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Posted

Ok I noticed a odd bug after testing this a bit more.

 

When there is a 3some it is ALWAYS the same 3some. I tired it 10 times, 5 times with MFF and 5 times with MMF and the MFF always had the same animation and same with the MMF.

 

Now I don't know if that is from Defeat selection or sexlab.

Posted

I tried uninstalling Defeat to to make a clean save and see if the fixes things but I ran acroos another problem.

The way I make clean saves is uninstalling the mod, load, and wait untill the menu of that mod is removed from the MCM. Defeat menu however is never removed. To my experience that is a very good sign of something is broken. I also had the "$" sign infron of many notifications and menu option in defeat. Dont know if that info is any help

Posted

Sry if this has been answered b4 (checked n found unanswered posts), but are there any plans to toss a "surrender" option in?  An "I geeve up!" button would be nice, as I like the way Defeat does stuff but like the option to surrender, too.   Running Submit + Defeat + allllll the other mods causes a lot of probs, esp if I drop too fast and both mods try to take over at the same time 'cuz i went to one mod's % and then a sec later to the other mod's %. . .  Plus, sooo mannny scrippptttssss. . . .   

 

 

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).

 

 

I do have immersive bodies... Do you think it isnt installed correctly or something?

 

Edit: Im leaving for a bit but Ill try that out when I get back and let you all know.

Posted

Immersive bodies gender couses some mess with some mobs - game not always understands that elk male is the same mob as vanila elk for example.

Try to disable it and see how it looks.

Posted

When you are running FNIS does it finish without errors?

 

If you do not fix ALL errors before playing the game you will get problems like creatures and NPCs not moving.

Posted

 

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.

 

 

I very much share this view, Skyrim is awash with gold, I use the Trade and Barter mod to double buying prices and half selling but it's still too easy to get gold from dungeons so being robbed is the only real way to get rid of it from a roleplay point of view.

 

At present there's no real point in prostitution as you can earn a lot more more running a dungeon (unless you're roleplaying a prostitute I guess) having all your stuff and gold stolen makes it a viable option as the pc is then desperate for money.

 

On your last point to Goubo, I think that should be a MCM option, maybe a slider for days the quest is available from zero (gear lost) to say 3 days with an "off" option.

 

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).

 

 

I do have immersive bodies... Do you think it isnt installed correctly or something?

 

Edit: Im leaving for a bit but Ill try that out when I get back and let you all know.

 

 

I ran into this type of bug a few months ago, when Mod Organizer and FNIS 4 didn't play well together (was wolves for me). I got around it by installing FNIS to skyrim's data folder while running it through MO, until tannin updated MO.

 

If you're using MO you might check to be sure you're using the most up to date one.

Posted

 

 

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.

 

 

 

 

So, been doing some testing of "Defeat" and "Death Alternative - Your Money or Your Life" combo, seems lots of things happening all at once. Of which, they most always break apart all at once. 

 

Have you considered just adding full compatibility DA-YMoYL, similar to how Prison Overhaul has built-in compatibility to da ymoyl? DA is a very stable, fully developed alternate-death mod. The maturity, stability, full-features may save you a lot of trouble with post-events. SL_Submit should just do the same... as the alternate death routine is not working so well there. 

 

Anyway, been trying to get both working, "Defeat" and "Death Alternative - Your Money or Your Life" with many different settings and results are 'not great'. 

 

One possibility or suggestion, post-120695-0-14193800-1398975316_thumb.jpg, have this extend well below zero health, (below zero health defeat stops working) as once below zero health the hostiles just kill you, always triggering da ymoyl, with no defeat event. Any papyrus lag simply means defeat usually never triggers as you are usually in DA territory by the time your scripts activate.. . Or, just have 'any hit' taken below the health 'threshold' of zero health trigger defeat event without the 'resist move' routine; then if pc does not manage an escape from da ymoyl and defeat abuse, they black out.  

 

Thanks for all the hard work, definitely a must-have-mod you've created. 

 

edit, another idea: add a separate Defeat Post-Assault Quest Plugin for DA-YMoYL, for those interested in alternate-death, but with a SL flavor. 

Posted

I got this working and it's really good, but I'm having a bit of trouble post-defeat. My character just sits there and no matter how long I wait or tap a and d I can't move. Is this a bug or have a missed something? Would love a bit of help so I can get my character up and running away after it all. Thanks.

Posted

I got this working and it's really good, but I'm having a bit of trouble post-defeat. My character just sits there and no matter how long I wait or tap a and d I can't move. Is this a bug or have a missed something? Would love a bit of help so I can get my character up and running away after it all. Thanks.

 

You have to tap left and right to build up the bar. Not sure how fast you have to do it, but try tapping both very fast back and forth. Works for me every time.

Posted

 

 

 

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.

 

 

 

 

So, been doing some testing of "Defeat" and "Death Alternative - Your Money or Your Life" combo, seems lots of things happening all at once. Of which, they most always break apart all at once. 

 

Have you considered just adding full compatibility DA-YMoYL, similar to how Prison Overhaul has built-in compatibility to da ymoyl? DA is a very stable, fully developed alternate-death mod. The maturity, stability, full-features may save you a lot of trouble with post-events. SL_Submit should just do the same... as the alternate death routine is not working so well there. 

 

Anyway, been trying to get both working, "Defeat" and "Death Alternative - Your Money or Your Life" with many different settings and results are 'not great'. 

 

One possibility or suggestion, attachicon.gifminimum health.jpg, have this extend well below zero health, (below zero health defeat stops working) as once below zero health the hostiles just kill you, always triggering da ymoyl, with no defeat event. Any papyrus lag simply means defeat usually never triggers as you are usually in DA territory by the time your scripts activate.. . Or, just have 'any hit' taken below the health 'threshold' of zero health trigger defeat event without the 'resist move' routine; then if pc does not manage an escape from da ymoyl and defeat abuse, they black out.  

 

Thanks for all the hard work, definitely a must-have-mod you've created. 

 

edit, another idea: add a separate Defeat Post-Assault Quest Plugin for DA-YMoYL, for those interested in alternate-death, but with a SL flavor. 

 

 

I would definitely be interested in Death Alternative integration. My initial interest in Defeat was from the point of view as an alternative to death when losing a battle, before I had even heard of Death Alternative. Still Defeat's defeat is much more interesting than the standard DA options. :D

 

I would suggest that Goubo just support that there exists a config that plays nicely with DA rather than making DA a requirement, as I know there are others who like defeat but don't want to install DA. Also DA adds nothing to support player defeating NPCs, or NPC vs. NPC, so full DA integration won't save him that much work. But DA would be a great framework to handle the 0% and lower health cases.

 

Posted

I believe DA was brought up before and Goubo said he wanted to do his own thing if memory serves.

 

His desire and, when he looked at DA he had issues with getting scripts to compile. His desire for DA wasn't near enough to overcome that :)

Posted

 

I got this working and it's really good, but I'm having a bit of trouble post-defeat. My character just sits there and no matter how long I wait or tap a and d I can't move. Is this a bug or have a missed something? Would love a bit of help so I can get my character up and running away after it all. Thanks.

 

You have to tap left and right to build up the bar. Not sure how fast you have to do it, but try tapping both very fast back and forth. Works for me every time.

 

I did as you said and the bar filled completely. It disappeared but my character was still sitting/laying down, unable to move. I could fast travel, access my inventory and everything else. Fast traveling just teleported me to wherever still sitting/laying down in the post-rape position. Is there a command I can type in to end that animation or perhaps something I've overlooked in installing the mod?

Posted

 

 

I got this working and it's really good, but I'm having a bit of trouble post-defeat. My character just sits there and no matter how long I wait or tap a and d I can't move. Is this a bug or have a missed something? Would love a bit of help so I can get my character up and running away after it all. Thanks.

 

You have to tap left and right to build up the bar. Not sure how fast you have to do it, but try tapping both very fast back and forth. Works for me every time.

 

I did as you said and the bar filled completely. It disappeared but my character was still sitting/laying down, unable to move. I could fast travel, access my inventory and everything else. Fast traveling just teleported me to wherever still sitting/laying down in the post-rape position. Is there a command I can type in to end that animation or perhaps something I've overlooked in installing the mod?

 

 

No that's all you should have to do. If you can't move then it sounds like a bug. I recommend saving just before a fight. Logging out and then back into Skyrim then do the fight, let yourself by used and then try and escape afterwards. When it fails to do so after the bar fills up, log off and then go copy the papyrus log into word. Save the word doc, and then zip it and post it up here in a forum post so Goubo can take a look and see if he can find where the bug might be.

Posted

 

I believe DA was brought up before and Goubo said he wanted to do his own thing if memory serves.

 

His desire and, when he looked at DA he had issues with getting scripts to compile. His desire for DA wasn't near enough to overcome that :)

 

 

That too, I just remembered it being brought up and decided against, but couldn't remember the details. :)

Posted

I have the version of Defeat V4.2.1 and was wondering if the new Beta V5 works. I've never managed to get Defeat working properly as all the options like tie up, rob, rape, etc works however the actual being defeated mechanic has never worked.

My character just goes to their knees and waits there while the NPC's just put away there weapons and walk away. Even with a companion they bring them to the same on the knees animation as me and walk away and when they get back up the NPC's rush back to fight again and walk away once more.

I've run FNIS to see if that helps and nothing has changed.

Any advice would be great.

Posted

I have the version of Defeat V4.2.1 and was wondering if the new Beta V5 works. I've never managed to get Defeat working properly as all the options like tie up, rob, rape, etc works however the actual being defeated mechanic has never worked.

My character just goes to their knees and waits there while the NPC's just put away there weapons and walk away. Even with a companion they bring them to the same on the knees animation as me and walk away and when they get back up the NPC's rush back to fight again and walk away once more.

I've run FNIS to see if that helps and nothing has changed.

Any advice would be great.

 

It works pretty well, it has a few minor bugs that need to be ironed out and likely a few things that could use a little more polish the base part of the mod which is what this Beta version is about works pretty well.

Posted

 

 

 

 

 

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.

 

 

 

 

So, been doing some testing of "Defeat" and "Death Alternative - Your Money or Your Life" combo, seems lots of things happening all at once. Of which, they most always break apart all at once. 

 

Have you considered just adding full compatibility DA-YMoYL, similar to how Prison Overhaul has built-in compatibility to da ymoyl? DA is a very stable, fully developed alternate-death mod. The maturity, stability, full-features may save you a lot of trouble with post-events. SL_Submit should just do the same... as the alternate death routine is not working so well there. 

 

Anyway, been trying to get both working, "Defeat" and "Death Alternative - Your Money or Your Life" with many different settings and results are 'not great'. 

 

One possibility or suggestion, attachicon.gifminimum health.jpg, have this extend well below zero health, (below zero health defeat stops working) as once below zero health the hostiles just kill you, always triggering da ymoyl, with no defeat event. Any papyrus lag simply means defeat usually never triggers as you are usually in DA territory by the time your scripts activate.. . Or, just have 'any hit' taken below the health 'threshold' of zero health trigger defeat event without the 'resist move' routine; then if pc does not manage an escape from da ymoyl and defeat abuse, they black out.  

 

Thanks for all the hard work, definitely a must-have-mod you've created. 

 

edit, another idea: add a separate Defeat Post-Assault Quest Plugin for DA-YMoYL, for those interested in alternate-death, but with a SL flavor. 

 

 

 

I would definitely be interested in Death Alternative integration. My initial interest in Defeat was from the point of view as an alternative to death when losing a battle, before I had even heard of Death Alternative. Still Defeat's defeat is much more interesting than the standard DA options. :D

 

I would suggest that Goubo just support that there exists a config that plays nicely with DA rather than making DA a requirement, as I know there are others who like defeat but don't want to install DA. Also DA adds nothing to support player defeating NPCs, or NPC vs. NPC, so full DA integration won't save him that much work. But DA would be a great framework to handle the 0% and lower health cases.

 

 

 

yeah, just tested Submit -- same problems. Seems the best solution for DA is do a DA-centric plugin, with SL rape event integrated before blackout and perhaps include a few SL radiant quests. No need for additional mods unless the pc is playing the rapist as well. 

 

Hard to give up the DA radiant quests, being very polished, or the need to constantly reload save games after a bad ending. Likewise, the DA code triggers seamlessly, no papyrus dead-space so to speak. And that Prison Overhaul is seamlessly integrated is a bonus. 

 

Posted

 

yeah, just tested Submit -- same problems. Seems the best solution for DA is do a DA-centric plugin, with SL rape event integrated before blackout and perhaps include a few SL radiant quests. No need for additional mods unless the pc is playing the rapist as well. 

 

Hard to give up the DA radiant quests, being very polished, or the need to constantly reload save games after a bad ending. Likewise, the DA code triggers seamlessly, no papyrus dead-space so to speak. And that Prison Overhaul is seamlessly integrated is a bonus. 

 

Keep in mind Defeat is going to be adding post rape stuff that will be a lot more involved including being taken prisoner by your enemy. A few pages back I made a post about some suggestions on possible things and Goubo liked many of the idea's. So if he uses them or not I don't know but that should give you somewhere of  a idea of what to expect down the road a bit from Defeat.

 

Posted

Most of the post-assault scenarios don't seem to be working for me.  I'm not sure if this is because they're not fully implemented yet, or I'm doing something wrong.

 

When I first started testing, it worked four times in a row - two robberies, and two getting dumped at an Inn.  I started a new game, but it stopped working after that, and hasn't seemed to work since.  When the enemies are done, they just ignore me for a moment, then turn around and attack again (leading to another round).  Did I screw up a setting that I had right the first time, or did I add something that may have broken it?

Posted

And right after I post that, suddenly it works (on wolves this time), waking up in an Inn.  Is the problem perhaps the factional event?

 

Speaking of which, the nearest Inn seems a little weird.

 

Robber's Gorge - I wind up in Dragon Bridge.  Makes sense.

 

Just east of Broken Fang Cave/west of Sleeping Tree Camp - I wind up in... Ivarstead?  Err.... okay?

 

Outside Ustengrav - I wind up in... Solstheim, at the Retching Netch.  WTF?

 

 

Might just be easier to dump the player in the main Inn for the particular Hold (as I would imagine there's something in the API to allow that, at least that's more reliable).

Posted

Most of the post-assault scenarios don't seem to be working for me.  I'm not sure if this is because they're not fully implemented yet, or I'm doing something wrong.

 

When I first started testing, it worked four times in a row - two robberies, and two getting dumped at an Inn.  I started a new game, but it stopped working after that, and hasn't seemed to work since.  When the enemies are done, they just ignore me for a moment, then turn around and attack again (leading to another round).  Did I screw up a setting that I had right the first time, or did I add something that may have broken it?

 

On one of the menu's page there is a % chance they will happen. It could just be a string of bad luck getting the same one or perhaps the chance algorithm Goubo is using in the mod isn't working right and getting stuck in strings.

Posted

 

Most of the post-assault scenarios don't seem to be working for me.  I'm not sure if this is because they're not fully implemented yet, or I'm doing something wrong.

 

When I first started testing, it worked four times in a row - two robberies, and two getting dumped at an Inn.  I started a new game, but it stopped working after that, and hasn't seemed to work since.  When the enemies are done, they just ignore me for a moment, then turn around and attack again (leading to another round).  Did I screw up a setting that I had right the first time, or did I add something that may have broken it?

 

On one of the menu's page there is a % chance they will happen. It could just be a string of bad luck getting the same one or perhaps the chance algorithm Goubo is using in the mod isn't working right and getting stuck in strings.

 

 

I tried turning it up to 100%, wasn't helping.

 

I wasn't even getting the 'lying on your side' animation as you wait for the next attacker.  I'll try and see turning Faction event to 0% fixes it.

 

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