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Posted

Hmm, if you're positive the key should be working (meaning the NPC is bellow the HP threshold to allow defeating them via the hotkey) then it's probably the same issue I've seen with other mods.

 

The fix I know of that solved the issue for the other mods is to reassign the keys in the main loop script at the beginning (in pseudo code something along the lines "rapekey := global_variable_that_stores_the_rape_key"). It's been a long while since I've seen this issue, so I can't give a more accurate solution.

 

To test if this is indeed the issue start a new game without defeat ("Live another life" mod speeds up the process greatly) and save. Load up defeat, configure if necessary (set health threshold to 100% for example), do NOT reload any point and try it out and see if it works. If it does save your game, load that save and try it out again. If the key doesn't work all of a sudden after the reload then it's the issue I described.

 

Keep in mind that this issue doesn't affect everybody, for some people the key settings are stored between saves, no problem.

Posted

Benmc -> You should try to do a clean save and wait for the next version, it will let the time for skse to clean a little your save (assuming you have "ClearInvalidRegistrations=1" in your skse ini.)

 

 

 

What is this mod?

 

The primary goal of this mod is to add more "Options" into combat.
The player and his companions can be raped during combat, they are able to rape during combat as well.
The player has more option: Knock out, rob, kill, rape or tie up his victim.

 

Will there a chance for vice versa  :blush: ?

Defeated, got raped, robbed, tied up and left in middle of nowhere. Perhaps same thing like you tie up a victim, faded black screen will show while player being tied up after rape then wakes up after a few seconds.     

 

I'll probably do something in this area later on yes, I have some ideas.

 

Hmm, if you're positive the key should be working (meaning the NPC is bellow the HP threshold to allow defeating them via the hotkey) then it's probably the same issue I've seen with other mods.

The fix I know of that solved the issue for the other mods is to reassign the keys in the main loop script at the beginning (in pseudo code something along the lines "rapekey := global_variable_that_stores_the_rape_key"). It's been a long while since I've seen this issue, so I can't give a more accurate solution.

To test if this is indeed the issue start a new game without defeat ("Live another life" mod speeds up the process greatly) and save. Load up defeat, configure if necessary (set health threshold to 100% for example), do NOT reload any point and try it out and see if it works. If it does save your game, load that save and try it out again. If the key doesn't work all of a sudden after the reload then it's the issue I described.

Keep in mind that this issue doesn't affect everybody, for some people the key settings are stored between saves, no problem.

Yes, I use Globals for the next version. It shouldn't be a problem anymore.

Posted

Hello. 

 

I have a problem since I have updated to 3.2. As victim, I am not knocking down when below 20% hp. Even with a full new save, it doesn't work anymore. 

I tried to return in ver 2.0 but now I have the same problem as 3.2. 

 

Should I try to uninstall the whole SexLab mod (and others too ?) and make a fresh install ?

Posted

Benmc -> You should try to do a clean save and wait for the next version, it will let the time for skse to clean a little your save (assuming you have "ClearInvalidRegistrations=1" in your skse ini.)

 

 

 

What is this mod?

 

The primary goal of this mod is to add more "Options" into combat.

The player and his companions can be raped during combat, they are able to rape during combat as well.

The player has more option: Knock out, rob, kill, rape or tie up his victim.

 

Will there a chance for vice versa  :blush: ?

Defeated, got raped, robbed, tied up and left in middle of nowhere. Perhaps same thing like you tie up a victim, faded black screen will show while player being tied up after rape then wakes up after a few seconds.     

 

I'll probably do something in this area later on yes, I have some ideas.

 

Hmm, if you're positive the key should be working (meaning the NPC is bellow the HP threshold to allow defeating them via the hotkey) then it's probably the same issue I've seen with other mods.

 

The fix I know of that solved the issue for the other mods is to reassign the keys in the main loop script at the beginning (in pseudo code something along the lines "rapekey := global_variable_that_stores_the_rape_key"). It's been a long while since I've seen this issue, so I can't give a more accurate solution.

 

To test if this is indeed the issue start a new game without defeat ("Live another life" mod speeds up the process greatly) and save. Load up defeat, configure if necessary (set health threshold to 100% for example), do NOT reload any point and try it out and see if it works. If it does save your game, load that save and try it out again. If the key doesn't work all of a sudden after the reload then it's the issue I described.

 

Keep in mind that this issue doesn't affect everybody, for some people the key settings are stored between saves, no problem.

Yes, I use Globals for the next version. It shouldn't be a problem anymore.

 

I will try this (with using the uninstall function). Maybe these two logs can help you ?

[ (00000014)].Actor.UnequipItem() - "<native>" Line ?
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.Disarm() - "SexLabDefeatPlayer.psc" Line 1051
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.OnUpdate() - "SexLabDefeatPlayer.psc" Line 280

[ (00000014)].Actor.UnequipItem() - "<native>" Line ?
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.Disarm() - "SexLabDefeatPlayer.psc" Line 1036
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.OnUpdate() - "SexLabDefeatPlayer.psc" Line 280

(used this little tool to extract those infos of the papyrus log : http://skyrim.nexusmods.com/mods/42815 )

Posted

I have a feature request.  I liked how in SimpleRape, there was a percent chance of being raped, rather than it happening everytime.  Would it be hard to implement a configurable percent chance of being knocked down below your health threshold, rather than every time?

Posted

I cant seem to find the defeat rape options on the MCM, did I download

'defeat" wrong or something?

 

MCM will have only option for PC or NPC as Aggressor or Victim.

 

The rape option will appear in-game when you use action key with the victim when weapon sheathed.

Posted

 

Benmc -> You should try to do a clean save and wait for the next version, it will let the time for skse to clean a little your save (assuming you have "ClearInvalidRegistrations=1" in your skse ini.)

 

 

 

What is this mod?

 

The primary goal of this mod is to add more "Options" into combat.

The player and his companions can be raped during combat, they are able to rape during combat as well.

The player has more option: Knock out, rob, kill, rape or tie up his victim.

 

Will there a chance for vice versa  :blush: ?

Defeated, got raped, robbed, tied up and left in middle of nowhere. Perhaps same thing like you tie up a victim, faded black screen will show while player being tied up after rape then wakes up after a few seconds.     

 

I'll probably do something in this area later on yes, I have some ideas.

 

Hmm, if you're positive the key should be working (meaning the NPC is bellow the HP threshold to allow defeating them via the hotkey) then it's probably the same issue I've seen with other mods.

 

The fix I know of that solved the issue for the other mods is to reassign the keys in the main loop script at the beginning (in pseudo code something along the lines "rapekey := global_variable_that_stores_the_rape_key"). It's been a long while since I've seen this issue, so I can't give a more accurate solution.

 

To test if this is indeed the issue start a new game without defeat ("Live another life" mod speeds up the process greatly) and save. Load up defeat, configure if necessary (set health threshold to 100% for example), do NOT reload any point and try it out and see if it works. If it does save your game, load that save and try it out again. If the key doesn't work all of a sudden after the reload then it's the issue I described.

 

Keep in mind that this issue doesn't affect everybody, for some people the key settings are stored between saves, no problem.

Yes, I use Globals for the next version. It shouldn't be a problem anymore.

 

I will try this (with using the uninstall function). Maybe these two logs can help you ?

[ (00000014)].Actor.UnequipItem() - "<native>" Line ?
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.Disarm() - "SexLabDefeatPlayer.psc" Line 1051
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.OnUpdate() - "SexLabDefeatPlayer.psc" Line 280

[ (00000014)].Actor.UnequipItem() - "<native>" Line ?
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.Disarm() - "SexLabDefeatPlayer.psc" Line 1036
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.OnUpdate() - "SexLabDefeatPlayer.psc" Line 280

(used this little tool to extract those infos of the papyrus log : http://skyrim.nexusmods.com/mods/42815 )

 

Those errors are for the disam of the player, sometimes it don't work as intended, this is not a big deal though, I've change a lot the player script and it will not use update event no more, it seems like there is problem with this, it will simply reenter in the same State to make a loop instead.

The debuffs are now abilities like before but should work better without problems for the player stats.

Basically, I changed everything in the mod...

 

I have a feature request.  I liked how in SimpleRape, there was a percent chance of being raped, rather than it happening everytime.  Would it be hard to implement a configurable percent chance of being knocked down below your health threshold, rather than every time?

Yep, implemented for the next version.

 

Also, I was thinking maybe I could change the conditions for the player as aggressor and make it only work with current Health/Stamina/Lvl checks instead of a health threshold, the less the health has the npc, the more you have chance to knock down him, and you get a bonus of 20% when out of combat and 15% when behind.

The stamina and the level are calculated relative to yours, if you are lvl 50 and your target is 40, you'll have 10% more chance, stamina is the same, you are full stamina and your target is tired, huge bonus to the knock down chance.

You can add a bonus percentage in MCM, same checks for the registered companion.

 

This system seems to fit a lot better for this function but should I make it optionnal and let the health threshold method?

Posted

Dont know if this a know thing but when there is more then 2 or 3, and there is a bunch of archers among them, the archers dont really sheath there weapons beyond a certain range when you are knocked down.

Posted

 

 

Benmc -> You should try to do a clean save and wait for the next version, it will let the time for skse to clean a little your save (assuming you have "ClearInvalidRegistrations=1" in your skse ini.)

 

 

 

What is this mod?

 

The primary goal of this mod is to add more "Options" into combat.

The player and his companions can be raped during combat, they are able to rape during combat as well.

The player has more option: Knock out, rob, kill, rape or tie up his victim.

 

Will there a chance for vice versa  :blush: ?

Defeated, got raped, robbed, tied up and left in middle of nowhere. Perhaps same thing like you tie up a victim, faded black screen will show while player being tied up after rape then wakes up after a few seconds.     

 

I'll probably do something in this area later on yes, I have some ideas.

 

Hmm, if you're positive the key should be working (meaning the NPC is bellow the HP threshold to allow defeating them via the hotkey) then it's probably the same issue I've seen with other mods.

 

The fix I know of that solved the issue for the other mods is to reassign the keys in the main loop script at the beginning (in pseudo code something along the lines "rapekey := global_variable_that_stores_the_rape_key"). It's been a long while since I've seen this issue, so I can't give a more accurate solution.

 

To test if this is indeed the issue start a new game without defeat ("Live another life" mod speeds up the process greatly) and save. Load up defeat, configure if necessary (set health threshold to 100% for example), do NOT reload any point and try it out and see if it works. If it does save your game, load that save and try it out again. If the key doesn't work all of a sudden after the reload then it's the issue I described.

 

Keep in mind that this issue doesn't affect everybody, for some people the key settings are stored between saves, no problem.

Yes, I use Globals for the next version. It shouldn't be a problem anymore.

 

I will try this (with using the uninstall function). Maybe these two logs can help you ?

[ (00000014)].Actor.UnequipItem() - "<native>" Line ?
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.Disarm() - "SexLabDefeatPlayer.psc" Line 1051
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.OnUpdate() - "SexLabDefeatPlayer.psc" Line 280

[ (00000014)].Actor.UnequipItem() - "<native>" Line ?
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.Disarm() - "SexLabDefeatPlayer.psc" Line 1036
[alias PlayerAlias on quest SexLabDefeat (A5000D62)].sexlabdefeatplayer.OnUpdate() - "SexLabDefeatPlayer.psc" Line 280

(used this little tool to extract those infos of the papyrus log : http://skyrim.nexusmods.com/mods/42815 )

 

Those errors are for the disam of the player, sometimes it don't work as intended, this is not a big deal though, I've change a lot the player script and it will not use update event no more, it seems like there is problem with this, it will simply reenter in the same State to make a loop instead.

The debuffs are now abilities like before but should work better without problems for the player stats.

Basically, I changed everything in the mod...

 

I have a feature request.  I liked how in SimpleRape, there was a percent chance of being raped, rather than it happening everytime.  Would it be hard to implement a configurable percent chance of being knocked down below your health threshold, rather than every time?

Yep, implemented for the next version.

 

Also, I was thinking maybe I could change the conditions for the player as aggressor and make it only work with current Health/Stamina/Lvl checks instead of a health threshold, the less the health has the npc, the more you have chance to knock down him, and you get a bonus of 20% when out of combat and 15% when behind.

The stamina and the level are calculated relative to yours, if you are lvl 50 and your target is 40, you'll have 10% more chance, stamina is the same, you are full stamina and your target is tired, huge bonus to the knock down chance.

You can add a bonus percentage in MCM, same checks for the registered companion.

 

This system seems to fit a lot better for this function but should I make it optionnal and let the health threshold method?

 

I think it should should be optional , so your PC progresses an get more perks "greater health & stamina" also because most the in combat the first thing you run out of is your stamina . Good to make it more of harder at higher levels.

Posted

Will the new version have the mcm menu fixed from the start ??? or do we still need to start game and then activate this mod later on ??

Why does it matter? Is it that hard to activate the mod after the helgen sequence?
Posted

 

Will the new version have the mcm menu fixed from the start ??? or do we still need to start game and then activate this mod later on ??

Why does it matter? Is it that hard to activate the mod after the helgen sequence?

 

I forget every single time....

 

I use alternate start. and only ever remember when I've spent 30 minutes making a character with Race menu then go down my MCM list customizing each entry then see SexlabDefeat. Then I usually say some swear words and do the off/disable/on/save/off/enable/on fix, which takes like 8 minutes, do to my amount of mods and textures. @.@ worth it though.

Posted

 

Will the new version have the mcm menu fixed from the start ??? or do we still need to start game and then activate this mod later on ??

Why does it matter? Is it that hard to activate the mod after the helgen sequence?

 

 

It is just minor annoyance. can you imagine if all mcm mods would do this and you forget witch one it was ?? I just don't understand why it can't have mcm enabled from the start ?? All other mods can. If all else fails i will try to find a solution myself.

Posted

It is just minor annoyance. can you imagine if all mcm mods would do this and you forget witch one it was ??

That wouldn't be an issue in the first place if you did it the right way and not have all your mods enabled at startup.
Posted

The problem is with Alternate Start mods NOT crashing..  :angel:

If you start a new game the normall way.. everything works fine and the second the convoy enters Helgen......CRAASSHHHHH..

 

It's the game's way of telling you  "Aren't you forgeting something dude?"  :D

Alternate Start  mods do not have this "automation".  

Posted

The issue with Alternative Start - Live Another Life is that it removes or at least used to remove all the items in your inventory after you select a start option and go to sleep in the bed. Some mods add items that work like configurators so you risk loosing those.

 

The way I do it is load up the game only with the mods needed at startup, create my character, save in a new slot, choose starting option from Live Another Life, activate the bed so I start a new life, save in a new slot (base save) once that's done, run around a little bit to test out performance, close game, activate mods and then start configuring and playtesting.

 

If weird stuff starts to happen I try to find a solution to it (sometimes it involves removing mods), reload my "base" save, reconfigure, test again etc. etc.

Posted

Well to be honest I have so many mods istalled that removing them and reenabling them is not an option. I just start the new game with everything on, and the ones that cause problems, I remove them, and enable them after Helgen. If they still dont work, make a clean save without them and re-install them.

 

Getting the conversation back to this mod however, and since we are talking about new games.

 

I am now using Defeated 3.2 in a new game but the script delay is as bad as it was in my previous char. Most of the times my char is not raped as the script takes sooooooo long to activate that that she's dead. Cleaning Defeated din no work. Clean save did not work. Any ideas?

Posted

The issue with Alternative Start - Live Another Life is that it removes or at least used to remove all the items in your inventory after you select a start option and go to sleep in the bed. Some mods add items that work like configurators so you risk loosing those.

 

The way I do it is load up the game only with the mods needed at startup, create my character, save in a new slot, choose starting option from Live Another Life, activate the bed so I start a new life, save in a new slot (base save) once that's done, run around a little bit to test out performance, close game, activate mods and then start configuring and playtesting.

 

If weird stuff starts to happen I try to find a solution to it (sometimes it involves removing mods), reload my "base" save, reconfigure, test again etc. etc.

 

Good thing it doesn't do that....

 

Posted

It's so difficult to try and be the agressor than the agressed.  Eveyrthing else seems to function so well, but when it comes to my toon's ability to rape, the action key appears to be unresponsive. Here are the list of things I have tried so far:

 

- increased chances of success at 50% health of enemies

- click hot key (G) swiftly in a medium and close range against enemies with health below 50%

- held hot key (G) and lifted in a medium and close range against enemies with health below 50%

- cleaned system using the provided method

- map the player agression action key to another button

- return the player agression action key back to G

 

I'm a bit at odds why this is the case, the rest of the mod appears to be working in fine order :-/

 

my deepest apology for any inconveniences, but this shall be the second bump this will have. just need confirmation whether this is a hopeless problem or there is a workaround. I have reverted to a previous save with agrresive action key still working, and now reached a point where it stopped working again with the previous troubleshooting attempts i have made applied again.

 

Posted

I am now using Defeated 3.2 in a new game but the script delay is as bad as it was in my previous char. Most of the times my char is not raped as the script takes sooooooo long to activate that that she's dead. Cleaning Defeated din no work. Clean save did not work. Any ideas?

No amount of clean saving will fix that. By the sound of it it's not an issue with this mod but with overall script latency. To reduce script latency remove some of the mods that are script heavy. Script heavy mods are things like Player Headtracking, Wet and Cold, Footprints etc. basically mods that need to run scripts often to function properly. The more of these mods you have the more they'll fight amongst each other to use up the allocated CPU for scripts.
Posted

 

I am now using Defeated 3.2 in a new game but the script delay is as bad as it was in my previous char. Most of the times my char is not raped as the script takes sooooooo long to activate that that she's dead. Cleaning Defeated din no work. Clean save did not work. Any ideas?

No amount of clean saving will fix that. By the sound of it it's not an issue with this mod but with overall script latency. To reduce script latency remove some of the mods that are script heavy. Script heavy mods are things like Player Headtracking, Wet and Cold, Footprints etc. basically mods that need to run scripts often to function properly. The more of these mods you have the more they'll fight amongst each other to use up the allocated CPU for scripts.

 

Correct..

However, I have also installed the similar beta mod for beast animations. (Beastiality 0.3 i thinj) that uses a similar script. When the PC falls below a set level of helath she is raped. 

That mod works instantly.

 

anyway.. lets just see If I will have the same issue with the new version I suspect will be coming soon. 

Guest jenny2011
Posted

Was this updated for Framework 1.2? It doesn't seem to have beast rape?

Posted

The player script is way better coded now, you char will go down immediately, then aggressors will be chosen. (up to 4)

 

Release pretty soon now with creature support, just need to check everything and get rid of some errors.

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