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Posted

new version... pretty wonky at first, but might be because all of my convoluted mod list. I managed to have it work pretty much as advertised with a few cleanups after setting it up in MCM.

 

still, I did encounter odd behavior. This is what i did: i tested it with 2 non aggressive npcs in the same cell. I taunted one until he started attacking me, then used surrender. Then i taunted the second one and used surrender, but the previous npc was the one that came up to me and proceeded with the dialogues...

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.

 

 

Thanks, but my set up is already as you suggest. I don't know how to make it any clearer than this, but the problem is specifically when my character is the one doing the raping via a defeat event and I select the key to drain to death (right alt). The NPC starts to ragdoll due being drained to death, at which point they get dumped into one of defeat's post-rape poses and are still marked as being alive. The problem seems to be due to the NPC having been marked as killed by deadly drain but marked as living/trauma by defeat. Defeat seems to always win, but leaves the NPC in an odd state within the game.

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.

 

That's exactly what I've been trying, with the weapon sheathed, sneaking, undetected, action key "G".  Nothing happens at all.

 

EDIT: Well, between disabling some mods and trying it on a new game, the choke started working.  It seems like the mod needed a "jumpstart" with a new game to get it working on the existing saved games.  The other mods could then be enabled again.

Posted

I got a serious problem "grabing" someone. I have changed the default action key of the player fro "G" (or whatever it was) to "X"

In combat, I literaly end up spaming the action key (X) But al the player does is at first mark the target (?) and then plays an animation like he is bashing a shield. (although I dont have one)

Best case scenario they will run away and my followers will her. (they are a bit OP but it happens at lvl 95)

Ideal scenario they will eventually loose health and they will kneel, then my followers wil kill her as the spell they throgh at her left their hands before they bent down.  :s

 

One thing I definately miss from the previous version was the notice "You failed to grab your victim".

So, in this case am I missing something or this is how things are supposed to happen?

 

 

Posted

Ok, tried something else this time. I tried to get an NPC, bag them and transfer them to my Underground Bath house prison.

Result?

Fucking impossible !

 

1. Do not save when you have baged someone. If you load a game in wich you have someone in a bug, you cannot release them. The action key does not bring up the option.

2. The bag, although you cannot manually uneguip it, can be unequiped by Fevorites menu groups (SKYUI). You can re-euip it and unequip it after that, but I dont know what problems that can cause.

3. After 2 hours I managed to drop my victim in the Bathhouse main floor (bedroom) In all previous attemts to drop her in jail, the game frose. In main floor it worked. just in case I "forced" permanet ties on her again. Baged her and moved to Jail. Relsed her and she has untied! Standing there looking at me. "forced" permanent ties again but it did not work. Imediately started raping her (as I heard a resident becoming hostile) but no luck. The resident (an NPC I have invited to live there) attacked and killed my Fucking Brand New Sex Slave !!!!

So, baging and kidnapping needs some tweaking  :-/

 

Another thing. It seems to me that "permanent tie" breaks after you do anything else to your victim and goes back to normal tie without updating the pose. So after you Rob them, pose them, rape them, tickle them or even tell them a bad joke, you must choose "permanent tie" again. 

 

Regarding the Poses they do work. But you must register the mods in Defeat MCM.

No, it doesn't do it automatically, so Goubo, might want to put that info somewere for idiots (or lazy, take your pick) like me. And there are a Lot out there.  :P

 

Edit*

In #3, Itried to rape her in the main floor. Residents imediately attack her ehn the animation starts. Tied or untied. Maybe they shoud be added to a player friedly faction for as long as they are tied? 

Posted

So thus far, based on most of the the replies I've read here,


the major glitches with V5.0.2 that are being encontered are:


 


- loading a save after bagging someone, which makes the bag useless


(to temporarily fix this, I drop the bag [it'll pop back in your inventory], then press the action key. usually the option box pops back up again)


 


- raped NPCs that cause CTD's when attacked


 


- even if the chances of grappling some are 200%, it may not occur


 


- mods that interfere with actors if they die


 


Feel free to add anything if I missed a few bugs.


Posted

I have multiple followers, and I don't want them to be killing my victims when I tie them up.  Is it possible to make it so followers won't attack someone who's tied up?

Posted

I have multiple followers, and I don't want them to be killing my victims when I tie them up.  Is it possible to make it so followers won't attack someone who's tied up?

 

not yet

Posted

 

im coming to skyrim after a long time last time i played defeat with beta v5 version yesterday i played with 5.0.2 on a new game and i didn't saw DA options in defeat MCM menu are those removed now ? i can see defeat options in DA MCM menu should i select those or keep using defeat's own system now also i saw new addition animation controller menu which is nice when i tried using that in game by pressing 0 my game kinda froze im using EFF and description says it has UI extension mod i don't know what to do now.

 

Did you try to reuse the 0 hotkey to open the menu? It dosen't show up the first time you use the key (don't know why yet)

yes i did try pressing multiple times game was paused just like when you open favorite menu but there wasn't any menu actually on screen it appeared when i pressed esc key ( to cancel it  ) and then pressed 0 key again.

Posted

Would it be possible to allow the 'sacked' NPC to be carried by a follower in the future too?

 

Scenario:

 

PC + 3 followers go hunting and storm a bandit camp. Several are tied up in the process and to avoid multiple trips home it would be great if those captured could be distributed in the party, even if the item is unique per follower.

 

I know that currently the sack with the captured NPC or corpse cannot be equipped or traded by the PC. I upgraded to try out the capture features. Thanks for the update.

 

Edit: if anyone reading this thread has suggestions for multiple capture/release for now without the console or anything totally immersion-breaking then please let me know.

Posted

Would it be possible to allow the 'sacked' NPC to be carried by a follower in the future too?

 

Scenario:

 

PC + 3 followers go hunting and storm a bandit camp. Several are tied up in the process and to avoid multiple trips home it would be great if those captured could be distributed in the party, even if the item is unique per follower.

 

I know that currently the sack with the captured NPC or corpse cannot be equipped or traded by the PC. I upgraded to try out the capture features. Thanks for the update.

 

to tell u the truth that has a good chance of causing issues with companion ai maybe not sure.

 

right now besides fixing the tie forever only other thing is would like a option to turn off the taunt as its the g key same as for grabing them sometimes u taunt them when u dont want to. either a way to rebind it or a simple way to togle it off.

Posted

 

Would it be possible to allow the 'sacked' NPC to be carried by a follower in the future too?

 

...

 

to tell u the truth that has a good chance of causing issues with companion ai maybe not sure.

 

right now besides fixing the tie forever only other thing is would like a option to turn off the taunt as its the g key same as for grabing them sometimes u taunt them when u dont want to. either a way to rebind it or a simple way to togle it off.

 

 

That's a possibility, I don't know enough about the mechanics to know if I'm suggesting the impossible :)

It seemed to me to be a more realistic suggestion than looking for a way to march multiple tied captives back home (or fast travel if less immersive).

Posted

 

 

Would it be possible to allow the 'sacked' NPC to be carried by a follower in the future too?

 

...

 

to tell u the truth that has a good chance of causing issues with companion ai maybe not sure.

 

right now besides fixing the tie forever only other thing is would like a option to turn off the taunt as its the g key same as for grabing them sometimes u taunt them when u dont want to. either a way to rebind it or a simple way to togle it off.

 

 

That's a possibility, I don't know enough about the mechanics to know if I'm suggesting the impossible :)

It seemed to me to be a more realistic suggestion than looking for a way to march multiple tied captives back home (or fast travel if less immersive).

 

 

a better thing would be to just allow say u to carry based on your weight limit. right now all baged npc weight 10lbs. he can have where u can bag say 2-3 and say a female would be 100lbs and a male woul be 150lbs.

 

 

well till he fixes the ctd when kill a tied person and also fix the non working tie forever only reason to bag the mis to move them to safer area or near a fire if u use frostfall.

Posted

looks like defeat is causing random crashes.

 

[05/10/2015 - 07:20:20AM] Defeat: NVN OnEffectStart - Victim - [masterambushscript < (000984D3)>] // Aggressor - [Actor < (620049B3)>] Slot - 0 // GetTimeElapsed 0.084999

 

is the last line it crashed on when was doing a death move on a npc. basicaly the npc was fighting me but think he tried to defeat my companion while fighting me when i did death move bam ctd

 

gonna disable the npc/npc and player defeat and see if that fixes it till next update

Posted

Playing as male with a female follower, I have some inconsistency getting the knockdown to work (this may be me not always executing the new system properly), when it does my pc strips them, then they stand for a split second during the transition to the sex scene, this re-aggros my follower who goes back into attack mode and kills them right after sex starts.

 

Another small thing I have noticed, playing a female I like to set Exhaustion knock down in Player as victim to 100% stamina, 85% chance and must be from behind. This adds some extra difficulty to combats and makes you keep moving. In this version and the previous version 100% stamina will never get you knocked down but 99% and lower seems to work as intended, not a huge deal by any means but it does eliminate sneak/ surprise attacks on me. (OBIS has several invis bandits as well as some animals are sneaky with Skytest-Realistic Animals)

 

The dialogues and transitions make this so much closer to immersive, you have obviously but some serious thought into it and have the skills to make them possible.

Posted

I like the new features of the mod, the Player/Follower als Victim works for the most part, sometimes my follwers won't get knocked down and will walk around randomly, but i had the same issue with older Defeat Versions.

 

It took me some time to understand the new agressor part and how i get my followers to do something.

 

The only issue i had while playing around with the agressor part, is with Followers that have their own Follower System. Followers that i manage with EFF work fine, but in may case Sofia from Nexus starts to attack knocked down/Tied up Bandits allmost every time after ~1 minute no mater what i do.

Posted

Dear Goubo, when you make a working version of this mod? Versions 5.0.1 and 5.0.2 absolutely not working. :(

Maybe the day AFTER you learn how to describe problems and provide trouble reports?

Posted

I am using Defeat with Death Alternative and have problem when my character is killed by poison (or some other DOT effect). It seems that instead of bleeding out and triggering Defeat it blackouts immediately. Is this a problem of Defeat or Death Alternative and how can this be fixed?

Posted

Works great for me. Curious if there's any chance to get the dialog voiced? Either by vanilla voice splicing like Amorous Adventures or just recruit some of the voice actors in the community?

Posted

  After tweaking my mcm settings in other mods such as  SCU and DD-vhmq , and jabbing buttons like a monkey on Defeat itself . I now have it running pretty smooth and can even surrender and get the proper reactions 80% of the time . the 20% is mostly caused by other scripts moving actors to shove bread down their neck, staring at me, or run over to a slave from hydras slaves to get some .

 

 I feel there is a need for a mod that once a sexlab "oriented" mod fires the others are stopped or paused.maybe a tie in to appros ? so if a event is going appros stops sending its info.

but then again i'm a dunce when it comes to the mechanics.

 

 All in all I am enjoying Defeat without DA ,it fits my game play style of head out full of fire and come back overloaded with loot , deviced , trashed and in dire need of a shower ..oh yeah and victorious. 

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