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Posted

Not sure which mod to post at but , after having my way with a bandit I permanently tied them up. Later I decided to sell them ( paradise-halls extension) , When I enslaved them they were stuck in a permanent staggering animation. All dialog was from paradise halls but it went nowhere.

 

I will try other methods when I get home from work.

 

SWEET UPDATE! - No sarcasm- Thank you!! <- I shoulda started with that?

 

Suggestions?  setup some kinda hand off to the other mod, cause the sack Idea ROCKS!!!

Posted

I've narrowed down my problems with the mod due to wearing armors from Brokefoot's UNP armor mashup and the sevenbase conversion of that armor. Now I don't know why an armor mod is causing problems with Defeat, but it may be due to them using armor slots that Defeat can't handle. Either way I need people who do use this mod to let me know if disabling the mod (or simply not equipping those armors) works for you in getting those animations rolling. It's worked for me and the problem is 100% repeatable when I enable and disable Brokefoot's mod.

 

Please do come forwards and let me know if this also works for you.

Posted

I don't think armor slots are an issue.

 

I use DDi and some other cosmetic outfits which use slots and haven't seen anything odd about it.

 

If you've narrowed a problem to a specific outfit it may very well mean that the mesh of the outfit in question is of poor quality.  You may have missed an update for the mesh I cant say.

 

I use the North Girl set right now and as an example the UNP version got an Alpha fix but the 7B one didn't so I had to open the mesh with nifskope and fix the issues myself to prevent underwater see through non-sense.

 

I'm afraid your issue is with the modder that made the conversion your using and not with Defeat.

 

-------------------------------------------------------

The trouble players are having with the action key is that the functionality and what it does now has fundamentally changed.

 

So instead of a wrestle animation that we are used to seeing 100% of the time the Action Key now marks a target making them vulnerable to KD, Bleed, etc.  From there you are supposed to use the Activate Key

 

"E" on the keyboard after a successful use of Action Key "G" they glow red.

 

Once KD'd use E key on the target to get options.

 

Or SHIFT E for follower options.

Posted

Defeat v5b3.3 never had problems with brokefoot's armor mashup mod and seeing that this new Defeat 5.0.2 is a completely new writeup I do have a very strong suspicion that it may be related to armor slots. I also run Devious Devices in my game but it also seems that Brokefoot utilizes armor slots that DD doesn't.

Posted

Getting a crash upon rape animation start, fairly experienced modding user and I installed everything manually. I haven't found many other errors so far (that can be solely traced to this mod).

 

Here is the part of the papyrus log that you probably need to see, I don't think it really helps with anything though.

 

 

[None].xxxSNEWearingMask.UnregisterForUpdate() - "" Line ?
[None].xxxSNEWearingMask.OnEffectFinish() - "xxxSNEWearingMask.psc" Line 11
[05/04/2015 - 12:27:49PM] SOS SchlongLess: Traveler Merchant entered schlongless state
[05/04/2015 - 12:27:49PM] SOS SchlongLess: Body Guard entered schlongless state
[05/04/2015 - 12:27:50PM] SOS SchlongLess: Body Guard entered schlongless state
[05/04/2015 - 12:27:57PM] VM is freezing...
[05/04/2015 - 12:27:57PM] VM is frozen
[05/04/2015 - 12:27:57PM] Saving game...
[05/04/2015 - 12:27:58PM] VM is thawing...
[05/04/2015 - 12:28:09PM] Error: Array index 4 is out of range (0-0)
stack:
[DefeatMCMQst (3C06D3D4)].defeatmcmscr.SetTextOptionValue() - "SKI_ConfigBase.psc" Line 437
[DefeatMCMQst (3C06D3D4)].defeatmcmscr.OnOptionSelect() - "defeatmcmscr.psc" Line 2114
[DefeatMCMQst (3C06D3D4)].defeatmcmscr.SelectOption() - "SKI_ConfigBase.psc" Line 1069
[sKI_ConfigManagerInstance (65000802)].SKI_ConfigManager.OnOptionSelect() - "SKI_ConfigManager.psc" Line 157
[05/04/2015 - 12:28:09PM] [defeatmcmscr ] ERROR: Option type mismatch. Expected text option, page "$General Settings", index 4
[05/04/2015 - 12:28:32PM] [defeatmcmscr ] ERROR: Option type mismatch. Expected text option, page "$Player as victim", index 10
[05/04/2015 - 12:28:34PM] [defeatmcmscr ] ERROR: Option type mismatch. Expected text option, page "$Player as victim", index 18
[05/04/2015 - 12:29:41PM] SOS SchlongLess: Whiterun Guard entered schlongless state
[05/04/2015 - 12:29:43PM] slaScanner start time is ....279.067993
[05/04/2015 - 12:29:43PM] [slamainscr ] Getting actors for 2 and locked = False
[05/04/2015 - 12:29:43PM] Locking for 2 at position 0
[05/04/2015 - 12:29:44PM] Found 1 arousedActors
[05/04/2015 - 12:29:44PM] Found 0 nakedActors
[05/04/2015 - 12:29:45PM] slaScanner After getting actors is ....280.959991, player is naked False
[05/04/2015 - 12:29:45PM] Unlocking
[05/04/2015 - 12:29:45PM] UnLocking for 2 at position 0
[05/04/2015 - 12:29:45PM] [slamainscr ]Unlocking scanner
[05/04/2015 - 12:29:45PM] slaScanner end time is ....280.976990
[05/04/2015 - 12:29:45PM] Next update in 120.000000
[05/04/2015 - 12:29:59PM] Error: Method GetFactions not found on Actor. Aborting call and returning None
stack:
[DefeatRessourcesQst (3C04B8D1)].defeatconfig.IsEvilFaction() - "defeatconfig.psc" Line 1130
[DefeatRessourcesQst (3C04B8D1)].defeatconfig.IsBadRelation() - "defeatconfig.psc" Line 1187
[DefeatRessourcesQst (3C04B8D1)].defeatconfig.YieldData() - "defeatconfig.psc" Line 1460
[DefeatRessourcesQst (3C04B8D1)].defeatconfig.yield() - "defeatconfig.psc" Line 1809
[DefeatActionQst (3C036014)].defeatactionscr.OnKeyDown() - "defeatactionscr.psc" Line 249
[05/04/2015 - 12:30:15PM] Defeat: NPC Whiterun Guard / Slot 0 Enters in a tie up state // TieUpSlots - [[Actor < (0001B5BE)>], None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None]
[05/04/2015 - 12:31:58PM] SEXLAB - Thread[0] Thread[0]: Entering Making State
[05/04/2015 - 12:31:58PM] SEXLAB - NOTICE: ValidateActor(Whiterun Guard) -- TRUE -- Cache MISS
[05/04/2015 - 12:31:58PM] SEXLAB - Whiterun Guard Stats Seed: Sexuality[60] Foreplay[20] Vaginal[60] Anal[48] Oral[68] Pure[1563] Lewd[91]
[05/04/2015 - 12:31:58PM] SEXLAB - [sslActorAlias ]: Slotted 'Whiterun Guard'
[05/04/2015 - 12:31:59PM] SEXLAB - NOTICE: ValidateActor(Laz0r) -- TRUE -- Cache MISS
[05/04/2015 - 12:31:59PM] SEXLAB - [sslActorAlias ]: Slotted 'Laz0r'
[05/04/2015 - 12:31:59PM] SEXLAB - NOTICE: Found Animations(12): Rough Missionary, Arrok Leg Up Fuck, AP Holding Leg Up, AP Leg Up Fuck, Rough Behind, Rough Doggy Style, Arrok Rape, Zyn Rough Standing, AP Anal, AP Face Down Anal, AP Skull Fuck, AP Fisting,
[05/04/2015 - 12:31:59PM] SEXLAB - Thread[0] Adjustment Profile: SexLabAggrBehind.NordRaceF.ImperialRaceM

 

 

Also, the submit function doesn't work for me at all, my character says "I submit" but the person attacking me just keeps slashing the shit out of me. I have a suspicion that this has something to do with my load order, although I did sort via LOOT. I'll move it close to the bottom and try again.

 

Log below:

 

 

 

[05/04/2015 - 01:36:14PM] Defeat: Player victim - End scene, Restored.
[05/04/2015 - 01:36:16PM] slaScanner start time is ....207.561005
[05/04/2015 - 01:36:16PM] [slamainscr <sla_Main (12042D62)>] Getting actors for 2 and locked = False
[05/04/2015 - 01:36:16PM] Locking for 2 at position 0
[05/04/2015 - 01:36:16PM] Found 2 arousedActors
[05/04/2015 - 01:36:17PM] Found 0 nakedActors
[05/04/2015 - 01:36:17PM] Defeat: SetAggressors / Slot filled - 0 // Aggressor -> [Actor < (0001B5BE)>]
[05/04/2015 - 01:36:17PM] Defeat: SetAggressors / Aggressor slots - [[Actor < (0001B5BE)>], None, None, None, None]
[05/04/2015 - 01:36:17PM] Defeat: Player victim - End scene, Restored.
[05/04/2015 - 01:36:18PM] slaScanner After getting actors is ....209.291000, player is naked False
[05/04/2015 - 01:36:18PM] Unlocking
[05/04/2015 - 01:36:18PM] UnLocking for 2 at position 0
[05/04/2015 - 01:36:18PM] [slamainscr <sla_Main (12042D62)>]Unlocking scanner
[05/04/2015 - 01:36:18PM] slaScanner end time is ....209.307999
[05/04/2015 - 01:36:18PM] Next update in 120.000000
[05/04/2015 - 01:36:19PM] Defeat: SetAggressors / Slot filled - 0 // Aggressor -> [Actor < (0001B5BE)>]
[05/04/2015 - 01:36:19PM] Defeat: SetAggressors / Aggressor slots - [[Actor < (0001B5BE)>], None, None, None, None]
[05/04/2015 - 01:36:20PM] Defeat: Player victim - End scene, Restored.
[05/04/2015 - 01:36:25PM] VM is freezing...
[05/04/2015 - 01:36:25PM] VM is frozen

 

 

 

 

EDIT: Nope, people just keep attacking me while I surrender, can't get it to work.

Posted

Hiya. the update is awesome! I love the new (or is it old?) option of putting your victims in a sack, that's just fab.

 

I am however running into the same problem alot of others are having, surrender means that everyone just walks away from me and I stand there for 30 secs or so. Sometimes bandits are not even hostile at all. The only people that I can successfully surrender to are female bandits who pass me onto their friend as I've opted not to have them as aggressive. I don't have Death Alternative installed and this is on a new game using v5.0.2. The problem has appeared in the previous version as well. I've tried LOOT and putting Defeat at the bottom of my load order.

 

For me though this is the only issue, everything else as far as I've noticed so far works well. Thanks for still working on this mod, the update was an unexpected pleasure.

 

Posted

Defeat v5b3.3 never had problems with brokefoot's armor mashup mod and seeing that this new Defeat 5.0.2 is a completely new writeup I do have a very strong suspicion that it may be related to armor slots. I also run Devious Devices in my game but it also seems that Brokefoot utilizes armor slots that DD doesn't.

 

Devious Devices has a Device Hider function,

 

Most Outfits that come in a lot of parts will not show up or allow you to equip the pieces at times due to slot conflicts with other items.

On top of that the Device Hider is set up to "hide" slots 52, 56, and one more just on its default settings, this is the most falsely reported problem on the DDi thread.

 

I should know, I'm part of the Devious Mod Team.

Posted

 

Defeat v5b3.3 never had problems with brokefoot's armor mashup mod and seeing that this new Defeat 5.0.2 is a completely new writeup I do have a very strong suspicion that it may be related to armor slots. I also run Devious Devices in my game but it also seems that Brokefoot utilizes armor slots that DD doesn't.

 

Devious Devices has a Device Hider function,

 

Most Outfits that come in a lot of parts will not show up or allow you to equip the pieces at times due to slot conflicts with other items.

On top of that the Device Hider is set up to "hide" slots 52, 56, and one more just on its default settings, this is the most falsely reported problem on the DDi thread.

 

I should know, I'm part of the Devious Mod Team.

 

 

Then I'm thoroughly stumped. But at least I know what mod is causing the problem. I just don't understand why simple armor meshes conflict with how an animation is meant to be played or not. :s

 

Posted

The new sneak kill animation is pretty cool, but I kind of miss the strangling/choke animation (sneakier imo). Is it possible you could add it back as an option in the MCM? Realise you probably have a lot on your plate now though=)

Posted

Problem with V5.0.2 the old version works perfectly

in this version for some reason the new version doesnt even configure for MCM

The only reason why I Don't use the old one is due to a bug were dragons only knock me down into a sitting postition unlike other animals/humans that knock me down to the crawling. Is there any fix to the newest version or the dragon bug?

Posted

Problem with V5.0.2 the old version works perfectly

in this version for some reason the new version doesnt even configure for MCM

The only reason why I Don't use the old one is due to a bug were dragons only knock me down into a sitting postition unlike other animals/humans that knock me down to the crawling. Is there any fix to the newest version or the dragon bug?

Did you try it on a new game? If so, did you register sexlab in ZaZ anim. pack? Re-installing sexlab in-game? I had that issue once but I did so many things I can't remember what worked. You may have to re-install sexlab and/or defeat via your mod manager. And oh yeah, run FNIS.

Posted

 

Problem with V5.0.2 the old version works perfectly

in this version for some reason the new version doesnt even configure for MCM

The only reason why I Don't use the old one is due to a bug were dragons only knock me down into a sitting postition unlike other animals/humans that knock me down to the crawling. Is there any fix to the newest version or the dragon bug?

Did you try it on a new game? If so, did you register sexlab in ZaZ anim. pack? Re-installing sexlab in-game? I had that issue once but I did so many things I can't remember what worked. You may have to re-install sexlab and/or defeat. And oh yeah, run FNIS.

 

Did everything and used a brand new game. know anyway to just fix the dragon bug or no? I can just use the old version and i mean that 5b one.

Posted

 

 

Problem with V5.0.2 the old version works perfectly

in this version for some reason the new version doesnt even configure for MCM

The only reason why I Don't use the old one is due to a bug were dragons only knock me down into a sitting postition unlike other animals/humans that knock me down to the crawling. Is there any fix to the newest version or the dragon bug?

Did you try it on a new game? If so, did you register sexlab in ZaZ anim. pack? Re-installing sexlab in-game? I had that issue once but I did so many things I can't remember what worked. You may have to re-install sexlab and/or defeat. And oh yeah, run FNIS.

 

Did everything and used a brand new game. know anyway to just fix the dragon bug or no?

 

 

Nope. I've never used the older version, sorry. Sounds like you're having a mod conflict, death alternative made defeat act weird for me.

Posted

 

 

 

Problem with V5.0.2 the old version works perfectly

in this version for some reason the new version doesnt even configure for MCM

The only reason why I Don't use the old one is due to a bug were dragons only knock me down into a sitting postition unlike other animals/humans that knock me down to the crawling. Is there any fix to the newest version or the dragon bug?

Did you try it on a new game? If so, did you register sexlab in ZaZ anim. pack? Re-installing sexlab in-game? I had that issue once but I did so many things I can't remember what worked. You may have to re-install sexlab and/or defeat. And oh yeah, run FNIS.

 

Did everything and used a brand new game. know anyway to just fix the dragon bug or no?

 

 

Nope. I've never used the older version, sorry. Sounds like you're having a mod conflict, death alternative made defeat act weird for me.

 

 

Well apparently you know all, i just disabled approach and attraction and now it magically works so thanks you for telling me it would be a mod conflict or i would've never found out

 

Posted

 

 

 

 

Problem with V5.0.2 the old version works perfectly

in this version for some reason the new version doesnt even configure for MCM

The only reason why I Don't use the old one is due to a bug were dragons only knock me down into a sitting postition unlike other animals/humans that knock me down to the crawling. Is there any fix to the newest version or the dragon bug?

Did you try it on a new game? If so, did you register sexlab in ZaZ anim. pack? Re-installing sexlab in-game? I had that issue once but I did so many things I can't remember what worked. You may have to re-install sexlab and/or defeat. And oh yeah, run FNIS.

 

Did everything and used a brand new game. know anyway to just fix the dragon bug or no?

 

 

Nope. I've never used the older version, sorry. Sounds like you're having a mod conflict, death alternative made defeat act weird for me.

 

 

Well apparently you know all, i just disabled approach and attraction and now it magically works so thanks you for telling me it would be a mod conflict or i would've never found out

 

 

 

Nice, glad I was able to help you out!

Posted

BUG: First i tie up victim, then i press E again and get list of tie up options, one of them "put to sack" (roughly speaking) do strange thing: put my tied victim to sack and that suck equip in armor page. So: When i try take off sack it not want, if i try drop it on floor it not want, if i press drop button ® fast: sack duplicated and drop to ground. I not undestand why this option ("put to sack") is awailable if it bugged? Need some explanation of this option.

Posted

New thingie (not quite a bug, not quite an issue)

 

Actor.getFactions() is a function of SKSE 1.7.2, at the moment of this writing the current stable release is 1.7.1

Posted

BUG: First i tie up victim, then i press E again and get list of tie up options, one of them "put to sack" (roughly speaking) do strange thing: put my tied victim to sack and that suck equip in armor page. So: When i try take off sack it not want, if i try drop it on floor it not want, if i press drop button ® fast: sack duplicated and drop to ground. I not undestand why this option ("put to sack") is awailable if it bugged? Need some explanation of this option.

 

well im still on here and new to the newer version but are you forced to use the sack? i remember in some other comments that the sack is buggy.

Posted

I'm also having trouble removing the sack after a reload.  I can't remove it by activation, dropping in inventory, or activation in inventory.

Posted

BUG: First i tie up victim, then i press E again and get list of tie up options, one of them "put to sack" (roughly speaking) do strange thing: put my tied victim to sack and that suck equip in armor page. So: When i try take off sack it not want, if i try drop it on floor it not want, if i press drop button ® fast: sack duplicated and drop to ground. I not undestand why this option ("put to sack") is awailable if it bugged? Need some explanation of this option.

 

If you use the action key, your victim will be placed in front of you.  I don't think you can remove it any other way.

Posted

 

Sadly still unable to engage scenes with dragons in this but the newer version is very responsive to me i like it.

 

Do you have the FNIS creature pack installed?                          http://www.nexusmods.com/skyrim/download/1000152121

 

 

Every other creature works for me just dragons only knock me down for a split second and i instantly get back up its not that big just a little hard ot manually ativate it when they fly.

Posted

What is the threshold value to allow the player character to knock down NPCs?  It doesn't seem to be configurable anymore (I would prefer it was, and I doubt I am alone). However, for the most part, this upgrade is a major improvement.

Posted

 

 

Sadly still unable to engage scenes with dragons in this but the newer version is very responsive to me i like it.

 

Do you have the FNIS creature pack installed?                          http://www.nexusmods.com/skyrim/download/1000152121

 

 

Every other creature works for me just dragons only knock me down for a split second and i instantly get back up its not that big just a little hard ot manually ativate it when they fly.

 

 

I got news for you.

 

Dragons have always been Wonky.

 

Most mod authors wont even attempt to make a scene happen so basically it one of oh dragons are wonky still things.  Its been a known ongoing issue for years.  A big part of the problem is the scripts and AI Package of dragons, to even get a scene going in the last one was really unlikely possible yes but not likely.

What is the threshold value to allow the player character to knock down NPCs?  It doesn't seem to be configurable anymore (I would prefer it was, and I doubt I am alone). However, for the most part, this upgrade is a major improvement.

 

The Knockdown system as it were has changed.

 

You mark the Target with the "V" key.

 

Once the target is knocked down or otherwise incapacitated in some way as long as the hit didn't kill em outright you should be good to just walk up and activate them.

 

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