Jump to content

Recommended Posts

Posted

I need some help with this mods settings please.

 

I need to know what to set if it's possible so that my npc is not gang raped by the entire populace of an area or dungeon? Seems that all wildlife and bandits even over 200 meters away come to participate.

 

I would like to limit to just one scene if possible and can escape easily enough without a chain reaction of sex scenes stacking on one another. How would I do this please. If you can screeny the settings please do?

 

 

Kind Regards

Posted

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

Posted

I'm not sure if it's my settings, or the mod, but I have some issues with it so far. 

 

The death-proof alternative doesn't seem to work at all, Sometimes I get the on one knee/knocked out thing, and then my game auto-loads the last save.

 

And using the default "knock out" option works only if set to a very high health threshold, although I play on legendary with combat mods, so everything can one shot me very very easily and that may be the issue here?

 

Lastly, when it does (rarely) work as it should and I get knocked out, once the scenes start my follower (who is set to be knocked out if I am) "witnesses" the event and starts attacking, breaking the whole thing. If I turn off the "witness" option, a bunch of animals run out of the woods and start being fought by the aggressors.

Posted

I'm quite happy using Death Alternative for bleedout, so I've not activated or tested out the new essential feature. Though with this new update I've had some issues when attempting to use the mod as usual;

 

On some occasions, usually after an initial assault, when my Character is knocked down by the same npcs (forsworn in this case) despite enough time elapsing for them to to start a new scene, they don't initiate the scene like they should do, instead they just stand around while my Character attempts to get up.

 

On the occasions when a scene is properly triggered, when it's finished, rather than usual instance of sitting on the ground and attempting to get up, or falling unconscious and triggering a death alternative scene. The PC just immediately gets up and is immediately attacked.

 

Is anyone else having similar issues?

Posted

Can you use surrender on a dragon?  I've tried using the submit key with the modifier to surrender but it flies away.

Posted

Anyone know how to remove an NPC from the faction Defeat puts them into when you rape them with animosity turned on.  I seem to have made Irileth insanely mad. I have tried resetting her AI and disabling her and spawning a new one.

 

Any help appreciated trying to advance the main quest line and she just keeps attacking.

 

Posted

Can you use surrender on a dragon?  I've tried using the submit key with the modifier to surrender but it flies away.

no one cant. say that #uoy cant surrended to this target#

Posted

this mod works good but the men seem to be limp? lol Is there a fix or a mod that makes the men hard because thats the only thing wrong with mine? I use Better males beautiful nudes is that why the men are limp? lol

Two choices, get the Erect version of your Better Males mod and find where ever the instructions for setting up a "Nude Suit" with the Sexlab Framework got lost to or switch to the active penis mods "Schlongs Of Skyrim" (SOS) or "Shape Atlas for Men" (SAM). Both of those have a system where the penis goes from flaccid to erect in a realistic fashion.

 

The SOS mod can be found here on Lovers Lab (outdated version on Nexus, highly NOT recommended).

 

Oh, and welcome to Lovers Lab. Lots of pretty interesting Adult mods here.

Posted

Any  way to reduce the range? Getting knocked out in the forest, I attract 4 moose, 2 bunnies, 1 fox, 4 bandits, and 2 guards... what?

Posted

Anyway of adding Death alternatives outcomes to the mod. I know i can use both together but its just way to heavy on scriptwise on my system and i like this mod way more :)

 

Posted

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

This is a bug Ive never been able to fix because I simply don't know why they are doing this, probably a vanilla behavior bug...

 

Working pretty good, but when I hand over my captives to guards, why do they keep thinking that female handovers are male when assessing the market price? 

Some bandits (and probably other generic npcs) are treated like males but they are not, can't do much about it, vanilla problem.

Posted

I can not surrender to the animal. And defeat not see a menu with animal races in the options victim

 

I had this problem and this solved it:

activate SexLab/Rebuild & Clean/Reset Animation Registry

activate Defeat/General Settings/Reconfigure

 

Not too sure if resetting the animation registry is really needed but after both these steps the creatures were in the options victim menu.

 

Posted

...

Working pretty good, but when I hand over my captives to guards, why do they keep thinking that female handovers are male when assessing the market price?

Some bandits (and probably other generic npcs) are treated like males but they are not, can't do much about it, vanilla problem.

 

Sorry, it's a scripting bug. There are several places where you are using GetActorBase instead of GetLeveledActorBase which means you are getting the unmodified base actor fields (always the default "male") instead of the modified or "leveled" fields from the leveled list used to decide which actor would actually be used.

 

Fix those calls (in DefeatConfig.psc) and you will properly detect the sex of those bandits.

 

I had the exact same situation handling defeated NPCs from leveled lists long ago in the SexAddicts mod so I knew exactly what to look for.

Posted

 

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

This is a bug Ive never been able to fix because I simply don't know why they are doing this, probably a vanilla behavior bug...

 

 

 

I think this is an agression thing. check hunters and you will see what agrression they are having since are normally the only npc's that will have generic aggression towards animals like chicken/ rabits / deer etc.. 

Posted

 

I can not surrender to the animal. And defeat not see a menu with animal races in the options victim

 

I had this problem and this solved it:

activate SexLab/Rebuild & Clean/Reset Animation Registry

activate Defeat/General Settings/Reconfigure

 

Not too sure if resetting the animation registry is really needed but after both these steps the creatures were in the options victim menu.

 

 

thz for help

 

I can not surrender to the animal. And defeat not see a menu with animal races in the options victim

 

I had this problem and this solved it:

activate SexLab/Rebuild & Clean/Reset Animation Registry

activate Defeat/General Settings/Reconfigure

 

Not too sure if resetting the animation registry is really needed but after both these steps the creatures were in the options victim menu.

 

 

thz for help

Posted

 

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

This is a bug Ive never been able to fix because I simply don't know why they are doing this, probably a vanilla behavior bug...

 

Working pretty good, but when I hand over my captives to guards, why do they keep thinking that female handovers are male when assessing the market price? 

Some bandits (and probably other generic npcs) are treated like males but they are not, can't do much about it, vanilla problem.

 

 

Hey boss, have you had any experience in becoming friendly with bandit or other typically hostile factions unintentionally?

Is that even in the realm of possibility?

Posted

 

 

 

Hi Goubo, I'm having an issue where after surrender or being knocked down the animations just won't play. SL recognizes that an animation is supposed to play, prompts me as to what animation has been selected, but then everyone just stands around naked like a bunch of confused virgins before resuming the actual combat. not sure if this has to do with Defeat or the SL framework.

 

 

Sounds like scriptlag to me. If you don't want or can't reduce it, try to add this in your Skyrim.ini:

[Papyrus]

fUpdateBudgetMS=1.8 ; < should be between 1.2 (default) and 2, will decrease performance but give scripts more time to finish.

fExtraTaskletBudgetMS=1.8 < similar, but different tasks if i remember right.

fPostLoadUpdateTimeMS=2000.0 < default is 500, additional time in ms you see the loadscreen to give scripts some more time to load.

iMinMemoryPageSize=128

iMaxMemoryPageSize=768

iMaxAllocatedMemoryBytes=2147483647 

 

*edit: after thinking about it... there are several possible reasons. First, make sure SL is able to play animations at all, maybe with matchmaker. Then, if you have played with tags make sure there is a possible animation to play which fits the rules.

 

Ok so I finally got around to adding that into my Skyrim.ini and the same exact problem occurs, only smoother.

 

I had this problem as well, but found a workaround: Avoid getting defeated short after loading game/cell, i usually just open console for some time if i saved in combat. It seems something needs some time to register enemies properly. That worked at least for me.

 

 

 

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

This is a bug Ive never been able to fix because I simply don't know why they are doing this, probably a vanilla behavior bug...

 

Working pretty good, but when I hand over my captives to guards, why do they keep thinking that female handovers are male when assessing the market price? 

Some bandits (and probably other generic npcs) are treated like males but they are not, can't do much about it, vanilla problem.

 

 

Hey boss, have you had any experience in becoming friendly with bandit or other typically hostile factions unintentionally?

Is that even in the realm of possibility?

 

I think you're searching in the wrong mod for your problem because nobody else has reported anything similiar. One mod i know that it changes factions is SD+, there is another one which i can't remember the name, it's a possible outcome of Simply Slavery and that bandits become friendly after finishing is in the description. Something with an isle or prison f i remember right, but never played it.

Posted

 

 

 

 

Hi Goubo, I'm having an issue where after surrender or being knocked down the animations just won't play. SL recognizes that an animation is supposed to play, prompts me as to what animation has been selected, but then everyone just stands around naked like a bunch of confused virgins before resuming the actual combat. not sure if this has to do with Defeat or the SL framework.

 

 

Sounds like scriptlag to me. If you don't want or can't reduce it, try to add this in your Skyrim.ini:

[Papyrus]

fUpdateBudgetMS=1.8 ; < should be between 1.2 (default) and 2, will decrease performance but give scripts more time to finish.

fExtraTaskletBudgetMS=1.8 < similar, but different tasks if i remember right.

fPostLoadUpdateTimeMS=2000.0 < default is 500, additional time in ms you see the loadscreen to give scripts some more time to load.

iMinMemoryPageSize=128

iMaxMemoryPageSize=768

iMaxAllocatedMemoryBytes=2147483647 

 

*edit: after thinking about it... there are several possible reasons. First, make sure SL is able to play animations at all, maybe with matchmaker. Then, if you have played with tags make sure there is a possible animation to play which fits the rules.

 

Ok so I finally got around to adding that into my Skyrim.ini and the same exact problem occurs, only smoother.

 

I had this problem as well, but found a workaround: Avoid getting defeated short after loading game/cell, i usually just open console for some time if i saved in combat. It seems something needs some time to register enemies properly. That worked at least for me.

 

 

 

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

This is a bug Ive never been able to fix because I simply don't know why they are doing this, probably a vanilla behavior bug...

 

Working pretty good, but when I hand over my captives to guards, why do they keep thinking that female handovers are male when assessing the market price? 

Some bandits (and probably other generic npcs) are treated like males but they are not, can't do much about it, vanilla problem.

 

 

Hey boss, have you had any experience in becoming friendly with bandit or other typically hostile factions unintentionally?

Is that even in the realm of possibility?

 

I think you're searching in the wrong mod for your problem because nobody else has reported anything similiar. One mod i know that it changes factions is SD+, there is another one which i can't remember the name, it's a possible outcome of Simply Slavery and that bandits become friendly after finishing is in the description. Something with an isle or prison f i remember right, but never played it.

 

That does make sense. Thank you, sir.

Posted

 

I have the opposite problem. A scene starts with, say, some bandits, and then every critter within earshot comes rolling up. The bandits will sometimes finish up one animation, and sometimes just drop what (er, who) they're doing and go berserk trying to kill the wolf/elk/rabbit/fox/whatever.

 

Previous versions have had the problem where if an elk or something happened to pass by it would start combat and interrupt the scene, but that at least required that they wander in on their own. Now, outdoor scenes get interrupted more often than not.

This is a bug Ive never been able to fix because I simply don't know why they are doing this, probably a vanilla behavior bug...

 

 

I looked into what was happening and it seems that these random animals are getting assigned into the accomplice aliases in the DefeatPlayerQST quest which gives them a package to run over to the sex scene.

 

Also, the bleedout defeat should have a chance to knock out the player like the other methods.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...