nutluck Posted June 10, 2014 Posted June 10, 2014 Having problems doing new install of 5.0 with newest SL version (1.57) I was struggling with the install problem mentioned beforehand by other posters (MCM detects defeat but doesn't install anything) and now on a fresh load for all mods +newgame Defeat isnt even in the MCM. Â Checked the .esp and its loaded along with BOSS confirm, wondering if there is compatability with SL 1.57 and I should roll back to previous version. Â Any suggestions are welcome. Â First I strongly suggest to use LOOT instead of BOSS for load orders. Second the 4.x series of Defeat is not designed to work with sexlab 1.5x it will work but don't be surprised if you find some issues because of some of the major changes made in the new sexlab series. Â As for suggestions try a new character on a new game. See if it shows up then.
nutluck Posted June 10, 2014 Posted June 10, 2014 @sabermaster2: Yes, but if you set it to where Defeat will trigger 100% of the time, the Defeat scenario will still play out and then allow you to recover as per DA. Then, because Defeat should be on cooldown for a while, other DA events (such as SD+ enslavement) can trigger in the event that you get knocked down again. Â Plus SD+ can still be triggered, I don't know the details cause I don't use the mod. But if you want a example of it in action go to Shinji72's youtube channel and watch his second video about captured by falmar. In the video he turned off Defeat because it was going on youtube but I know he uses it for his playing. Â I am not sure the settings on how to get it all to work together other than it does. https://www.youtube.com/channel/UCQ1nSWwpGdWljL96pBQpBxw
Guest Posted June 10, 2014 Posted June 10, 2014 Â Having problems doing new install of 5.0 with newest SL version (1.57) I was struggling with the install problem mentioned beforehand by other posters (MCM detects defeat but doesn't install anything) and now on a fresh load for all mods +newgame Defeat isnt even in the MCM. Â Checked the .esp and its loaded along with BOSS confirm, wondering if there is compatability with SL 1.57 and I should roll back to previous version. Â Any suggestions are welcome. Â First I strongly suggest to use LOOT instead of BOSS for load orders. Second the 4.x series of Defeat is not designed to work with sexlab 1.5x it will work but don't be surprised if you find some issues because of some of the major changes made in the new sexlab series. Â As for suggestions try a new character on a new game. See if it shows up then. Â Gotcha, should verify that Im attempting to update to 5.3 but downloading 5.2 as a back up. Â Could it be possible that after my uninstall of previous version (4.x) script errors are preventing it from being recognized? Â I have also uninstalled SD+ and MCM confirmed its gone on saves but I noticed a few straggler files of it still around. Â It wasnt in the load order (before and after misc file deleted) but I have read that SD+ is...fickle, when it comes to getting rid of it. Â Still I have the newest Zaz packs and install works so defeat seems to be the only thing SL doesnt want to acknowledge. Â Switching to LOOT as well for better load management per advice.
afa Posted June 10, 2014 Posted June 10, 2014 The key thing here is that Defeat is the ONLY mod that does mid battle rapes. That's something unique about Defeat. When DA is active it is limited to only post battle losing its very unique feature. I would actually further home there would be somewhat of a progression of lower health/stamina leading to higher chance of rape as fight goes on.
Guest Posted June 10, 2014 Posted June 10, 2014 Â Â Having problems doing new install of 5.0 with newest SL version (1.57) I was struggling with the install problem mentioned beforehand by other posters (MCM detects defeat but doesn't install anything) and now on a fresh load for all mods +newgame Defeat isnt even in the MCM. Â Checked the .esp and its loaded along with BOSS confirm, wondering if there is compatability with SL 1.57 and I should roll back to previous version. Â Any suggestions are welcome. Â First I strongly suggest to use LOOT instead of BOSS for load orders. Second the 4.x series of Defeat is not designed to work with sexlab 1.5x it will work but don't be surprised if you find some issues because of some of the major changes made in the new sexlab series. Â As for suggestions try a new character on a new game. See if it shows up then. Â Gotcha, should verify that Im attempting to update to 5.3 but downloading 5.2 as a back up. Â Could it be possible that after my uninstall of previous version (4.x) script errors are preventing it from being recognized? Â I have also uninstalled SD+ and MCM confirmed its gone on saves but I noticed a few straggler files of it still around. Â It wasnt in the load order (before and after misc file deleted) but I have read that SD+ is...fickle, when it comes to getting rid of it. Â Still I have the newest Zaz packs and install works so defeat seems to be the only thing SL doesnt want to acknowledge. Â Switching to LOOT as well for better load management per advice. Â Still nothing; LOOT recognizes the plug in as well but on a new char (5.3) still missing the MCM plugin menu. Â Something has to be interfering with the plugin, about to test loads see what mod is causing the issue. Â Pot of Coffee on wish me luck.
nutluck Posted June 10, 2014 Posted June 10, 2014 Â Â First I strongly suggest to use LOOT instead of BOSS for load orders. Second the 4.x series of Defeat is not designed to work with sexlab 1.5x it will work but don't be surprised if you find some issues because of some of the major changes made in the new sexlab series. Â As for suggestions try a new character on a new game. See if it shows up then. Gotcha, should verify that Im attempting to update to 5.3 but downloading 5.2 as a back up. Â Could it be possible that after my uninstall of previous version (4.x) script errors are preventing it from being recognized? Â I have also uninstalled SD+ and MCM confirmed its gone on saves but I noticed a few straggler files of it still around. Â It wasnt in the load order (before and after misc file deleted) but I have read that SD+ is...fickle, when it comes to getting rid of it. Â Still I have the newest Zaz packs and install works so defeat seems to be the only thing SL doesnt want to acknowledge. Â Switching to LOOT as well for better load management per advice. Â Ah ok and yes if you had defeat 4.x series if the scripts where still running when you updated it could cause problems. It is a reason I am very happy Goubo added a clean up function on the new defeat. It makes it a lot safer to update. Â As for SD+ any mod that uses scripts can be a problem if you remove it. Unless it has a built in clean up function or even better a enable/disable button, then it will leave orphaned scripts behind which can wreck havoc on your saves. Â If you are using SKSE 1.7 and I assume you are, I would strongly recommend you add the clear invalids line to your SKSE.ini file if you have not yet. With it, it should get rid of invalid scripts or at least try and clean them up some for your while you play. But it can take a few hours of playing for it to catch them all depending on how many you have. Â My guess is there is some scripts left running which is causing a issue with the update of Defeat. Â Like I said try a brand new character real quick and see if defeat loads just fine for it. If you do that and it works then we will know you are having a save file issue. If it does not load Defeat then, then we know you are having a issue with defeat. Either way it helps narrow things down and helps increasing the odds of finding a fix. Â
Guest Posted June 10, 2014 Posted June 10, 2014 Â Â Â First I strongly suggest to use LOOT instead of BOSS for load orders. Second the 4.x series of Defeat is not designed to work with sexlab 1.5x it will work but don't be surprised if you find some issues because of some of the major changes made in the new sexlab series. Â As for suggestions try a new character on a new game. See if it shows up then. Gotcha, should verify that Im attempting to update to 5.3 but downloading 5.2 as a back up. Â Could it be possible that after my uninstall of previous version (4.x) script errors are preventing it from being recognized? Â I have also uninstalled SD+ and MCM confirmed its gone on saves but I noticed a few straggler files of it still around. Â It wasnt in the load order (before and after misc file deleted) but I have read that SD+ is...fickle, when it comes to getting rid of it. Â Still I have the newest Zaz packs and install works so defeat seems to be the only thing SL doesnt want to acknowledge. Â Switching to LOOT as well for better load management per advice. Â Ah ok and yes if you had defeat 4.x series if the scripts where still running when you updated it could cause problems. It is a reason I am very happy Goubo added a clean up function on the new defeat. It makes it a lot safer to update. Â As for SD+ any mod that uses scripts can be a problem if you remove it. Unless it has a built in clean up function or even better a enable/disable button, then it will leave orphaned scripts behind which can wreck havoc on your saves. Â If you are using SKSE 1.7 and I assume you are, I would strongly recommend you add the clear invalids line to your SKSE.ini file if you have not yet. With it, it should get rid of invalid scripts or at least try and clean them up some for your while you play. But it can take a few hours of playing for it to catch them all depending on how many you have. Â My guess is there is some scripts left running which is causing a issue with the update of Defeat. Â Like I said try a brand new character real quick and see if defeat loads just fine for it. If you do that and it works then we will know you are having a save file issue. If it does not load Defeat then, then we know you are having a issue with defeat. Either way it helps narrow things down and helps increasing the odds of finding a fix. Â Â Progress, luck on the first try at least as DA was conflicting with Defeat. Â Removed from the load order and voila instant detect and install no probs. Â Latest version of DA so tried messing around with load order but all it does is give 5 min of gameplay and instant CTD. Â Trying the clear scripts line idea for SKSE as I havent thought about that. Â
Quisling Posted June 10, 2014 Posted June 10, 2014 The key thing here is that Defeat is the ONLY mod that does mid battle rapes. That's something unique about Defeat. When DA is active it is limited to only post battle losing its very unique feature. I would actually further home there would be somewhat of a progression of lower health/stamina leading to higher chance of rape as fight goes on. Â You can manually surrender any time in battle. Sheath your weapon and use the hotkey on your opponent. Details here: http://www.loverslab.com/topic/19941-defeat-v5b3-530/page-198?do=findComment&comment=796981
nutluck Posted June 10, 2014 Posted June 10, 2014 Â Progress, luck on the first try at least as DA was conflicting with Defeat. Â Removed from the load order and voila instant detect and install no probs. Â Latest version of DA so tried messing around with load order but all it does is give 5 min of gameplay and instant CTD. Â Trying the clear scripts line idea for SKSE as I havent thought about that. Â Â Well progress is always a plus. Just keep in mind the clear invalids can take awhile as in hours of playing for it to clear them all. Depends a lot on how many you have and it may not catch them all as well. You can also try one of the save game cleaners as well. Â Though I am still curious if on a new character everything works fine with DA installed. The reason i ask is that will tells us if it is a script issue or not. On a new game there is not scripts so if everything works fine then we know the reason you main game is having issues is likely due to scripts, but if you have issues on the new game as well then we know it is not scripts. Â
Guest Posted June 10, 2014 Posted June 10, 2014 No luck, Defeat at least detects now  but back to 1st problem with no installing.  Some scripts are still running that interfere with the install if DA is active.  As of now the only option to successfully install is not running DA, which is fine but as the rape doesnt trigger 100% I lose my failsafe if Im knocked further below the threshold and cannot escape, leading to the wonderful quickload feature. Â
Guest Posted June 10, 2014 Posted June 10, 2014 Â Â Progress, luck on the first try at least as DA was conflicting with Defeat. Â Removed from the load order and voila instant detect and install no probs. Â Latest version of DA so tried messing around with load order but all it does is give 5 min of gameplay and instant CTD. Â Trying the clear scripts line idea for SKSE as I havent thought about that. Â Â Well progress is always a plus. Just keep in mind the clear invalids can take awhile as in hours of playing for it to clear them all. Depends a lot on how many you have and it may not catch them all as well. You can also try one of the save game cleaners as well. Â Though I am still curious if on a new character everything works fine with DA installed. The reason i ask is that will tells us if it is a script issue or not. On a new game there is not scripts so if everything works fine then we know the reason you main game is having issues is likely due to scripts, but if you have issues on the new game as well then we know it is not scripts. Â Â New game is affected. Â Check the latest post for results but something with DA is conflicting with Defeat. Â I wiped my script folder/new game for clean save/continue with scripts re-added to applicable mods and all I get is the detect now, nothing install.
nutluck Posted June 10, 2014 Posted June 10, 2014 Well if it is doing it on a new game then it is not a script issue and is conflicting. Have you tried a game with DA higher in the load order than Defeat and the reverse to see if that makes a difference?
xgkf Posted June 10, 2014 Posted June 10, 2014 DA would always be higher in the load order than Defeat because DA is an .esm.
Guest Posted June 10, 2014 Posted June 10, 2014 Well if it is doing it on a new game then it is not a script issue and is conflicting. Have you tried a game with DA higher in the load order than Defeat and the reverse to see if that makes a difference? Running Defeat higher no change. Â Drastic measures, redownloading game files and fresh install. Â
Guest Posted June 10, 2014 Posted June 10, 2014 Will update tomorrow, but Im sure I screwed something up when taking SD+ off and didnt uninstall Defeat 4.x properly. Â Redownloading game files and fresh installs tomorrow morning, and with that I'm catching some zzz's. Â Thanks for everyone's help so far.
afa Posted June 10, 2014 Posted June 10, 2014 Â The key thing here is that Defeat is the ONLY mod that does mid battle rapes. That's something unique about Defeat. When DA is active it is limited to only post battle losing its very unique feature. I would actually further home there would be somewhat of a progression of lower health/stamina leading to higher chance of rape as fight goes on. Â You can manually surrender any time in battle. Sheath your weapon and use the hotkey on your opponent. Details here: http://www.loverslab.com/topic/19941-defeat-v5b3-530/page-198?do=findComment&comment=796981 Â I know, I have been testing that function for a while now, pretty good for what it is trying to do. Need a few logic fixes. Like hostiles who "like" you will let you go without much demands but then immediately starts fighting again. Can offer to pay gold regardless how much or how little you have on you. Playing nice will usually net you the same outcome as being feisty, but will cause enemy to "like" you more, which in turn can bring about a more "favorable" outcome if you were to surrender the next time...which is kind of weird. Â But still surrendering is a player choice input while a good addition, it is different from the whole part of the combat scenario dynamic that threshold brings.
Goubo Posted June 10, 2014 Author Posted June 10, 2014  I know, I have been testing that function for a while now, pretty good for what it is trying to do. Need a few logic fixes. Like hostiles who "like" you will let you go without much demands but then immediately starts fighting again. Can offer to pay gold regardless how much or how little you have on you. Playing nice will usually net you the same outcome as being feisty, but will cause enemy to "like" you more, which in turn can bring about a more "favorable" outcome if you were to surrender the next time...which is kind of weird.   But still surrendering is a player choice input while a good addition, it is different from the whole part of the combat scenario dynamic that threshold brings. This is mostly WIP, do not hesitate to give me suggestions, fixe and spell corrections it needs, like you did.    Found an irritation, went to rape a male npc with my female pc, with the option to use cowgirl scenes turned on, only to have the male be the cowgirl and my female still using the strapon. At first this was funny, but I use psqsuccubus, so my female doesn't feed with these animations, since I used the defeat method to rape the male, I assume it's a small bug, is this being fixed?  side note: why are there so few aggressive female animations, we could have more like rough cowgirl, or a female aggressive blowjob Sexlab has a "switch characters" button that will fix that. Also make sure the "female always in victim" mode is not on. Or is on, if the mod thinks cowgirl puts the victim on top.   I had to do that all the time when my female PC raping male PC until I got bored and stop raping males. Swapping positions during the rape gave me nothing but glitched animations. (being posted the picture about it). Swapping positions also shouldn't be "must do" to get the proper animation, rather the option. otherwise, what was the point of MCM settings and options it offers.  I'm sure that Guobo is aware of this problem and that he will fix it.  Yes I'm aware of that, sorry, will fix.  This mod is great but I'm noticing a weird issue. It seems that when there are other NPC's or creatures around when my player get's knocked down, they run off to kill each other instead of beginning the sex scene. Random NPC's on the road will completely disengage the player to run off and kill chickens... trolls will run hundreds of feet to battle giants... and meanwhile my character kneels on the ground naked and unable to move for 30 seconds. I'm not sure if I have the settings wrong? I'm using the BETA version. Ha yes... their behavior is wierd sometimes, I'm not sure to understand why for now,  I need to make some tests with this.  Any chance we could get support for threshold % in the later version even if you use DA? Like giving us a option to activate with DA or just threshold? Having it only on bleedout means it almost never triggers.  Thanks Yeah will do.
Azaira Posted June 10, 2014 Posted June 10, 2014 I was having the issue of being unable to get knocked down mid-fight. Decided to try the 4.x version, and it worked fine. I turned off all my mods except those absolutely necessary, and it worked fine on the 5b3. So I decided to turn on most of my mods, a few at a time, and when I truned on the Death Alternate mod it stopped letting me get knocked down. Â I've also found you cant just start a new game with it, you have to start up the mods it requires first, then Defeat, then what uses it. Else stuff starts getting weird. Thats not a big issue though and probably hard to fix, so ignore the load issue. Â I can give you a more detailed description if needed.
Fiora Posted June 10, 2014 Posted June 10, 2014 No animation start when i use v5b3, may be some errors?  But all start normally if I use v4.2... WTF?? Sr for my bad EnglishÂ
germanicus Posted June 10, 2014 Posted June 10, 2014 No animation start when i use v5b3, may be some errors?  But all start normally if I use v4.2... WTF?? Sr for my bad English   Quote from Waxenfigurine that might help you in this: The FNIS mod is what is used to make the animations from the various mods providing new animations to the game. One very important item is that every time you add or remove a mod containing animations you must run the FNIS User Generator program which is when those animations are added to the game.  So if you aren't seeing animations it's because you didn't run the FNIS program OR you didn't fix an error displayed by the FNIS program OR you didn't get the Sexlab Mod installed properly and FNIS did not find the SexLab animations (you will see Sexlab mod listed when you run the FNIS program).  If you did all above, and still cannot run animations try to reset animation registry in SL MCM.
traveller_phi Posted June 10, 2014 Posted June 10, 2014 The key thing here is that Defeat is the ONLY mod that does mid battle rapes. That's something unique about Defeat. When DA is active it is limited to only post battle losing its very unique feature. I would actually further home there would be somewhat of a progression of lower health/stamina leading to higher chance of rape as fight goes on. While I can certainly see the attraction of getting a nice little rape scene in the middle of combat it doesn't make a whole lot of sense to me. Rape would seem to be the sort of thing that requires defeating you first. Does the bandit say "Oops, sorry, I jumped ahead into the rape. Please accept my apologies and I will give you a minute to get ready to continue the fight."? I am not against having an option, I am just confused by the logic that could lead from fight->rape->more fighting->defeated. Sounds more like a lover's quarrel where in the heat of the moment they sort of get caught up in the heat of the moment. Once they have both satiated their passions, they recall what they were fighting about and continue again. Â Perhaps a more realistic scenario for a mid fight knockdown would be random chances for the following outcomes for a lucky attack that knocks down the PC. Capture. The bandit got lucky, but wasn't in a rapey mood. Takes the opportunity to secure the PC and end the fight without bloodshed. Rape and escape. The bandit was cocky, took advantage of the knockdown, but the PC recovered enough to resist before the bandit could secure her. Rape and capture. The bandit was lucky an competent. Perhaps use a bound animation for this, and an unbound animation for above. The bandit has his fun, but also makes sure to secure the PC before she can recover. Escape. The bandit was just too cocky. He gloats for a moment, but the PC recovers far quicker than he expected. Rounds out all the possibilities. Â It just doesn't make sense that people would do a "catch and release" program during a fight to the death. Yes people aren't always logical, and can succumb to their base instincts, but it shouldn't happen all the time. I just don't see trainers across Skyrim instructing "If you happen to knock a pretty girl off her feet in a fight, go ahead and jump her bones. But do be a gentleman about it and help her up on her feet afterwards." Â
gilbertgrape Posted June 10, 2014 Posted June 10, 2014 I am having a slight problem with this mod. After a rape occurs and I try to run away, my character seems to get stuck in an invisible wall for a few seconds and does a strange animation as if she's about to fall. Then the nearby enemies will immediately start raping my character again and the cycle keeps repeating. Basically I can't run away 90% of the time because my character's movement/animation glitches a few seconds after a rape as if they're running against an invisible wall while being chased by the rapists.  I have tried different settings under Player as Victim, both "TRAUMA" and "END" but the same thing occurs either way.  Anyone know how to fix this? I would like my character to be able to escape after a rape, instead of getting raped over and over again because of the invisible wall thing. I've tried this in many different locations so this bug doesn't seem to be location based in my instance.
Guest Posted June 10, 2014 Posted June 10, 2014 I was having the issue of being unable to get knocked down mid-fight. Decided to try the 4.x version, and it worked fine. I turned off all my mods except those absolutely necessary, and it worked fine on the 5b3. So I decided to turn on most of my mods, a few at a time, and when I truned on the Death Alternate mod it stopped letting me get knocked down. Â I've also found you cant just start a new game with it, you have to start up the mods it requires first, then Defeat, then what uses it. Else stuff starts getting weird. Thats not a big issue though and probably hard to fix, so ignore the load issue. Â I can give you a more detailed description if needed. Â I'm also having no knockdown during fight with DA installed. I assumed this was a feature and not a bug.
traveller_phi Posted June 10, 2014 Posted June 10, 2014 Goubo recently mentioned that when DA is in, it disables mid-fight knockdowns and just uses DA for the actual "defeat" handling. I would consider it a feature rather than a bug myself, as it seems a bit odd that an opponent would be able to take advantage of you, then let you up again to continue the fight. But Goubo did say he would be looking into adding it back in when DA is active.
VikorGM Posted June 10, 2014 Posted June 10, 2014 I dont have DA and i cant get knocked down. No matter what setting i use. My follower can be raped just fine but i cant :/ Any tips?
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