said, I have a 2 characters that are serving for mod testing. One of them is lost now because of unrecoverable error.  Spent hours and hours in trying to find solution for that problem.  When I said: "What a waste?!" at the end of my previous post, I wanted to emphesize the importance of the problem and was referring to the final consequence that everybody can experience if this bug will not be fixed.

 

I love this mod a lot and waited for a long time to play it. I'm sure that Goubo will do something about it. :)

Posted

 

Wow lot of messages, I did read all of them and I takes notes, so don't worry if I forget to awnser directly to you.

 

[...]

 

 Creatures stealing the stuff is clearly not intended, it's just a lack of testing about creatures, will be fixed asap, as for the robbing, apparently there is some problems with it so I'm gonna improve it.

 

 

Ignoring favorites could be done I guess, there must be a check for this.

 

 

I am a little wary of the favorites suggestion. As I understand the issue, if the item is removed from inventory, then the item is no longer flagged as a favorite, and must be reflagged when picked up again. I haven't really examined the favorite mechanic to see if there are conditions to have a favorite flag stick even if you don't have the item in inventory. If it is possible to to steal and item without dropping the favorite flag, then that is ideal of course. But if by ignore you mean not even steal the item, then I begin to question why have the steal mechanic in the first place. Just have steal equipment toggle on or off for those who want to keep their favorites. I find hard to believe that bandits will say "well, we will let her keep her sword of bandit slaying since she really seems to like it. But we will take these iron daggers that seem to be weighing her down." :D

 

Haha, that's true, that's why I don't want to make the player choose what % of his gold he wants to get robbed, if a bandit see all this money he's not gonna take just a part of it...

But I can make a only gold option and maybe limit the robbing to some factions.

 

Thanks for the amazing mod.

 

Could I know is there any chance we can get the hideout function back in the coming update? :P

 

Also,if I want to help for the translations, how I can give the translation version to you?

Hideout will not be in this mod, it will come later. (not a near future, not gonna lie)

 

 

Is it possible to change the animation done for raping/necrophilia from cowgirl to something else?

 

There is some setting in Defeat called "Reverse". This used to be disabled by default iirc, but now it is enabled by default. Turn it off.

EDIT: actually now that i think, this was always enabled by default, but it only affected female->male rape. But now it affects female->female rape too. (i guess you can call that a bug, since the description of the option only talks about female->male rape).

 

Thanks, will fix this.

Ho and about reverse option, I did limit the animlation cause other were not very rapy but I need to change this option anyway.

 

Not sure if it has been reported, but with the Inn post assault, if i wasn't robbed, I would get a lot of things in my inventory that I didn't have. From around 250-300 I can get a weight of more than 500 because all of the extra things that end in my inventory, which I don't know where they are from.

That's because it get armors & weapon that are on the floor, this was the only way I found to get all your stuff on the floor if stripped when you get teleported in a post assault event and trust me I search for another solution, like registering every stripped piece of stuff and then compare pieces of stuff on the floor with pieces that are in the array but IMPOSSIBLE to compare those by name, by id etc...

 

i'm having a problem where the knock down > kill kills me after the kill animation insted of the target O.o

Wierd, will take a look.

 

For those of you having the issue where the struggle bar dos'nt appear, and are using IHUD. There is a new beta version of IHUD that plays nicer with SkyUI widgets. I just installed it, and I no longer have the problem with the struggle bar.

Good to know, I'll put it in the FAQ

 

Found an interesting bug. Was knocked down into sitting position and i have the wilderness option set to 50%, i was successfully transported to Morthal swamps but i was still stuck in the sitting position. using the clean option in the MCM lets me move again but i still get the audio of my char moaning in pain. Also still trying to find out why i cant use the struggle option with the controller

Ho, so a scene did not end if your char is moaning, do you have followers?

I'll do something for controller users. (if I can)

 

Also a bit confused by the Escape event, after getting up, the enemies just stand around letting me grab my things, appease my companions etc. I can even beat on them without fear of retribution.  If I understand it correctly, I actually have to run away for them to be hostile to me again?

Yes, you're not supposed to be able to hit them though, will fix.

 

Can post-rape events be completely disabled? So post event would be: attempted murder - death option? I'm currently using Death Alternative and it works well with other mods in build.

Yes and they are disabled by default.

 

Would it be possible to add a function - in MCM i guess - to reset your amount of cuffs? I keep "loosing" them from time to time.

Guess this can be done by uninstalling and reinstalling the mod but it would be simplier in MCM ;)

Try to wait 5 hours and tell me if you get all your cuffs. I actually changed the system and it should work fine.

Posted

Germanicus, dumb question but did you try Clean up function? Your problem is that for some reason your char is stuck in the calm faction.

Is it does not work, uninstalling & installing should work.

Posted

Thanks for the reply Goubo, I did clean it after installing. As a matter of fact, I used several (3 different tools). None of them found any problem. I can reinstall the mod, that's the least problem, my worries are if "hostility" bug will be treated accordingly. I wouldn't like to to reinstall the mod every time when this happens. :)

 

"player.tai and epc" console commands recovered my PC from being stacked at one play and to be ready for battle again, but "tai and tcai" commands couldn't recover enemies hostility.

Posted

I was talking about in game functions in MCM, it's supposed to take care of this kind of bug.

I have to add 2 or 3 things in that function, speaking of that.

Posted

I was talking about in game functions in MCM, it's supposed to take care of this kind of bug.

I have to add 2 or 3 things in that function, speaking of that.

 

I see. thanks for reminding me of that since I forgot to mention it when saying "nothing" helped. Sorry. I did try so many things that I missed to mention this one too under "no help"

Posted

 

 

I am a little wary of the favorites suggestion. As I understand the issue, if the item is removed from inventory, then the item is no longer flagged as a favorite, and must be reflagged when picked up again. I haven't really examined the favorite mechanic to see if there are conditions to have a favorite flag stick even if you don't have the item in inventory. If it is possible to to steal and item without dropping the favorite flag, then that is ideal of course. But if by ignore you mean not even steal the item, then I begin to question why have the steal mechanic in the first place. Just have steal equipment toggle on or off for those who want to keep their favorites. I find hard to believe that bandits will say "well, we will let her keep her sword of bandit slaying since she really seems to like it. But we will take these iron daggers that seem to be weighing her down." :D

 

Haha, that's true, that's why I don't want to make the player choose what % of his gold he wants to get robbed, if a bandit see all this money he's not gonna take just a part of it...

But I can make a only gold option and maybe limit the robbing to some factions.

 

Not sure if it has been reported, but with the Inn post assault, if i wasn't robbed, I would get a lot of things in my inventory that I didn't have. From around 250-300 I can get a weight of more than 500 because all of the extra things that end in my inventory, which I don't know where they are from.

That's because it get armors & weapon that are on the floor, this was the only way I found to get all your stuff on the floor if stripped when you get teleported in a post assault event and trust me I search for another solution, like registering every stripped piece of stuff and then compare pieces of stuff on the floor with pieces that are in the array but IMPOSSIBLE to compare those by name, by id etc...

 

Wanted to comment on these two points.

 

1) On the stripping option maybe have it so the bandits take the stripper weapons etc. At least at this as a option. That way the PC has the quest to get their stuff back by the quest. Cause it just seems really odd to have a bunch of stuff added to your after such a event to me.

2) For the robbing having a gold only option would be nice. Then have a gold and stripped gear option and then finally a Full rob where they take everything over a certain value set by a slider.

3) For factions I would honestly break it up by NPC's, Creatures, and animals. Then have some defaults set, like NPC's by default rob, creatures and animals by default don't but can be turned on by those that want them turned on. Not sure you need to break up all the factions like bandit, forsworn, Necromancers etc. While I can see them being different I don't think the work it would take would be worth the effort to do it. Not to mention adding all those extra factions could cause issues if there is more than one faction present.

 

I know that is a bit more work but I think that would give options for a variety of game plays and work well.

Posted

I don't see why you should get stuck in the faction when the quest is simply stopped... ha Skyrim...

Try "player.removefromfaction 000AA784" in console

 

 

Nutluck

 

Only if your are robbed the aggressor take weapons & armors on the floor

For robbing yeah I'm gonna just do that, 2 options: "Only Gold" or "Full".

And as for factions thats actually very easy to add, since the faction of the last aggressor if checked (for faction events) I just have to add a bool or string that tell me if the last aggressor can rob or not.

Posted

Nutluck . regarding robbing. Beside this mod I love "submit" mod too. Since that one also have robbing, I was happy as a little child when saw option in "Post rape" menu, (I think it is called like this), slider for robbing possibility. I was so glad that Goubo add it, since robbing is already included in "Submit" mod. I think it is excellent idea to not to be robbed at all, as it was offered in that option, if player don't want to be. I mean, they already sexed my PC several times, and got her pussy, mouth and ass for free, no need to take my armour too or the money my PC earned in hard prostitution. :)

Posted
Nutluck

 

Only if your are robbed the aggressor take weapons & armors on the floor

For robbing yeah I'm gonna just do that, 2 options: "Only Gold" or "Full".

And as for factions thats actually very easy to add, since the faction of the last aggressor if checked (for faction events) I just have to add a bool or string that tell me if the last aggressor can rob or not.

 

Ok, though I think I would do 3 robbing options.

1) Just gold

2) Gold and stripped items.

3) Everything robbed worth over x amount of gold leaving the slider for that already in there.

Posted

Nutluck . regarding robbing. Beside this mod I love "submit" mod too. Since that one also have robbing, I was happy as a little child when saw option in "Post rape" menu, (I think it is called like this), slider for robbing possibility. I was so glad that Goubo add it, since robbing is already included in "Submit" mod. I think it is excellent idea to not to be robbed at all, as it was offered in that option, if player don't want to be. I mean, they already sexed my PC several times, and got her pussy, mouth and ass for free, no need to take my armour too or the money my PC earned in hard prostitution. :)

 

Perfectly understandable, I understand why someone would rather not have the rob happen. Me I like it being in there. Makes me a lot more cautious cause I know not only is my character going to be used but I am going to be out of a bunch of stuff making it harder to requipped again.

 

Which for me adds in game reasons for mods like Radiant Prostitute Tweaked. If my nord girl just lost everything to a bunch of bandits and has no way to adventure she needs to earn enough gold to get gear again.

 

@Goubo speaking of this last part, could you make it so the Get your gear back quest from the being robbed has no timer please? I personally likely will go with the fully robbed and then have my nord girl work on her back to get enough gold to buy new gear to go try and kill those bandits and get her old gear back. Which likely would take longer than 3 days.

Posted

When my pc is knocked down and multiple bandits gather around to rape, all the bandits besides the one raping me all attack and kill my pc. This also happens when imperials and stormcloaks are fighting and all the rape victims tend to get killed in the middle of animations. Tried the last enemy option but the last victim also gets killed during animations. The ai is calm at first but when the actual animation kicks in the ai becomes hostile all of a sudden. Just wondering if this is a bug or suppose to happen. Thx 4 any reply!

Posted

Wait so... enemies will only grab weapons that gets stripped off the PC that drops on the floor? What if I set my weapon stripping to unequip though. Also funny thing about getting dumped in the wilderness is that the followers just come running to the PC with their gear intact. And also no one knows about spiders and trolls not raping? They just collapse on the floor or do nothing at all or run off somewhere to kill a rabbit. Previous Defeat I had installed worked though. Did Cleaning option many times.

Posted

Try to wait 5 hours and tell me if you get all your cuffs. I actually changed the system and it should work fine.

 

It does work better on bandits etc - i havent noticed any issues whith those so far (gr8 job btw, Thank You! ;) )

 

I did had some issues with Thalmor patrols tho. At first they act as any other tied up npc. But after some time they "reset". They are still in tied up animation. They are immobilised. But they cannot be activated by Defeat system (robbed, raped or whatever). They start to give you their normal warning lines "you interfere with official Thalmor business bla bla bla".

Any cuffs I used on those were lost.

 

If you would ask me to guess about the reason i would say that reset timer matches vanila game evade mechanics. If some enemy wants to hit you but isn't able to do so (for whatever reason) then after some time it evades.

It would look that tied up thalmor still wants to hit you, but isn't able becouse shes tied up. After some time game evade mechanics kicks in and whole Defeat tied up system is getting messed up.

Thats my guess at least.

Posted

Hey guys. I am, having a little problem. My defeat is working perfectly as far as I can tell, but some other creatures (not involved in defeat) like the deer are not animating, they just stand in one place and never move at all. I have the latest versions of all the downloads (FNIS, defeat, framework). I tried finding some info about it on here but i couldn't with so many pages. Thanks to anyone that can provide some info.

Posted

Hey guys. I am, having a little problem. My defeat is working perfectly as far as I can tell, but some other creatures (not involved in defeat) like the deer are not animating, they just stand in one place and never move at all. I have the latest versions of all the downloads (FNIS, defeat, framework). I tried finding some info about it on here but i couldn't with so many pages. Thanks to anyone that can provide some info.

 

Not all creatures have animations. If they don't have a animation they won't do anything like that. You can check a list of creatures with animations in the sexlab MCM menu.

Posted

 

Hey guys. I am, having a little problem. My defeat is working perfectly as far as I can tell, but some other creatures (not involved in defeat) like the deer are not animating, they just stand in one place and never move at all. I have the latest versions of all the downloads (FNIS, defeat, framework). I tried finding some info about it on here but i couldn't with so many pages. Thanks to anyone that can provide some info.

 

Not all creatures have animations. If they don't have a animation they won't do anything like that. You can check a list of creatures with animations in the sexlab MCM menu.

 

 

I understand that they do not have animations for interacting with the characters. I am talking about while they are just in the game world... Like when I run up to them they do not run away, or walk, or move at all. It is like their animations from the vanilla game got erased...

 

Edit: The creatures that work with defeat all work fine. It is the creatures that do not interact with defeat that I am having trouble with.

Posted

 

 

Hey guys. I am, having a little problem. My defeat is working perfectly as far as I can tell, but some other creatures (not involved in defeat) like the deer are not animating, they just stand in one place and never move at all. I have the latest versions of all the downloads (FNIS, defeat, framework). I tried finding some info about it on here but i couldn't with so many pages. Thanks to anyone that can provide some info.

 

Not all creatures have animations. If they don't have a animation they won't do anything like that. You can check a list of creatures with animations in the sexlab MCM menu.

 

 

I understand that they do not have animations for interacting with the characters. I am talking about while they are just in the game world... Like when I run up to them they do not run away, or walk, or move at all. It is like their animations from the vanilla game got erased...

 

Edit: The creatures that work with defeat all work fine. It is the creatures that do not interact with defeat that I am having trouble with.

 

 

Ah sorry misread that.

 

Do you ever see them more? Or are they moving but not animationing? as in just sliding around.

 

The only way I could see this tied to Defeat is if the animal do animate but don't run from your character then something could be wrong with the calm cloak affect.

Posted

For starters try to use Fnis for users again. Haven't herard of any mod that would mess with deer animations in any way so whatever it is it couses your game to stop playing normal vanila animations.

Posted

 

 

 

Hey guys. I am, having a little problem. My defeat is working perfectly as far as I can tell, but some other creatures (not involved in defeat) like the deer are not animating, they just stand in one place and never move at all. I have the latest versions of all the downloads (FNIS, defeat, framework). I tried finding some info about it on here but i couldn't with so many pages. Thanks to anyone that can provide some info.

 

Not all creatures have animations. If they don't have a animation they won't do anything like that. You can check a list of creatures with animations in the sexlab MCM menu.

 

 

I understand that they do not have animations for interacting with the characters. I am talking about while they are just in the game world... Like when I run up to them they do not run away, or walk, or move at all. It is like their animations from the vanilla game got erased...

 

Edit: The creatures that work with defeat all work fine. It is the creatures that do not interact with defeat that I am having trouble with.

 

 

Ah sorry misread that.

 

Do you ever see them more? Or are they moving but not animationing? as in just sliding around.

 

The only way I could see this tied to Defeat is if the animal do animate but don't run from your character then something could be wrong with the calm cloak affect.

 

 

 

For starters try to use Fnis for users again. Haven't herard of any mod that would mess with deer animations in any way so whatever it is it couses your game to stop playing normal vanila animations.

First response, they are not moving at all, no animation, not sliding, not gliding. They are literally furry statues.

 

Second, I run fnis for users every time before I start playing and it has not helped.

 

 

I have a backup of my original skyrim folder so if the animations for vanilla animals are in there I could try replacing the folder then reinstall the mods... Only problem is I have no idea where to look for the vanilla animal animations... Anyone point me in the right direction?

Posted

I cant remember if it was this mod or another, but after enabling "allow creatures" in sexlab we got to choose which creatures we wanted. Where can I find that again? or have it been taken out?

Posted

 

 

I have a backup of my original skyrim folder so if the animations for vanilla animals are in there I could try replacing the folder then reinstall the mods... Only problem is I have no idea where to look for the vanilla animal animations... Anyone point me in the right direction?

 

They are packed in skyrim - meshes.bsa.

No way that any mod would ever interfere with that. As i said - whatever your problem is it is that something stops vanila animations from playing. But there is no way those anymations were changed/deleted or whatever. No mod would ever mess with Bethesdas BSAs.

 

Do you have immersive bodies mod for example - thats the only one i know about that does anything with deers (especially gender one).

Posted

I cant remember if it was this mod or another, but after enabling "allow creatures" in sexlab we got to choose which creatures we wanted. Where can I find that again? or have it been taken out?

 

That option is still available in sexlab itself.

 

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