Guest Posted February 26, 2016 Posted February 26, 2016 I have installed FB Animations (from here: http://www.loverslab.com/files/file/2702-funnybiznesss-anubs-slal-pack/)but I dont see those idles after the scene. No I need anything more? If you look in the tab "Player as Victm" you'll see defeat options like "Wound" "Stun" underneath them you'll see a slider set to 0% by default but only under these defeat conditions will it trigger... It will not trigger if you're defeated through a bleedout scenario
zzz72w3r Posted February 26, 2016 Posted February 26, 2016 NPC-NPC involving follower faction seems to be working now with 5.3.1 but I might not have configured it properly. Even after sliding both "chance on hit" (default 30%) and "chance of sexual assault" (default 100%) to 100%, the rape scene does not always trigger. How I tested: 1. set up 2 generic NPC of opposing factions. One is a generic essential follower while the opposing NPC is significantly stronger to ensure defeat. 2. place both NPC inside a cell 3. trigger Defeat by entering the cell and watching the fight scene and aftermath. Most of the time the attacker just stood there after beating the follower NPC into bleed out. The rape scene, i.e. chance on hit, appears to be 30% but I cannot say for certain. It is definitely not 100%. Regardless after-assault seems to be working as I am now able to enter dialogue with the follower NPC while in 5.2 the conversation was lost after defeat. Hm, checked the script, it's fine the right settings are used, maybe Disable Starting Teleport from SexLab? I think I figured out what happened. The generic follower NPC I created to test has not been recruited so its PlayerFollowerRank is 0. I slide the NPC (not follower) chance on hit from default 30% to 100% and the rape scene appears to happen 100%. So an unrecruited follower uses the NPC settings in NPC-NPC instead of Follower. Does this make sense? BTW, the Health slider in the NPC-NPC tab for both NPC and Follower defaults at 30% but the explanation texts for both sliders say default is 20%.
Chosen Clue Posted February 26, 2016 Posted February 26, 2016 Hey. I noticed that necro'ing creatures didn't have its own tag filter, and will play any creature animation even though the creature is dead. Will there be a separate filter for Creature Necro in the future? I'm asking especially because Funny added some necro animations where the PC is the assaulter. I also did some digging, and in the source for the necro, the tags should default to the normal CreatureTagPagg, according to this code: If Victim.HasKeyWordString("ActorTypeNPC") String AnimationSet Anims = SexLab.GetAnimationsByTags(2, McmConfig.NecroTagPagg, McmConfig.NecroSupressTagPagg, McmConfig.NecroRequireAllTagPagg) AnimationSet = "NecroPagg" If (Anims.length == 0) AnimationSet = "RapePagg" Endif TheRape = RessConfig.SexLabScene(Victim, Aggressor, CustomAnimations = Anims, Tags = McmConfig.RapeTagPagg, SupressTags = McmConfig.RapeSupressTagPagg, TagsRequireAll = McmConfig.RapeRequireAllTagPagg, FemaleFirst = AnimationSet) Else TheRape = RessConfig.SexLabScene(Victim, Aggressor, CustomAnimations = Anims, Tags = McmConfig.CreatureTagPagg, SupressTags = McmConfig.CreatureSupressTagPagg, TagsRequireAll = McmConfig.CreatureRequireAllTagPagg) Endif But when I set CreatureTagPagg to Necro only, it still plays other animations that don't include the Necro tag. I also noticed that when I shift-Click on the "Creature - Require all tags" button in the MCM, it only displays animations for non-creature animations only. Maybe SexLab doesn't recognize creature animations when looking for compatible tags?
telzey Posted February 26, 2016 Posted February 26, 2016 hi goubo, thanks for responding to my suggestion so quickly. i have a bug report for 5.3.1: the new function that causes followers to be excluded when the aggressor can't reach them for 20 seconds is being called incorrectly on "satisfied" attackers, which causes followers to be excluded even when they're not inaccessible. so when multiple scenes are going on at once with large numbers of aggressors, or with the extra turns slider at a high value, each follower gets one or maybe two animations and all the rest get called on the player. setting the satisfied value to 0 seconds fixes the issue, which is why i think the bug is related to that.
Chosen Clue Posted February 26, 2016 Posted February 26, 2016 Hey. I noticed that necro'ing creatures didn't have its own tag filter, and will play any creature animation even though the creature is dead. Will there be a separate filter for Creature Necro in the future? I'm asking especially because Funny added some necro animations where the PC is the assaulter. I also did some digging, and in the source for the necro, the tags should default to the normal CreatureTagPagg, according to this code: If Victim.HasKeyWordString("ActorTypeNPC") String AnimationSet Anims = SexLab.GetAnimationsByTags(2, McmConfig.NecroTagPagg, McmConfig.NecroSupressTagPagg, McmConfig.NecroRequireAllTagPagg) AnimationSet = "NecroPagg" If (Anims.length == 0) AnimationSet = "RapePagg" Endif TheRape = RessConfig.SexLabScene(Victim, Aggressor, CustomAnimations = Anims, Tags = McmConfig.RapeTagPagg, SupressTags = McmConfig.RapeSupressTagPagg, TagsRequireAll = McmConfig.RapeRequireAllTagPagg, FemaleFirst = AnimationSet) Else TheRape = RessConfig.SexLabScene(Victim, Aggressor, CustomAnimations = Anims, Tags = McmConfig.CreatureTagPagg, SupressTags = McmConfig.CreatureSupressTagPagg, TagsRequireAll = McmConfig.CreatureRequireAllTagPagg) Endif But when I set CreatureTagPagg to Necro only, it still plays other animations that don't include the Necro tag. I also noticed that when I shift-Click on the "Creature - Require all tags" button in the MCM, it only displays animations for non-creature animations only. Maybe SexLab doesn't recognize creature animations when looking for compatible tags? Actually, looking at the code, it seems like there are two separate issues here. For the necrophilia function code, you didn't have a line that set the Anims for necro'ing creatures based off of the creature tag filter in the PC Aggressor section of the Animations. I have the code might work here, but I could be wrong because I can't compile it at the moment because I can't find the required psc from SKYUI, and i haven't messed too much with SL scripting . Function Necrophilia(Actor Victim, Actor Aggressor) ; SendAnimationEvent(Victim, "GetUpBegin") ; SendAnimationEvent(Victim, "DefeatWounded02Exit") ; Wait(2.0) ; SendAnimationEvent(Victim, "IdleForceDefaultState") ; Victim.RemoveAllItems(NecroChest, abRemoveQuestItems = True) ; Victim.Resurrect() ; Float i = 3.0 ; While (!Victim.Is3DLoaded() && (i > 0.0)) ; Wait(0.2) ; i -= 0.2 ; EndWhile ; Victim.RemoveAllItems(abRemoveQuestItems = True) ; NecroChest.RemoveAllItems(Victim, abRemoveQuestItems = True) ;abKeepOwnership ; Victim.AllowPCDialogue(False) Sheath(Aggressor) Strip(Victim, Aggressor) Victim.ForceActorValue("Health", 1) ; Victim.SetUnconscious() RessConfig.Calm(Victim) sslBaseAnimation[] Anims sslThreadModel TheRape If Victim.HasKeyWordString("ActorTypeNPC") String AnimationSet Anims = SexLab.GetAnimationsByTags(2, McmConfig.NecroTagPagg, McmConfig.NecroSupressTagPagg, McmConfig.NecroRequireAllTagPagg) AnimationSet = "NecroPagg" If (Anims.length == 0) AnimationSet = "RapePagg" Endif TheRape = RessConfig.SexLabScene(Victim, Aggressor, CustomAnimations = Anims, Tags = McmConfig.RapeTagPagg, SupressTags = McmConfig.RapeSupressTagPagg, TagsRequireAll = McmConfig.RapeRequireAllTagPagg, FemaleFirst = AnimationSet) Else Anims = SexLab.GetCreatureAnimationsByTags(2, McmConfig.CreatureTagPagg, McmConfig.CreatureSupressTagPagg, McmConfig.CreatureRequireAllTagPagg) TheRape = RessConfig.SexLabScene(Victim, Aggressor, CustomAnimations = Anims, Tags = McmConfig.CreatureTagPagg, SupressTags = McmConfig.CreatureSupressTagPagg, TagsRequireAll = McmConfig.CreatureRequireAllTagPagg) Endif sslBaseVoice ToVoice = SexLab.GetVoice(Victim) TheRape.SetVoice(Victim, ToVoice, True) TheRape.DisableRagdollEnd(Victim) RegisterForModEvent("AnimationEnd_DefeatNecro", "EndNecro") TheRape.SetHook("DefeatNecro") sslThreadController Thread = TheRape.StartThread() If !Thread DefeatConfig.Log("Error: Player/Companion aggressor Necro - Animation did not start") ; Victim.SetUnconscious(False) Victim.ForceActorValue("Health", 0) Float i = 2.0 While (!Victim.IsDead() && (i > 0.0)) Victim.KillSilent() Wait(0.5) i -= 0.5 EndWhile Endif EndFunction The second issue is with the function used to get the applicable animations to show up in the MCM menu. It doesn't account for creature animations. Because sexlab separates looking for creature animations and looking for non-creature animations, the function used in Defeat only is for PC/NPC on NPC animations.
ittybits Posted February 26, 2016 Posted February 26, 2016 Hello. I'm not sure if this has been covered already, but I really don't have time to go through 460 pages to try to find it. Basically, I am having an issue with my follower in this mod. When I tell him to rape a bandit I have forced into submission, he will gladly do so. But only by himself. If I choose the "rape with player" option, the bandit will stand up, the follower will do a single, brief twitch, then my PC will also do a brief twitch, then they just stand there. No rape happens. I am free to continue moving around, doing whatever, I never lose control of controls such as happens during a sex scene, but the subdued victim just stands there, staring blankly into the distance. I tried with NPC vs NPC both turned off and on, but it never works. I have had this same problem in both versions of Defeat I have tried, 5.2.2 and 5.3.1. I suppose I should mention that my follower is a "custom" follower, but he is very, very basic. He uses a default sandbox AI, and a vanilla voice type. His fighting style, armor, weapons, etc., everything on him is from vanilla settings, so he's an extremely basic follower. I'm not sure why he wouldn't be working, especially considering the solo rape works perfectly fine. Also, he works fine in multi-person sex scenes if I use a mod such as MatchMaker, so I know he definitely works in those situations. The scenes just aren't triggering properly from the "Rape with Player" option in the Defeat pop-up box (upon Shift + Action key [default G] on a target). Any help would be appreciated. *Below, unrelated to my personal issue* hi goubo, thanks for responding to my suggestion so quickly. i have a bug report for 5.3.1: the new function that causes followers to be excluded when the aggressor can't reach them for 20 seconds is being called incorrectly on "satisfied" attackers, which causes followers to be excluded even when they're not inaccessible. so when multiple scenes are going on at once with large numbers of aggressors, or with the extra turns slider at a high value, each follower gets one or maybe two animations and all the rest get called on the player. setting the satisfied value to 0 seconds fixes the issue, which is why i think the bug is related to that. I'm not sure if this is related at all, but do you have the SexLab option "Disable teleport to target" enabled? I think in the mod notes it was suggested to disable this option, as it interferes with the defeat scripts.
Goubo Posted February 26, 2016 Author Posted February 26, 2016 I am still trying to figure out why animation don´t appear in SL Defeat using the tag system. After resetting animation registry and registrating every non SL Animation (ZaZ, EC+, SLAL Animations) i checked Defeat and they were all there in the default settings (Aggessive was the only tag) After configurating some animations under SL Animations they were all gone. I could find out, that the Defeat Tag systems seems to use only the animations which 1) have the keyword, of course 2) are enabled under SL Animations Will say, if i deactivate every agressive animation under SL Animation, and keep them all activate under SL Aggressive Animation, which i usually have to prevent for example mods like Lovers Comfort oder Radiant Prostitution from using those animations, Sexlab Defeat will found nothing anymore. Atm i have all of those activated, so SL Defeat are able to use them. Was this intended to be used this way? One more thing i could notice is that the Creature Tag Field is empty. If i do a Mouseclick on it, i got an instant CTD. SL Creature animations are registrated and activated. Also SL Defeat uses them, no problem. Only a click on the empty field, no matter if it is under NPC or PC or whatever, results in a CTD. Yes indeed it takes the main animation set, maybe I could add an option to tell it to check for aggressive animations only? hm I don't know yet how to achieve this though. Will check for those CTD, I think I know why. Ok found a new thing that refuses to work for me. Any sort of player grab. In previous versions if i remmber right you pressed the binded defeat action button and player character tries to choke enemy down into sumbission. Holding the button would choke him to death and holding shift was insta rape. In new version holding button does nothing. Taping it once make my character grunt and enemy says the sual "i yield" or "i submit" only that he doesn't. No animation follows. Sometimes after few seconds he goes to the ground, sometimes he continues to walk around as normal. Stealth with no weapon drawn also does nothing. If enemy is already in bleedout state then pressing action button opens ingame menu and all options work as intended from there. TL;DR - Cant grab anyone. Sheathe your weapon. I have installed FB Animations (from here: http://www.loverslab.com/files/file/2702-funnybiznesss-anubs-slal-pack/)but I dont see those idles after the scene. No I need anything more? Unconscious idles? only on knockout. Could we have details about the price of the characters into prostitution ? Cause i don't understand how it works (about characters who can't be sold, just foced into prostitution) Well check description, it's based on the level. The npcs that can't be sold are either unique or just not ina faction that can be sold. Hey. I noticed that necro'ing creatures didn't have its own tag filter, and will play any creature animation even though the creature is dead. Will there be a separate filter for Creature Necro in the future? I'm asking especially because Funny added some necro animations where the PC is the assaulter. I also did some digging, and in the source for the necro, the tags should default to the normal CreatureTagPagg, according to this code: ... But when I set CreatureTagPagg to Necro only, it still plays other animations that don't include the Necro tag. I also noticed that when I shift-Click on the "Creature - Require all tags" button in the MCM, it only displays animations for non-creature animations only. Maybe SexLab doesn't recognize creature animations when looking for compatible tags? Are you sure you have the right creature animation with necro tag on them? Your last question - that's because I use the same function to open a list of animation, a human one, which is an oversight. Actually, looking at the code, it seems like there are two separate issues here. For the necrophilia function code, you didn't have a line that set the Anims for necro'ing creatures based off of the creature tag filter in the PC Aggressor section of the Animations. I have the code might work here, but I could be wrong because I can't compile it at the moment because I can't find the required psc from SKYUI, and i haven't messed too much with SL scripting . ... The second issue is with the function used to get the applicable animations to show up in the MCM menu. It doesn't account for creature animations. Because sexlab separates looking for creature animations and looking for non-creature animations, the function used in Defeat only is for PC/NPC on NPC animations. Stop touching my scripts I feel violated. And no, the script has no mistakes, if the array of Anims that is passed to SexLabScene function is none the function will try to find animations with the specified tags. I will make some tests with this. hi goubo, thanks for responding to my suggestion so quickly. i have a bug report for 5.3.1: the new function that causes followers to be excluded when the aggressor can't reach them for 20 seconds is being called incorrectly on "satisfied" attackers, which causes followers to be excluded even when they're not inaccessible. so when multiple scenes are going on at once with large numbers of aggressors, or with the extra turns slider at a high value, each follower gets one or maybe two animations and all the rest get called on the player. setting the satisfied value to 0 seconds fixes the issue, which is why i think the bug is related to that. Sure about that? Wierd it shouldn't happen the check for satisfied state is present, iI had that kind of behavior with Disable teleport to target enabled though. As ittybits mentionned. Hello. I'm not sure if this has been covered already, but I really don't have time to go through 460 pages to try to find it. Basically, I am having an issue with my follower in this mod. When I tell him to rape a bandit I have forced into submission, he will gladly do so. But only by himself. If I choose the "rape with player" option, the bandit will stand up, the follower will do a single, brief twitch, then my PC will also do a brief twitch, then they just stand there. No rape happens. I am free to continue moving around, doing whatever, I never lose control of controls such as happens during a sex scene, but the subdued victim just stands there, staring blankly into the distance. I tried with NPC vs NPC both turned off and on, but it never works. I have had this same problem in both versions of Defeat I have tried, 5.2.2 and 5.3.1. I suppose I should mention that my follower is a "custom" follower, but he is very, very basic. He uses a default sandbox AI, and a vanilla voice type. His fighting style, armor, weapons, etc., everything on him is from vanilla settings, so he's an extremely basic follower. I'm not sure why he wouldn't be working, especially considering the solo rape works perfectly fine. Also, he works fine in multi-person sex scenes if I use a mod such as MatchMaker, so I know he definitely works in those situations. The scenes just aren't triggering properly from the "Rape with Player" option in the Defeat pop-up box (upon Shift + Action key [default G] on a target). Any help would be appreciated. Will check if this works and why sometimes it dosen't.
AnubiSs2167 Posted February 26, 2016 Posted February 26, 2016 Ok found a new thing that refuses to work for me. Any sort of player grab. In previous versions if i remmber right you pressed the binded defeat action button and player character tries to choke enemy down into sumbission. Holding the button would choke him to death and holding shift was insta rape. In new version holding button does nothing. Taping it once make my character grunt and enemy says the sual "i yield" or "i submit" only that he doesn't. No animation follows. Sometimes after few seconds he goes to the ground, sometimes he continues to walk around as normal. Stealth with no weapon drawn also does nothing. If enemy is already in bleedout state then pressing action button opens ingame menu and all options work as intended from there. TL;DR - Cant grab anyone. Sheathe your weapon. Ok seems like the new system is more complicated then i suspected and i missed the help button in the mcm. After reading it it all became clear. Seems like now you can play somekind a thug character with it. Good thing i have just that kind of thing planned for one of new playthroughs. Sorry for misunderstanding Goubo.
Someone92 Posted February 26, 2016 Posted February 26, 2016 Love the new animation settings in the MCM, however - the tool tips are not 100% clear; something like "this setting is used if the aggressor is male", "is used if the aggressor is female" etc. would be nice - I would like it better if we have a list with required tags (e.g. "aggressive"), a list with optional tags (animation must have at least one of them, e.g. either "FemDom" or "Cowgirl") and a list with suppressed tags.
aljustineg Posted February 26, 2016 Posted February 26, 2016 for some reason the struggling animation wont just show up instead theyre just standing in in T form same as the covering animation i have already run fnis il try to reinstall it on my MO
Plaguetard Posted February 26, 2016 Posted February 26, 2016 So I wanted to try the BU mod with this, as I've never used BU before. I saw on the latest that the support was removed due to dependency... however can that dependent version still be uploaded so I could try it? Does anyone have a copy still? Thanks
Velekayl Posted February 26, 2016 Posted February 26, 2016 So I wanted to try the BU mod with this, as I've never used BU before. I saw on the latest that the support was removed due to dependency... however can that dependent version still be uploaded so I could try it? Does anyone have a copy still? Thanks I agree with this. I was late to the party but I would also like the dependent version! BU seems pretty neat! Also, has anyone figured out how to make it so females don't screw males in the ass and perform correct animations like cowgirl and femdom? There are so many "female first" options, do I check them all? Because when I had them all checked my females keep screwing dudes in the ass. Is it set up so that if I have all the boxed checked that there are some double negatives going on or something in the script?
WaxenFigure Posted February 26, 2016 Posted February 26, 2016 for some reason the struggling animation wont just show up instead theyre just standing in in T form same as the covering animation i have already run fnis il try to reinstall it on my MO "T" animation is almost always a failure to have a clean FNIS run, you have to remember that in FNIS Warnings are actually fatal errors that result in "T" animations except for the one warning about FNIS being run from the wrong directory.
aljustineg Posted February 26, 2016 Posted February 26, 2016 for some reason the struggling animation wont just show up instead theyre just standing in in T form same as the covering animation i have already run fnis il try to reinstall it on my MO "T" animation is almost always a failure to have a clean FNIS run, you have to remember that in FNIS Warnings are actually fatal errors that result in "T" animations except for the one warning about FNIS being run from the wrong directory. i have already fix it turns out some of the overwrite folder i put on fnis add on (tk dodge and ultimate combat add patch) instead of fnis behavior
zep Posted February 26, 2016 Posted February 26, 2016 On tied up/knocked down npcs I can use the feed option even if I'm not a vampire. Is it a bug or a standard option?
Goubo Posted February 26, 2016 Author Posted February 26, 2016 So I wanted to try the BU mod with this, as I've never used BU before. I saw on the latest that the support was removed due to dependency... however can that dependent version still be uploaded so I could try it? Does anyone have a copy still? Thanks Reintegrated for 5.3.2 if everything works. Here's a patch for the support, it should be ok for people that don't have Break Undies now, if some of you that don't have BU could confirm that please. BU support 5.3.1.rar On tied up/knocked down npcs I can use the feed option even if I'm not a vampire. Is it a bug or a standard option? Oh you are right, thanks for letting me know, oversight indeed.
azmodan22 Posted February 26, 2016 Posted February 26, 2016 Had a play with this and came across two issues yesterday. I captured an NPC and baged her. Moved to stronghold, released her and prostituted her to someone. After the animation I bagged her again but from now on everytime I tried to release her (take her out of the bug) she was invisible. Is it HDP issue or from this mod? I have a custom follower with me and I also picked up Lydia. Lydia does try to rape NPCs but my custom follower doesnt. Now that I think about she did very rarely compared to Lydia. However, when Lydia rapes a male she does not assume the femalepossition but the male. I have enabled the "Female first" option everywhere expect the PlayerVictim options but it didn't change anything.
Goubo Posted February 26, 2016 Author Posted February 26, 2016 Yep there was a mistake for NPC vs NPC FemaleFirst option indeed, it is always considered false, will release an update for small mistakes like this asap.
Velekayl Posted February 26, 2016 Posted February 26, 2016 Yep there was a mistake for NPC vs NPC FemaleFirst option indeed, it is always considered false, will release an update for small mistakes like this asap. Oh great! That is good to hear! Thanks for letting us know! Can't wait for that update! You're the best Goubo!
Marcator Posted February 26, 2016 Posted February 26, 2016 Hello, i have a little problems : aggressive animation don't work. I only play some consensual animations. Someone know how to resolve this problem? I already tried to uninstall, reinstall, cleaning the mod
Chosen Clue Posted February 26, 2016 Posted February 26, 2016 Hey. I noticed that necro'ing creatures didn't have its own tag filter, and will play any creature animation even though the creature is dead. Will there be a separate filter for Creature Necro in the future? I'm asking especially because Funny added some necro animations where the PC is the assaulter. I also did some digging, and in the source for the necro, the tags should default to the normal CreatureTagPagg, according to this code: ... But when I set CreatureTagPagg to Necro only, it still plays other animations that don't include the Necro tag. I also noticed that when I shift-Click on the "Creature - Require all tags" button in the MCM, it only displays animations for non-creature animations only. Maybe SexLab doesn't recognize creature animations when looking for compatible tags? Are you sure you have the right creature animation with necro tag on them? Your last question - that's because I use the same function to open a list of animation, a human one, which is an oversight. Actually, looking at the code, it seems like there are two separate issues here. For the necrophilia function code, you didn't have a line that set the Anims for necro'ing creatures based off of the creature tag filter in the PC Aggressor section of the Animations. I have the code might work here, but I could be wrong because I can't compile it at the moment because I can't find the required psc from SKYUI, and i haven't messed too much with SL scripting . ... The second issue is with the function used to get the applicable animations to show up in the MCM menu. It doesn't account for creature animations. Because sexlab separates looking for creature animations and looking for non-creature animations, the function used in Defeat only is for PC/NPC on NPC animations. Stop touching my scripts I feel violated. And no, the script has no mistakes, if the array of Anims that is passed to SexLabScene function is none the function will try to find animations with the specified tags. I will make some tests with this. Yes, FunnyBiz's SLAL pack is installed and the animation for the creature animation I was using, the necro female troll one, was properly tagged with necro and in the defeat animation menu the required tag for Aggresive PC on Creature was set to Necro. And thanks for clarifying about passing Anims array. I honestly don't know how calling animations for SL work
Mart0206 Posted February 26, 2016 Posted February 26, 2016 I am still trying to figure out why animation don´t appear in SL Defeat using the tag system. After resetting animation registry and registrating every non SL Animation (ZaZ, EC+, SLAL Animations) i checked Defeat and they were all there in the default settings (Aggessive was the only tag) After configurating some animations under SL Animations they were all gone. I could find out, that the Defeat Tag systems seems to use only the animations which 1) have the keyword, of course 2) are enabled under SL Animations Will say, if i deactivate every agressive animation under SL Animation, and keep them all activate under SL Aggressive Animation, which i usually have to prevent for example mods like Lovers Comfort oder Radiant Prostitution from using those animations, Sexlab Defeat will found nothing anymore. Atm i have all of those activated, so SL Defeat are able to use them. Was this intended to be used this way? One more thing i could notice is that the Creature Tag Field is empty. If i do a Mouseclick on it, i got an instant CTD. SL Creature animations are registrated and activated. Also SL Defeat uses them, no problem. Only a click on the empty field, no matter if it is under NPC or PC or whatever, results in a CTD. Yes indeed it takes the main animation set, maybe I could add an option to tell it to check for aggressive animations only? hm I don't know yet how to achieve this though. Will check for those CTD, I think I know why. It´s not a "game-breaking" problem at all. The only thing is, that other mods, for example Lover Comfort or Radiant Prostitution will grab non-consual animations, too. The last version before 5.3 (should be 5.2.2) works that way. It always tooks just the animations i choose under SL Aggressive Animations. All of them were unchecked under normal SL Animations. Maybe that will help you a little.
ittybits Posted February 27, 2016 Posted February 27, 2016 Hello. I'm not sure if this has been covered already, but I really don't have time to go through 460 pages to try to find it. Basically, I am having an issue with my follower in this mod. When I tell him to rape a bandit I have forced into submission, he will gladly do so. But only by himself. If I choose the "rape with player" option, the bandit will stand up, the follower will do a single, brief twitch, then my PC will also do a brief twitch, then they just stand there. No rape happens. I am free to continue moving around, doing whatever, I never lose control of controls such as happens during a sex scene, but the subdued victim just stands there, staring blankly into the distance. I tried with NPC vs NPC both turned off and on, but it never works. I have had this same problem in both versions of Defeat I have tried, 5.2.2 and 5.3.1. I suppose I should mention that my follower is a "custom" follower, but he is very, very basic. He uses a default sandbox AI, and a vanilla voice type. His fighting style, armor, weapons, etc., everything on him is from vanilla settings, so he's an extremely basic follower. I'm not sure why he wouldn't be working, especially considering the solo rape works perfectly fine. Also, he works fine in multi-person sex scenes if I use a mod such as MatchMaker, so I know he definitely works in those situations. The scenes just aren't triggering properly from the "Rape with Player" option in the Defeat pop-up box (upon Shift + Action key [default G] on a target). Any help would be appreciated. Will check if this works and why sometimes it dosen't. Hey! Thanks for the quick reply. I will try with a vanilla, bethesda follower to see if it's all of them or just my custom guy. I've also run into another minor issue. After I first knock down an opponent, before I've done anything to them, if I choose the rape option, and then "proceed" when asked if I'm sure, a struggle bar will pop up. I assume this is a bar meant as an 'overpower' feature to subdue a struggling rape victim. The feature is very neat and interesting, if intended. However, I see no option in the MCM to configure this, or even disable it. I actually would prefer to not disable it, but it seems to have a small bug, as follows: Upon raping a freshly knocked down opponent (no other conditions applied yet [such as tied, trauma, etc.]), and successfully overpowering them via the struggle bar, my character will proceed to correctly rape them with a sexlab scene. The scene plays out as expected. Once the scene is over, the victim lays there in a trauma state and my character redresses, as expected, but my controls are not fully reset. I can move, ready/sheathe my weapons, jump, but I have no Activate ability (E key by default) whatsoever, and the Defeat Action key (default G) doesn't work either. I'm unable to open chests, gather resources, talk to NPCs, etc., or further interact with the rape victim. Anything requiring an "activation" just doesn't work. Upon moving my cross-hair over something that can usually be interacted with, such as a resource or NPC, it doesn't show their name or the usual on-screen text. It's as if the targeting and/or activation controls remain disabled. I have found that using "EnablePlayerControls (epc)" in the console will fix this issue, but it is somewhat inconvenient and breaks the flow of the game. If I first tie my victim, and then rape them, this problem does not occur. When a victim is first tied, it seems they do not have the option to struggle, as I get no bar to 'overpower' them, so the problem seems to be directly linked to the struggle circumstance when the NPC victim is attempting to resist my PC aggressor. Thanks! *Edit* Oh, and one last thing I thought of. When I used the masturbate function (hold Action key 1 second while sneaking, weapons sheathed), it caused my male character to play a female masturbation animation. *Edit 2* I went into the console and did some investigating after the "unable to activate" problem occurred. It turns out the "menu" controls remain disabled after the NPC victim tries to resist. Upon raping a freshly knocked-down opponent, the NPC tried to resist, as expected, the sex scene played, as expected, and I was left unable to activate anything, as I expected. I thought it was the "activate" controls that were remaining disabled, but I used "getplayercontrolsdisabled" in the console, and it showed that "activate" was actually enabled, and it was the "menu" controls that showed as disabled. Upon using "enableplayercontrols 1 1 1 1 1 1" in the console (the first 5 were already enabled, the sixth being the menu which was previously disabled), I was then able to activate things again, as normal. It appears that somewhere in your script the "menu" controls are not being re-enabled upon completion of a sex scene that was initiated by the PC overpowering a struggling NPC victim. *Edit 3* After figuring out the problem with the controls not being properly reset, I decided to start doing some troubleshooting on my initial problem, as well. Concerning my follower not being able to initiate a duo-rape with my PC: I checked the SexLab logs in the console, and it appears that it was trying to play aggressive animations only (as dictated by Defeat's animation settings for "Multiple - tags"). I had left the default required tag of "aggressive" for multiple aggressors settings, but did not have any animations in SexLab toggled in the "Aggressive" animations tab for situations including 3+ actors. It appears my problem of being unable to have my follower "Rape with Player" was oversight on my part, user error, improper settings. I apologize if you wasted your time looking into this. The other problem, of "menu" controls not being properly reset after the PC overpowers and rapes a newly knocked-down opponent, remains.
DiscipleDarkfriend Posted February 27, 2016 Posted February 27, 2016 Does anyone know if the conflicts with NPC knockout overhaul have been resolved? Or do I need to manually add something into Defeat's script?
telzey Posted February 27, 2016 Posted February 27, 2016 Sure about that? Wierd it shouldn't happen the check for satisfied state is present, iI had that kind of behavior with Disable teleport to target enabled though. As ittybits mentionned. disable teleport isn't enabled. they're walking.
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