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Posted

i never used the active rape of the Player, only Player and follower as target. i had a lot of Problems in thebeginning with the first Version with death alternative. this Version here eliminated all Problems and works perfect. with da and without it.

although this is one of the few mods you really can trust in, i decided to not use it anymore. i dont use sex outside full controlled Prostitution anymore,it is too much of it.

Posted

 

The mod has some features that are working, like being raped. There is one thing that is NOT working though and that is the grab feature.

 

Using the threshold option in MCM (100% chance to grab the victim when sneaking and behind the victim), when I draw my weapon and press 'E' I am given the option to rape the victim. But I get pushed towards the victim and the message comes up 'Did not successfully grab victim'. I've tried giving some space between the victim and myself and I've also ran FNIS several times to make sure if some grab animations were not missing.

 

My first suspicion is that with the latest Sexlab, Defeat simply doesn't work anymore as intended because it hasn't been updates in ages.

 

 

I noticed the same thing.  Finally found a good situation to attempt to use it, and behind and sneaking, grab doesn't work in either resist or threshold settings.  Now, I've frequently had grabbing work in combat scenarios, so unless it's failing because the sneaking version of the animation (and only that version) is missing, it seems like it's a problem with the odds calculation.  (fwiw, I'm lvl 60, the enemy I was attempting to grab was lvl 6)

 

(IIRC, when it does fail in combat, I'm pretty sure that's the same message I see)

 

OK, so it's not just me then...I took a break from the game around the holidays and now that I've returned, I find that my Defeat won't let me grab anyone, which is odd because before my hiatus, it was working fine. I'm wondering if the fact I updated my Zaz Animation Pack has something to do with it? Hopefully somebody finds a solution to this because I kinda like the setup of Defeat a bit more over Submit, but I will go back to Submit if necessary...

 

Posted

It's odd that so many people report the grab feature being buggy or even not working at all. Odd because for some reason, my mess of a Skyrim installation never had any issues with it. Most of the time, if the enemy's health is low, it works fine. I'll press G (default hotkey), get the animation where I choke them and they go into bleedout state. From there I can open the menu to rob or rape or whatever, depending on whether my weapon is drawn or not. I'm not changing the default values for the grab either; Still using G and H hotkeys (companions grabbing work as well for me), the 20% health threshold.

 

Only issue I've found with Defeat is that grab from stealth rarely ever works. If it does, most of the time I end up killing them with the grab animation, resulting in their corpse being animated in idle position "laying" on the floor. They'll have a negative health value, can't be looted or talked to, but can still be resurrected via console.

 

Just posting this to maybe give some insight into how the system is supposed to work. Perhaps someone can deduct a solution as to why it's not working for many people

Posted

I'm having an issue where it says defeat is disabled in MCM. I've uninstalled than reinstalled both manually and using NMM but neither worked. I downloaded V5b3.3 Fixed. No other mod is having this issue, apropos, dangerous nights, and procreation run with no issues. I checked the list of requires modes and everyone is installed, having been installed using NMM.

Posted

Hello,Mr.Goubo

 

I really like your defeat Mod

 

I remember defeat a Prison Function

 

You said this feature will have a separate prison mod

 

This feature is very interesting and fun prison

Posted

Is this mod stable enough to be used? I know it hasn't been updated in awhile and I've read about people having issues with it, or am I better off waiting for an update?

Posted

Is this mod stable enough to be used? I know it hasn't been updated in awhile and I've read about people having issues with it, or am I better off waiting for an update?

 

I've used the mod for a long long time without any issues, it is certainly *stable*.  There are certain options that work better than others and a few that have problems, but it isn't likely to hurt you to try it out.  At worst you may get stuck after being defeated and may need to reload a save.

 

There is a new update in the works, but no ETA on it (nor should there be, deadlines for modders are silly) that may require a clean save tho.  If you aren't comfortable with using save cleaners on your save file or starting a new character for it, you may want to wait for that.

Posted

@passdummy1, what SL version?

 

Sorry for the late reply;

 

1.59c but it worked fine with the previous ones too. Both Sexlab and the previous Defeat version that is. I'm as puzzled as I'm grateful that it's working for me. Only learned that it's an issue when I started actually reading this topic, excited for an updated version in the near future.

Posted

The mod has some features that are working, like being raped. There is one thing that is NOT working though and that is the grab feature.

 

Using the threshold option in MCM (100% chance to grab the victim when sneaking and behind the victim), when I draw my weapon and press 'E' I am given the option to rape the victim. But I get pushed towards the victim and the message comes up 'Did not successfully grab victim'. I've tried giving some space between the victim and myself and I've also ran FNIS several times to make sure if some grab animations were not missing.

 

My first suspicion is that with the latest Sexlab, Defeat simply doesn't work anymore as intended because it hasn't been updates in ages.

 

My second suspicion might be a mod conflict since the grab feature still doesn't work in a new game. However I can't pinpoint which mod it is, and they are the general Sexlab related mods which I don't consider are heavy on the scripting side or have known scripts that modify a grab feature.

 

Right now I'm running

 

  • Sexlab 1.59c
  • SOS
  • Sexlab Aroused
  • Apropos
  • Sexlab Squirt
  • Sexlab
  • Fill her up

 

 

 

P.S. With that said, the rape and grab feature for Sexlab Submit DOES work fine in all conditions. I don't run Submit and Defeat at the same time, but I recommend that if Defeat is broken for some of you, then you should try Sexlab Submit as it does pretty much the same thing and is somewhat kept up to date.

 

In my experience, grabbing a walking character seems to have the highest chance of success.  Sometimes this means distracting them with a stray arrow to get them to move, then grabbing them on their way back to their post once they've stopped searching for you.

Posted

So, I've tested this mod a bit more, and I still can't get it to work.  Here's what happens:

 

I set the mod to have me knocked down at 80% or so, for testing purposes, but leaving it at default doesn't help things either.

I find a group of bandits, let them smack me up a bit until I surrender.

They come in and rape me, like normal.  I have a chance to escape before that (although I usually fail because I'm bad...)

After the rape is over, the bandits stand around, usually drinking.  The escape meter shows up again, and fills much faster this time.

I mash keys to fill the escape meter.

 

As far as I can tell, the next step should have me get up and start running before they attack me again.  However, nothing I do after filling the escape meter lets me actually leave, I'm stuck in a sitting position until the bandits get hostile again and kill me.

 

Mods order:

 

Skyrim.esm
Update.esm
SexLab.esm
Unofficial Skyrim Patch.esp
ZaZAnimationPack.esm
Devious Devices - Assets.esm
Devious Devices - Expansion.esm
Devious Devices - Integration.esm
SexLabAroused.esm
hdtHighHeel.esm
RaceCompatibility.esm
SkyUI.esp
FNISspells.esp
Devious Deviants.esp
Deviously Cursed Loot.esp
SexLab_Dialogues.esp
DD FtM - Cloaks patch.esp
Devious Devices - For the Masses II.esp
Captured Dreams.esp
RaceMenuPluginXPMSE.esp
CharacterMakingExtender.esp
EnhancedCharacterEdit.esp
RaceMenu.esp
RaceMenuPlugin.esp
SkyrimBound.esp
Quick Start - Skip the Opening Sequence.esp
Aradia Devious Expansion.esp
SexLabDefeat.esp

 

 

 

Posted

 

Is this mod stable enough to be used? I know it hasn't been updated in awhile and I've read about people having issues with it, or am I better off waiting for an update?

 

I've used the mod for a long long time without any issues, it is certainly *stable*.  There are certain options that work better than others and a few that have problems, but it isn't likely to hurt you to try it out.  At worst you may get stuck after being defeated and may need to reload a save.

 

There is a new update in the works, but no ETA on it (nor should there be, deadlines for modders are silly) that may require a clean save tho.  If you aren't comfortable with using save cleaners on your save file or starting a new character for it, you may want to wait for that.

 

Thanks for the info, the main reason I'm asking is I use DAYMOYL and I heard it has a lot of incompatability with it but I'll try it out and see what happens  :shy:

Posted

So, I've tested this mod a bit more, and I still can't get it to work.  Here's what happens:

 

I set the mod to have me knocked down at 80% or so, for testing purposes, but leaving it at default doesn't help things either.

I find a group of bandits, let them smack me up a bit until I surrender.

They come in and rape me, like normal.  I have a chance to escape before that (although I usually fail because I'm bad...)

After the rape is over, the bandits stand around, usually drinking.  The escape meter shows up again, and fills much faster this time.

I mash keys to fill the escape meter.

 

As far as I can tell, the next step should have me get up and start running before they attack me again.  However, nothing I do after filling the escape meter lets me actually leave, I'm stuck in a sitting position until the bandits get hostile again and kill me.

 

Mods order:

 

Skyrim.esm

Update.esm

SexLab.esm

Unofficial Skyrim Patch.esp

ZaZAnimationPack.esm

Devious Devices - Assets.esm

Devious Devices - Expansion.esm

Devious Devices - Integration.esm

SexLabAroused.esm

hdtHighHeel.esm

RaceCompatibility.esm

SkyUI.esp

FNISspells.esp

Devious Deviants.esp

Deviously Cursed Loot.esp

SexLab_Dialogues.esp

DD FtM - Cloaks patch.esp

Devious Devices - For the Masses II.esp

Captured Dreams.esp

RaceMenuPluginXPMSE.esp

CharacterMakingExtender.esp

EnhancedCharacterEdit.esp

RaceMenu.esp

RaceMenuPlugin.esp

SkyrimBound.esp

Quick Start - Skip the Opening Sequence.esp

Aradia Devious Expansion.esp

SexLabDefeat.esp

 

 

Just wanted to hop in and say that turning wilderness event to maximum makes the mod run mostly fine, as does changing the escape option to "end" instead of "trauma".  Any idea why the other parts may not work?

 

Posted

 

So, I've tested this mod a bit more, and I still can't get it to work.  Here's what happens:

 

I set the mod to have me knocked down at 80% or so, for testing purposes, but leaving it at default doesn't help things either.

I find a group of bandits, let them smack me up a bit until I surrender.

They come in and rape me, like normal.  I have a chance to escape before that (although I usually fail because I'm bad...)

After the rape is over, the bandits stand around, usually drinking.  The escape meter shows up again, and fills much faster this time.

I mash keys to fill the escape meter.

 

As far as I can tell, the next step should have me get up and start running before they attack me again.  However, nothing I do after filling the escape meter lets me actually leave, I'm stuck in a sitting position until the bandits get hostile again and kill me.

 

Mods order:

 

Skyrim.esm

Update.esm

SexLab.esm

Unofficial Skyrim Patch.esp

ZaZAnimationPack.esm

Devious Devices - Assets.esm

Devious Devices - Expansion.esm

Devious Devices - Integration.esm

SexLabAroused.esm

hdtHighHeel.esm

RaceCompatibility.esm

SkyUI.esp

FNISspells.esp

Devious Deviants.esp

Deviously Cursed Loot.esp

SexLab_Dialogues.esp

DD FtM - Cloaks patch.esp

Devious Devices - For the Masses II.esp

Captured Dreams.esp

RaceMenuPluginXPMSE.esp

CharacterMakingExtender.esp

EnhancedCharacterEdit.esp

RaceMenu.esp

RaceMenuPlugin.esp

SkyrimBound.esp

Quick Start - Skip the Opening Sequence.esp

Aradia Devious Expansion.esp

SexLabDefeat.esp

 

 

Just wanted to hop in and say that turning wilderness event to maximum makes the mod run mostly fine, as does changing the escape option to "end" instead of "trauma".  Any idea why the other parts may not work?

 

 

Each attacker gets a satisfied token after they rape the character that last for five minutes , the player cannot be assaulted doing that time that is why the wilderness event should kick in make sure to check one or both , the more your character is assaulted the longer it takes to get up , that is when the other optional event start ROB,WILDERNESS ETC (HOPE THIS HELP)  

Posted

 

 

So, I've tested this mod a bit more, and I still can't get it to work.  Here's what happens:

 

I set the mod to have me knocked down at 80% or so, for testing purposes, but leaving it at default doesn't help things either.

I find a group of bandits, let them smack me up a bit until I surrender.

They come in and rape me, like normal.  I have a chance to escape before that (although I usually fail because I'm bad...)

After the rape is over, the bandits stand around, usually drinking.  The escape meter shows up again, and fills much faster this time.

I mash keys to fill the escape meter.

 

As far as I can tell, the next step should have me get up and start running before they attack me again.  However, nothing I do after filling the escape meter lets me actually leave, I'm stuck in a sitting position until the bandits get hostile again and kill me.

 

Mods order:

 

Skyrim.esm

Update.esm

SexLab.esm

Unofficial Skyrim Patch.esp

ZaZAnimationPack.esm

Devious Devices - Assets.esm

Devious Devices - Expansion.esm

Devious Devices - Integration.esm

SexLabAroused.esm

hdtHighHeel.esm

RaceCompatibility.esm

SkyUI.esp

FNISspells.esp

Devious Deviants.esp

Deviously Cursed Loot.esp

SexLab_Dialogues.esp

DD FtM - Cloaks patch.esp

Devious Devices - For the Masses II.esp

Captured Dreams.esp

RaceMenuPluginXPMSE.esp

CharacterMakingExtender.esp

EnhancedCharacterEdit.esp

RaceMenu.esp

RaceMenuPlugin.esp

SkyrimBound.esp

Quick Start - Skip the Opening Sequence.esp

Aradia Devious Expansion.esp

SexLabDefeat.esp

 

 

Just wanted to hop in and say that turning wilderness event to maximum makes the mod run mostly fine, as does changing the escape option to "end" instead of "trauma".  Any idea why the other parts may not work?

 

 

Each attacker gets a satisfied token after they rape the character that last for five minutes , the player cannot be assaulted doing that time that is why the wilderness event should kick in make sure to check one or both , the more your character is assaulted the longer it takes to get up , that is when the other optional event start ROB,WILDERNESS ETC (HOPE THIS HELP)  

 

 

Right, I know that.  The problem is that when the assault is done, my character sits there unable to do anything, and the enemies just stand around idling (in my case, their idle animation is pulling out a mug and drinking.... every single time, lol).  I can mash the A and D keys to make the resist meter appear.  As far as I know, up to this point is exactly how the mod is supposed to behave.

 

Where it breaks is when I fill the meter.  What's supposed to happen, I believe, is that my character has about 10 seconds to get up and run away before the bandits go hostile.  What actually happens is my character sits there, still stuck just like she was before, but after 10 seconds the bandits go hostile and attack her.  Even when she starts getting hit, she won't move, just sits there (for testing I set the health threshold to 85%, since enemies at this level tend to hit pretty weakly, so I can still take quite a few hits).

 

Posted

 

Right, I know that.  The problem is that when the assault is done, my character sits there unable to do anything, and the enemies just stand around idling (in my case, their idle animation is pulling out a mug and drinking.... every single time, lol).  I can mash the A and D keys to make the resist meter appear.  As far as I know, up to this point is exactly how the mod is supposed to behave.

 

Where it breaks is when I fill the meter.  What's supposed to happen, I believe, is that my character has about 10 seconds to get up and run away before the bandits go hostile.  What actually happens is my character sits there, still stuck just like she was before, but after 10 seconds the bandits go hostile and attack her.  Even when she starts getting hit, she won't move, just sits there (for testing I set the health threshold to 85%, since enemies at this level tend to hit pretty weakly, so I can still take quite a few hits).

 

 

 

Not really a solution because I don't use the Defeat knockdown options typically (I stick with DA integration), but you could try toggling on the "DA Post-Assault" option in the player as victim page.  At least for me using DA triggered knockdowns, with that option you don't get the after-assault minigame or grace period, your character will just get up and the enemies will go hostile immediately after.  

 

Still not a lot of grace period, but it still gives you enough time to chug a potion and not die instantly.

Posted

 

 

Right, I know that.  The problem is that when the assault is done, my character sits there unable to do anything, and the enemies just stand around idling (in my case, their idle animation is pulling out a mug and drinking.... every single time, lol).  I can mash the A and D keys to make the resist meter appear.  As far as I know, up to this point is exactly how the mod is supposed to behave.

 

Where it breaks is when I fill the meter.  What's supposed to happen, I believe, is that my character has about 10 seconds to get up and run away before the bandits go hostile.  What actually happens is my character sits there, still stuck just like she was before, but after 10 seconds the bandits go hostile and attack her.  Even when she starts getting hit, she won't move, just sits there (for testing I set the health threshold to 85%, since enemies at this level tend to hit pretty weakly, so I can still take quite a few hits).

 

 

 

Not really a solution because I don't use the Defeat knockdown options typically (I stick with DA integration), but you could try toggling on the "DA Post-Assault" option in the player as victim page.  At least for me using DA triggered knockdowns, with that option you don't get the after-assault minigame or grace period, your character will just get up and the enemies will go hostile immediately after.  

 

Still not a lot of grace period, but it still gives you enough time to chug a potion and not die instantly.

 

 

Just to be clear, you mean Death Alternative, right?  Is there a different mod to use beyond YMOYL?

 

And I'll give it another go, i tried it before and it seems that it caused the wilderness event to completely break if it triggered when I was bleeding out.  Worth a shot, though.

Posted

 

 

 

Right, I know that.  The problem is that when the assault is done, my character sits there unable to do anything, and the enemies just stand around idling (in my case, their idle animation is pulling out a mug and drinking.... every single time, lol).  I can mash the A and D keys to make the resist meter appear.  As far as I know, up to this point is exactly how the mod is supposed to behave.

 

Where it breaks is when I fill the meter.  What's supposed to happen, I believe, is that my character has about 10 seconds to get up and run away before the bandits go hostile.  What actually happens is my character sits there, still stuck just like she was before, but after 10 seconds the bandits go hostile and attack her.  Even when she starts getting hit, she won't move, just sits there (for testing I set the health threshold to 85%, since enemies at this level tend to hit pretty weakly, so I can still take quite a few hits).

 

 

 

Not really a solution because I don't use the Defeat knockdown options typically (I stick with DA integration), but you could try toggling on the "DA Post-Assault" option in the player as victim page.  At least for me using DA triggered knockdowns, with that option you don't get the after-assault minigame or grace period, your character will just get up and the enemies will go hostile immediately after.  

 

Still not a lot of grace period, but it still gives you enough time to chug a potion and not die instantly.

 

 

Just to be clear, you mean Death Alternative, right?  Is there a different mod to use beyond YMOYL?

 

And I'll give it another go, i tried it before and it seems that it caused the wilderness event to completely break if it triggered when I was bleeding out.  Worth a shot, though.

 

 

Yea, I meant Death Alternative YMOYL.  This is just the way it is working for me with my particular setup, so may or may not work for you.  I have a bunch of stuff turned off in defeat as I'm only really interested in the player as victim on defeat part (I don't use the wilderness events/Followers as aggressors/defeat triggered knockdowns ect for the most part).  No clue if that option works with Defeat triggered events.

Posted

Does anyone know if Defeat and Paradise Halls are compatible?  The reason why I'm asking is I know Defeat uses NPC bleedout state, and from the mod description Paradise Halls does too.

 

Any advice concerning this is greatly appreciated.

Posted

Does anyone know if Defeat and Paradise Halls are compatible?  The reason why I'm asking is I know Defeat uses NPC bleedout state, and from the mod description Paradise Halls does too.

 

Any advice concerning this is greatly appreciated.

 

I don't believe they are Kendo since they both trigger when the player/npc is in a down state. Though I can say that I've never tried Paradise Halls so I don't exactly how it works.

Posted

Thanks for the answer.  I did a little test run and they are not compatible.  Depending on load order; it is one mod working or the other, not both.  Too bad too.  I've discovered a new mini-game inside Skyrim; Bandit Beat-down.  Whip all of their asses to the point of bleed out without killing them, then rob them and leave them bound and gagged.  A good twisted angle in using Display Model along with Soul Gem Oven to farm soul gems and milk.  Those respawning Bandits are good for one 12 day cycle before they respawn and revert back to their old AIs.  Good Times.  :D  I was going to use Paradise Halls as a means to make extra Septims but that isn't going to happen now. 

 

Has anyone tried these two in conjunction with Defeat?

Posted

I'm wondering if anyone is interested in patching Defeat, like some have patched Submit?

Perhaps we ought to wait on the rewrite that is being tested right now to be released before we do something like that.

 

This mod is still being supported unlike Submit.

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