Shonrim Posted October 23, 2014 Posted October 23, 2014 Is the Defeat compatible with Brawl Bugs Patch (http://www.nexusmods.com/skyrim/mods/24020) ? And second question (not related with first): why often the enemies killing me ? Should defeat event trigger always or only sometimes ? Depends if the NPC is the rapist type or just a bandit that kills things. Maybe if you submit to them before they kill you? Or... keep taking health potions so that you are not too low and they kill you by accident (they meant to rape you, but hit you too hard on that last volley).
Andrelo Posted October 23, 2014 Posted October 23, 2014 Is the Defeat compatible with Brawl Bugs Patch (http://www.nexusmods.com/skyrim/mods/24020) ? And second question (not related with first): why often the enemies killing me ? Should defeat event trigger always or only sometimes ? Depends if the NPC is the rapist type or just a bandit that kills things. Maybe if you submit to them before they kill you? Or... keep taking health potions so that you are not too low and they kill you by accident (they meant to rape you, but hit you too hard on that last volley). I thought that Defeat has some hook on health level and it will not allow health to go down beyond some limit, which is set in MCM (20% for example). Also I noticed that sometimes even if I had low health (lower than limit 20%) defeat event was not trigger, although I stay alive with low health for about ten seconds before they kill me completely. About wrong type of NPC I can say that this can happen(not happen) with the same NPCs. For expample some NPC killed me and defeat was not trigger, I started from save and fought with the same NPC and defeat event triggered.
nutluck Posted October 23, 2014 Posted October 23, 2014 I thought that Defeat has some hook on health level and it will not allow health to go down beyond some limit, which is set in MCM (20% for example). Also I noticed that sometimes even if I had low health (lower than limit 20%) defeat event was not trigger, although I stay alive with low health for about ten seconds before they kill me completely. Sorta, let me explain. Lets take your 20% number. What that means is defeat can not be triggered until your character is below that number. Which means if you are low level it is possible a single blow will kill you once you get into the range it can trigger. From my understanding it works like this. You have it set to 20%, you get down to 25% health. The next hit drops you to 12% health left. Now you are below the threshold for Defeat to trigger. But if you get hit again and it does enough to kill you then you die. Also make sure what your chance is set to. It can be set from 0% to 100% chance to trigger on a blow. So if the second number is say also set to 20% then that would mean once your character is below 20% health there is a 20% chance the next blow will trigger defeat. So it sounds like you have the chance defeat will trigger is not at 100% which is why sometimes even once you are under 20% it doesn't trigger. But no way to know with out seeing your MCM menu.
Andrelo Posted October 23, 2014 Posted October 23, 2014 I thought that Defeat has some hook on health level and it will not allow health to go down beyond some limit, which is set in MCM (20% for example). Also I noticed that sometimes even if I had low health (lower than limit 20%) defeat event was not trigger, although I stay alive with low health for about ten seconds before they kill me completely. Sorta, let me explain. Lets take your 20% number. What that means is defeat can not be triggered until your character is below that number. Which means if you are low level it is possible a single blow will kill you once you get into the range it can trigger. From my understanding it works like this. You have it set to 20%, you get down to 25% health. The next hit drops you to 12% health left. Now you are below the threshold for Defeat to trigger. But if you get hit again and it does enough to kill you then you die. Also make sure what your chance is set to. It can be set from 0% to 100% chance to trigger on a blow. So if the second number is say also set to 20% then that would mean once your character is below 20% health there is a 20% chance the next blow will trigger defeat. So it sounds like you have the chance defeat will trigger is not at 100% which is why sometimes even once you are under 20% it doesn't trigger. But no way to know with out seeing your MCM menu. In my MCM menu "Wound - chance on hit" is set to 100%. In description to "Wound - threshold" said "If your health falls below this value, you will be knocked down when hit". So, if I clearly understood you, when I below threshold the next hit shouldn't be higher than my health level. If it will be higher I will die, if it will be lower I will be knocked down.
nutluck Posted October 23, 2014 Posted October 23, 2014 Yes if you have it set to 100% chance then the next hit should then cause a knocked down. So for example if you have it set to 20% health and your character has 200 health then when you character is below 40 health(aka 20%) the next hit should cause a knock down. But if that same hit did 45 damage you would just die. On top of that if you are fighting more than one NPC you can be hit and have it not trigger before the next hit comes in which kills you. So in the example above you have 38 health and are fighting 2 bandits. One bandit hits you for 20 health leaving you with 18 and the other one hits you almost at once after and does 22 health, then you are dead. Since it takes the script a bit to run, it can take a second or so after the hit before it actually triggers and if you get hit again in that time it can kill you. If you have a lot of scripts and/or a slow computer how long it takes the script to run can go up, making it more likely to be killed before it triggers. At lower level this is more of a issue as you are talking small numbers so much easier especially with things like power attack to out right kill your character before it has a chance to trigger.
Andrelo Posted October 23, 2014 Posted October 23, 2014 Thanks for explanation . But that means that it is completely imposible to be knocked down by strong enougth enemy, which hits more than threshold value. And you should then adjust threshold if you want to be knocked by them. But then you will be knocked down by weaker enemies much earlier than before. I think it would be much better if Defeat will trigger every time when health drop below threshold or even instead of death (when your health became 0), if it possible ofcourse.
nutluck Posted October 23, 2014 Posted October 23, 2014 You're welcome. In theory Defeat does trigger after a certain point but with how Skyrim is coded and the fact scripting in it is not ideal this is about as close as people get. I have a pretty high end PC and for me my PC goes down almost at once after a hit. There is a tiny fraction of a moment between the hit and the stagger but it is so small as to almost not be noticed. But I try to run script light on my mods too for this reason as well. I only run mods I feel are must haves that run scripts. When Death Alternative add on has all the bugs worked out then it will stop deaths but that currently has some issues. Though something that might be a nice addition is a setting that says any hit that does X% of your health can trigger a knock down as well. Say you set it to 20% of health hit, has a 25% chance to have knock down. Then any time a single hit regardless of the health you have does more than 20% of your health it can knock you down. That would mean stronger enemies and power attacks would be more apt to knock you down. Though not sure how hard that would be to code and there is still other stuff that needs to be tweaked before more stuff is added. The final thing I will point out is, keep in mind Defeat is in beta and not a finished mod. So you kinda need to expect there to be some hicups and such still.
makico Posted October 23, 2014 Posted October 23, 2014 Hello guys I use Death Alternative and SD+ I recently upgraded defeated at the latest version following the procedure for saving clean . I also updated to the latest version Sexlab without clean save. Unfortunately I have a problem : When activate an animation of defeated everything remains stationary until I open the Command Console than animation start ... lol ... what i can try to do for fix this ?
Shonrim Posted October 24, 2014 Posted October 24, 2014 Hello guys I use Death Alternative and SD+ I recently upgraded defeated at the latest version following the procedure for saving clean . I also updated to the latest version Sexlab without clean save. Unfortunately I have a problem : When activate an animation of defeated everything remains stationary until I open the Command Console than animation start ... lol ... what i can try to do for fix this ? Did you remember to rerun the FNIS generator? And reset the animation registry in SexLab after?
Sensual Nautilus Posted October 24, 2014 Posted October 24, 2014 Hello guys I use Death Alternative and SD+ I recently upgraded defeated at the latest version following the procedure for saving clean . I also updated to the latest version Sexlab without clean save. Unfortunately I have a problem : When activate an animation of defeated everything remains stationary until I open the Command Console than animation start ... lol ... what i can try to do for fix this ? Did you remember to rerun the FNIS generator? And reset the animation registry in SexLab after? I don't think this is a matter of FNIS, but sounds like script freezing. The same thing happens when the devious device plugin for this mod is installed for the likes of me.
makico Posted October 25, 2014 Posted October 25, 2014 Did you remember to rerun the FNIS generator? And reset the animation registry in SexLab after? yep but nothing I don't think this is a matter of FNIS, but sounds like script freezing. The same thing happens when the devious device plugin for this mod is installed for the likes of me. interesting , I think you're right . How can I try to fix it ?
nutluck Posted October 25, 2014 Posted October 25, 2014 Only time I have heard of scripts freezing is when the person was running to many heavy scripts mods for their PC to handle. You could try cutting back on a few script mods and see if it works. Just be careful uninstalling script mods as if you remove them it can leave orphaned scripts behind which can cause problems. Which almost might be what is happening, if you have uninstalled a number of script mods and didn't do it perfectly it could have left behind orphaned scripts causing problems.
CrimsonOmegaLance Posted October 26, 2014 Posted October 26, 2014 If I see the Companion has been knocked down, but Defeat doesn't trigger (100% chance in the MCM window, 40% health) it's probably because of script lag right?
holosharpshooter Posted October 26, 2014 Posted October 26, 2014 Can anyone help me with a problem ? Every time i try to surrender , it does not work and the enemy keeps hitting me till i die. Even when i'm wounded and fall to the ground . They would just stand beside me and do nothing . Please help !
Goubo Posted October 27, 2014 Author Posted October 27, 2014 Hello, just to say I'm still working of it, adding things and overhauling most of the aspects of the mod, think of Defeat as 3 mods in one, it's a lot of work, sorry for the wait. How can I clean up "sticky" widgets? Use "Display Struggle Bar" in MCM and close the menu, it should make the bar disapear after 5 seconds.
entro Posted October 27, 2014 Posted October 27, 2014 If your dieing too much you may have too lower your difficulty or if your like me and you love playing on legendary (especially a new game) you can use the "TIM" command in the console. I used that when I haven't saved or don't want too save at that particular location.
shinji72 Posted October 27, 2014 Posted October 27, 2014 Hello, just to say I'm still working of it, adding things and overhauling most of the aspects of the mod, think of Defeat as 3 mods in one, it's a lot of work, sorry for the wait. How can I clean up "sticky" widgets? Use "Display Struggle Bar" in MCM and close the menu, it should make the bar disapear after 5 seconds. Always nice to hear from you Goube. In my next gameplay there will be a space reserved to Defeat 4... no matter how much it will take.
germanicus Posted October 27, 2014 Posted October 27, 2014 Hello, just to say I'm still working of it, adding things and overhauling most of the aspects of the mod, think of Defeat as 3 mods in one, it's a lot of work, sorry for the wait. Thank you my friend, never had a doubt in you. I know you'll do great job as always. Thumbs up for you and your work.
nutluck Posted October 27, 2014 Posted October 27, 2014 Hello, just to say I'm still working of it, adding things and overhauling most of the aspects of the mod, think of Defeat as 3 mods in one, it's a lot of work, sorry for the wait. No worries take all the time you need.
gooser Posted October 27, 2014 Posted October 27, 2014 Hello, just to say I'm still working of it, adding things and overhauling most of the aspects of the mod, think of Defeat as 3 mods in one, it's a lot of work, sorry for the wait. How can I clean up "sticky" widgets? Use "Display Struggle Bar" in MCM and close the menu, it should make the bar disapear after 5 seconds. Thanks Goubo, that worked!
gooser Posted October 27, 2014 Posted October 27, 2014 Does anyone know how to adjust the radius use for the calm spell during defeat? I'm finding that groups of enemies, like rieklings won't always be caught under the same calm spell and the PC/NPC will be jabbed/killed by one of the outliers part way through an animation...
Slorm Posted October 27, 2014 Posted October 27, 2014 Does anyone know how to adjust the radius use for the calm spell during defeat? I'm finding that groups of enemies, like rieklings won't always be caught under the same calm spell and the PC/NPC will be jabbed/killed by one of the outliers part way through an animation... I've had problems with that as well, it seems to be worse if you submit so could do with expanding the radius
gooser Posted October 27, 2014 Posted October 27, 2014 Also, I guess creatures are not allowed to steal gear?
nutluck Posted October 27, 2014 Posted October 27, 2014 Also, I guess creatures are not allowed to steal gear? They are not suppose to, one of the previous versions had a issue where they was. But with the newer versions that should have been fixed and they don't anymore.
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