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Posted

Okay new development here that you guys might want to hear. It's an odd one, but if you are finding that some animations and events are failing to trigger, have you tried wearing the minimum of armor?

 

I've noticed that events simply wont trigger because I am wearing a lot of different pieces of armor in multiple armor slots. Then I decided to wear a simple gloves/chest/boots vanilla style armor, and the events proceeded as normal.

Do you guys think there might be some script lag in regards to wearing armors in a lot of armor slots, or perhaps the Defeat stripping/unequipping functionality is conflicting with SexLab's stripping/unequipping functionality? I've seen Lydia get raped normally, while my PC would be standing there with no events triggering after being in bleedout. I came to this conclusion because during a brand new CLEAN/FRESH game start Defeat will work fine (with me wearing starting rags), until I start to add armors for other armor slots, which is where the mod starts to fail.

 

Armors from mods that utilize various armor slots like West Wind Combat Series - Assault Armor and Brokefoots UNP Mashup Compilation cause problems with events not triggering. I've tested this by checking event activation with and without these armor pieces equipped. What's strange is that these are merely armor mods and possess no scripts I can think of that could interfere with Defeat.

 

However something equally strange is that other mods like Bikini Trouble which also utilizes armor slots do not cause any problems.

 

 

I need more people to test this theory by wearing a simple gloves/chest/boots armor with nothing else in other armor slots and see if it helps with the events triggering.

 

 

P.S. Something to add is that I'm also going to test with SexLab Squirt (since it also uses armor slots) to see if it may be causing problems too.

Posted

AI packages overriding other AI packages isn't a thing that can be solved easily, it's mostly because of the way skyrim is built, it seems that for the most part whichever package triggers last gets to do its thing until it's done. It's why sometime bards inside Inns can be a problem, since they'll trigger clap packages and other such things on other actors. Sitting packages for bandits would cause problems cause the bandits will remain seated for a long time and won't really do anything until a hostile approaches, and you're not hostile anymore because defeat is still waiting on that bandit.

 

Sometimes if you simply just use the wait command it'll trigger the offending package to be done and let defeat continue. If it's a combat package, you can also just try selecting the enemy and doing stopcombat on him, sometimes due to my mods enemies will be stuck on a combat block AI package so that's helped me immensely.. Doing a resurrect on an enemy that's sitting on a chair might also allow him to reset his package and let him get back to defeat.

Posted

So many messages.

 

This is one of my favorite mods and I launched myself very excited to test the new version as soon I've seen the update. For the moment all things tested run as intended except one: the sack.
When for the first time I realized what the sack is I was very happy, because for the first time my stealthy chars can remove easily corpses from the scene or transport tied ones to more "convenient" places, but (I don't know if I'm doing something wrong) when I've picked a corpse the sack appears in my back but I'm unable to drop it... :( I even tried to spam the drop key in the inventory and then I dropped five sacks, but I continue having one...

When you have a sack, you just have to press G again to drop the body if front of you.

 

Bug Report

 

Tested outside of Whiterun, only one real problem encountered:

 

If the pc is transported to an Inn (Bannered Mare in this case) Hulda no longer goes to the player to tell them they can keep the clothes etc. The upshot of this is that the pc is stuck on the bed and cannot move.

 

Tested also with DA and Devious Captures and they both work perfectly

 

EDIT:

 

Further tested the Inn problem at Morthal this time, with the same result so something looks to be broken in the Rescued event. Resetting player state in DA sometimes will return control or another animation kicking in (like vibrating plugs from DDi)

 

Everything else seems to work okay (I don't use the aggressor options so haven't tested those)

I removed the part where the inn keeper comes to talk to the player, because it would take too much time, but yeah thanks this event needs more work, it's just hard to deal with the ragdoll in this game.

 

I have a question about DA working with Defeat. I would like to enter a bleed-out state and have Defeat kick in (onBleedout), after Defeat is finished I would like the OnBlackout events to trigger. This is similar to V5b3.3, I am just unsure what options need to be set specifically.

 

Do you have to disable the Wound, Exhaustion and Stun options and set Post Assault DA slider to 100%? And then enable OnBleedout Defeat to 100% in DA's menu?

You can disable all of the Defeat's knockdwon mechanics and put Defeat slider in DA OnBleedout at 100% like you said for DA to handle the knockdown and trigger Defeat.

Defeat can start DA's events at the end of the scene, this is what Post Assault DA slider is used for.

 

What to do now, i have a question i always get problems installing new versions of mods mid game. i have so many mods using mcm menu i have a hard time always having to start from scratch again. Was wondering since i am already using defeat what to proceed i have mods like devious defeat thaty require defeat but are they compatible or is it better to deactivating mods ?

The compatibility with mods that use Defeat are yet to test, Devous Captures should work.. ?

 

As I've said in my previous post, it's on a cleaned save. The knock down mechanics does not seem to work on my character. I've set it to Threshold only at 30% health, but NPCs still end up killing my character. She does not go into a bleedout state like in the original Defeat. I do NOT have Death Alternative installed, so I don't understand what the conflict could be.

 

Here's my papyrus log. I've highlighted what might be the problem, though I'll leave it to you to interpret it. (There are a lot of errors with SLNC, but I was told on the thread not to worry about it.)

Those errors are harmless and normal if you don't have DA installed.

 

Hm, weird, I've tried a few more sessions trying to get Defeat to trigger with followers, and these are the only lines in my log that have "Defeat" in them

 

Error: Unable to link "daymoyl_QuestTemplate" - the parent of "DefeatDALeftForDead".

Error: Unable to bind script DefeatDALeftForDead to DefeatPALeftForDead (300C1173) because their base types do not match

Error: Unable to bind script defeatdatrigger to DefeatPlayerQST (30000D62) because their base types do not match

Error: Unable to bind script Defeatdadefeated to DefeatPADefeated (300C16D8) because their base types do not match

Error: Unable to bind script daymoyl_playervalidatequestalias to alias PlayerREF on quest DefeatPlayerQST (30000D62) because their base types do not match

 

which all show up early in the log so I assume they're just general "hey fyi DA isn't installed" notices

 

EDIT: Okay... upon further testing it's just Defeat triggering in general that's not working right all the time, not just when I have a follower. I didn't catch that because it worked perfectly the first time I tried it, without a follower... this is weird.

 

Oh, and minor grammatical correction: One of the lines the attackers say is "You begin to like it, don't you?" It should be "You're beginning to like it, aren't you?" Another: "You just can't get enough of me do you"? should be "You just can't get enough of me can you?"

As said above, normal errors, wierd it doesn't work with followers for you though...

 

Thanks for grammatical corrections, let me know if you see more English butchering. :P 

Those are really big mistakes now that I look at it, my English teacher wouldn't be proud. ^^

 

 

uploaded 5.0.1,

 

Bug Report for v5.0.1: Interrupt Scene toggle

 

Interrupt Scene option does not update immediately on toggle. It requires reopening the menu.

 

Papyrus Log error associated to this:

[defeatmcmscr <DefeatMCMQst (A706D3D4)>] ERROR: Option type mismatch. Expected text option, page "$General settings", index 26

 

Thanks, will fix.

 

2 suggestions:

- have the bodybag weigh something
- make the bodybag transferable to followers

1 question:

 

What faction has an NPC to be in to be able to register them for follower commands?

It weigh 10 already, it would just be annoying to add more I think.

 

I though about letting Follower take a bag on their back but trust me it is a lot of work, it's better to keep it unique.

 

Current follower/hireling factions, maybe I should add a IsPlayerTeammate() check back.

 

I am currently having a very game breaking bug with the current version of defeat.

Whenever an animation ends, the character will get up, and stand there without taking any action. This applies to any actors nearby. Controls are disabled, and can't be enabled with the console. 

Trying to debug with Sexlab's and MCM menus didn't solved the issue. 

Killing/disabling the actors wont work either.

Only way of "fixing" the issue is by disabling defeat in the MCM, however, if activated again, will CTD upon fighthing an enemy.

 

Anyone can help with this? 

Use clean up function when this kind of problem happen.

 

Bug Report

 

Robbed event is showing active in journal once gold and equipment have been recovered from attacker

Thanks, will fix.

 

Menu had changed a bit for the update. There is no Crime checkbox anymore anywhere in the mcm. I did have Animosity checked. Unchecked that and tried the same scenario over and over from different spots. Could not pinpoint a difference.

Female bartender rapes my character, couple females cheer her on and will fight other npcs. If no npcs see whats happening, after a delay all the guards will attack the bartender. Npcs and guards do not attack at the same time. Nor will the female cheer squad fight the guards. 

 

I suppose i should mention I'm starting each time from a clean save from when i first arrived at the bar.

Not gonna lie, Witness functions need some work, I've started something complicated with a send stroy event.

 

Ok I tried it a few times and it seems to work fairly well. I did notice a bug and i think i found out a possible cause.

 

Sometimes the NPC's will just walk off. I notice each time it is because the first one that "claims" you goes off to do another action. Like go sit in a chair, stir a pot over a fire. So it is looking like if another AI package kicks in after the defeat scene starts but before the sex starts it breaks defeat. Leaving you stuck sitting on the ground.

 

I tried it a few time at the camp just south of Riverwood up in the mountains a bit where there is a fire and a chair just outside the door to the mines with two guards. Each time defeat failed I notice they would go use the chair or cooking pot and then defeat would get stuck. Not sure how you would go about fixing that but thought I would mention it.

 

The only other bugs I noticed was a couple of spelling errors like witch instead of which etc. The other thing was and I am not sure if this is a bug or a feature. But if you surrender sometimes you have 3 options and sometimes there is 4 options. I couldn't find a pattern on why sometimes you didn't have all 4 options.

This package problem is wierd and very annoying, will see if I can reproduce the problem and find a fix for it.

 

Be precise about the sentences that have spelling/grammatical errors please.

Posted

Bug Report

 

This may be something to do with DA but I've not seen it before. After a robbed event DA kicked in and I was transported a short way away and met up with the Companions who attacked the bandits, however the bandits remained friendly to me even if I attacked them.

Posted

The companion event is one of the default DA events, as for the bandits being friendly that's from defeat, if you find passive bandits like that, using defeat's clean up function can take care of that 100%

 

I actually really love how well integrated defeat seems to be with DA now, since after testing for a while I always transitioned from being assaulted to a DA event without any issue, even to SD events.

 

Also Devious captures still seems to work just fine. My only real issues with the new version right now are the overzealous witness intervention problem, and that the new rob toggle on the NPC vs NPC section seems to do nothing. That's a new feature but I'm really looking forward to it working, since I just want my followers to get robbed when I get robbed.

Posted

Great mod with many improvements: Import/Export-Settings, Kidnapping, ZaZ-Integration. This will be the best sandbox mod for sexlab.

 


Not gonna lie, Witness functions need some work, I've started something complicated with a send stroy event.

 

"Crime" worked fine in V5b3.3fixed, I hope you find a good solution. At the moment nobody seems to care if you assault someone.

 

"Create vs Male" seems not to work. It's NOT checked (only Creature vs Female is checked), but Animals are starting to have sex with males.

 

Do you plan to add more Zaz-Options? It would be great to have a sandbox mod to use all Zaz-Poses.

Posted

I have an issue that might not be from Defeat but it affects it. Don't know if it has been reported before and what to put in the search bar, and the topic is too big to scroll through manually, so I apologize if this has been addressed before.

 

When I try to assault someone from stealth and when not having my weapons out, I get the assault animation, my char chokes the NPC and then I suddenly die. What's the cause of that? It also happens when I activate a bound enemy and use the Kill option. My character kills him but I die as well.

 

If someone can help me with that, I'd be infinitely grateful. Thanks in advance :D

Posted

I removed the part where the inn keeper comes to talk to the player, because it would take too much time, but yeah thanks this event needs more work, it's just hard to deal with the ragdoll in this game.

 

 

The main issue is returning control to the player, you could do that and skip the dialogue entirely then

Posted

In my test, victims scenario with DA seems to work fine. NOT testing on a new save, but on a save who never had previously defeat installed. 
I've streamline a lot the defeat sequence. No resistance bar and no after sex consequence (I've got already apropos wear&tear to handle that). The group scene work very effectively. I love the ending animation with the PC covering herself/himself.

Posted

I need some help here, after assault as victim, my character just sit there.... shouldn't there be struggle bar or something? I might missing something or what. Can anyone help me with this please? thanks

Posted

I need some help here, after assault as victim, my character just sit there.... shouldn't there be struggle bar or something? I might missing something or what. Can anyone help me with this please? thanks

 

Have you run FNIS, there's an extra animation now?

 

Posted

I done some goofed:

I installed UIExtension, but when I try to change someones pose, everything freezes, like a menu SHOULD show up, but it doesn't. Pressing Escape fixes it and everything continues as normal.

Log is clean, I ran the compatible mods check after installing UIExtension, ZaZ is installed just fine.

Any pointers as to what I can do to fix this? (Loadorder, reinstall Defeat, anything...)

 

Also:
Is there a script where I could generate the bag weight dynamically? I'd like it to be a lot heavier (you put someone in a bag -> you're over-encumbered unless you are the Hulk) (or maybe add a slider in MCM to set the weight?)

 

 

 

What faction has an NPC to be in to be able to register them for follower commands?

Current follower/hireling factions, maybe I should add a IsPlayerTeammate() check back.

That would be great!

Posted

This version  (5.0.1)is not working. If the heroine raped, she does not lie, but simply standing still.

I even started a completely new game for it.

Defeat V5b3.3fiksed version worked fine.

Posted

Can anyone else start a new game?

 

Seems like something is preventing the UI from starting the racemenu

 

I always make new games when i am testing mods like this. So I had no issues at all with starting a new game.

 

 

@Goubo - If I spot the spelling error again i will make a note of when and exactly that is said. At the time it was during my testing of the AI issue so I noticed it but wasn't paying a lot of attention if that makes sense.

Posted

Great mod with many improvements: Import/Export-Settings, Kidnapping, ZaZ-Integration. This will be the best sandbox mod for sexlab.

 

Not gonna lie, Witness functions need some work, I've started something complicated with a send stroy event.

 

"Crime" worked fine in V5b3.3fixed, I hope you find a good solution. At the moment nobody seems to care if you assault someone.

 

"Create vs Male" seems not to work. It's NOT checked (only Creature vs Female is checked), but Animals are starting to have sex with males.

 

Do you plan to add more Zaz-Options? It would be great to have a sandbox mod to use all Zaz-Poses.

Yeah maybe I'll expand the zaz functions if people like it.

 

I done some goofed:

 

I installed UIExtension, but when I try to change someones pose, everything freezes, like a menu SHOULD show up, but it doesn't. Pressing Escape fixes it and everything continues as normal.

Log is clean, I ran the compatible mods check after installing UIExtension, ZaZ is installed just fine.

Any pointers as to what I can do to fix this? (Loadorder, reinstall Defeat, anything...)

 

Also:

Is there a script where I could generate the bag weight dynamically? I'd like it to be a lot heavier (you put someone in a bag -> you're over-encumbered unless you are the Hulk) (or maybe add a slider in MCM to set the weight?)

The menu should work the second time you use it, I don't why it does that, I'm using UIextension global functions, when I use it with direct functions it works just fine but I can't because UIextension is not a requirement.

 

I could add something to make the weight of the bag dynamic yeah, using the npc's weight and gender, but what would be the right weight for a man for example in your opinion?

Posted

In my test, victims scenario with DA seems to work fine. NOT testing on a new save, but on a save who never had previously defeat installed. 

I've streamline a lot the defeat sequence. No resistance bar and no after sex consequence (I've got already apropos wear&tear to handle that). The group scene work very effectively. I love the ending animation with the PC covering herself/himself.

 

I also like the poses laying on the ground between assaults if you have NPC's take turns. The only critic I have with it, is the PC stands up then lays back down between each one. Would be nice if they would just go straight to the laying down animation instead of standing up first.

Posted

BTW Goubo have you seen Leito's new forced strip another animation he made recently? Not sure you would want to use it but thought I would point it out.

Posted

 

In my test, victims scenario with DA seems to work fine. NOT testing on a new save, but on a save who never had previously defeat installed. 

I've streamline a lot the defeat sequence. No resistance bar and no after sex consequence (I've got already apropos wear&tear to handle that). The group scene work very effectively. I love the ending animation with the PC covering herself/himself.

 

I also like the poses laying on the ground between assaults if you have NPC's take turns. The only critic I have with it, is the PC stands up then lays back down between each one. Would be nice if they would just go straight to the laying down animation instead of standing up first.

 

When SexLab Scene ends it's either in ragdoll or straight standing if the ragdoll option is disabled, for the first case I register for a stand up animation because I can't make the player play the animation during the ragdoll (you don't want to see what happen if I try to.) and the second well... the char is directly standing and I need to wait for SexLab to fire its event, we are facing here a big limitaton of Skyrim (can't do much with the ragdoll) so I can't do much unfortunately.

 

BTW Goubo have you seen Leito's new forced strip another animation he made recently? Not sure you would want to use it but thought I would point it out.

I haven't, will take a look thank you.

 

Hello !! This is a wonderful mod !! Can you please a german translation ?? I come from Austria !! Thx ;)

Sure, you'll have to wait for someone to make a translation in German that I'll gladly add to the installer.

Posted

 

I done some goofed:

 

I installed UIExtension, but when I try to change someones pose, everything freezes, like a menu SHOULD show up, but it doesn't. Pressing Escape fixes it and everything continues as normal.

Log is clean, I ran the compatible mods check after installing UIExtension, ZaZ is installed just fine.

Any pointers as to what I can do to fix this? (Loadorder, reinstall Defeat, anything...)

 

Also:

Is there a script where I could generate the bag weight dynamically? I'd like it to be a lot heavier (you put someone in a bag -> you're over-encumbered unless you are the Hulk) (or maybe add a slider in MCM to set the weight?)

The menu should work the second time you use it, I don't why it does that, I'm using UIextension global functions, when I use it with direct functions it works just fine but I can't because UIextension is not a requirement.

 

I could add something to make the weight of the bag dynamic yeah, using the npc's weight and gender, but what would be the right weight for a man for example in your opinion?

Can't get it to work, it just freezes :/ (and again no log entries). Anything I can do to debug for it?

You could just package Defeat with SkyUI-Lib (requires only SKSE, same as UIExtension), no esp and you can do whatever you want ;)

 

I'd say 10 weight-units are ~1kg (Steel sword weighs 10 units, medieval one-handers weighed between 0.6-1.4kg) . So a normal sized male should weigh around 80-90kg = 800 - 900 units. But that's my personal preference.

I think the most flexible solution would be to make 2 sliders, one for each gender, setting the median weight (in weight units).

Then you multiply that by actor.getWeight() + 0.5 (and maybe multiply it by actor.getScale())

Posted

No worries Goubo on the standing up, I didn't think it could be fixed with out a change to sexlab. But thought I would mention it for the future incase someday it is possible. I do really like the new laying down poses though.

Posted

So, I've tried a variety of methods to try to get the mod to activate inside the game using the MCM menu. The thing is, when I click the activate button in the MCM menu, it seems like action doesn't even register since I can still enter the Defeat menu without it being blank like when most other mods are activating. 

 

I've created completely clean saves (aside from Defeat and its requirements) and waited a good 20 minutes for the mod to install

 

I created a new save without Defeat installed, I then installed it in NMM and the mod still didn't activate.

 

Finally, I tried making a save with Defeat installed, uninstalled it in NMM, and then reinstalled it. Didn't work.

 

I've used FNIS every time I've tried to get Defeat to work, but it just refuses to activate. I never had any problems with Defeat pre V5. I have no clue why the mod won't install since the old Defeat activates pretty much instantly. I have the latest versions of Sexlab, SKSE, and SkyUI installed.  I don't know if anyone else is having this problem, or if I somehow fucked something up and I'm retarded, but I'd appreciate some help.

Posted

 

I need some help here, after assault as victim, my character just sit there.... shouldn't there be struggle bar or something? I might missing something or what. Can anyone help me with this please? thanks

 

Have you run FNIS, there's an extra animation now?

 

 

 

Thanks for the reply. Yes, I run FNIS. Everything works fine until after the assault, the assaulter leave and just my PC sitting there and unable to control my PC.

The description says that

 

- End of the scene

This is the default event that will happen if no other events are chosen

After the aggression scene you’ll need to fill the struggle bar to get up (or wait a few seconds if resist is disabled) and run away, when you are far enough the aggressors will become hostile again. (If they were hostile before the scene)

the struggle bar only shown before each assault, but not after assault.  :( 

 

 

and yes, I cleaned my save file before install the mod

 

Posted

No worries Goubo on the standing up, I didn't think it could be fixed with out a change to sexlab. But thought I would mention it for the future incase someday it is possible. I do really like the new laying down poses though.

Just thinking when a Sexlab event stops the default animation takes over (standing) that sayed (SD) Sanquine Dabauchery once slave collor is applied the default animation (standing is replaced with nealing animation)  use that as a base would it be possible to have (bleed-out be the default ) better transistion to the (post assault pose/animation also like SD player could still move but when not would go into bleed , This hopefully could be added with no health regeneration event so when health regen is returned to the player default animation (standing) is too  [ME THNKING ] THANK GOUBO AWWWWW SOMMME

Posted

In the new update, I noticed the "strangle" animation is gone when hit from behind when exhausted. Is that gone for good?

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