saladboy21 Posted October 14, 2013 Posted October 14, 2013 Yea removing followers from the equation is not a full fix but helps.
OmegaMan1 Posted October 14, 2013 Posted October 14, 2013 Has anyone gotten a T pose from a draugr when trying to rape the PC with this mod in the missionary position? I ask because if I get raped by a Falmer it works fine and if I use a spell like matchmaker or the rapeme spell with the draugr it works. In my limited testing that is all I have so far.
Skyrimdude Posted October 14, 2013 Posted October 14, 2013 The new version works absolutely perfectly for me so far. However in the process of updating my sexlab mods I've run across an oddity. Now I've not tested all my characters for this yet but when my mage is in combat with bandits etc sometimes i'll be kiting round something waiting for magicka and blam ... mob deagro's. I can go and talk to them like they're friendly and everything. Makes it easy to slaughter them mercilessly but is kind of a bummer for immersion. Wondering if that could be anything regarding this mod? Clutching at straws for the cause!
Goubo Posted October 14, 2013 Author Posted October 14, 2013 I know someone probaly already said this but I have the problem with followers trying to rape a npc they just killed. Have to use cleanup after every fight. this is getting annoying real fast. other than that everything seems to be working ok for me. Keep up the great work. Really, Really apperciate all the hard work. fix incoming. Just wondered if someone has seen any step by step procs to get Defeat 4.0 running with Sexlab, FNIS Creature Pack, Beastiality anims along with the mesh/tex's referenced by the Beastiality mod. So far I tested the horse schlong mesh/tex without any new anims, and seems to work ok, albeit a bit large, and I expect atleast some of the others will work as well. If no one else has done this, I guess I'll go through them one at a time. Getting further into the Beastiality files, looking at bear for example, I noticed there was support for body swap, using multiple meshes. Has anyone implemented, and used these successfully with SL/Defeat in mind? Would love to end up with all the creature parts, but if this is being worked on by someone else, I may hold off. I am guessing that this is being tackled as I type. If you wan to have erec meshes you have to replace the vanilla one for now. I've seen other problem reports (involving other mods, and SL framework itself) relating to spectator crowds, so I think its lack of update is causing problems. May be best to do without it until it gets updated. Spectator crown could clearly cause problems whith gang-rape of the player. I've tried 4.0 a little bit now. Rapes seem to break Vilja's scripting when she is the victim (both 1.5 and the just-released 2.0). Vilja will either eternally flee, or will just stand there and react to nothing. Even resetting her doesn't seem to fix it. I've turn off companion victims for now... what a shame. Still, pretty cool mod otherwise. I do not use her but I'll take a look. Alright, I'm not sure if anybody has reported this already but here it goes. When I abduct somebody, the NPC disappears along with the body bag. I can't find the body bag in my inventory and so I press 0 to check and it says NOBODY is in my bag. I tried pressing E on the cell door to activate it just in case it was a glitch but nothing happened. Another empty body bag had spawned where it's supposed to so now I'm stuck and can't do anything. Also I agree with that guy who said you should make an option that allows us to enter the cell to "Make use" of our prisoners. The victim disappear and the bag is not on your back? I'll make the empty bag not unique, it's problematic. The new version works absolutely perfectly for me so far. However in the process of updating my sexlab mods I've run across an oddity. Now I've not tested all my characters for this yet but when my mage is in combat with bandits etc sometimes i'll be kiting round something waiting for magicka and blam ... mob deagro's. I can go and talk to them like they're friendly and everything. Makes it easy to slaughter them mercilessly but is kind of a bummer for immersion. Wondering if that could be anything regarding this mod? Clutching at straws for the cause! Hostiles are friendly only when you are knocked down, try a clean up to see if they restart the fight and open the console, click on them and type "GetAv aggression" to see if they're still have more than 0 aggression. Seems the "Assault Attempt" feature/bug/whatever-it-is-in-its-current-form took it up a notch in my case. In addition to the "trigger on corpses" case, all of a sudden, "Assault Attempt OR Talk" prompt started popping up when trying to talk to Serana, who's my active follower. Okay, that's annoying, and I have a short fuse - went and disabled the mod through the MCM. Sometime later I make a save, screw up (which was the reason I made that save), reload that save...the prompt from before is back, 'cept MCM shows "Mod disabled" (since I did disable the mod BEFORE saving). Re-enabling and disabling the mod again removes the prompt....until the next save/load sequence. Couple things I thought I'd note: 1. Serana was just running around with me when I encountered this bug - it triggers even though she's at full health, isn't in battle etc. Because of the Dawnguard quest, I cant get rid of her yet to see if it's her or ANY follower, but I confirmed it to NOT happen with other NPCs. 2. After loading the aforementioned save, the "trigger on corpse" bug is re-enabled as well, making it at least two "bad scenarios" re-activating despite the "mod disabled" setting in MCM. Assault attempt on corpse is fixed next version, not a bug just an oversight. Do you have your weapon drawn when talking to Serana? I'll will put a check for teammate anyway. You can disable this feature if you don't use it btw, it's called "Activate system" in player/companion aggressor. And if anyone wondering why the mod is smaller than previous versions it's because I do not use meshes from Zaz any more, it's as simple as that. Oh and, the uninstall function break the player victim part of the mod, do not use it for now, I'm sorry about that. The next version will fix this.
mekie Posted October 14, 2013 Posted October 14, 2013 NPCs doesnt start raping after knocking me down, they just strip me and wait. I can't move, they don't move. Nothing happens. Help please!Edit: Submit mod isn't working either.
icicic Posted October 14, 2013 Posted October 14, 2013 Is it possible to provide the scripts unpacked for community contribution?
CGi Posted October 14, 2013 Posted October 14, 2013 i think, they are packed into the BSA for user friendlyness, especially when it comes to updating this mod. Loose scripts tends to produce posts with error reports, based on not removed old scripts.So everyone who knows how to script, will know how to unpack the BSA, to get the script sources.
Caturday Posted October 14, 2013 Posted October 14, 2013 Not sure if reported already, but creatures tend to hit me yet another time while my chars already subdued, killing my character in the process before anything "intimate" can start.
Goubo Posted October 14, 2013 Author Posted October 14, 2013 i think, they are packed into the BSA for user friendlyness, especially when it comes to updating this mod. Loose scripts tends to produce posts with error reports, based on not removed old scripts. So everyone who knows how to script, will know how to unpack the BSA, to get the script sources. Exactly. Not sure if reported already, but creatures tend to hit me yet another time while my chars already subdued, killing my character in the process before anything "intimate" can start. Yep, in fact the first hit undress you, the second knock you down, I've deleted this transition. But I'm thinking about integrate ideas around nakedness somewhere. Gonna release 4.1 in few hours.
CGi Posted October 14, 2013 Posted October 14, 2013 Wow. This is my lucky month.First: i said something that's correct.Second: X:Rebirth will be released on the 15th of November and video footage of tests look really promissing.Third: ATi announced the R9 290X around the release date of X:R. Fourth: i'll finally have some time to play Skyrim again, somewhere next week.Fifth: A new version of all my favorite mods are out and one of those is Defeat, which will receive a new update in a few hours.The only thing that i'm missing now, is a big red marker, to mark this day in my calendar.
BushJr Posted October 14, 2013 Posted October 14, 2013 And I can not survive the "defeat" . In 3.2 it was difficult, but now it is impossible, the enemies always stand up quickly if Ragdoll is enabled and anyway hit firs (if off - not help to). And if you use TIM then they just start "action" again, even animals.
KGRam Posted October 14, 2013 Posted October 14, 2013 Thanks for all your hard work! Hangin' 10 for all the tweaks to appear, but so far, looks pretty damn cool. Your creative mod, and Ashal's framework, along with contributions from the many technical experts, such as graphic artists, persistent animators, bithead scripting experts, and the many others that work behind the veil, have all put some final ectasy into Skyrim. A truly graphical delight in the making. Very much appreciated.
Nomad108 Posted October 14, 2013 Posted October 14, 2013 This is a great update! I was surprised to see necrophilia included! I haven't committed necrophilia since... er, umm, I mean... Can I have a do-over? This is a great update! I was surprised to see necrophilia included! Only problem is that after committing necrophilia, I have to "ENABLEPLAYERCONTROLS" to be able to move again. Also, I still have a problem with my companions becoming struck when they try to rape someone who then gets killed before the action can start. They just hang out with the corpse forever. Other than that, everything is great! I'm really impressed with all the new features. Thanks!!!
sammythesquirrel Posted October 14, 2013 Posted October 14, 2013 And I can not survive the "defeat" . In 3.2 it was difficult, but now it is impossible, the enemies always stand up quickly if Ragdoll is enabled and anyway hit firs (if off - not help to). And if you use TIM then they just start "action" again, even animals. the mod is called defeated........
unpronounceable Posted October 14, 2013 Posted October 14, 2013 Is everyone using models from this thread? http://www.loverslab.com/topic/20589-bestiality-animations-pack/ I've been noticing problems with the game not using the erect models or having invisible penises on giants. You have to manually replace the models by removing the "_naked" from each of the nif files. However this means that all creatures will have hard-ons all the time. There is currently no way around this. I ended up doing that, but it only gave one of the giants a visible penis. There are two giant models. The ones with more clothing don't get a penis, for whatever reason.
azmodan22 Posted October 14, 2013 Posted October 14, 2013 The assault dialogue does not appear only on followers or corpses. It also appears on "temporar" followers too. (if they are temporarily added to the follower faction I can unserstand it. It gives me the impresion that there is some kind of a timer after a fight ends that this prompt will be shown. after a fight ends, if I talk to my my follower I get the Assault Attempt prompt. as well as when I try to loot bodies. After a while the prompt dissapears and everything is normal.
Regcod Posted October 14, 2013 Posted October 14, 2013 IF could be of interest to someone, I've installed sexlab 1.22 with estrus 3.0, zaz 5.40 and at last defeat 4.0. At the end, all worked fine but after starting a new game, I had to use 'clean' button ON sexlab MCM, register Estrus by his control panel and also Zaz. Then, after a 'cleanup' from Defeat menu all started to work a bit. Sometime the Defeat mod don't trigger yet, but on the 50% of case work. The problem happen several time, because the NPC aggressor look like too far to 'act'.
azmodan22 Posted October 14, 2013 Posted October 14, 2013 A big distance between the aggresor and the victim might prevent the animation from starting. This is the case with dragons as well. On a second note, many script based mods do not work very well if you start a new game with them enabled. I know that it can be a hasle to remove them, start a new game, and re-install them (I leave them on too) but if they do not work you can't really blame the mod at that point. You must make a clean save and re-install them.... Then you can blame the mod
Sivi Posted October 14, 2013 Posted October 14, 2013 does a German translation already exist to the new version? I have translated this version, but I have some problems with the english words and I don`t know, what it mean. Took a bit longer as expected, because my Skyrim crashed a few times while i was double checking a few things. it doesn't like rapid closing and opening I'd wager :3 I may have overlooked some stuff and it may not fit into the ingame Boxes though. if someone tells me how to test it, I could give it a final checkup. There are 3 lines I could not translate yet: $Desc_HKinfo $Desc_HKinfo2 $Desc_HKinfo3 They seem to be a bit messed up in your file and I do not have the original at hand. Can someone tell me where to get it? A Search did not yield any results :/ Du mußt die *.bsa z. B. mit dem BSA Browser entpacken aber hier ist die originale englische Datei: You must unpack the *.bsa-file with the BSA Browser or another tool. Thanks, I didn't know that! Alrighty then, I think i'm done. I uploaded the translated and packed files I got rid of any mistakes, except one: the message you get for clicking on the "Deinstall" button. It always shows the english version, though even then it has a "$" at the front. Speaking of which. After translating and packing it, I was confused for a second, as i couldn't see any changes. That's when I facepalmed as i never did before, when I realised that I got the english version of skyrim. I did restore the original Filenames for the final version though. Try it and see if it works. EDIT: It's outdated, so I removed it.
Dee383 Posted October 14, 2013 Posted October 14, 2013 I Just Tryed The Necrophilia Option And The Act Performed Perfectly But Afterward I Couldnt Move And I Had No Hud And I Couldnt Open The Inventory .......
azmodan22 Posted October 14, 2013 Posted October 14, 2013 opening the inventory was the least of your problems When this happens try the console command "epc" or a clean up in the MCM menu
chisume Posted October 14, 2013 Posted October 14, 2013 I have problem ! something wrong with me.. It's sample >>>> the bandit make me naked and strip my weapon after that he not do anything with me. he's still Laugh so long time. I can't do anything too! >>> Hold-press "G" Keypad gonna to make some choice ? >>> it's won't work... please someone help me! I think mod defeat 3.2 is better...
azmodan22 Posted October 14, 2013 Posted October 14, 2013 Did you tell him something funny? ---Do the animations fail to start only with Defeat 4 or with all Sexlab Plugins (test with Matchmaker). If they fail will matchmaker too then you have not installed the animations correctly. ---In the Sexlab MCM menu make sure that "Restrict Aggresive Animations" is NOT checked. (I am not sure Defeat uses that though) ---In Defeat MCM menu press the button Clean Up, wait a while and try again. ---Clean save and re-install always succeds where everything else has failed
Alduing Posted October 14, 2013 Posted October 14, 2013 For your first player home the hideout is pretty sweet, it's got everything, even auto-sorters. My own experience thus far with possible bugs are that 2 of the auto-sorter shelves appear to be in French, and I accidentally spawned the hideout trapdoor, inside the hideout and then was unable to leave until I coc'd out. This mod rocketed to the next level with version 4.0, keep up the awesome work.
Goubo Posted October 14, 2013 Author Posted October 14, 2013 It seems that if the animation is not ticked in MCM SexLab it will not start the animation in my mod even though I've set it to forced, I've asked Ashal about this. So, if the animation do not start, check on your side if you have all the requirements and the right settings for the framework, I can't do it for you. thank you... Typically, Chisume, your problem lies probably there. Hopefully for the next version I've included a check for the script to not be stuck if the animation does not start, it should work perfectly. For your first player home the hideout is pretty sweet, it's got everything, even auto-sorters. My own experience thus far with possible bugs are that 2 of the auto-sorter shelves appear to be in French, and I accidentally spawned the hideout trapdoor, inside the hideout and then was unable to leave until I coc'd out. This mod rocketed to the next level with version 4.0, keep up the awesome work. Thanks, indeed there is a check missing for spawning the trapdoor in the hideout itself, not a big deal though. I Just Tryed The Necrophilia Option And The Act Performed Perfectly But Afterward I Couldnt Move And I Had No Hud And I Couldnt Open The Inventory ....... Did you download the first day I released? I've uploaded a version with this fixed the day after.
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