Goubo Posted July 20, 2016 Author Posted July 20, 2016 Going to update a small fix, I should have at least a week ago but yeah... "excuses excuses" Goubo, I am using Framework 1.61b, and after generating FNIS, I get 7 consistency errors with new SL Defeat 5.3.4 as below. Can you fix this for us? Duplicate AnimEvent DefeatPickUp for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatStripAnim for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTieUpEnter for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTieUpExit for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTieUpIdle for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatTyingUpAnim for character, mods Defeat and SexLabDefeatDuplicate AnimEvent DefeatWounded02exit for character, mods Defeat and SexLabDefeat 7 possible consistence issues i am having this same problem, it causes my game not to be able to interact with a tied up npc as intended, i can remove clothing, access inventory, but cannot trigger animations for me or my follower, if i switch to leave tied up permenantly i can trigger animations for my follower but not myself. Looks like there is an old version of Defeat still around in your files, you need to delete it.
asianboy345 Posted July 22, 2016 Posted July 22, 2016 Hey, just a quick request. Is it possible for you to add an extra filter in the Necro section for Female > Male. Defeat currently have Female>Male filter for normal aggressive animations but not for necro, so a lot of time playing as a female necro-ing a male, I'll usually have the female character "playing dead" with the dead male character being alive (which is actually kind of hilarious if you think about it). An extra filter for cowgirl or femdom animations can help with that so the female character will use appropriate animations and be in the correct position for the scene. Just a thought
Amilyn Posted July 22, 2016 Posted July 22, 2016 This is one of the first sexlab mods that I installed, thank you The features are really good and there are so many of them, it's really amazing
bumgloves Posted July 22, 2016 Posted July 22, 2016 [May be in the wrong section] Having an issue. Just started with mods, just installed SexLab and Defeat, so hopefully this is an easy fix and sorry if is a dumb problem. I can get knocked down, character gets stripped, and then sex sounds start up. I can use hot keys and they say I am changing positions. BUT, there is no animation! The characters just stand there. No movement. I get sound, I get the menu telling me when I've changed the position, but they still just stand there.Under SYSTEM REQUIREMENTS in the Sex Labs menu, these have a '?':FNIS for users behavior generatedFNIS sexlab framework idleFNIS Sexlab Creature Idles
necrontyr525 Posted July 22, 2016 Posted July 22, 2016 [May be in the wrong section] Having an issue. Just started with mods, just installed SexLab and Defeat, so hopefully this is an easy fix and sorry if is a dumb problem. I can get knocked down, character gets stripped, and then sex sounds start up. I can use hot keys and they say I am changing positions. BUT, there is no animation! The characters just stand there. No movement. I get sound, I get the menu telling me when I've changed the position, but they still just stand there. Under SYSTEM REQUIREMENTS in the Sex Labs menu, these have a '?': FNIS for users behavior generated FNIS sexlab framework idle FNIS Sexlab Creature Idles looks like you need to update and/or run FNIS. try the following: 0) make sure you've got the latest version of FNIS and FNIS creatures, both available over on the nexus: http://www.nexusmods.com/skyrim/mods/11811/ 1) run skyrim. you just need to open the loader and let it add in any mods (such as FNIS creatures) you've added since last time. 2) exit skyrim and run LOOT and sort your load order. again, sounds silly, but it may help. 3) run Generate FNIS For Users, and make sure to click the 'enable FNIS Creatures" button (might just be marked 'enable creatures') 4) run skyrim again and see if it works. you may need a clean save or a new save if your old one crashed on loading repeatedly.
jaglord Posted July 23, 2016 Posted July 23, 2016 I've had this problem across multiple save files and installs, and I think it comes from Sexlab Defeat. This isn't something that always happens, but I'll get into combat with a bandit or anyone with a shield and they will sheathe their weapon and unsheathe it rapidly, rendering themselves useless and looking quite ridiculous. I think it might come from defeat making them sheathe their weapon to start a scene but immediately unsheathing it to start combat, but that's just a shot in the dark. Has anyone encountered this issue or know how to fix it?
Nepro Posted July 23, 2016 Posted July 23, 2016 Skyrim already features decapitation. I was thinking about adding beheading killmove for tie-up NPCs and especially those locked in pillory.
pennywise57 Posted July 23, 2016 Posted July 23, 2016 Skyrim already features decapitation. I was thinking about adding beheading killmove for tie-up NPCs and especially those locked in pillory. Totally second that, always thought it was a shame not to be able to behead tie-up NPCs. By the way, Defeat is one of my favorite mods, only problem I have with it is when I surrender sometimes aggressors just walk away, searched everywhere for a fix but didn't find one. Not a big problem, now before surrender I make sure to be on the aggressor's pattern or not to cut dialogue, it's generally sufficient. And if not I just clean up Defeat. Other than that it's the best combat rape mod IMO
CitizenX Posted July 23, 2016 Posted July 23, 2016 I've seen this behavior in 2 places, the first was like you: tied up NPC disappeared but could still be interacted with. The second was my follower (lydia) who would also disappear and be interacted with. Both npc where there but invisible. Here is a discussion about that phenomenon: http://www.loverslab.com/topic/60530-mysteriously-disappearing-npcs/ Well, I only see this behaviour often when releasing a captive from the sack. No other NPC disappearances so far in any situation. That doesn't rule out the possibilities mentioned in the thread you've linked to, but it's still strange it only occurs in this one feature of Defeat. I dont use any HDT hair or clothing mods. Seems to me there's more than one reason for this behaviour to happen. Anyway, does anyone know a workaround to make tied up enemies reappear or at least wipe them from Skyrim? As I don't know the ID's of these NPCs I can't just disable/reenable them. The cleaning options of Defeat seem to do nothing in this case.
bicobus Posted July 23, 2016 Posted July 23, 2016 I had a NPC permanently tied who disappeared like that and I somehow forgot about it. Later in my game, I came back to the area (riverwood, I set that npc in riverwood) and somehow it was back visible. It's not a permanent thing and I don't know why it happens. "Skyrim", heh?
reikiri Posted July 23, 2016 Posted July 23, 2016 I've had this problem across multiple save files and installs, and I think it comes from Sexlab Defeat. This isn't something that always happens, but I'll get into combat with a bandit or anyone with a shield and they will sheathe their weapon and unsheathe it rapidly, rendering themselves useless and looking quite ridiculous. I think it might come from defeat making them sheathe their weapon to start a scene but immediately unsheathing it to start combat, but that's just a shot in the dark. Has anyone encountered this issue or know how to fix it? This is somehow connected to dual sheath redux, but I don't know the details. I'm thinking it's some kind of conflict with some other mod, possibly multiple other mods. Possibly something about equipment slots they use (but it didn't help to move the shield to other slot). A workaround for this is to disable 'shield on back' on dual sheath redux. I don't like it, I prefer to have shields on back, but it's better than infinite unsheath loop and game crash.
bleeargh Posted July 23, 2016 Posted July 23, 2016 Not sure if this has been posted & I'm too lazy to read through 500 pages of posts..... I think Defeat may conflict with Civil War Overhaul by Apollodown. Here's Apollo's words " if you get killed in battle, there is a high chance that you will not die, and instead fall to the ground, awakening in a nearby friendly camp. The battle will then end and I will calculate the number of reinforcements remaining on each side and determine a winner." Defeat uses the same "knock down" that is in CWO. The incompatibility (at least in my game) manifests itself in your character being knock down and will stay in the knocked down position, requiring a reload of your previous save. This only happens during the CWO battles, though. Defeat's functionality works just fine with or without the CWO mod. It's CWO's functionality mod that doesn't work with Defeat....at least as far as I can tell.
Tumai Posted July 23, 2016 Posted July 23, 2016 Is there a max limit to the number of NPCs that can be kept permanently chained at the same time by Defeat? (Never had occasion to perma tie many before but was thinking of getting rid of Paradise Halls for my next run through and replacing them with 2-3 Defeat captives per house - if there is no upper limit). Cheers
Daladi Posted July 24, 2016 Posted July 24, 2016 The new version's npc vs npc function is really buggy. 1. Sometimes the knocked down npc will decide to rape himself - the screen will say like "bandit moves toward bandit" 2. If I kill a raped npc either normally or by the kill option in G menu, I get two consequences. I either CTD or die. Most of the time it's CTD but there is one time after the killmove animation myself is dead. 3. Raped or knocked down follower can't get up (G menu doesn't show up)or get up but doesn't fight anymore. 4. The option menu doesn't show up. I was using defeat 5.1.0 before updating to the newest version. Npc vs npc function worked fine for the old version.
mentalmike Posted July 24, 2016 Posted July 24, 2016 after the assault my player gets up immediately and the bandits become hostile, no struggle bar.
Xatos Posted July 24, 2016 Posted July 24, 2016 after the assault my player gets up immediately and the bandits become hostile, no struggle bar. Do you have no transition selected? I tried using that for awhile and that's how it works after assault as well.
Guest Posted July 24, 2016 Posted July 24, 2016 Hey Goubo when you have a chastity belt on I noticed that it wont allow the creature to use regular sex anims but rather other animations that aren't creature animations that just make them stand still. Is there a way to make it so if you're wearing a chastity belt that you can't be defeated by creatures? or maybe creatures specifically can rip the chastity belt off. EDIT: Nevermind figured it out the new version of DDI has messed up creature animations once bound will be fixed later.
Goubo Posted July 24, 2016 Author Posted July 24, 2016 ok small update, sorry for the delay I just got stuck on two problems and had to find workarounds to fix it. 24 July 2016v5.3.5 Small fixes again, clean save not needed, uninstall the previous version then install this one. General Fixed . Updated Break Undies Plus support. (Some functions were changed for its latest version) Player as Victim Fixed . Excluded Apocrypha location for the Bleedout knockdown function. Player as aggressor Fixed . Fixed trespass problem during SexLab scene, maybe… hopefully? . Menu on tied npcs. . Added Disable/Enable functions for the npc you get out of the sack, maybe it will fix the disappearances or maybe not. . Changed mechanic of handing over a npc for gold, it would move the spawn point elsewhere and prevent the npc to reappear in his editor location, should work as intended now.
shiagwen Posted July 24, 2016 Posted July 24, 2016 Sorry i dont understand the player as victim fix. could you explain ?
Guest Posted July 24, 2016 Posted July 24, 2016 Sorry i dont understand the player as victim fix. could you explain ? Check Here its a place in skyrim part of the dragonborn dlc I believe its like another realm not in skyrim that is excluded from all defeat activity.
beck11 Posted July 25, 2016 Posted July 25, 2016 Does the MCM menu, export settings work with Mod Organizer? Thx.
Guest Posted July 25, 2016 Posted July 25, 2016 Does the MCM menu, export settings work with Mod Organizer? Thx. Yes it does it will probably be located in your overwrite folder.
Wolferlicu1 Posted July 25, 2016 Posted July 25, 2016 Goubo, can you please check the creature animations? It doesn't seem to work unless "No transition" mode is selected. Also, if there is more than one creature, the other aggro after a few seconds. Also, if I want to edit the scripts to enable arousal support, I'm guessing that defeatconfig.psc is the key file, right? I want to add the arousal check to the "SexInterest" function, and an arousal threshold for IsBadRelation and SexCombination to allow an ignore of sexuality and morality. Is that enough? And will that also affect the dialogues (for example moral NPC will not allow me to surrender without snusnu if over arousal tresh)?
Green Tryst Posted July 25, 2016 Posted July 25, 2016 Thanks for new version, Goubo! Had a question regarding BU+ and the breaking of armor via struggle, assault, etc...would the Loot and Degradation mod be of any use? I know if does not provide the visual effect of BU+ and incorporating it would probably mean quite a bit of tinkering.
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