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Posted

i'm having issues with ash spawn and netches... both never knock me down, and i can surrender to them, but they always let me go? very confusing.

 

here's my papyrus log :(

 

looks like we've got a same problem ) + same problem with Seekers.

Posted

 

 

I bagged the thief (vanilla encounter) who tries to rob a player. But after the release from bag she was goner. Hope we can make those thieves not disappear and able to bag them for gold like regular bandits.

 

I the thief is coded to be deleted when unloaded it's going to be complicated.

So far I was unable to determine why some NPC disappear like that, is someone has infos about it let me know.

 

I already have this problem from v5.01, at that time I think it's because i use a lot of script mods that it makes my victim disappear when unloaded. but in a cave the victim can be unloaded without any problem

Before you put it (the thief or the victim) in  the sack, open console and click on him, then put him in the sack then when unloaded and he disappear just open console and type    moveto player      ( be sure not to click on anything else when in console)

 

 

 

 

Do the seekers hit your characters before you surrender?

Do the seekers just left or wander around after you surrender/knocked down?

or Do you set tags for Creature in player as victim?

 

no reaction at all( no knocked down) 

Another creatures works fine.

 

This problem appeared a long time ago

 

Do you use MNC (More Nasty Critters)? if yes try to use re-register all mods in creature framework, if not tell me what you use to trigger creature sex

 

Quick question, since I'm not sure I found an answer so far.

 

Latest version, aggressor, sneak from behind, choke, victim on ground hit key for options.

 

Choosing "rape".

 

I go into a struggling animation my character on top, and the struggle bar appears.

 

Ok, so far so good.

 

Is there a trick to it? Because I neveer manage to get the bar above 50% full withing the time limit, no matter the victim or the level I am at.

I assume you don't change any settings, when the struggle bar appears rapidly press A and D (fastly, you only have 5 seconds), if you have changed it without knowing try pressing left and right mouse button rapidly
This always works for me

 

 

Posted

 

Do you use MNC (More Nasty Critters)? if yes try to use re-register all mods in creature framework, if not tell me what you use to trigger creature sex

 

Yes, MNC works fine. Aroused Creatures and Sexlab debug spell can trigger sex with Seekers.

Post below have a same problem

 

i'm having issues with ash spawn and netches... both never knock me down, and i can surrender to them, but they always let me go? very confusing.

+ Seekers

 

p.s. Sorry for my English.

Posted
 

 

 

Do you use MNC (More Nasty Critters)? if yes try to use re-register all mods in creature framework, if not tell me what you use to trigger creature sex

 

Yes, MNC works fine. Aroused Creatures and Sexlab debug spell can trigger sex with Seekers.

Post below have a same problem

 

i'm having issues with ash spawn and netches... both never knock me down, and i can surrender to them, but they always let me go? very confusing.

+ Seekers

 

p.s. Sorry for my English.

 

Ugh, I have this issue a long time ago due to triggering a lot of creature sex (over maybe) thru Defeat, and after that wolf and dogs won't even detect me as enemy even if i hit them until death, somehow i fixed it (kinda forget how)

 

 

Let's see, have you tried to uninstall the MNC or SL Defeat and re-install it?

 

Posted

Ugh, I have this issue a long time ago due to triggering a lot of creature sex (over maybe) thru Defeat, and after that wolf and dogs won't even detect me as enemy even if i hit them until death, somehow i fixed it (kinda forget how)

 

 

 

Let's see, have you tried to uninstall the MNC or SL Defeat and re-install it?

 

 

re-install will not help)) I'm already done it) starting a new game didn't help too)) i have this problem about 1 year...maybe more)) 

Posted

Yea I will mirror the issue with ash spawns and netches, never had them work with Defeat before. I thought it was all of DB DLC but Rieklings seems to work. I haven't test enough with lurker and seeker.

Posted

So anyone else getting a Solitaire theme download whenever you try to install this or DD??? I got no clue what's wrong

 

right click the file and let 7zip extract it to a folder. 

right click the folder and make a new archive.

delete solitaire archive and the new folder, your new archive will work fine.

Posted

Hey, just playing with the new version and must say working well.  With Leitos new giant animations... much fun :P

 

Was wondering if a toggle could be put in (or if someone knows a work around) to flip the F sex to M for NPCs for sex tag checking?

 

Problem is if I use the animation tags and have them set to ALL true to filter my animations, many get discarded if the sexes don't match up.  As it seems the character Sexes always get passed regardless to your choices (which makes sense, but a problem).

  For example if there is 3 bandits, MMF, then any MMM(F)  ((F) = player char) animation won't play as there's no exact match.  MMFF <> MMMF.  Annoying as there's more M animations than F.

 

Thanks.

Posted

 

Quick question, since I'm not sure I found an answer so far.

 

Latest version, aggressor, sneak from behind, choke, victim on ground hit key for options.

 

Choosing "rape".

 

I go into a struggling animation my character on top, and the struggle bar appears.

 

Ok, so far so good.

 

Is there a trick to it? Because I neveer manage to get the bar above 50% full withing the time limit, no matter the victim or the level I am at.

I assume you don't change any settings, when the struggle bar appears rapidly press A and D (fastly, you only have 5 seconds), if you have changed it without knowing try pressing left and right mouse button rapidly

This always works for me

 

 

 

I know how to use the struggle bar. That is not the problem.

The problem is that there is no way I cna get it over 50% before time runs out.

 

And to do that I must even beset to go the instant it appears and starts alternating button furiously.

 

So I'm asking again. Is there a trick to it or a way to change its difficulty?

 

Posted

Hey, just playing with the new version and must say working well.  With Leitos new giant animations... much fun :P

 

Was wondering if a toggle could be put in (or if someone knows a work around) to flip the F sex to M for NPCs for sex tag checking?

 

Problem is if I use the animation tags and have them set to ALL true to filter my animations, many get discarded if the sexes don't match up.  As it seems the character Sexes always get passed regardless to your choices (which makes sense, but a problem).

  For example if there is 3 bandits, MMF, then any MMM(F)  ((F) = player char) animation won't play as there's no exact match.  MMFF <> MMMF.  Annoying as there's more M animations than F.

 

Thanks.

 

Agree and have a similar problem: Playing female character and beeing beaten by female bandit, it's always playing lesbian animations which are all consensual. I've tried with deactivating the button "all tags required", but lesbian are still the only anims i can choose. I'd prefer aggressive and let the bandit use a strapon instead.

Also: I couldn't find a way to remove tags, not the default lesbian and not the aggressive i added, restore default button didn't work. Some less strict rules or an option in MCM to handle female aggressors as males (if neccessary) and let sexlab add a strapon.

 

Beside that, great work! didn't try very much, but everything else seems to work very smooth and fine, all problems i had wth former versions seems to be gone :)  :heart:

Posted
I'm gonna add a difficulty slider for the struggle for Player as aggressor as well as an option to disable the struggle on knocked down victims.
 

About creature problems, it's most likely because of the new creature filter, try to use Reconfigure option in MCM in general settings and see if it works then.

 

Edit: Nevermind I found the problem, Dragonborn DLC creatures doesn't have the ActorTypeCreature keyword which should be logically the case, and it's inconsistent as fuck with this DLC, Ash hoppers and boar have the keyword ActorTypeAnimal AND ActorTypeCreature but the netches only have the ActorTypeAnimal, sure they clearly are not creatures... nice Bethesda.
 
It was also blocking dwarven creatures that only have ActorTypeDwarven keyword such as ash spawns and dwarven spiders/centurions for the same reason... also daedra such as seekers.
 
Anyway fixed next version. :)
 

 

Agree and have a similar problem: Playing female character and beeing beaten by female bandit, it's always playing lesbian animations which are all consensual. I've tried with deactivating the button "all tags required", but lesbian are still the only anims i can choose. I'd prefer aggressive and let the bandit use a strapon instead.

Also: I couldn't find a way to remove tags, not the default lesbian and not the aggressive i added, restore default button didn't work. Some less strict rules or an option in MCM to handle female aggressors as males (if neccessary) and let sexlab add a strapon.

 

Beside that, great work! didn't try very much, but everything else seems to work very smooth and fine, all problems i had wth former versions seems to be gone :)  :heart:

 

Player as victim -> Female/Female you set it to only an "Aggressive" tag (all tag required and female first shouldn't matter in this case)  and it plays strapon aggressive animations just fine.

To remove the tags mouse over the option you want then press the default MCM button (see bottom left corner of your screen)

 

Hey, just playing with the new version and must say working well.  With Leitos new giant animations... much fun :P

 

Was wondering if a toggle could be put in (or if someone knows a work around) to flip the F sex to M for NPCs for sex tag checking?

 

Problem is if I use the animation tags and have them set to ALL true to filter my animations, many get discarded if the sexes don't match up.  As it seems the character Sexes always get passed regardless to your choices (which makes sense, but a problem).

  For example if there is 3 bandits, MMF, then any MMM(F)  ((F) = player char) animation won't play as there's no exact match.  MMFF <> MMMF.  Annoying as there's more M animations than F.

 

Thanks.

Yeah well I can't really do much about it, it will use the gender tag no matter what, I can't change the system, more FFMM tagged animation need to be created I'm afraid. :P

 

So anyone else getting a Solitaire theme download whenever you try to install this or DD??? I got no clue what's wrong

Try with another browser.

Posted

About creature problems, it's most likely because of the new creature filter, try to use Reconfigure option in MCM in general settings and see if it works then.

 

 

Hey, just playing with the new version and must say working well.  With Leitos new giant animations... much fun :P

 

Was wondering if a toggle could be put in (or if someone knows a work around) to flip the F sex to M for NPCs for sex tag checking?

 

Problem is if I use the animation tags and have them set to ALL true to filter my animations, many get discarded if the sexes don't match up.  As it seems the character Sexes always get passed regardless to your choices (which makes sense, but a problem).

  For example if there is 3 bandits, MMF, then any MMM(F)  ((F) = player char) animation won't play as there's no exact match.  MMFF <> MMMF.  Annoying as there's more M animations than F.

 

Thanks.

Yeah well I can't really do much about it, it will use the gender tag no matter what, I can't change the system, more FFMM tagged animation need to be created I'm afraid. :P

 

 

 I'm not 100% sure, but i think it was possible to get a MMFF animation with earlier versions, just with one female using a strapon.

Posted

Is it possible to implement this feature:

 

If player don't have weapon equiped or weapon drawn - enemies will come at close combat range and trigger knockdown event instead of attack.

So it will be more immersive for players\npc with equiped armbringer.

Also it will be usefull for suddenly attacks if player not noticed enemies or one of the mobs spawn them and player not ready for fight.

Or if player use mod like D.Helpless and got disarmed by DD event or got dropped weapon by CursedLoot unblocked attack event.

Posted

 

I'm gonna add a difficulty slider for the struggle for Player as aggressor as well as an option to disable the struggle on knocked down victims.

 

 

Don't get me wrong, I think the struggle bar is a brilliant idea and I really like it. It is just that so far it is impossible to actually get it to more than 50%.

 

A difficulty setting would definately be welcome. Is the rate it can be filled tied to any skills?

Posted

 

Edit: Nevermind I found the problem, Dragonborn DLC creatures doesn't have the ActorTypeCreature keyword which should be logically the case, and it's inconsistent as fuck with this DLC, Ash hoppers and boar have the keyword ActorTypeAnimal AND ActorTypeCreature but the netches only have the ActorTypeAnimal, sure they clearly are not creatures... nice Bethesda.
 
It was also blocking dwarven creatures that only have ActorTypeDwarven keyword such as ash spawns and dwarven spiders/centurions for the same reason... also daedra such as seekers.
 
Anyway fixed next version. :)

So the problem in Defeat? Doh, i spend 4 hours for looking through SexLab and MNC scripts)))) i'm waiting for the next update))))

Posted

Playing the latest Defeat of 5.3.1, the assaulted npc's redress after the sex scene even though I have the appropriate victims redress turned off in the sexlab MCM, and I have stripped their entire inventory. When I try to rob their chest armor piece, it works, but when i strip the footwear or vice versa they reequip their preveiously robbed piece even though it is not in the inventory. With repeat robs and rapes, it creates duplicate equipment

 

Papyrus.0.log

Posted

 

About creature problems, it's most likely because of the new creature filter, try to use Reconfigure option in MCM in general settings and see if it works then.

 

 

Hey, just playing with the new version and must say working well.  With Leitos new giant animations... much fun :P

 

Was wondering if a toggle could be put in (or if someone knows a work around) to flip the F sex to M for NPCs for sex tag checking?

 

Problem is if I use the animation tags and have them set to ALL true to filter my animations, many get discarded if the sexes don't match up.  As it seems the character Sexes always get passed regardless to your choices (which makes sense, but a problem).

  For example if there is 3 bandits, MMF, then any MMM(F)  ((F) = player char) animation won't play as there's no exact match.  MMFF <> MMMF.  Annoying as there's more M animations than F.

 

Thanks.

Yeah well I can't really do much about it, it will use the gender tag no matter what, I can't change the system, more FFMM tagged animation need to be created I'm afraid. :P

 

 

 I'm not 100% sure, but i think it was possible to get a MMFF animation with earlier versions, just with one female using a strapon.

 

 

That's correct, due to the new filter options.  For MULTIPLE (single F/F works fine with tag filters) encounters you just can't run the ALL tags.  Older version didn't have that filter, so the animations never got excluded based on sex.  So 1/1 should work fine with tags and with the ALL option.  Under Multiple, you'll have to remove the use ALL tags option.  I can get FFFF using MMMF animations with defeat, I just can't use the filters while doing so.

btw, if you like more fems in your bandits.  Fiminized Level Lists mod (all bandits etc. are nasty nasty women :P ).

 

It's weird that SL checks sexes for 2+vs1 animations, but not 1vs1.

 

 

@ Guobo, just to clarify.  As a programmer was thinking the BFAI (brute force and ignorance :) ) way of lying to sexlab and passing it incorrect sexes.  So even though SL always needs sexes information, you just switch them around as you want before sending to get around the issue.  So the MCM toggle would just flip F to M before sending.

 

That is if it's possible, I don't know if you pass SL the info, or if SL just grabs it from the game.  Was thinking you might be passing them as I saw it in the console.  If not possible or too problematic, cool.  I can get similar results with manually disabling animations directly, just a bit of a pita. 

With Funnybizness and Leito's new animations, don't want the old ones showing up.

Thanks  :)

 

Posted

It's not because of SexLab but my function for validating NPCs for multiple animation will check for gender tag, I can add an option to validate by number of actor if you want, it should then play any 4p animation no matter the genders.

 

Not related, when you black out, is the screen completely black? Maybe for ENB users it's not?

 

Playing the latest Defeat of 5.3.1, the assaulted npc's redress after the sex scene even though I have the appropriate victims redress turned off in the sexlab MCM, and I have stripped their entire inventory. When I try to rob their chest armor piece, it works, but when i strip the footwear or vice versa they reequip their preveiously robbed piece even though it is not in the inventory. With repeat robs and rapes, it creates duplicate equipment

 

Say hello to the marvelous outfit system of Skyrim, maybe I can fix this by saving the outfit then removing it on body slot robbing, the NPC would restore his outfit after a state, hm will see.

 

 

So the problem in Defeat? Doh, i spend 4 hours for looking through SexLab and MNC scripts)))) i'm waiting for the next update))))

 

Lol, sorry dude.

 

Goubo, what are the settings you recommend to have DA and Defeat work together?

Depend how you want to use it, the two knockdown mechanics can still enter in conflict in triggered at the same time, you can choose to disable entierly the knock down ways of Defeat and let DA start a Defeat scene on player's bleedout. (Defeat needs to be enabled in DA's MCM "OnBleedout Event Settings")

 

- Defeat scene and post assault events can be started through DA you'll have to set the probabilities directly in its MCM.

- DA post assault event can start through Defeat and has the priority over the other events.

 

DA knockdown > Defeat scene > DA post assault

Defeat knockdown > Defeat scene > DA post assault

 

The other aspect is the followers, it shouldn't enter in conflict but if your goal is to always start Defeat through DA you should disable the Follower handling of DA.

And if you want to use DA's post assault event just put the slider Death Alternative at 100% in Defeat post assault.

 

Posted

Hi, great work on the mod.

Maybe you can give me some tips on how to fix companions not getting assaulted after they are knocked down?

I have set up companion treshold for knockdowns and it works fine, they get knocked down. I have also have checked, that companions can be assaulted and that enemies always will assault them when knocked down. I have disabled the option, that scene will be interrupted if assaulter is attacked. But the scene doesn't trigger and they just go to knock down my next companion until im the only one left.

Surrender works fine, companions surrender too and get all the love they can take.

 

Was it changed intentionally? Didn't find anything in the change notes. Tried to read through last few pages here, but damn thats one massive spam :s

Posted

...

Playing the latest Defeat of 5.3.1, the assaulted npc's redress after the sex scene even though I have the appropriate victims redress turned off in the sexlab MCM, and I have stripped their entire inventory. When I try to rob their chest armor piece, it works, but when i strip the footwear or vice versa they reequip their preveiously robbed piece even though it is not in the inventory. With repeat robs and rapes, it creates duplicate equipment

Say hello to the marvelous outfit system of Skyrim, maybe I can fix this by saving the outfit then removing it on body slot robbing, the NPC would restore his outfit after a state, hm will see.

 ...

 

Save the current outfit for that actor then set them to an "empty" outfit so if the game decides to re-apply their outfit nothing is allpied.

 

I have also been told (haven't tried it myself yet) that you can create an empty leveled list and put that as the only item in an outfit, then you can add/remove items from the leveled list (as level 1 items) to create a fully customizable outfit since there are no script calls for adding or removing items from an outfit directly.

Posted

 

...

Playing the latest Defeat of 5.3.1, the assaulted npc's redress after the sex scene even though I have the appropriate victims redress turned off in the sexlab MCM, and I have stripped their entire inventory. When I try to rob their chest armor piece, it works, but when i strip the footwear or vice versa they reequip their preveiously robbed piece even though it is not in the inventory. With repeat robs and rapes, it creates duplicate equipment

Say hello to the marvelous outfit system of Skyrim, maybe I can fix this by saving the outfit then removing it on body slot robbing, the NPC would restore his outfit after a state, hm will see.

 ...

 

Save the current outfit for that actor then set them to an "empty" outfit so if the game decides to re-apply their outfit nothing is allpied.

 

I have also been told (haven't tried it myself yet) that you can create an empty leveled list and put that as the only item in an outfit, then you can add/remove items from the leveled list (as level 1 items) to create a fully customizable outfit since there are no script calls for adding or removing items from an outfit directly.

 

How do you save the current outfit for the actor. Been looking through the defeat menu and nothing of interest seems to show up

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