Jump to content

Recommended Posts

Posted

Thanks, I wil try it. 

The "problem" you are refering to might have to do with named NPCs, or at least non-hostile ones. From the brief test I did I noticed that non-hostile/named/ npc are not knocked down when they are "assaulted" although they do surrender and the dialogue is there. They just raise their hands and that they surrender but stand there. Although I am almost certain that that's what they are supposed to do :-)

Posted

Thanks, I wil try it. 

The "problem" you are refering to might have to do with named NPCs, or at least non-hostile ones. From the brief test I did I noticed that non-hostile/named/ npc are not knocked down when they are "assaulted" although they do surrender and the dialogue is there. They just raise their hands and that they surrender but stand there. Although I am almost certain that that's what they are supposed to do :-)

 

for me named npc submit then u talk to them and u get the dialogue options to tie them up and such.

Posted

no they dont kneel wtih me they just raise there hands. now this isnt combat submit its just them submiting since i have set to 100% submit to me outside of combat.

 

 

for me its like this draw weapons hit g they will raise hands sayingg they submit. sheath weapns talk to them i get 3 obtions 1 to tie them 2 to rob them and 3 is kinda random depending on my arousal.

 

i dont think noncombat submits actualy cause them kneel unless u tie them. one thingg thou in named npc its best to tie them if u gonna rape them more than once as the default ai can pick back up and sometimes causr them to bug a it and cant decide if they submited or in normal npc routine. if a npc gets bugged where standing there and not going back to normal routine just submit them again,tie them then untie normaly fixes it.

Posted

I've been using defeat for some time and it has become one of my essentials. but since last night i'm trying it with Death Alternative and i was hoping someone here could help me understand what the Post assault page does and how to set it up.

 

More specifically, what does the different events do? and how do i get them to trigger? (are they even something that can be triggered?)

 

what i did is that installed DA and went to some bandit camp to test it out, after tweaking some options, i get the following:

 

Get defeated/raped > get DA event, thief, rescue, inn etc > END (never got the defeat event)

 

OR

 

get defeated/raped > escape > END

 

All is good up to this point but i still didn't know what the events are so i unchecked all the DA scenarios and in Defeat i enabled bandit events and set it up to 100% chance and then this is what i get:

 

get defeated > die > END

 

 

As you can see i have no clue of what i'm doing, for a moment i tought that "get defeated/raped" was the event itself but then the option DA post assault (in player as victim) wouldn't make sense so I'm pretty sure it's something dumb on my part so please be gentle lol.

 

Thanks

 

I have not been able to get DA to work with well together.

Posted

I've been using defeat for some time and it has become one of my essentials. but since last night i'm trying it with Death Alternative and i was hoping someone here could help me understand what the Post assault page does and how to set it up.

 

More specifically, what does the different events do? and how do i get them to trigger? (are they even something that can be triggered?)

 

what i did is that installed DA and went to some bandit camp to test it out, after tweaking some options, i get the following:

 

Get defeated/raped > get DA event, thief, rescue, inn etc > END (never got the defeat event)

 

OR

 

get defeated/raped > escape > END

 

All is good up to this point but i still didn't know what the events are so i unchecked all the DA scenarios and in Defeat i enabled bandit events and set it up to 100% chance and then this is what i get:

 

get defeated > die > END

 

 

As you can see i have no clue of what i'm doing, for a moment i tought that "get defeated/raped" was the event itself but then the option DA post assault (in player as victim) wouldn't make sense so I'm pretty sure it's something dumb on my part so please be gentle lol.

 

Thanks

 

Ok, but if you want only Defeat events and no DA events you have to do the following. In the defeat MCM menu set the probability for DA events to 0%, and then set the probability on that same menu for the other events higher.

 

And alternative would be to set Defeat's DA events to 100% and then on the DA menu check the blackout events for defeat and set their priority higher.

 

Also, another thing to keep in mind, is that Defeat and DA both have an Inn rescue event. You'll wake up in an Inn on either case, but they are internally different events. Same thing for waking up to hostile event.

 

Also if you set Defeat's robbed event to 100% I believe that will always happen after getting assaulted regardless of the settings, but you will transition to either a DA or defeat event as well. I think that behavior is perfect.

 

Posted

New "issue"/suggestion:

I've been beaten while on a horse and went into struggle... since I do use the strafe keys to struggle I noticed my horse kept moving.

Could you maybe add a check player.IsOnMount() and throw in a player.dismount() before doing your bleedout thingie?

(I think you don't technically need the check, at least nothing is mentioned in the API)

Posted

 

Thanks, I wil try it. 

The "problem" you are refering to might have to do with named NPCs, or at least non-hostile ones. From the brief test I did I noticed that non-hostile/named/ npc are not knocked down when they are "assaulted" although they do surrender and the dialogue is there. They just raise their hands and that they surrender but stand there. Although I am almost certain that that's what they are supposed to do :-)

 

for me named npc submit then u talk to them and u get the dialogue options to tie them up and such.

 

 

Mine was a sneak attack from behind - the choke animation played fine, they kneeled in bleedout, I tied her and put her in sack.  The husband and guard were dealt with by my followers.  I then carried on as mentioned but on release no npc lol.  Will try the same later with a non named soon as I have a chance and see if it happens.

 

Posted

Odd little thing that started occurring since I updated to 5.0.2, but was fine previously.... I also use deadly drain (http://www.loverslab.com/topic/42939-sexlab-deadly-drain/), and when I drain a victim to death, instead of dying, they go into one of the the post-rape poses and remain alive, or else they start wandering around leaning at an extreme angle. Occasionally, they'll even start trying to fight again. I'm not saying that this mod is the culprit, but I am saying it's an odd interaction between the two mods. For now, I just avoid raping and draining, and only drain if my character is the one being raped. But if the two of you could put your heads together and see if some sort of a solution could be found, that would be awesome. Many people use both mods, at least according to posts in the deadly drain page.

Posted

Found a few more bugs I think

 

1. Sometimes the victime returnes to the tied up state during the last animation stage (orgasm) before the animation is completed.

2. Feed does not seem to work. At least with Serana

3. If a victime gets untied (time up) during an animation, Followers imediately attack and kill it. 

Posted

 

 

 

 

Ok, but if you want only Defeat events and no DA events you have to do the following. In the defeat MCM menu set the probability for DA events to 0%, and then set the probability on that same menu for the other events higher.

 

And alternative would be to set Defeat's DA events to 100% and then on the DA menu check the blackout events for defeat and set their priority higher.

 

Also, another thing to keep in mind, is that Defeat and DA both have an Inn rescue event. You'll wake up in an Inn on either case, but they are internally different events. Same thing for waking up to hostile event.

 

Also if you set Defeat's robbed event to 100% I believe that will always happen after getting assaulted regardless of the settings, but you will transition to either a DA or defeat event as well. I think that behavior is perfect.

 

 

 

 

Thanks ttpt, this is exactly the kind of information i was looking for,  i don't think i have any events from defeat listed on the DA onblackout menu, so i'm guessing that would be the first thing to look at, i'll play with the settings a little bit more and see what happens. 

Posted

Nice to see new updates :-)

I did update yesterday and run into a few "problems". As usually most of them are my fault but I just thought you sould know.

 

1. Updating from version V5b3.3, although it is still a V5 (kinda) version, still requires a clean save. 

2. If in the "Tie options" you chose to change the ties to "Permanent" the pose of the victim changes. As It should I imagine. If however after that you choose to "loosen ties" the pose does not change back. The scripts however do work as after a while they get loose. 

3. I do not see an option to change their pose as the menu suggest. I do have that UIExtension mod installed.

4. Zaz animations do not work. The characters just stand there. NOT in T Pose. However, in my game ZAZ animation cannot register with SexLab as I am waaaaaaaaay over the animation limit. So thats propably it.

5. When you grab someone they get to the "bleeding animation". At that point the followers stop attacking that NPC. If you choose to tie them up, The NPC briefly stands up, and the followers attack her/him. At that point you have to rape them imidietly (so that the followers stop attacking her) otherwise the followers will kill the tied NPC. I use AFT and I cannot confirm that it is NOT AFT's fault. (this did happen with all previous versions as well)

  As to #4 if you are running the Non sexlab animation mod you can do this it works for me.

 

check off all the Non sexlab animations you want and then run the re register animations in sexlab .then un check all the animations you don't use like for me I remove all Ap animations and a few others i don't use you need 24 free spots i think. then register zaz and most if not all will register for you in sex lab.

Posted

I will try although I think that even if they are unchecked in SL they are stil registered.

Anyway found a couple more issues. At least for me

 

1. If the victim (NPC) is robed of all theri armor (hands-legs-armor), Their armor regenerated. Or they get a new one. 

2. The dialogue "nice body....." does not start an animation. I think someone has already mentioned that though. 

3. I "permanently tied" an npc (The dealer in Red Water Grotto) and after a while when I returned (busy killing the vampires) they were untied wearing prisoners clothes. 

Posted

Bug report: EVERY time I get knocked down and raped I have to use the 'clean up' feature before Defeat will let me get knocked down again. It doesn't matter if the chances are 100% and I fulfill the condition, unless I clean up every time, Defeat won't let me get raped again. It's immersion breaking, to say the least. :(

 

I want to post a bug log, because I think Defeat makes those, but I'm not sure how to get it to show up using Mod Organizer, so I'm gonna poke around. I'm playing a nord female, at the moment.

Posted

I'm telling this for people who had experienced the same issue like me . So I installed the mod and made a new game ,but the mod wouldn't install from MCM (activate); it bothered me for a while and I had all the requirements; later on, I found that my Zaz animation mod was at the old version and I missed the new update, so I recommend to check your mods ,they have to be up to date , now everything works .By the way thanks for the great mod. :idea:

Posted

 

 

 

 

 

Ok, but if you want only Defeat events and no DA events you have to do the following. In the defeat MCM menu set the probability for DA events to 0%, and then set the probability on that same menu for the other events higher.

 

And alternative would be to set Defeat's DA events to 100% and then on the DA menu check the blackout events for defeat and set their priority higher.

 

Also, another thing to keep in mind, is that Defeat and DA both have an Inn rescue event. You'll wake up in an Inn on either case, but they are internally different events. Same thing for waking up to hostile event.

 

Also if you set Defeat's robbed event to 100% I believe that will always happen after getting assaulted regardless of the settings, but you will transition to either a DA or defeat event as well. I think that behavior is perfect.

 

 

 

 

Thanks ttpt, this is exactly the kind of information i was looking for,  i don't think i have any events from defeat listed on the DA onblackout menu, so i'm guessing that would be the first thing to look at, i'll play with the settings a little bit more and see what happens. 

 

A Defeat event appears in DA onbleedout and it works fine, but it appears that Defeat events are not registered with DA onblackout, 

 

Does anybody know hot to force the registration? is it even possible? 

 

Without DA i've seen the inn and wilderness events a couple times but I've never seen a faction event.

Posted

 

 

VERSION/BUG:

 

V5.0.2

 

As an aggressor, I'll tie up surviving NPCs after successfully knocking them down.

I bag them all and place them accordingly in a semi-circle.

 

I take the women and rape them one-by-one in the middle of the circle,

in front of the others.

 

A CTD occurs when I attempt to kill someone after raping an NPC.

 

It doesn't have to be the person I've raped.

As long as they're in the vicinity of the rape and I kill them, I get a CTD.

Confirmed after 11 crashes in a row.

 

HOW TO REPEAT BUG:

 

Tie up several NPCs and rape one.

When you attempt to attack any other tied NPCs, raped or not, the game will CTD.

 

Attempting to save will also result in a CTD.

 

BEST METHOD OF AVOIDING BUG:

 

After raping an NPC, I approach each one, place them in a bag,

then release them back onto the floor, tied.

I perform this with each rape, and 70% of the time it alleviates the CTD's.

 

It's become such a nuisance that I made this as my first post on

an alternative account.

 

I love this mod, as I do Skyrim.

It adds so much immersion, but it sucks that there's so many CTDs

after a rape.

 

If anybody can help with this, or give me instructions on

how to specifically find a bug on my papyrus log, please do so.

 

 

- SexLab Defeat

- SexLab Submit

- SexLab Romance

- SexLab MatchMaker

- SexLab Aroused

- SexLab StopCombat

- CBBE

 

 

i have a simlar problem also 100% crash if i try to kill a npc that ive raped and they are roped. i can veryfy that  its not matchmaker,submit,stop combat causing it as i have none of those installed i just have defeat and death alternative  installed.

 

basicaly what happens u go to kill the npc and u start the punch to death kill blow but right when they would die game ctd. as there no error in log i can only think of is that its ether cause they tied up is buggign it(but u cant kill them if they not tied up) or its the forceing of a death move on a 100% hp person.

 

in my limited testing it was 100% crash rate if u chose kill while they tired up from defeat menu.

u can kill them fine by regular attacks even if they tied up. so the issue comes to the kill move. i use violens so its possible a conflict.

after the 10 times i tried it i can verfiy it goes thru the animation all way to end but right when the anmaiton for the death move finishes and u would release there body is when it crashes.

 

one thing i noticed is that the tie permantly is random if it keeps them tired up over saves. a example is i had 4 people tied up in my home. it stayed fine over around 4 game loads on 4th load for some reason they either disappear and be back to there old place or they magicaly become untied walk a bit then disappear. might want to look at how the mod Display model mod from LL does it.

 

 

forgot that on hostile npc when u chose to tie them once they tied companions start attacking them again as they go back to hostile.

 

 

Very, very interesting observation.

I followed up with your method and it did the very same thing 6/7 times attempted.

 

The one time it succeeded, it proceeded to crash right after I killed the rape victim and

moved onto the next NPC.

Indeed, it does tend to CTD more whenever a killmove is performed.

 

(if you reply to this, please make a new post. we're

 starting to crowd up the forum pages at this point)

Posted

Having a problem with surrender.  No matter which creature or character I try to surrender to, I get the "You can't surrender to this creature/character" (or whatever it says) message in the top left.  Is there some kind of condition I'm missing or a setting I've messed up?  I double-checked that I have FNIS creatures installed, creature anims are enabled in Sexlab and in the defeat menu, and I'm only attempting to surrender to creatures that are sexlab supported.  This problem is also happening with NPCs.  Is there are setting I'm missing?

Posted

Odd little thing that started occurring since I updated to 5.0.2, but was fine previously.... I also use deadly drain (http://www.loverslab.com/topic/42939-sexlab-deadly-drain/), and when I drain a victim to death, instead of dying, they go into one of the the post-rape poses and remain alive, or else they start wandering around leaning at an extreme angle. Occasionally, they'll even start trying to fight again. I'm not saying that this mod is the culprit, but I am saying it's an odd interaction between the two mods. For now, I just avoid raping and draining, and only drain if my character is the one being raped. But if the two of you could put your heads together and see if some sort of a solution could be found, that would be awesome. Many people use both mods, at least according to posts in the deadly drain page.

 

I also have the two mods installed.

 

I think Defeat's scripts may interfere with Drain since they both deal with NPCs

in various states.

 

(ie, Defeat checks to see if the npc is dead, necrophilia revives the npc until the necrophilia

scene is over and then they die again, but Drain can kill the NPC even if they're

marked to die from necrphilia, so the scripts may clash etc).

 

(TL;DR - Scripts get funky since they both deal with dead actors)

 

POSSIBLE SOLUTION:

 

The angled walk is definitely something I've run into, so the only way I could at least alleviate this problem

is going under Drain's options, and then clicking the option that "drains the victim, but does not kill them."'

 

This option ruins a "pleasurable death" for

the NPCs, but hey... least you don't have NPCs moonwalking across Skyrim.

 

 

 

If push comes to shove and that's still not working, ya might

need to switch to manual drain and use it sparingly as to not

upset the scripts.

Posted

Did you try to test with some other mod removed ?

 

"SexLab StopCombat" has been the culprit of many trouble in the past for me.

 

Awesome catch on this. I would've thought this would be the very thing causing those pesky CTD's.

Tested this theory by disabling StopCombat.

 

The CTD's were still prevelant, so I went all-out and uninstalled and deleted anything regarding StopCombat.

Also created a New Save.

 

 

Unfortunately, the CTD's are still very real, and another member here has even confirmed

that removing StopCombat won't change anything (they only have Defeat and Killmoves).

 

Still, good catch since StopCombat definitely cannot play nicely with other mods.

Posted

No one is going to be able to help you unless you provide more information.

 

Sorry, but English not my native language. Please, сhoose offer easier or I do not understand you.

 

Did you run FNIS underneath the tools folder?

 

This could be the issue if they're standing

completely still.

Enabled "Stop combat" in my game only causing occasional turning foes into friendly alieas. But, it's very rare.

 

I can agree and confirm with this, definitely.

 

Tied up a bandit, backed away and hid, and

suddenly his buddy started taking swipes at the poor guy.

 

He even wanted to steal my rape afterwards until it CTD.

 

¯\_(ツ)_/¯

Posted

The "choke" is not working at all in 5.0.2.  It worked fine in v5b3.3.  It's supposed to work when pressing the action key G when behind the NPC undetected, but does nothing at all.  Other functions of the action key G seem to work, NPC yields when weapon drawn and undetected, it marks NPCs with Shift+G, and taunts during battle.

Posted

The "choke" is not working at all in 5.0.2.  It worked fine in v5b3.3.  It's supposed to work when pressing the action key G when behind the NPC undetected, but does nothing at all.  Other functions of the action key G seem to work, NPC yields when weapon drawn and undetected, it marks NPCs with Shift+G, and taunts during battle.

Try use the action key from behind while sneaking with your weapon sheathed.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...