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Posted

Does anyone crashed like me when waiting or saving near a tied random spawned NPC?I met a vigilant near Marlkath,tied her up and put her in a sack,I tried travel to whiterun,and I can't remove her from my shoulder with the G button,then,I tried to bound her in a windmill near Marlkath,did her 5 times and waiting for the soul gem oven mod to make her a pregnant slave,It crashed while I autosave with waiting...

Posted

Hmmm when i try to use the action key on someone while sneaking it always says that i didnt sucessfully grabbed the target or so. Thats when i try it with my weapons out and when i use the grab key while weapon sheated nothing happens at all. The player as victim part is just fine but i wanna rape too :(

Posted

Guys, please READ player/follower as aggressor part in the description, even in game.

 

I've removed the choke animation in combat (because it was causing problems), you have to mark your target then use bash attack or unarmed to knock them down, the chance calculation is simple, the less then have health and stamina the higher are the chances for them to be knocked down on bash/unarmed attack.

Only a taunt can be performed after marking the target in combat.

 

The choke animation can be performed from behind while sneaking and with the weapon sheated, it is 100% success but there need to be enough space behind the victim or the animation just do not start. 

Mark + bash/unarmed works in this case too but it's not stealthy, obviously.

 

 

V5.0.3 is on its way, there is numerous things to fix thanks for your bug reports so it will take a few days (not months don't worry :P)

 

 

 

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.

The walking in air thing is because an animation is played on the ragdoll, there is already a death check when Defeat try to play an animation so a death check in the post sexlab scene would be useless because I suppose Deadly drain mod is hooking sexlab end animation events as my mod does, I'm gonna see what I can do to make it compatible.

 

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.

That would be a pain in the ass to code, don't want to add more bug for the moment. ^^

 

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.

Interesting, thanks. :)

Posted

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

Posted

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

 

It's not AFT... I guarantee... :)

 

Posted

Speaking of maven, me and my housecarl robbed and gangbanged her in Riften marketplace in broad daylight and nobody gave a shit. Guess she ain't as bloody powerful as she claimed huh.

Thanks Goubo 

Posted

Text issue:

 

post-495077-0-65187800-1431348118_thumb.jpg

 

Besides it being too much text, there are a few errors in there:

sheated -> sheated

holded -> held

wear -> carry, yield

 

Maybe change it to "SNEAKING, WEAPON SHEATHED\nKey press: You will silently choke them out.\nWEAPON OUT\nKey press: Make your target yield.\nKey held: Instantly kill your target, this action makes noise.\nCaution: Essential and protected NPCs CAN be killed with this!\nDefault: G"

 

Also, is there a way to unmark targets and followers? If not, could we get some mechanic to do so?

Posted

Also, is there a way to unmark targets and followers? If not, could we get some mechanic to do so?

I believe "clean up" option by pressing the number 0 key will unmark everybody.

Posted

V5.0.3 is on its way, there is numerous things to fix thanks for your bug reports so it will take a few days (not months don't worry :P)

 

 

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.

The walking in air thing is because an animation is played on the ragdoll, there is already a death check when Defeat try to play an animation so a death check in the post sexlab scene would be useless because I suppose Deadly drain mod is hooking sexlab end animation events as my mod does, I'm gonna see what I can do to make it compatible.

 

 

Awesome! Yeah, it's pretty much as you think. DD hooks the orgasm event and either transfers health from the target to the drainer (followers can drain too if given the power, and the PC can be drained), and can drain a target all the way to 0 health. The DD author did publish some modevents, but I don't know if any of those include a notification that the target will be drained until killed or not. If it does, that's maybe a relatively easy fix. If not, then I don't know. The actual death doesn't happen until the animation ends in order to avoid having the drain target die while still in the animation phase, although it's possible to set up DD so that you can kill a target during a sex animation and not just afterwards. I haven't actually tested the latter to see what happens with defeat and DD if you kill an NPC during sex.

 

In any case, if you come up with a proposed fix, I'm happy to test it. I know the DD author is pretty busy with real life stuff right now, but he's still around.

Posted

Sorry if this question is somewhere to be found here, but I already tried to find an answer everywhere..

 

Basically, is there a way to configure this so that with the player as victim module, once all the animations are finished and every NPC in the area had his fun, they just remain nonhostile for an actual longer period so you can go on with your business? I always figured i'd want to use this mod in a kinda immersive version where the agressors get what they want but ultimately don't kill you and let you go. Maybe rape the player again if they run into them again later or something :D ...

 

I looked through all the settings and checked if "death alternative" had something like I wanted but no luck.

 

So can I somehow set this up, maybe with another mod combined so that after the playet getting "defeated" through this mod and everything is finished, the agressors stay friendly even after you move out of a certain range? Maybe have a cooldown of like 5 minutes or even a couple hours before they can turn hostile again.

 

I always thought this must be in one of these mods because it seems very easy to configure/implement

Posted

 

 

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

It's not AFT... I guarantee... :)

Then would it be SLSolutions? or would it be somethin else? i checked for conflicts in all of my plugins and there were none for defeat

or could there be conflicting scripts?

Posted

 

 

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

It's not AFT... I guarantee... :)

Then would it be SLSolutions? or would it be somethin else? i checked for conflicts in all of my plugins and there were none for defeat

or could there be conflicting scripts?

 

 

Since it wasn't AFT and Nutluck said it isn't SLSolutions either, there must be something else. If no mod conflict, maybe the lack of some requirements. Do you have UI extension mod? Also try to us regenerate mod in Defeat MCM menu and save and exit.

 

Posted

 

 

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

It's not AFT... I guarantee... :)

Then would it be SLSolutions? or would it be somethin else? i checked for conflicts in all of my plugins and there were none for defeat

or could there be conflicting scripts?

 

 

Its not solutions, It is Defeat+AFT. I too have both of them and I have run across that issue. Cleaning Defeat fixed it. It can happen with NPCs as wel not just followers.

Posted

I'm having an issue installing this mod. I'm not sure if it's the mod or nmm causing trouble.

Basically, when I try to activate it, nmm says that a different version of Sexlab_AmorousAdventures_ArousalTriggers-v1_0 has already been installed and asks if I'd like to upgrade.

Whether I press yes or no, the mod will not activate and displays a standard status message of "The mod was not activated."

Previous version of Defeat has installed fine with no issues.

I've tried re-downloading the mod, but that didn't help.

 

Does anyone have any suggestions on what to do?

Thanks in advance. :)

Posted

 

 

 

 

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

It's not AFT... I guarantee... :)
Then would it be SLSolutions? or would it be somethin else? i checked for conflicts in all of my plugins and there were none for defeat

or could there be conflicting scripts?

Its not solutions, It is Defeat+AFT. I too have both of them and I have run across that issue. Cleaning Defeat fixed it. It can happen with NPCs as wel not just followers.

Posted

 

 

 

 

for some reason when I activate defeat 5.0.2, njada and maven give me a "..." dialogue and there are no comversation options. i am currently using AFT and i don't know if it's a problem with AFT or SLSolutions

It's not AFT... I guarantee... :)
Then would it be SLSolutions? or would it be somethin else? i checked for conflicts in all of my plugins and there were none for defeat

or could there be conflicting scripts?

Its not solutions, It is Defeat+AFT. I too have both of them and I have run across that issue. Cleaning Defeat fixed it. It can happen with NPCs as wel not just followers.

thanks!!!

Posted

So I've been working on getting NPC Knockout Overhaul working nicely with Defeat, and for the most part the current versions work well together, with some exceptions:

 

1) In defeatconfig.psc on line 2025, the following code has a built-in logic error that causes Papyrus spam:

        If (Target.IsInFaction(KnockoutFaction) || Target.IsUnconscious())
            Int i = Target.GetFactionRank(KnockoutFaction)

This is because NPCs are not added to the KnockoutFaction by NKO, but the IsUnconscious flag is set (if they are essential or protected, anyway). The code correctly traps these actors but assumes that they are a part of KnockoutFaction, causing several bad array calls.

 

2) NPCs who have been knocked out by NKO will not revive correctly if using the "Revive" option unless you have set NKO's revival threshold under 10% of health, as Revive restores the NPC's health to 10% (although technically, it forces it there even if it was actually higher).

 

3) NPCs who have been knocked out by NKO will not revive if using the "Wake and yield" option, at all, if they are under NKO's health revival threshold -- they will stand up, fall down, stand up, fall down, etc., ad infinitum -- because anytime Defeat tells them to get up, NKO's monitor script is still locked into the unconscious state and forces them to fall back down. This is the most serious conflict.  To fix this, I simply added the line

           Victim.ModAV("Health", (Victim.GetBaseActorValue("Health") * (10 / 100)))

to defeatactionscr.psc directly beneath line 572 (the line which receives the "Wake and revive" message button), bearing in mind the need to have the 10% threshold set in NKO.

 

4) An interesting note is that it would also be easy to create a cross-compatible solution by having Defeat AddItem a minor healing potion to the target's inventory as part of the 'Wake and yield' or 'Revive' options.  NKO's script would detect this potion being added and auto-equip it, leaving the unconscious script state and performing its own cleanup.

 

5) A glaring incompatibilty, but a minor one, is that Defeat's activation choice will prevent NKO's widget-based activation menu from loading.  Since NKO's menu is ugly and stupid anyway, I call this one a victory.  This does however have the unfortunate side effect of preventing you from using the Grab feature added by NKO, since you won't have access to it and Defeat does not give you the ability to suppress its own activation choice.

Posted

Hey, great mod! I'm loving it so far, I just have a question; how do you put NPCs in a bag? I can't seem to manage to do it, do you need a special item? I can rob/rape/kill/revive/tie just fine, but I can't find how to bag them up.

Thanks!

Posted

Hey, great mod! I'm loving it so far, I just have a question; how do you put NPCs in a bag? I can't seem to manage to do it, do you need a special item? I can rob/rape/kill/revive/tie just fine, but I can't find how to bag them up.

Thanks!

 

Tie 'em then click again to get 'Put in sack' as an option.

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