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Posted

It is no longer mandatory because I changed the way the transition works but still recommended, the vanilla get up is awfully slow so I guess we can let it as optional in the installer since I have the author's authorization.

Will be done as soon as you let me know that i can start redoing the installer.

Posted

The surrender option trigger well enough for me, fast enough, and always trigger. Since there's only 2 hot keys at the moment and modifier version of each, 4 total, weapons out and or not seems like a reasonable enough option. A new hot key would be nice, but let's try not to take up the entire keyboard.

 

I don't know about PC needing to drop weapon as soon as surrender key is hit. If there's a chance for enemy to refuse surrender that seems to be troublesome, immediate animation response could also be troublesome, Skyrim seems to have trouble with stacking animation. Also at the moment, the surrender dialog already ask the PC to drop their weapon. And I think multiple enemies already gather around when the dialog starts, try to wait a little bit, during the dialog option, but sure adding in filler dialog would work.

 

For me the surrender sometimes doesn't trigger as quick as it should I feel. As for hotkeys the problem with them both using the same is sometimes you do a grapple on the NPC instead of surrendering. Not often but I have had it happen a couple of times. Keep in mind adding a new key binding would not stop people from using the same key for both functions it would just allow people to set them both to different keys for those that want different keys.

 

Well the point of the surrender is, the PC is trying but it is a risk. That is why I think it is more realistic that way and add a edge of danger to trying to surrender. You effectively disarm yourself on a chance.

 

As for the NPC's gathering it depends on the place, it can take archers awhile to get close for example. So adding a bit more dialogue gives them more time to close in and I think would make it more interesting to add more dialogue to the encounter.

Posted

 

 

Ok I tested out the latest update finally some today. I didn't run across any bugs or problems persay but I have a few comments.

 

1) The surrender option seems to work but it seems to be really slow. or it doesn't work everytime not sure. I hit it and sometimes it takes awhile as in a couple of seconds for it to kick in. spamming the button seems to help though but still might want to take a closer look at that. I also have some suggestions on what I think would improve it in the spoiler tag below.

 

2) Robbery option works but I think it needs to be changed, so it is more optional and works better with the overall mod better. Details in spoiler tag below.

 

There is no reason for it to be slow, probably faster than a simple knockdown, the thing is that you need to target your enemy to surrender to him, my guess is that you just press the key whithout aiming the NPC.

so you can choose which NPC you wish to surrender, I could maybe change this but I think it is good to let the player choose to whom he whiches to surrender.

 

I also do not whish to add another HK, I think it works well enough with the need for the player to sheath his weapon before he can surrender, it makes some fight end if a NPC do not wish to particulary kill the player.

But if other people think it need to be changed let me know.

 

As for the dialogues yeah I'll add more to cover different situations, conditions as checked before the dialogues trigger, I'll add followers support so male player can offer his females followers or to be forced to watch for example, etc... hehe.  :sleepy:

 

About the rob, even if it's in the misc events it is seperated from other events so they can trigger after a rob (well if everything work as intended) and "Only Faction" should work with it also so only selected faction are able to rob, but I do not to reorganize the menu a little, will do.

 

Interesting suggestions nonetheless thanks, keep giving me that kind of feedbacks please.

 

 

Ok for the surrender thing then that is likely the issue, the aiming part. Why not just have it work regardless if you are aiming at anyone and have it just tag the closest enemy as the one you surrender to? Seems like it would make it a bit easier to surrender then.

 

As for the hotkey and having to shealth the weapons, I just feel being able to just drop the weapons when the key is hit, is more immersive and easier to do. So if you are in a fight you don't have to hit the R key to sheath weapons, then aim at the enemy and then hit the G key to surrender to them. What I was suggesting would remove all the added stuff and you just hit the surrender key and the PC automatically drops their weapons and then tries to surrender to the nearest NPC. It is up to you, I just think it would make the whole surrender thing a lot easier, more fun and add a element of danger by disarming yourself when they might not accept your surrender.

 

Ok then on the rob I don't think it is always triggering then, since I set rob to 100% and one time I was sent to the inn with out being robbed but maybe that was just a hiccup and not a full time bug. I would have to test it more.

 

As for the dialogue and follower support etc. Thats very cool and looking forward to that when it gets added.

Posted

The only "issue" I have with the surrender mechanic is the fact that you *have* to have your weapon sheathed in order to do it. I would personally prefer it if it was just an additional option that appeared in the pop-up actions menu when you press the hotkey (regardless of weapon-draw-state). Imo, having to manually sheath your weapons just adds an additional step that I feel is unnecessary and just consumes more time and makes the process a little clunky.

Posted

Since this version came out I've not had any problems with the robbery happening. I have Wilderness set to 40% and Inn set to 10% and they kick in normally afterwards without problems (as does Devious Captures), this is using the steal gold and stripped items option, haven't tried it with the others

 

EDIT: Robbery is set at 100% btw

 

Posted

Well, perhaps I'm only one with this problem so i will try to elaborate more:

Using two keys of this mod Activate(def. G) and Modifier(def. Shift) i should be able to

A ) rape target when using G+Shift

B ) kill(strangle) target when using only G

 

but no matter what I'm pressing, how long and on what key I bind it(i even tried bind action and modifier to same key) i always get the B ).

As a side note when I initiate action from standard activation menu with options Assault attempt or Sneak assault I get same result.

Posted

I think I found 2 bugs :

- when there is more than 3 agressors, nothing happens

 

[06/19/2014 - 11:03:11PM] Defeat: Aggressor slot filled (Creature) -> 0 // Hunter -> [Actor < (FF00187B)>]
[06/19/2014 - 11:03:12PM] Defeat: Aggressor slot filled (Creature) -> 1 // Hunter -> [Actor < (FF00187D)>]
[06/19/2014 - 11:03:12PM] Defeat: Aggressor slot filled (Creature) -> 2 // Hunter -> [Actor < (FF0016F4)>]
[06/19/2014 - 11:03:12PM] Defeat: Aggressor slot filled (Creature) -> 3 // Hunter -> [Actor < (FF001875)>]
[06/19/2014 - 11:03:12PM] Defeat: Aggressor slot filled (Creature) -> 4 // Hunter -> [Actor < (FF00187E)>]
[06/19/2014 - 11:03:12PM] ERROR: Array index -1 is out of range (0-4)
stack:
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.SetHunters() - "defeatplayer.psc" Line 365
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.TheKnockDown() - "defeatplayer.psc" Line 240
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.OnHit() - "defeatplayer.psc" Line 137
[06/19/2014 - 11:03:12PM] ERROR: Array index -1 is out of range (0-4)
stack:
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.SetHunters() - "defeatplayer.psc" Line 368
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.TheKnockDown() - "defeatplayer.psc" Line 240
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.OnHit() - "defeatplayer.psc" Line 137
[06/19/2014 - 11:03:12PM] ERROR: Array index -1 is out of range (0-4)
stack:
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.SetHunters() - "defeatplayer.psc" Line 368
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.TheKnockDown() - "defeatplayer.psc" Line 240
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.OnHit() - "defeatplayer.psc" Line 137
[06/19/2014 - 11:03:12PM] Defeat: Aggressor slot filled (Creature) -> -1 // Hunter -> [Actor < (FF000866)>]
[06/19/2014 - 11:03:12PM] Defeat: Aggressor slots -> [[Actor < (FF00187B)>], [Actor < (FF00187D)>], [Actor < (FF0016F4)>], [Actor < (FF001875)>], [Actor < (FF00187E)>]]
[06/19/2014 - 11:03:12PM] Defeat: Partners slots -> [None, None, None, None, None]
[06/19/2014 - 11:03:12PM] Defeat: TheNext set -> [Actor < (FF00187B)>]
[06/19/2014 - 11:03:12PM] Defeat: Threesome second aggressor Set -> [Actor < (FF00187E)>], Aggressor list -> [[Actor < (FF00187B)>], [Actor < (FF00187D)>], [Actor < (FF0016F4)>], [Actor < (FF001875)>], [Actor < (FF00187E)>]]
[

 

 

- with werewolfs when there is more than 1, the PC is undress and the creatures falls. nothing happens.

 

[06/19/2014 - 11:14:08PM] Defeat: Aggressor slot filled (Creature) -> 0 // Hunter -> [Actor < (FF00187D)>]
[06/19/2014 - 11:14:08PM] Defeat: Aggressor slot filled (Creature) -> 1 // Hunter -> [Actor < (FF0016F4)>]
[06/19/2014 - 11:14:08PM] Defeat: Aggressor slots -> [[Actor < (FF00187D)>], [Actor < (FF0016F4)>], None, None, None]
[06/19/2014 - 11:14:08PM] Defeat: Partners slots -> [None, None, None, None, None]
[06/19/2014 - 11:14:08PM] Defeat: TheNext set -> [Actor < (FF00187D)>]
[06/19/2014 - 11:14:08PM] Defeat: Threesome second aggressor Set -> [Actor < (FF0016F4)>], Aggressor list -> [[Actor < (FF00187D)>], [Actor < (FF0016F4)>], None, None, None]
[06/19/2014 - 11:14:11PM] Defeat: Player victim - AssaultMode PreDown Aggressor [Actor < (FF00187D)>], Persuer (Should be the same) -> [Actor < (FF00187D)>]
[06/19/2014 - 11:14:15PM] [Zad]: Set slot mask to [0]: 0
[06/19/2014 - 11:14:18PM] -- SexLab -- Thread[0] - Thread[0]: Entering Making State
[06/19/2014 - 11:14:18PM] ERROR: Array index -1 is out of range (0-4)
stack:
[sexLabThread00 (0F061EEF)].sslThreadController.ActorAlias() - "sslThreadModel.psc" Line 698
[sexLabThread00 (0F061EEF)].sslThreadController.DisableRagdollEnd() - "sslThreadModel.psc" Line 299
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.TheRape() - "defeatplayer.psc" Line 1564
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.PreDownRape() - "defeatplayer.psc" Line 994
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.OnUpdate() - "defeatplayer.psc" Line ?
[06/19/2014 - 11:14:18PM] ERROR: Cannot call DoRagdoll() on a None object, aborting function call
stack:
[sexLabThread00 (0F061EEF)].sslThreadController.DisableRagdollEnd() - "sslThreadModel.psc" Line 299
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.TheRape() - "defeatplayer.psc" Line 1564
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.PreDownRape() - "defeatplayer.psc" Line 994
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.OnUpdate() - "defeatplayer.psc" Line ?
[06/19/2014 - 11:14:18PM] -- SexLab -- NOTICE: ValidateActor(Alpha) -- TRUE -- Cache HIT
[06/19/2014 - 11:14:18PM] -- SexLab -- [sslActorAlias ]: Slotted 'Alpha'
[06/19/2014 - 11:14:18PM] -- SexLab -- NOTICE: ValidateActor(Werewolf) -- TRUE -- Cache MISS
[06/19/2014 - 11:14:18PM] -- SexLab -- [sslActorAlias ]: Slotted 'Werewolf'
[06/19/2014 - 11:14:18PM] -- SexLab -- NOTICE: ValidateActor(Werewolf) -- TRUE -- Cache MISS
[06/19/2014 - 11:14:19PM] -- SexLab -- [sslActorAlias ]: Slotted 'Werewolf'
[06/19/2014 - 11:14:19PM] ERROR: Cannot cast from None to sslbaseanimation[]
stack:
[sexLabQuestRegistry (0F0664FB)].sslcreatureanimationslots.GetList() - "sslAnimationSlots.psc" Line 186
[sexLabQuestRegistry (0F0664FB)].sslcreatureanimationslots.GetByRace() - "sslCreatureAnimationSlots.psc" Line 15
[sexLabThread00 (0F061EEF)].sslThreadController.StartThread() - "sslThreadModel.psc" Line ?
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.TheRape() - "defeatplayer.psc" Line 1571
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.PreDownRape() - "defeatplayer.psc" Line 994
[alias PlayerRef on quest DefeatPlayerQST (43000D62)].defeatplayer.OnUpdate() - "defeatplayer.psc" Line ?
[06/19/2014 - 11:14:19PM] -- SexLab -- Thread[0] - FATAL: StartThread() - Failed to find valid creature animations.
[06/19/2014 - 11:14:19PM] -- SexLab -- [sslActorAlias ]: 'Alpha' / '[Actor < (00000014)>]' present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[06/19/2014 - 11:14:19PM] -- SexLab -- [sslActorAlias ]: 'Werewolf' / '[Actor < (FF00187D)>]' present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[06/19/2014 - 11:14:19PM] -- SexLab -- [sslActorAlias ]: 'Werewolf' / '[Actor < (FF0016F4)>]' present during alias clear! This is usually harmless as the alias and actor will correct itself, but is usually a sign that a thread did not close cleanly.
[06/19/2014 - 11:14:20PM] Defeat: Error: Creature, Animation did not start [Actor < (FF00187D)>]
[06/19/2014 - 11:14:20PM] xpoCrimeScanner: (Scanning) OnUpdate
[06/19/2014 - 11:14:20PM] Defeat: Player victim - End scene, Restored.
[06/19/2014 - 11:14:30PM] SOS FixLocalActors: removed 0 actors from local list
[06/19/2014 - 11:14:30PM] SOS ReSchlongify: 74 local schlonged actors fixed
[06/19/2014 - 11:14:30PM] SOS ReSchlongify: There are currently 28 concealed armors
[06/19/2014 - 11:14:31PM] SOS DetermineSchlongType: absolutely nothing available for this race: Alpha [Ningheim] raceId=822095770
[06/19/2014 - 11:14:31PM] SOS SchlongLess: Alpha entered schlongless state
[06/19/2014 - 11:14:47PM] Defeat: Player victim - End scene, Restored.

 

Posted

Disarm yourself or not when hitting the surrender key is really just minor details. Can simply unequip your weapon before trying to surrender. Even as it is now, you are probably better off doing that so the enemy won't ask you to drop your weapon during dialog...just remember something I have never tested bow with arrows, dual wield, and shield, wonder what will happen.

 

As for follower, I am not sure if anyone else is having this issue, it seems like followers sometimes won't get back up after surrendering. They just get stuck in the kneel plus bind animation but still slide around following the PC. They won't draw their weapons when in combat again also. Quickest way to fix it, is to use grapple on them, they will stagger and return to normal...also I should test robbing with followers as well.

Posted

Disarm yourself or not when hitting the surrender key is really just minor details. Can simply unequip your weapon before trying to surrender. Even as it is now, you are probably better off doing that so the enemy won't ask you to drop your weapon during dialog...just remember something I have never tested bow with arrows, dual wield, and shield, wonder what will happen.

 

As for follower, I am not sure if anyone else is having this issue, it seems like followers sometimes won't get back up after surrendering. They just get stuck in the kneel plus bind animation but still slide around following the PC. They won't draw their weapons when in combat again also. Quickest way to fix it, is to use grapple on them, they will stagger and return to normal...also I should test robbing with followers as well.

 

Yeah you can but I just seen it as a added step. Mostly cause I tend to like to fight till i am sure I am going to lose so very low on health and adding in another step increases the odds I die before I can surrender. It is not a big deal but just a option I wish was added.

 

As for testing it with bows, dual wield etc it works. If you get defeated with those out it strips/unequips them and for surrender currently obviously you have to sheath them.

 

As for the follower issue that is a issue Submit had as well and I don't think it ever was completely fixed. So it is just not defeat but seems to be something with the way it interacts with how followers work in Skyrim.

Posted

Hey Goubo,

 

Would it be possible to allow better compatibility between defeat and SD+. Since Death Alternative already supports both defeat and SD+. Can we have a possibility where once the defeat event is triggered and sexlab aninmation is initiated, there is a possibility of the character to get enslaved by the same enemy. We can have defeat enable onbleedout and then after SD+ takes up control...

 

Regards,

ruroken

Posted

That can already happen, more-or-less. Defeat can be set with a cooldown once it's finished to allow for other DA scenarios (such as SD+ enslavement) to kick in instead should you get knocked down into BleedOut again or BlackOut.

Posted

For surrender there is really no follower support for now so you can expect oddities with it.

 

Rotten: This bug happens for some, I really don't know why, do you have a lot of script lag with your game? did you test on a new game?

 

That can already happen, more-or-less. Defeat can be set with a cooldown once it's finished to allow for other DA scenarios (such as SD+ enslavement) to kick in instead should you get knocked down into BleedOut again or BlackOut.

 

This, I can't really just manually launch DA post assault events after Defeat unfortunately (I tried), the player needs to be knocked down again for DA to take control to avoid any bug, if you have the cooldown enabled and you are knocked down again by the same enemy Defeat will not trigger and let other events do their thing.

Posted

Excuse me, but I seem to have a problem regarding the installation. I sucessfully installed everything and it shows up in my MCM but I can't get it to work past the "installing...you must close the menu and wait a few seconds".

 

I seriously waited for an hour or so until I decide.to give up. Can anyone help me with this? Thanks in advance.

Posted

i have downloaded v5b3.

and started a new game but in the mcm menu of defeat erery thing is disabled and i dont know how to enable it,

when i click on enable mod it say to install click accept and i do that and then i wait a few seconds but nothing happens, when i go back in the mcm menu of defeat ervry thing is still the same

btw i am sorry for my grammer...

 

btw same problem as the post before me

Posted

i have downloaded v5b3.

and started a new game but in the mcm menu of defeat erery thing is disabled and i dont know how to enable it,

when i click on enable mod it say to install click accept and i do that and then i wait a few seconds but nothing happens, when i go back in the mcm menu of defeat ervry thing is still the same

btw i am sorry for my grammer...

 

You have to log completely out of the menu window back into the game and then wait. How long depends on your system but no more than a minute or two. You should see in the upper left of the screen a text message saying something about defeat being installed. Then you can go back into the Menu screen and then into mods, then defeat and it should be loaded then.

Posted

my log file with error for a quest in 5.3b

05:25:01PM] Cannot open store for class "daymoyl_QuestTemplate", missing file?
[06/20/2014 - 05:25:01PM] Error: Unable to link "daymoyl_QuestTemplate" - the parent of "defeatdatrigger".
[06/20/2014 - 05:25:01PM] Error: Unable to bind script defeatdatrigger to DefeatPlayerQST (46000D62) because their base types do not match
[06/20/2014 - 05:25:02PM]
05:25:48PM] Error: Unable to bind script defeatdatrigger to DefeatPlayerQST (46000D62) because their base types do not match
[06/20/2014 - 05:25:48PM]



how ever in play it does not show I think  ...  the only thing I have a prob with is every time  I try to come behind a victem and try it it says " you did not successfully grapple your victim"!
 

Posted

 

i have downloaded v5b3.

and started a new game but in the mcm menu of defeat erery thing is disabled and i dont know how to enable it,

when i click on enable mod it say to install click accept and i do that and then i wait a few seconds but nothing happens, when i go back in the mcm menu of defeat ervry thing is still the same

btw i am sorry for my grammer...

 

You have to log completely out of the menu window back into the game and then wait. How long depends on your system but no more than a minute or two. You should see in the upper left of the screen a text message saying something about defeat being installed. Then you can go back into the Menu screen and then into mods, then defeat and it should be loaded then.

 

i waited 35 minutes outside the mcm menu after i clickt on insltall

still nothing

Posted

 

 

i have downloaded v5b3.

and started a new game but in the mcm menu of defeat erery thing is disabled and i dont know how to enable it,

when i click on enable mod it say to install click accept and i do that and then i wait a few seconds but nothing happens, when i go back in the mcm menu of defeat ervry thing is still the same

btw i am sorry for my grammer...

 

You have to log completely out of the menu window back into the game and then wait. How long depends on your system but no more than a minute or two. You should see in the upper left of the screen a text message saying something about defeat being installed. Then you can go back into the Menu screen and then into mods, then defeat and it should be loaded then.

 

i waited 35 minutes outside the mcm menu after i clickt on insltall

still nothing

 

 

Hmm did you have a older version of defeat before upgrading to the latest one? If so did you remember to disable the old version of defeat before removing it and installing the new version?

 

Posted

 

 

 

i have downloaded v5b3.

and started a new game but in the mcm menu of defeat erery thing is disabled and i dont know how to enable it,

when i click on enable mod it say to install click accept and i do that and then i wait a few seconds but nothing happens, when i go back in the mcm menu of defeat ervry thing is still the same

btw i am sorry for my grammer...

 

You have to log completely out of the menu window back into the game and then wait. How long depends on your system but no more than a minute or two. You should see in the upper left of the screen a text message saying something about defeat being installed. Then you can go back into the Menu screen and then into mods, then defeat and it should be loaded then.

 

i waited 35 minutes outside the mcm menu after i clickt on insltall

still nothing

 

 

Hmm did you have a older version of defeat before upgrading to the latest one? If so did you remember to disable the old version of defeat before removing it and installing the new version?

 

 

 

Also, if you didn't get the info in upper left corner "Defeat is initialized" after you installed the mod, then the mod is not installed correctly.

 

 

Posted

I had an odd experience with Defeat last night.  I got in over my head with a half-dozen Falmer and my character was knocked down and raped, my follower ran into the room while this was happening and was similarly defeated, but afterwards my character laid there on the floor (uncontrollable) until the falmer raping my follower was done then he came over and raped my character.  This looks like correct behavior, but I was wondering if enemies who are already raping followers can be excluded from the queue or if there can be a timeout because it was quite a wait. 

Posted

I had an odd experience with Defeat last night.  I got in over my head with a half-dozen Falmer and my character was knocked down and raped, my follower ran into the room while this was happening and was similarly defeated, but afterwards my character laid there on the floor (uncontrollable) until the falmer raping my follower was done then he came over and raped my character.  This looks like correct behavior, but I was wondering if enemies who are already raping followers can be excluded from the queue or if there can be a timeout because it was quite a wait. 

 

Yes there is a setting where you can resist between turns. So you can in theory get up and run away if one NPC has had a turn and another is about to take a turn. Should I imagine work with followers as well.

Posted

Hi Gubo

 

Can you help me with the message "Run Away" that are stuck in the middle of the screen?  :(

 

That is a known issue that hopefully will be fixed in the next update.

Posted

Hmm is this normal?

 

Everytime an enemy hits me and I am on low health (defeat set to 12% or less) the enemy automatically goes into a kill-move animation and kills me. I can see my character drop to their knee's for half a second as incapacitation takes over but the enemy still carrys on their kill animation and murders me when it finishes.

 

Defeat never had this problem until I updated to the latest patch (fresh install of skyrim plus no other combat mods running).

Did something change in the way Defeat handles incapacitation or could this just be a fluke bug?

 

The only thing which is different is the defeat version and the fact I now have Amerous Adventures installed, but don't think that should affect it.

 

 

Edit: As per the first page, this usually happens when there are numerous enemies (3-5) and when i have a companion. Location this happens is everywhere so it isn't location based.

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