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Posted

 

I hate to say this, but I've ditched DD and all of the mods using it for this play through and my game is running smoothly for the first time in a LONG time.  I'm also playing solo and only using followers as they are meant to be used (shield walls/backup).  I only take them while adventuring and when I'm done they get dismissed.  I'm not having problems with crashing other than Skyrim twerking out if I play more than two hours without exiting the game and then going back in.

 

My load order is light for Skyrim (about 30 esps) but I am running Sexlab, SOS, Lovers Comfort, Arroused, Attraction and all of the DLCs.  Defeat isn't giving me any problems but I'm not using DAYMOYL, Submit, Live Another Life, Helgen Reborn or other mods that screwed my game in the past.  Too many script changes, added scripts, cloak spells checking every NPC for everything imaginable, etc.  I don'tr think Defeat is the core problem.  It might be a part of it, but I'm using Defeat without issue.

 

I noticed when I installed DD to test some mods that I got a slow down in scripts and more crashes. I chalked it up to me pushing my system to the limit but maybe DD is just that heavy of a mod.

 

 

Copy that, I recently removed all DD stuff, just keeping SOS and SL with some mods. The difference is night and day, as I could play my current character for roughly 25 hours now with only one ILS sofar. That's by far less frustrating than before, when Skyrim crashed atleast once per hour and stuttered like hell. Still sad as the DD stuff, especially Cursed Loot, did add a little fun to the game, helping to get some distraction every once in a while.

 

Now for Defeat, I'm not a big fan of the resisting part. Is there a way to skip that, straightly going into rape/robbery like it's done in Submit? My first idea was to disable the "Resist" checkbox in the "Player as victim" section, but then my PC just dies and the game reloads. Is there anything else that has to be altered for that?

Posted

I was on a quest (get the jagged crown) and I was inside the cave together with the NPCs. Then I got defeated and I went into bleedout. Then I was in the loading screen and the last save was loaded. Is it impossible to get raped while on a quest with NPCs?

Posted

Hello,

i have a problem I do not work for animations gangbang, I tried to make the texts with draugh but the animation does not start. the actors are standing firm until the end time of the animation but do nothing. I put the "multiple" with 100% chance it is not working.

 

How can I fix ???   any suggestions :)) ??

Posted

Ok finally an update, please read carefully the description (I'll correct and add things in it later.) and make sure to do a clean save, it will be the last necessary one.

 

If this is not clear, the last version is the 5.0.0 and you don't need anything else.

 

Going to sleep now, as usual, if you have a problem with the mod be precise with your bug report, thank you.

 

 

5/01/2015
V5

/!\ MANDATORY: This is a major rewrite of the mod so if you are using a previous version of the mod you NEED to make a clean save and use the save tool and delete any files from previous versions. (see FAQ)

Probably forgot some:

General

- Sex scene are now using the gender check from SexLab. (That will fix animations for futa.)
- Different states for the NPCs that are used in all the features of the mod -> Knocked down / Unconscious / Tied up / Trauma /Exhausted/ Escape / Yield, you can interact with all of those states with the hotkey from Player as Aggressor. (Except for Yield, this one is handled through dialogues)
- Import/Export settings option.
- Added a SexLab scene controller (pose selector etc.), UIextension is needed to access its options.
- Aggressive SexLab scene detection system for any of the features, also detect aggressive SexLab scene from other mods if the option is enabled.
- Zaz framework support.

Player as Victim

- Dialogues lines for collateral with beast as aggressors no more display.
- The player is no longer stuck when robbed at the end of the assault if the Resist feature is disabled.
- Left For Dead event should now recognize the outside markers and then teleport properly the player if the scene happen in an interior, manual points of teleportation have been removed, the event now detects intelligently the nearest point and don’t trigger if no point is found.
- If you have Dragonborn DLC, Defeated event (which is now Rescued event) will no longer teleport the player to a solstheim’s inn if you are in Skyrim and conversely.
The event has been remade and now picks intelligently a nearest Inn if there is one.
- Robbed function will now pick up properly stripped items on the floor and put them in the robber’s inventory.
- General animations compatibility for Zaz Framework /Devious Devices, thanks to Ms Leeches for the suggestion.
This will make the player use different animations depending of the bounds they wear and their state.
- Commentary dialogue lines to the aggressor before a sexual assault that will depend of the type of aggressor and their experience with the player.

Player as Aggressor

- Fix for victims of necrophilia that were impossible to hit when the cell resets after 31 in game days, necro function has also been remade to work better, sort of?
- You should no longer have problems to knock down a NPC or a creature since the system has changed, see description part Player/Companion as aggressor.
- Revamp of the player and follower as aggressor feature, everything can now be done using only one hotkey, PLEASE take a look at the description part Player/Companion as aggressor.
- Revamp of the tie up system, now a state (see General) you can now tie up up to 50 NPCs, you can also choose to tie up someone permanently.
- The animation of tying up a target can be disabled in MCM.
- Added a pose selector for the tie up state that change depending of the device they are wearing (Cuffs/Yoke/Armbinder) Zaz animations pack is needed for this menu to appear.
- You can now knockout NPCs, check Player/Companion as aggressor.
- The player can now make a NPC yield when undetected, new dialogues for it have been added, check Player/Companion as aggressor, not really advanced for now.
- Reintroduced the sack option, you can put tied up, sleeping, knocked out or dead NPCs in a burlap sack and release them wherever you want.

NPC vs NPC

- Revamp of the whole system, if Last Enemy is ticked NPCs will now be knocked down during combat then aggressors will take action after the combat.
Since the states are common for all mod’s features you can interact with a knocked down victim during combat to revive them for example.

Posted

I am getting an install error using NMM 0.54.10 for Defeat V5.0.0:

 

SexLab - Defeat // A problem occurred during install: 
The element 'plugin' has invalid child element 'typeDescriptor'. List of possible elements expected: 'files, conditionFlags'.
The mod was not installed. // Install // 
 
I tried re-downloading and that didn't help.
Posted

 

Safety Load is NOT needed when the SKSE (Sheson) patch is installed. You also don't need a patch to fix caching of hairs when you have a multitude of hair mods.

 

One patch does it all.

 

Well I did say mark of death :) But if that is totally definite, I'll being unchecking it from MO.

 

Not only is it not needed but Safety Load can cause game freezes in some setups too. SSME and the SKSE patch are safe to use together even though doing so should be redundant, but Safety Load is basically an imperfect version of the fix.

Posted

 

I am getting an install error using NMM 0.54.10 for Defeat V5.0.0:

 

SexLab - Defeat // A problem occurred during install: 
The element 'plugin' has invalid child element 'typeDescriptor'. List of possible elements expected: 'files, conditionFlags'.
The mod was not installed. // Install // 
 
I tried re-downloading and that didn't help.

 

 

Same :(

Posted

Ditto for install errors.  Seems to be an xml issue, I will dig and see what I can find.

 

-Edit.  Found the offending xml line.  Testing...

 

-Edit II - The Wrath of XML.  Nope.  Still working on it.  NMM is very picky about XML flag ordering.  Still looking.

 

-Edit III - The Search for XML.  Think I got it.  Testing again...

 

-Edit IV - A New Hope.  Got it.  Check a few posts down for the XML.

 

 

Posted

You're awesome glad you came back to this mod really appreciate the update.

Posted

No install errors here (Using MO), but a question:

 

I set up a new game today with Defeat 3.3 and Death Alternative working together more or less (Had them running in previous saves for some time). No crashs, only some odd behaviour with giants and flying towards the sky :).

 

Now I started the new game (Had a save without Defeat and DA) and installed Defeat 5.0 and DA. Some tests, some scenes worked, and then the game crashed after the player got into bleedout state (attacked by some bandits and a skeever).

 

Are there any special settings that have to be considered using Defeat 5.0 and DA together?

Posted

Ditto for install errors.  Seems to be an xml issue, I will dig and see what I can find.

 

-Edit.  Found the offending xml line.  Testing...

 

-Edit II - The Wrath of XML.  Nope.  Still working on it.  NMM is very picky about XML flag ordering.  Still looking.

 

-Edit III - The Search for XML.  Think I got it.  Testing again...

 

Forget about the xml. Just package the scripts, interface, meshes and textures together with the esp and run it. Doesn't need a fomod, no options.

Posted

 

Ditto for install errors.  Seems to be an xml issue, I will dig and see what I can find.

 

-Edit.  Found the offending xml line.  Testing...

 

-Edit II - The Wrath of XML.  Nope.  Still working on it.  NMM is very picky about XML flag ordering.  Still looking.

 

-Edit III - The Search for XML.  Think I got it.  Testing again...

 

Forget about the xml. Just package the scripts, interface, meshes and textures together with the esp and run it. Doesn't need a fomod, no options.

 

 

Quite correct.  My xml-fu is weak and learning was a bit interesting.  I managed to figure it out (it works, but someone with zen xml-fu would probably make it cleaner), but yeah, with zero options to select a fomod isn't really needed.

 

Edit - And NMM users, do what cornbreadtm said.  Or use my edited xml file. ModuleConfig.xml

Edit 2- Click http://www.loverslab.com/topic/19941-defeat-v500/page-344?do=findComment&comment=1165234 for instructions!

Posted

Installs fine with MO "native" FOMOD installer.Fails with the external one. Luv the bodybag feature so far... Wish it was separate from the "dead options" in MCM. Maybe in the future it could also be used with knocked out persons?

Posted

Really thanks for your updating, but NMM showed me the message "A problem occurred during install." :( I can't install v5.0.0 with NMM... What can I do for solving this problem?

Posted

Really thanks for your updating, but NMM showed me the message "A problem occurred during install." :( I can't install v5.0.0 with NMM... What can I do for solving this problem?

 

Confirming that NMM can't install 5.0.0 version

Guest Jezzy
Posted

Thanks for the upgrade! :)

Posted

 

 

Ditto for install errors.  Seems to be an xml issue, I will dig and see what I can find.

 

-Edit.  Found the offending xml line.  Testing...

 

-Edit II - The Wrath of XML.  Nope.  Still working on it.  NMM is very picky about XML flag ordering.  Still looking.

 

-Edit III - The Search for XML.  Think I got it.  Testing again...

 

Forget about the xml. Just package the scripts, interface, meshes and textures together with the esp and run it. Doesn't need a fomod, no options.

 

 

Quite correct.  My xml-fu is weak and learning was a bit interesting.  I managed to figure it out (it works, but someone with zen xml-fu would probably make it cleaner), but yeah, with zero options to select a fomod isn't really needed.

 

Edit - And NMM users, do what cornbreadtm said.  Or use my edited xml file. attachicon.gifModuleConfig.xml

 

Could you explain how to do what cornbreadtm said, or how to add the xml to a rar file please?

 

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