nutluck Posted May 20, 2014 Posted May 20, 2014 Well the reason I asked is if it does it with all animations then you have something wrong with your skeleton, textures, animations or something and it has nothing to do with defeat. If that is the case you would be better off making a new thread in the sexlab tech support forum so we could better help you fix the problem. Well maybe we have the problem right there, i dont have any skeleton mod installed, i basically have nothing else (besides the required mods from this mod) installed besides an arrow, perk and longer days mod does this mod require a skeleton mod? No a skeleton mod is not required though it is recommend in sexlab. Copy your FNIS text output here in a spoiler tag.
nutluck Posted May 20, 2014 Posted May 20, 2014 Same here, clean install, latest everything. No such option in a menu of its own or in one of the sub menus. EDIT: haha fuck. I had downloaded 4.21 and was using that. Dammit. Thanks. Version notation was a little confusing. Well that would explain it then. No worries, hopefully everything works for you now.
Menlow Posted May 20, 2014 Posted May 20, 2014 Well the reason I asked is if it does it with all animations then you have something wrong with your skeleton, textures, animations or something and it has nothing to do with defeat. If that is the case you would be better off making a new thread in the sexlab tech support forum so we could better help you fix the problem. Well maybe we have the problem right there, i dont have any skeleton mod installed, i basically have nothing else (besides the required mods from this mod) installed besides an arrow, perk and longer days mod does this mod require a skeleton mod? No a skeleton mod is not required though it is recommend in sexlab. Copy your FNIS text output here in a spoiler tag. i feel ashamed .... i was too stubborn to believe a completely new game would make it work properly ... it works now, thanks for your time
nutluck Posted May 20, 2014 Posted May 20, 2014 i feel ashamed .... i was too stubborn to believe a completely new game would make it work properly ... it works now, thanks for your time No worries it is something we all learn about modding. When installing a mod during a save or updating one. Sometimes if you are not careful you can screw up the save and the mod won't work on that save but only on a new game. There is a chance you can get it working on your saved game, but you should make a new thread in the sexlab tech support forum and ask for help and some of us might be able to help you fix your save if you want the saves fixed.
morriscat Posted May 20, 2014 Posted May 20, 2014 Suggestions – Or If Wishes were free I would have a lot of pretty ponies. I do not have any idea how possible any of these are. I thought I might toss these out should they be of interest. Post-Assault Suggestion – When defeated in a dungeon, have the Left for dead event move you somewhere within the dungeon rather than out into the wilderness. Bandit faction quest ideas: #1. “Bitch in Heat” The character (and follower) blacks out and is transported to Cragslane Cavern dog pit fighting arena. Each step of the quest pits a gagged and bound player against a canine. Obviously, the character isn't killed during these bouts but instead is raped upon defeat while the crowd cheers. Working the Left/Right keys between bouts loosens the bonds. Once the character's hands are free grabbing a weapon, fighting back or plain out running for the door become options. The character's gear could be stored in a chest near the entrance. Extended Consequence - If the character does not escape they are put in a cage with soup (for those running RND) for 12 hours. Upon waking the cycle starts over only this time the character has only half their health. Day three should kill the character outright at some point or trigger a left for dead / rescued scene. #2. “Plaything” The character (and follower) blacks out and awakes in the same place but is in one of the bondage devices from ZaZ Animations http://www.loverslab.com/topic/17062-zaz-animation-pack-2014-04-21/ - or simply in the pillory from that set while the bandits take turns whipping, torturing, or raping the character. Working the Left/Right keys between scenes loosens the hold of the device. Once the character is free then grabbing a weapon, fighting back or plain out running away become options. The character's gear could be stored in a chest in the area. Extended Consequence – the rape and whipping will take it's toll pretty quickly. If a character does not free themselves in 26 to 48 hours (in game) then they run the risk of being murdered or trigger a left for dead / rescued scene.
circ Posted May 20, 2014 Posted May 20, 2014 I just got robbed by some blood horker, so I track the marker to pretty close where it happened and now I get jumped by dawnguard. So after eventually killing them, which wasn't all that easy with almost nothing on me, I start following the marker again. Except the marker just floats above the ground and there's nothing there. What am I supposed to be looking for or is this a bug?
nutluck Posted May 20, 2014 Posted May 20, 2014 I just got robbed by some blood horker, so I track the marker to pretty close where it happened and now I get jumped by dawnguard. So after eventually killing them, which wasn't all that easy with almost nothing on me, I start following the marker again. Except the marker just floats above the ground and there's nothing there. What am I supposed to be looking for or is this a bug? It's a bug since animals are not suppose to steal from you. That will be fixed in the next update.
circ Posted May 20, 2014 Posted May 20, 2014 Nah not an animal, Blood Horker, a bandit faction involved in some quest near Windhelm that after you finish the quest sometimes send mercs after you. Another weird thing is that I lost all my gold, fine, except I still have it sort of. If I go into my inventory all my gold is invisible, even though I've picked up gold since I lost all of mine. And it stays invisible unless I use a container and switch to my inventory - and then it'll show, but exit the container screen and the gold turns invisible again.
nutluck Posted May 20, 2014 Posted May 20, 2014 Nah not an animal, Blood Horker, a bandit faction involved in some quest near Windhelm that after you finish the quest sometimes send mercs after you. Another weird thing is that I lost all my gold, fine, except I still have it sort of. If I go into my inventory all my gold is invisible, even though I've picked up gold since I lost all of mine. And it stays invisible unless I use a container and switch to my inventory - and then it'll show, but exit the container screen and the gold turns invisible again. Ah I thought you meant a type of Horker as in the creature. That is weird and a bug for sure.
morriscat Posted May 21, 2014 Posted May 21, 2014 Nah not an animal, Blood Horker, a bandit faction involved in some quest near Windhelm that after you finish the quest sometimes send mercs after you. Another weird thing is that I lost all my gold, fine, except I still have it sort of. If I go into my inventory all my gold is invisible, even though I've picked up gold since I lost all of mine. And it stays invisible unless I use a container and switch to my inventory - and then it'll show, but exit the container screen and the gold turns invisible again. Have you tried a console command to see if it will show up that way? player.additem 000000f 1000 Should drop 1000 gold in your inventory. If it does not show up in your inventory but does increase the amount when you look at it when in a container then you may have something up with SkyUI.
saizetsu Posted May 21, 2014 Posted May 21, 2014 Don't know why but when i am defeated itsimply reloads after a few moments to the last save rather than doing anything else. I ran finis have skse etc all of it installed.
nutluck Posted May 21, 2014 Posted May 21, 2014 Don't know why but when i am defeated itsimply reloads after a few moments to the last save rather than doing anything else. I ran finis have skse etc all of it installed. If it reloads then your character is dieing instead of being defeated.
saizetsu Posted May 21, 2014 Posted May 21, 2014 Well've gone gone and set the thresholds at 80% and defeat never triggers.
Guest Posted May 21, 2014 Posted May 21, 2014 Well've gone gone and set the thresholds at 80% and defeat never triggers. Is it a creature you're losing to? You need to change mod settings to allow that I believe.
Quisling Posted May 21, 2014 Posted May 21, 2014 Well've gone gone and set the thresholds at 80% and defeat never triggers. If you want to see if it's working, you're better off setting the health threshold and the chance at 100%.
morriscat Posted May 21, 2014 Posted May 21, 2014 Well've gone gone and set the thresholds at 80% and defeat never triggers. If you want to see if it's working, you're better off setting the health threshold and the chance at 100%. For normal play I run with an 80% health threshold and a 5% trigger chance "Both Down". For testing I do a 90% health threshold and 100% trigger chance and if running with a companion I use "Original" so my companion submits when I am knocked over.
gigaex Posted May 21, 2014 Posted May 21, 2014 When i rape a sleeping npc(male or female) after finishing, i can´t attack using the mouse(the left button). I can use the other commands with the keyboard, but the buttons of my mouse are disabled. What i'm doing wrong?
saizetsu Posted May 21, 2014 Posted May 21, 2014 ah I will take a look at the chance thanks. and i got it to work with the side effect of being immune to all damage ever across all saves even newly made ones.
Goubo Posted May 21, 2014 Author Posted May 21, 2014 gigaex : You need to run away, next release there will be a time limit and a message for this to be clearer. saizetsu : What do you mean being immune to all damages? nothing makes the player invulnerable in Defeat, maybe there's a mod that create an incompatibility. Suggestions – Or If Wishes were free I would have a lot of pretty ponies. I do not have any idea how possible any of these are. I thought I might toss these out should they be of interest. Post-Assault Suggestion – When defeated in a dungeon, have the Left for dead event move you somewhere within the dungeon rather than out into the wilderness. Bandit faction quest ideas: #1. “Bitch in Heat” The character (and follower) blacks out and is transported to Cragslane Cavern dog pit fighting arena. Each step of the quest pits a gagged and bound player against a canine. Obviously, the character isn't killed during these bouts but instead is raped upon defeat while the crowd cheers. Working the Left/Right keys between bouts loosens the bonds. Once the character's hands are free grabbing a weapon, fighting back or plain out running for the door become options. The character's gear could be stored in a chest near the entrance. Extended Consequence - If the character does not escape they are put in a cage with soup (for those running RND) for 12 hours. Upon waking the cycle starts over only this time the character has only half their health. Day three should kill the character outright at some point or trigger a left for dead / rescued scene. #2. “Plaything” The character (and follower) blacks out and awakes in the same place but is in one of the bondage devices from ZaZ Animations http://www.loverslab.com/topic/17062-zaz-animation-pack-2014-04-21/ - or simply in the pillory from that set while the bandits take turns whipping, torturing, or raping the character. Working the Left/Right keys between scenes loosens the hold of the device. Once the character is free then grabbing a weapon, fighting back or plain out running away become options. The character's gear could be stored in a chest in the area. Extended Consequence – the rape and whipping will take it's toll pretty quickly. If a character does not free themselves in 26 to 48 hours (in game) then they run the risk of being murdered or trigger a left for dead / rescued scene. That's sick, I love it, I put this in my suggestions txt file, I really like the idea of loosens the bonds with the qte, I could make it so the player once is flee from his bonds needs to escape the place without being seen by his captors MGS style, that's possible with the register LOS event. The spawn somewhere in the dungeon is a good idea but it is very difficult to code cause even if I find a good way to actually teleport the player in a random place within the dungeon, I don't know if I can ensure the player to be teleported in a place without hostiles and it could ruin the said dongeon if the player is teleported near the end directly, but I could make it so the player is just telepoted to the entrance though.
circ Posted May 21, 2014 Posted May 21, 2014 I'm gonna test out the robbing thing some more, but on another note, could Defeat recycle the animation used for animating corpses? Right now you just twist someones arm to initiate necrophilia. Unless I'm doing it wrong. Also maybe a check to see if conjuration or whatever is high enough? EDIT: ok testing's not going so well. Got jumped by several cave bears. Raped by both, one left, I'm sitting naked in the rain and the other bear went to sleep I think, next to me. Can't move. Guess I could reset Defeat unless it's intentional to just sit for several minutes. Good thing I'm a vampire so I don't freeze to death.
jlttsmiley Posted May 21, 2014 Posted May 21, 2014 And SendModEvent hooks I asked too? ^^ If you need my help I'm still available like i promised, just tell me what needs to be done! n_n Awwwww Wildstar! I wanted to play it for like ever but I tried it during the last closed beta and during the open beta now and I'm one of the people having huuuuuge framerate issues with it for totally no reason. It's so disappointing ._. Yep events are put where they need to and for now I'm not doing post-assault quests, I would like to make at least one quest for each factions. What bothers me for now is when I want to teleport the player in the nearest Inn for example, I can't find a good way to do it, especially if the player is in an interior and I'm starting to think there is no way to do it properly, when I ask radiant system to find me Inns, it pick them randomly... As for Wildstar there is some optimization problems which is indeed very annoying especially for a game that is not particulary beautiful, nonetheless I had fun on the game and I hope it will be fixed for the release. I'm not sure if anyone is interested, but I've made a tiny script change to one of Defeat's scripts that should help those who want to be able to use the Left and Right Attack Buttons for the Resist bar (it works for both keyboard and controller users). It should help tide some people over until Goubo releases the next update. Thank you, next update will not be long now, sorry for letting some annoying bug in the current release for so long but when I start an update I'm trying to do the maximum, I'm just not the hotfix type of guy I guess. As for the update you will be able to tweak the mod so it will work the same as the v4. (possibility to disable post-assault including simpe escape (even though it works well now) and disabled Staydown option works as intended, meaning letting you a chance to run away between turns.) THANKS VERY MUCH !!!! I luv killing Bandit while they chase my PC (favorite shout WORLDWIND SPRINT) IDEA: On transporting to safe location, if possiable to mark a location as SAFE , like set up camp , have defeat copy wear you set up camp an use as a SAFE SPAWN SPOT
glide1 Posted May 21, 2014 Posted May 21, 2014 gigaex : You need to run away, next release there will be a time limit and a message for this to be clearer. saizetsu : What do you mean being immune to all damages? nothing makes the player invulnerable in Defeat, maybe there's a mod that create an incompatibility. Suggestions – Or If Wishes were free I would have a lot of pretty ponies. I do not have any idea how possible any of these are. I thought I might toss these out should they be of interest. Post-Assault Suggestion – When defeated in a dungeon, have the Left for dead event move you somewhere within the dungeon rather than out into the wilderness. Bandit faction quest ideas: #1. “Bitch in Heat” The character (and follower) blacks out and is transported to Cragslane Cavern dog pit fighting arena. Each step of the quest pits a gagged and bound player against a canine. Obviously, the character isn't killed during these bouts but instead is raped upon defeat while the crowd cheers. Working the Left/Right keys between bouts loosens the bonds. Once the character's hands are free grabbing a weapon, fighting back or plain out running for the door become options. The character's gear could be stored in a chest near the entrance. Extended Consequence - If the character does not escape they are put in a cage with soup (for those running RND) for 12 hours. Upon waking the cycle starts over only this time the character has only half their health. Day three should kill the character outright at some point or trigger a left for dead / rescued scene. #2. “Plaything” The character (and follower) blacks out and awakes in the same place but is in one of the bondage devices from ZaZ Animations http://www.loverslab.com/topic/17062-zaz-animation-pack-2014-04-21/ - or simply in the pillory from that set while the bandits take turns whipping, torturing, or raping the character. Working the Left/Right keys between scenes loosens the hold of the device. Once the character is free then grabbing a weapon, fighting back or plain out running away become options. The character's gear could be stored in a chest in the area. Extended Consequence – the rape and whipping will take it's toll pretty quickly. If a character does not free themselves in 26 to 48 hours (in game) then they run the risk of being murdered or trigger a left for dead / rescued scene. That's sick, I love it, I put this in my suggestions txt file, I really like the idea of loosens the bonds with the qte, I could make it so the player once is flee from his bonds needs to escape the place without being seen by his captors MGS style, that's possible with the register LOS event. The spawn somewhere in the dungeon is a good idea but it is very difficult to code cause even if I find a good way to actually teleport the player in a random place within the dungeon, I don't know if I can ensure the player to be teleported in a place without hostiles and it could ruin the said dongeon if the player is teleported near the end directly, but I could make it so the player is just telepoted to the entrance though. I think death alternative does the dungeon teleporting (especially when dying to wild animals). I would like Defeat + DA integration personally.
jlttsmiley Posted May 21, 2014 Posted May 21, 2014 IT COULD JUST BE A TENT , ARE A SAFE MARKER IF DEFEAT COULD COPY OR SAVE WEAR THE MARKER IS PLACED AN TRANSPORT TOO IT. JUST A IDEA
saizetsu Posted May 21, 2014 Posted May 21, 2014 I figured it out i was using a character who had 500% health regen on weak bandits. Though now i am running into an issue with no bandits or the like being hostilw towards me. And this was the last mod i installed, ive run boss and checked load orders no issues there. From what ive read thanks to google all factions are no longer hostile and you have to clean sl and sl defeat everytime it happens.
Guest Posted May 21, 2014 Posted May 21, 2014 since SD requires death alternative i think you could just utilize it as well, it has teleporting to inn already so it would probably save time too. :6
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