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Posted

Yo, so some update on what I'm up to concerning this mod:

 

So I'm rewriting all the post assault event stuff for something quite similar to DeathAlternative so it's easier for me and people if they want to to add events, the framework will try to run events on:

 

- knockdown in combat (so the sexual assault is one of the event option, can be disabled entierly and it will be by default don't worry)

- knockout in combat (same as knockdown but will trigger different event if there are some)

- knockout out of combat (see below)

- blackout (end of the scene as it is right now)

 

it made me think of a new feature (or remember it really, it has been suggested before) that I could add using the NPC vs NPC detection system and make use of the current knockout mechanics, the idea would be that the player has a chance to be knocked out from behind by a horny NPC in cities and town then trigger "knockout out of combat" events.

 

About how technically I will do that (Don't know yet if possible but I think so): I thought about a system where the player will be added in an alias (using the NPC vs NPC system) on which there will be a cloak spell, the player will be added in the alias only when in specific places so it won't be a permanent cloak spell attached to the player everywhere else.

 

The cloak spell will check for valid NPC to knockout the player depending on the relation, if player is isolated, the player status in this city/town, if the guards are allowed etc (mcm options for all this)

 

No plan yet to add new events myself (because lack of ideas mainly) but it will certainly be easier for me to add them later with a new framework like this.

 

Let me know what you think of all this.

 

I'm with majorfreak on this--not having to "need" DA at all would be fantastic. These ideas sound great, I especially love the "knocked down from behind by a horny NPC..."

 

I have tried, on fresh installs to only have Defeat but, enabling my PC as essential on there leads to some wacky bugs and she ends up dying anyway. Also, enabling NPC vs NPC on Defeat by itself makes my followers attack each other during any attack on our party or when entering ANY capitol city. The guards come running in, then they get hit, bounties galore....ugh. And since my followers have been marked as essential with AFT they NEVER stop fighting because no one dies. I have to completely exit the game and disable NPC vs NPC which makes a lot of the options on Defeat not work as intended.

 

On this latest fresh install I downloaded both Defeat and DA and am trying to tweak them both to make them work side by side. I tested it for hours last night/this morning and while my PC hasn't died the animations that happen prior to the assault are glitchy and look strange. For instance, I had her attack a group of soldiers, let her get knocked down and I'd get the message on the top left corner of my screen telling me what position was going to be used on her but, the assaulter's movements were off, he was repetitively kneeling and standing then it took him a few seconds after they both stripped to actually start the rape. There were four NPC's and two had their turn however I kept getting the "You're bleeding out" message over and over and over until everything got hazy and midway through her assault or before the other one got a chance (I tried several times) everything got fuzzy, my PC blacked out and woke up either at an inn, in jail, in some sort of underground tunnel with no way out (???) or standing next to a random NPC that said he would follower her for a few hours until she was recovered.

 

I'm still trying to figure out how to stop the spamming of the bleeding out warning message. I had the same crap happen when she started absorbing dragon souls and she'd eventually get killed prior to an assault because I kept getting spammed the "use your dragon souls blah, blah, blah." So I imagine that if I don't figure out how to stop these messages and tweak both DA and Defeat properly, my character will never be properly assaulted after getting knocked down.

 

So please make Defeat better so we don't have to deal with DA any more! You can do it! I'm your very own personal cheerleader and will motivate the hell out of you! Sleep is for the weak and whatnot! You're the best! Work hard and you can accomplish anything!

 

But seriously though, I really look forward to the upcoming changes and improvements you plan on implementing in Defeat! I can't wait to see them. :D

 

Posted

 

Bad eyes, so I might have missed this:  Defeat, at one time, allowed the combatants to take turns on the female PC endlessly until the PC escaped (I might be wrong - also have bad memory).  Now they have their fun for a while then walk away.  I play a female PC to get her in bad situations without an easy way out if she is careless with her attacks.   Maybe an option with no way out except being very creative and watching for NPCs to turn their back - LOS lost for just a very few seconds. 

I also agree, at least leave DA as an option since it is required by other mods.

I absolutely love Defeat and use it more than any other mod of its type.  Great mod and mod author. Thanks for staying with us and not running off to some new shiny thing.

There's an option for being "sated", if the bandits are never sated the sex attacks should not stop.

 

 

Yes, in regards to what JahReit posted! When I originally installed Defeat I already had DA installed for SD+ and the same thing would happen and that's the way I liked it, the NPCs all took their turns, my PC lied there helpless, and when they were done she had a chance to run away or they would walk away. THAT is exactly what I want back. I have no idea what I'm doing wrong in terms of tweaking both DA and Defeat this time. If memory serves, I really didn't mess with DA all that much and instead tweaked Defeat to my liking but, this was so long ago that I can't remember what I did.

 

And WaxenFigure, I don't like the Sated option. An endless loop of sex, while fun for the first 5 minutes, is not my idea of a good time. I tried it once and after watching her get raped for 15 minutes I quit the game then disabled that option.

 

I'm a sad panda.... :(

Posted

Yo, so some update on what I'm up to concerning this mod:

 

So I'm rewriting all the post assault event stuff for something quite similar to DeathAlternative so it's easier for me and people if they want to to add events, the framework will try to run events on:

 

- knockdown in combat (so the sexual assault is one of the event option, can be disabled entierly and it will be by default don't worry)

- knockout in combat (same as knockdown but will trigger different event if there are some)

- knockout out of combat (see below)

- blackout (end of the scene as it is right now)

 

it made me think of a new feature (or remember it really, it has been suggested before) that I could add using the NPC vs NPC detection system and make use of the current knockout mechanics, the idea would be that the player has a chance to be knocked out from behind by a horny NPC in cities and town then trigger "knockout out of combat" events.

 

About how technically I will do that (Don't know yet if possible but I think so): I thought about a system where the player will be added in an alias (using the NPC vs NPC system) on which there will be a cloak spell, the player will be added in the alias only when in specific places so it won't be a permanent cloak spell attached to the player everywhere else.

 

The cloak spell will check for valid NPC to knockout the player depending on the relation, if player is isolated, the player status in this city/town, if the guards are allowed etc (mcm options for all this)

 

No plan yet to add new events myself (because lack of ideas mainly) but it will certainly be easier for me to add them later with a new framework like this.

 

Let me know what you think of all this.

 

Rather than using a cloak spell you could use the new(ish)  function in PapyrusUtil to find an aggressor. I've had success with this basic structure..

Actor Function GetAssaultActor(float DistanceLimitInUnits) ;Returns none if no actor available    
    Actor[] CellActors = MiscUtil.ScanCellNPCs(PlayerRef as ObjectReference, DistanceLimitinUnits) ;Excludes Dead by Default
    int n = CellActors.Length
    While n > 0
       n -= 1
       if IsActorValid(CellActors[n]) ;bool Function containing whatever checks you want to run on the actor...
           Return CellActors[n]
       Endif
    EndWhile
    Return None
EndFunction
Posted

 

Yo, so some update on what I'm up to concerning this mod:

 

So I'm rewriting all the post assault event stuff for something quite similar to DeathAlternative so it's easier for me and people if they want to to add events, the framework will try to run events on:

 

- knockdown in combat (so the sexual assault is one of the event option, can be disabled entierly and it will be by default don't worry)

- knockout in combat (same as knockdown but will trigger different event if there are some)

- knockout out of combat (see below)

- blackout (end of the scene as it is right now)

 

it made me think of a new feature (or remember it really, it has been suggested before) that I could add using the NPC vs NPC detection system and make use of the current knockout mechanics, the idea would be that the player has a chance to be knocked out from behind by a horny NPC in cities and town then trigger "knockout out of combat" events.

 

About how technically I will do that (Don't know yet if possible but I think so): I thought about a system where the player will be added in an alias (using the NPC vs NPC system) on which there will be a cloak spell, the player will be added in the alias only when in specific places so it won't be a permanent cloak spell attached to the player everywhere else.

 

The cloak spell will check for valid NPC to knockout the player depending on the relation, if player is isolated, the player status in this city/town, if the guards are allowed etc (mcm options for all this)

 

No plan yet to add new events myself (because lack of ideas mainly) but it will certainly be easier for me to add them later with a new framework like this.

 

Let me know what you think of all this.

 

Rather than using a cloak spell you could use the new(ish)  function in PapyrusUtil to find an aggressor. I've had success with this basic structure..

Actor Function GetAssaultActor(float DistanceLimitInUnits) ;Returns none if no actor available    
    Actor[] CellActors = MiscUtil.ScanCellNPCs(PlayerRef as ObjectReference, DistanceLimitinUnits) ;Excludes Dead by Default
    int n = CellActors.Length
    While n > 0
       n -= 1
       if IsActorValid(CellActors[n]) ;bool Function containing whatever checks you want to run on the actor...
           Return CellActors[n]
       Endif
    EndWhile
    Return None
EndFunction

 

This! I like this function, I've been using a similar method of scanning actors in my Vampiric Thirst rewrite and it seems to be better than cloaks as long as you only need to check every once in a while, on entering a new cell and such.

 

Anyways a knockout framewrok based on Defeat's code sounds exciting! It feels a lot more stable and faster than DA. I just hope whatever you do in order to extend it won't slow it down too much ^^

Posted

 

 

Bad eyes, so I might have missed this:  Defeat, at one time, allowed the combatants to take turns on the female PC endlessly until the PC escaped (I might be wrong - also have bad memory).  Now they have their fun for a while then walk away.  I play a female PC to get her in bad situations without an easy way out if she is careless with her attacks.   Maybe an option with no way out except being very creative and watching for NPCs to turn their back - LOS lost for just a very few seconds. 

I also agree, at least leave DA as an option since it is required by other mods.

I absolutely love Defeat and use it more than any other mod of its type.  Great mod and mod author. Thanks for staying with us and not running off to some new shiny thing.

There's an option for being "sated", if the bandits are never sated the sex attacks should not stop.

 

 

Yes, in regards to what JahReit posted! When I originally installed Defeat I already had DA installed for SD+ and the same thing would happen and that's the way I liked it, the NPCs all took their turns, my PC lied there helpless, and when they were done she had a chance to run away or they would walk away. THAT is exactly what I want back. I have no idea what I'm doing wrong in terms of tweaking both DA and Defeat this time. If memory serves, I really didn't mess with DA all that much and instead tweaked Defeat to my liking but, this was so long ago that I can't remember what I did.

 

And WaxenFigure, I don't like the Sated option. An endless loop of sex, while fun for the first 5 minutes, is not my idea of a good time. I tried it once and after watching her get raped for 15 minutes I quit the game then disabled that option.

 

I'm a sad panda.... :(

 

 

Well, maybe a mod conflict somewhere, that description with a group of NPCs works for me.  Also with a follower, but only one with no follower mods.  Also works on the follower, if I send her into a mob (works well as thief, as they are busy I loot all the stuff heh).

 

If not that, triple check the options that might exclude NPCs.  Sexuality, morals, withnesses etc.

 

That's with defeat only using it's bleedout.  Find it works if you keep all options as open as possible (and make sure creatures animations are set to allowed).  If any creatures/enemy aren't an option to do an assault, then the bleedout protection doesn't apply.  But yeah sometimes a weird situation occurs, like ending one event while the satisfaction runs out for another and it attacks can result in death.  But I take those odd occasions to save me from running DA.

 

Posted

I think the PC essential function in Defeat only covers enemies that can assault, so PC will still die against mob that doesn't have animation or through other means. It would be nice if essential is always present. I think that would tie in to post assault pretty well for possible different scenarios. Employing other means of essential PC understandably creates conflict with Defeat, except DA.

 

The auto resist seems to only enable the resist bar automatically(?), but still needs manual inputs and can only be turned on with "no transition" (therefore no multi actor animation?) Is it possible for it to attempt to auto fill of the resist bar base on difficulty similar to how easy/hard it is to fill the bar manually with minor random and other factors involve and be enable even with "all down"?

 

Handling of followers works in theory, but occasionally it gets into odd territory where followers will get up immediately when PC is knocked down and continue fighting or followers that doesn't get "handle" while downed will get back up while animation is going and interrupts the scene (working as intended?) I still need to test more regarding these, it is hard to consistently set up these random scenarios.

Posted

 

 

 

Bad eyes, so I might have missed this:  Defeat, at one time, allowed the combatants to take turns on the female PC endlessly until the PC escaped (I might be wrong - also have bad memory).  Now they have their fun for a while then walk away.  I play a female PC to get her in bad situations without an easy way out if she is careless with her attacks.   Maybe an option with no way out except being very creative and watching for NPCs to turn their back - LOS lost for just a very few seconds. 

I also agree, at least leave DA as an option since it is required by other mods.

I absolutely love Defeat and use it more than any other mod of its type.  Great mod and mod author. Thanks for staying with us and not running off to some new shiny thing.

There's an option for being "sated", if the bandits are never sated the sex attacks should not stop.

 

 

Yes, in regards to what JahReit posted! When I originally installed Defeat I already had DA installed for SD+ and the same thing would happen and that's the way I liked it, the NPCs all took their turns, my PC lied there helpless, and when they were done she had a chance to run away or they would walk away. THAT is exactly what I want back. I have no idea what I'm doing wrong in terms of tweaking both DA and Defeat this time. If memory serves, I really didn't mess with DA all that much and instead tweaked Defeat to my liking but, this was so long ago that I can't remember what I did.

 

And WaxenFigure, I don't like the Sated option. An endless loop of sex, while fun for the first 5 minutes, is not my idea of a good time. I tried it once and after watching her get raped for 15 minutes I quit the game then disabled that option.

 

I'm a sad panda.... :(

 

 

Well, maybe a mod conflict somewhere, that description with a group of NPCs works for me.  Also with a follower, but only one with no follower mods.  Also works on the follower, if I send her into a mob (works well as thief, as they are busy I loot all the stuff heh).

 

If not that, triple check the options that might exclude NPCs.  Sexuality, morals, withnesses etc.

 

That's with defeat only using it's bleedout.  Find it works if you keep all options as open as possible (and make sure creatures animations are set to allowed).  If any creatures/enemy aren't an option to do an assault, then the bleedout protection doesn't apply.  But yeah sometimes a weird situation occurs, like ending one event while the satisfaction runs out for another and it attacks can result in death.  But I take those odd occasions to save me from running DA.

 

 

I tweaked and tweaked and tweaked. Now things have gone from bad to worse. (I need some serious help not only with this mod but with others I downloaded today to test them out, such as SD+, Deviously Enslaved, Simple Slavery, SL Dialogues, and I can't remember which others. I'm so tired--eyes are bleeding--from trying to get things to work properly all day. I'll write a more descriptive post in the morning and take some screen shots of the issues I'm having and/or my setup within MCM for said mods.)

 

In regards to Defeat and DA and trying to get both to work, I thought I had finally managed to do it after putting my PC in vulnerable situations and at first things were going well. Three NPC males, two took their turn but, when the third said it was his "time to have fun" my character blacked out and a quest to get my items started and though she was nude, all of her items were still in her inventory. (???)

 

Second and the worst thus far, today for some reason, when she was knocked down by any creature (so far bear, saber cat, and wolves) my gorgeously modded with ENB game kept switching from vanilla to beautiful, my character would stand up then lie back down, get dressed then undressed and the animal/animals that were going to rape her were having an epileptic seizure. They were fully erect, I saw what animation was going to be used but, when all of this bad stopped happening everyone just stood there for a good 20-30 seconds THEN the animals assaulted her. Then if another animal was going to have a turn the exact same thing happened with my environment, the animals, my PC, and the waiting. I tried summoning a Hentai creature and the exact same thing happened. None of this happened yesterday while testing Submit and DA. No it wasn't perfect but, I did not have a single environmental glitch nor animals with seizures.

 

I DID however use Aroused Creatures to test this issue and my environment did not glitch, it only happens during a rape. Though technically unless my PC invites the said aroused creature I do get a message that an aroused horse or whatever is going to rape my character so that is very odd. I want to cry out of pure frustration.

Posted

I think the PC essential function in Defeat only covers enemies that can assault, so PC will still die against mob that doesn't have animation or through other means. It would be nice if essential is always present that I think would tie in to post assault for possible different scenarios. Employing other means of essential PC understandably creates conflict with Defeat, except DA.

 

The auto resist seems to only enable the resist bar automatically(?), but still needs manual inputs and can only be turned on with "no transition" (therefore no multi actor animation?) Is it possible for it to attempt to auto fill of the resist bar base on difficulty similar to how easy/hard it is to fill the bar manually with minor random and other factors involve and be enable even with "all down"?

 

Handling of followers works in theory, but occasionally it gets into odd territory where followers will get up immediately when PC is knocked down and continue fighting or followers that doesn't get "handle" while downed will get back up while animation is going and interrupts the scene (working as intended?) I still need to test more regarding these, it is hard to consistently set up these random scenarios.

 

Well, in theory that's what the Essential toggle for your PC is meant to do in DA. In the past, when an animal was attacking my character I would press "K" for submit from habit when she was being attacked by human NPCs and I'd get a message saying "You cannot submit to this NPC" or something like that. This time around I AM able to submit to any animal and my poor character got raped by a giant O_o when I was running to that cottage to get Blaze of the Eventide (DLC Horse) even though I have Essential on DA ticked. When he was done with her he just simply walked away though I did have a lot of bugs--see my post above.

 

With followers, I don't have any now since I'm still in testing mode, I had the Defeat settings to the middle option where if my character was knocked down and assaulted then all my followers would be knocked down. If I had a female follower she would supposedly get raped as well but, that never happened. So, I'm at a complete loss.

Posted

I was commenting about just the mod in general :P

As for your issue, can't say much, I haven't used DA in a while, I think it had a major update somewhat recently and I actually don't know if the newest version of DA works with Defeat. The last time I tested Defeat with DA I was still using the one from last year.

Some of your blackout scenario sound familiar, I typically disable all of them in DA's menu with the exception of Defeat....I tend to disable most of Defeat's post assault scene as well. Aroused Creature used to have some known issue with Defeat, but I think the author did something to mitigate it, not sure if you want to have that right now if you want a clean test.

 

I try to keep DA as light as possible and was making some progress with it, the reason I skipped it is that it seems like when PC gets knock down, gets up, and knock down again in quick succession strange things start to happen. Either Defeat stop triggering as it should or PC would essentially be frozen and won't get back up nor switch to blackout and the game will essentially soft hangs. The clean up command will return control, but the the heartbeat sound will keep going and the next time PC gets knock down again the game will soft hangs again. And it likes to dumps PC in the middle of the waters when in Solstheim.

Posted

The Defeat player essential is not compatible with DA that's for sure, I'm not sure about making it a full essential function though cause It's going to create even more problems probably but I'll think about it.

 

 

 

Rather than using a cloak spell you could use the new(ish)  function in PapyrusUtil to find an aggressor. I've had success with this basic structure..

Actor Function GetAssaultActor(float DistanceLimitInUnits) ;Returns none if no actor available    
    Actor[] CellActors = MiscUtil.ScanCellNPCs(PlayerRef as ObjectReference, DistanceLimitinUnits) ;Excludes Dead by Default
    int n = CellActors.Length
    While n > 0
       n -= 1
       if IsActorValid(CellActors[n]) ;bool Function containing whatever checks you want to run on the actor...
           Return CellActors[n]
       Endif
    EndWhile
    Return None
EndFunction

 

This! I like this function, I've been using a similar method of scanning actors in my Vampiric Thirst rewrite and it seems to be better than cloaks as long as you only need to check every once in a while, on entering a new cell and such.

 

Anyways a knockout framewrok based on Defeat's code sounds exciting! It feels a lot more stable and faster than DA. I just hope whatever you do in order to extend it won't slow it down too much ^^

 

That function is good and probably faster than GetNumRefs but I do think a spell cloak with right conditions that check for valid NPCs at range every now and then rather than checking a bunch of conditions for every NPC in the cell each 5 seconds (for example) is less ressource heavy and more logical, no point at checking for NPCs that don't even see the player and/or are way too far, I can limit that by telling the cloak to apply a spell that last 5-10 seconds to check a npc for being an aggressor only if he sees the player, is not too far and dosen't already have that very spell.

 

If a valid NPC is found I'll make them creep towards the player and the player will have to look at the aggressor and unsheathe their weapon to avoid the attack, I'm going to see if I can find a way for them to bring the player in their home after they knock the player out, I know I found a way in Fallout 4 using the radiant system but I'm not sure I can reproduce this in Skyrim.

 

About slowing down the code, at mean maybe it will for the knockdown and knockout in combat with many many events but as for now there is only the Jailed event where guards can emprison the player if not aroused, I have yet to code in this area anyway and I'll make some tests, it's important to not slow down the code, that's a priority.

As for the post-assult events it won't slow down anything because there is plenty of time to let the code choose a scenario.

Posted

The Defeat player essential is not compatible with DA that's for sure, I'm not sure about making it a full essential function though cause It's going to create even more problems probably but I'll think about it.

 

 

 

Rather than using a cloak spell you could use the new(ish)  function in PapyrusUtil to find an aggressor. I've had success with this basic structure..

Actor Function GetAssaultActor(float DistanceLimitInUnits) ;Returns none if no actor available    
    Actor[] CellActors = MiscUtil.ScanCellNPCs(PlayerRef as ObjectReference, DistanceLimitinUnits) ;Excludes Dead by Default
    int n = CellActors.Length
    While n > 0
       n -= 1
       if IsActorValid(CellActors[n]) ;bool Function containing whatever checks you want to run on the actor...
           Return CellActors[n]
       Endif
    EndWhile
    Return None
EndFunction

 

This! I like this function, I've been using a similar method of scanning actors in my Vampiric Thirst rewrite and it seems to be better than cloaks as long as you only need to check every once in a while, on entering a new cell and such.

 

Anyways a knockout framewrok based on Defeat's code sounds exciting! It feels a lot more stable and faster than DA. I just hope whatever you do in order to extend it won't slow it down too much ^^

 

That function is good and probably faster than GetNumRefs but I do think a spell cloak with right conditions that check for valid NPCs at range every now and then rather than checking a bunch of conditions for every NPC in the cell each 5 seconds (for example) is less ressource heavy and more logical, no point at checking for NPCs that don't even see the player and/or are way too far, I can limit that by telling the cloak to apply a spell that last 5-10 seconds to check a npc for being an aggressor only if he sees the player, is not too far and dosen't already have that very spell.

 

If a valid NPC is found I'll make them creep towards the player and the player will have to look at the aggressor and unsheathe their weapon to avoid the attack, I'm going to see if I can find a way for them to bring the player in their home after they knock the player out, I know I found a way in Fallout 4 using the radiant system but I'm not sure I can reproduce this in Skyrim.

 

About slowing down the code, at mean maybe it will for the knockdown and knockout in combat with many many events but as for now there is only the Jailed event where guards can emprison the player if not aroused, I have yet to code in this area anyway and I'll make some tests, it's important to not slow down the code, that's a priority.

As for the post-assult events it won't slow down anything because there is plenty of time to let the code choose a scenario.

 

Fair enough although I wouldn't call it using a time interval - just once when needed (like the cloak) and if LOS is a condition you want then you can add an AssaultActor.HasLOS(PlayerRef)  to your conditions check routine.

Posted

 

 

....

Well, maybe a mod conflict somewhere, that description with a group of NPCs works for me.  Also with a follower, but only one with no follower mods.  Also works on the follower, if I send her into a mob (works well as thief, as they are busy I loot all the stuff heh).

 

If not that, triple check the options that might exclude NPCs.  Sexuality, morals, withnesses etc.

 

That's with defeat only using it's bleedout.  Find it works if you keep all options as open as possible (and make sure creatures animations are set to allowed).  If any creatures/enemy aren't an option to do an assault, then the bleedout protection doesn't apply.  But yeah sometimes a weird situation occurs, like ending one event while the satisfaction runs out for another and it attacks can result in death.  But I take those odd occasions to save me from running DA.

 

 

I tweaked and tweaked and tweaked. Now things have gone from bad to worse. (I need some serious help not only with this mod but with others I downloaded today to test them out, such as SD+, Deviously Enslaved, Simple Slavery, SL Dialogues, and I can't remember which others. I'm so tired--eyes are bleeding--from trying to get things to work properly all day. I'll write a more descriptive post in the morning and take some screen shots of the issues I'm having and/or my setup within MCM for said mods.)

 

In regards to Defeat and DA and trying to get both to work, I thought I had finally managed to do it after putting my PC in vulnerable situations and at first things were going well. Three NPC males, two took their turn but, when the third said it was his "time to have fun" my character blacked out and a quest to get my items started and though she was nude, all of her items were still in her inventory. (???)

 

Second and the worst thus far, today for some reason, when she was knocked down by any creature (so far bear, saber cat, and wolves) my gorgeously modded with ENB game kept switching from vanilla to beautiful, my character would stand up then lie back down, get dressed then undressed and the animal/animals that were going to rape her were having an epileptic seizure. They were fully erect, I saw what animation was going to be used but, when all of this bad stopped happening everyone just stood there for a good 20-30 seconds THEN the animals assaulted her. Then if another animal was going to have a turn the exact same thing happened with my environment, the animals, my PC, and the waiting. I tried summoning a Hentai creature and the exact same thing happened. None of this happened yesterday while testing Submit and DA. No it wasn't perfect but, I did not have a single environmental glitch nor animals with seizures.

 

I DID however use Aroused Creatures to test this issue and my environment did not glitch, it only happens during a rape. Though technically unless my PC invites the said aroused creature I do get a message that an aroused horse or whatever is going to rape my character so that is very odd. I want to cry out of pure frustration.

 

 

Yea I feel you, been there myself.  But thing is as you know it's complicated, and it's unique per individual because we all have different setups.  So other than somehow teleporting to your PC and working side by side it's just general advice unless we know a specific thing that's wrong (known mod conflicts etc.).

 

I hope you've been using new games/clean saves if you're been flipping mods like Submit in to test.  Mods can't be counted to uninstall cleanly (and no fault to them but Skyrim save system) so if you've been adding and removing stuff trying to get things to work on the same save.....

 

..onto the dying on DA bleedout.  That sounds like DA taking control and finishing the scene when Defeat was still going (DA has it's own robbing system).  Also, when a broken event like that happens, it pays to run the clean option on Defeats MCM (maybe sexlab also) to make sure any uncompleted scripts are gone.  Maybe that's why encounters had problems after that event.  That's why this stuff can be so hard, now even though nothing changed in mod setup, because you had a past conflict, it's broken going on.

 

30sec waits are almost always script conflicts of some sort (let alone characters dressing and undressing).  If you want to cut your losses (keep your sanity), I'd personally ditch DA and run defeat with bleedout on.  It's not perfect (you can occasionally die), but it certainly works far better in number of bugs per encounter than you are getting right now.  And for me DA also was never 100% deathproof anyway.

 

Or if you want DA for another reason, get Defeat working as you want (with bleedout on).  Recommend new game or older save if you've been doing lots of messing around.   Get your multi NPC rapes working fine in Defeat for a few encounters etc..  THEN turn Defeat bleedout off and try having DA take that over.  Then you know any event issues are with DA/Defeat conflict and not the initial Defeat setup.  I assume in DA you have the 'defeat' mod button turned on (iirc there is one)?  If you can't get Defeat multi NPC encounters working without DA... then you've got something else to hunt down (but at least you're making progress... cup half full...).

 

BTW. if new games and levelling times etc. are an issue, you can just use console commands to level up your PC and give perks to whatever point you want.

Posted

Btw, anyone using Funnybizness animations?  The 1 on 1 are working fine, but find I can in no way get Defeat to use the group ones from Funnyb.  Even with using the tags.  By turning off genders etc, I get other multi animations, but never FB (not supressing any types).  And they can pop up on Cursed loot so they work.

 

With the new Sexlab, it's annoying as before you could see the animation selection process going on iirc, but now I don't see anything in the logs anymore.  No parm passing and filtering messages so don't know why it's selecting what it's selecting.

 

Ideas? Thanks.

Posted

Yo, so some update on what I'm up to concerning this mod:

 

So I'm rewriting all the post assault event stuff for something quite similar to DeathAlternative so it's easier for me and people if they want to to add events, the framework will try to run events on:

 

- knockdown in combat (so the sexual assault is one of the event option, can be disabled entierly and it will be by default don't worry)

- knockout in combat (same as knockdown but will trigger different event if there are some)

- knockout out of combat (see below)

- blackout (end of the scene as it is right now)

 

it made me think of a new feature (or remember it really, it has been suggested before) that I could add using the NPC vs NPC detection system and make use of the current knockout mechanics, the idea would be that the player has a chance to be knocked out from behind by a horny NPC in cities and town then trigger "knockout out of combat" events.

 

About how technically I will do that (Don't know yet if possible but I think so): I thought about a system where the player will be added in an alias (using the NPC vs NPC system) on which there will be a cloak spell, the player will be added in the alias only when in specific places so it won't be a permanent cloak spell attached to the player everywhere else.

 

The cloak spell will check for valid NPC to knockout the player depending on the relation, if player is isolated, the player status in this city/town, if the guards are allowed etc (mcm options for all this)

 

No plan yet to add new events myself (because lack of ideas mainly) but it will certainly be easier for me to add them later with a new framework like this.

 

Let me know what you think of all this.

 

Yey, I love updates. I'm currently playing a quite long save with DA and Defeat. Although form time to time I do get some glitches, it's still perfectly playable 99% of the times. And with the new Skyrim around the corner, Defeat really could use a long term overhaul. So here's my 2 cents about it....

 

Arousal. Sorry Goubo, I tried to mod it in myself but had problems with the compiler. I'm missing some script sources probably. So I'll refresh your memory about this one. Most of it is already coded by you, just commented out. So you could add this in something like 10 minutes ;)

- all settings in current Defeat menu remain as they are, with sexuality/morality and base chance of sex event unchanged. But... on top of this base chance,

- Enable Arousal Features checkbox (already in the code), for those who don't have Arousal or just don't want to use it.

- Arousal Multiplier: before any potential sex assault, the code should check Target arousal (the arousal mod has a Get method for this), multiply it with this setting and add it to the base Defeat Sex Chance. So, for example, 10% base chance would mean that regardless of arousal, any potential attacker will rape the victim 1/10 times. But with an Arousal Multiplier of say 0.5 on top of it, an attacker with 100 arousal will have a chance of 60%, while an Arousal Multiplier of 2 will mean that any attacker with more than 45 arousal will always trigger the event. 

- Morality/Sexuality Arousal Threshold. An absolute value for arousal. If the attacker's arousal is higher than this, it will be considered as potential attacker, regardless of morality/sexuality. After that, the normal formula is used (meaning that he might still ignore you if arousal/base chance isn't high enough)

- Bestiality Thershold. Same as above, but for animals. 

As you can see, with clever use in the proper function(the one that checks the potential attacker), this will affect NPC/NPC Follower/NPC settings as well as dialogue. And it also works as a good alternative to the "Satiated" setting. I think the "lure" dialogue might require further coding, not sure.

 

 

 

End Scene: I've said it before, and I'll say it again: the time of 10 seconds is way too short. A more complex system is needed. One that might require a check of how much damage or how many kills you've made during a fight. This would make the attacker's actions more logical. If he knocked you out without receiving damage himself, he might be a bit less aggressive. But if you've killed 10 of his friends, he might not show any mercy. 

 

- willing submit: indefinite "neutral" status IN THAT CELL. Not sure if this can be saved after cell reload. Instead of triggering normal combat, enemies will just automatically ask for new sex or items (sort of like robbery). Enough good outcomes (you let them) will eventually reduce the chance for bad outcomes (they don't accept no for an answer). That means that if you screw the guard at the entrance of a dungeon, the rest of it will accept your presence (sort of). Any combat action (sneak, pull out weapon, use offensive magic, loot something) will end the "truce" and lead again to normal assault. Chance should be inverse proportional to damage done during the original combat by the player. Killers need not apply.

 

- unwilling submit: you get a timer(say one minute) to get out of range, otherwise they engage you in dialogue (not combat). Or you can just talk to them to trigger it yourself. Timer depends on attacker's drop in arousal during the sex event (if any). Loitering around means that you might be planning revenge. Dialogue would let you choose between a persuade to just let you stick around (so you become just as in willing submit), or provoke immediate attack. Failure to convince them should end with "you got one minute to get out of my face", after which they will attack. Again, any combat action (sneak included) should lead to immediate attack.

 

- Passive engage: since we already have the mechanism to "lure" friendly NPCs, why not apply it to enemies as well? If unarmed, use it from a distance on an enemy to engage in a long distance dialogue identical to the "unwilling submit dialogue" (albeit with a higher persuasion chance and lower chances to get abused later on).

 

- knockout/etc. : depending on how "well" you did in combat, you should get a chance for them to consider it an unwilling submit. So, if you get jumped and have no time to react and deal damage, scenario will work just like above. However, if you did put up a fight, they could trigger more interesting results:

- if you were very active in combat (kills, lots of damage) normal After scenarios, like left for dead, rescued etc.

- if you were mildly resistive, a proportional chance to just put an armbinder on you, the rope one (maybe other devious devices as well) and let you loiter around, humiliating you from time to time . So, sort of like Unwilling submit, but with much tougher chance percentages and a slight change to engage you outright (especially if you break your binds). This might resemble the current 10 seconds system the most.

 

Notes: if Arousal is checked to influence timers between "engagements", it fits the logic that the actors that raped you will not be as aggressive as those that didn't, maybe because they're further up the dungeon or cell, and meet you for the first time. At the same time, they might not know the extent of your "crimes" so it might be easier to convince them to let you loiter around.

 

 

Dynamic sexuality/morality/bestiality thresholdsSo basically, if an attacker(or your follower) did rape the player (or another NPC), the arousal threshold for that person should decrease. At various thresholds, their actual morality should decrease one notch. Eventually, sexuality should change to bi (if not already). That would mean that a very aroused Lydia might stop being so pretentious after a bit of time roaming around dungeons with the player. Since there's sex everywhere around her, Arousal for her should increase rapidly anyway, making for an automated mechanic which you can only prevent by keeping her satisfied(and moral) yourself from time to time.

 

If you think this is not a game changer, think again.... Moral NPCs include guards, which might not intervene anymore to help the victim. You could end up with a case of free-for-all debauchery inside Whiterun. If you manage to make the new system of NPC vs Player, why not apply it to NPC-NPC as well. Scenes need not trigger outright, just the person to count towards a rotten personality. Eventually, a moment will come when he'll be surrounded by rapists only and we'd end up witnessing it for real. Some lonely moral guard might still want to intervene, but with so many other guards just watching, he might just move on and pretend he didn't see anything. And since all of this would be centered around Arousal, just imagine what major effect stuff like naked armors might have in a city. And because sex with the player increases their exposure rate (if not, you should totally do that), this scenario will be inevitable if the player is naughty. Sanguine would be pleased.

 

Sorry for the long post, hope it provides some inspiration. Keep up the good work.

Posted

That sounds good.

 

Is there anyway to add more Post-Assualt "Kill" animations?  I know FunnyBizz was working on some or had some.  Very rarely will a NPC use a melee weapon to finish off the NPC, usually it's the three time punch.  Even Funny's "Injured animations"

 

Is there a way to Post Kill the PC?

 

On the Knock Down from behind, how will that handle followers?

 

 

 

Thanks for the continual work on the best Skyrim mod....EVER!

 

 

Yo, so some update on what I'm up to concerning this mod:

 

So I'm rewriting all the post assault event stuff for something quite similar to DeathAlternative so it's easier for me and people if they want to to add events, the framework will try to run events on:

 

- knockdown in combat (so the sexual assault is one of the event option, can be disabled entierly and it will be by default don't worry)

- knockout in combat (same as knockdown but will trigger different event if there are some)

- knockout out of combat (see below)

- blackout (end of the scene as it is right now)

 

it made me think of a new feature (or remember it really, it has been suggested before) that I could add using the NPC vs NPC detection system and make use of the current knockout mechanics, the idea would be that the player has a chance to be knocked out from behind by a horny NPC in cities and town then trigger "knockout out of combat" events.

 

About how technically I will do that (Don't know yet if possible but I think so): I thought about a system where the player will be added in an alias (using the NPC vs NPC system) on which there will be a cloak spell, the player will be added in the alias only when in specific places so it won't be a permanent cloak spell attached to the player everywhere else.

 

The cloak spell will check for valid NPC to knockout the player depending on the relation, if player is isolated, the player status in this city/town, if the guards are allowed etc (mcm options for all this)

 

No plan yet to add new events myself (because lack of ideas mainly) but it will certainly be easier for me to add them later with a new framework like this.

 

Let me know what you think of all this.

 

Posted

Now I've got another very important question about Defeat before I re-install it again.

 

I was told that I DO NOT need Death Alternative (DA) installed unless I plan to use SD+. Well, I don't plan on using SD+ but, I loved NEVER dying and it worked perfectly with SL Defeat  along side it until I started absorbing dragon souls and what not.... If you've been keeping up with my Defeat drama then you know what I'm talking about. (No assaults, just death.)

 

So, if I don't want to die, want my PC to get continuously assaulted by bad guys/creatures and not black out and wake up at an inn or at the beginning of the damn dungeon, would it be better to install DA then install Defeat and tweak with the the settings on both? I do have the option turned off in Cursed Loot because I plan on installing the awesome mod next.

 

If anyone has both DA and Defeat installed together I could really use your help on configuring settings on both mods so my PC won't be killed but, assaulted many times over by her enemies.

 

If it is NOT a good idea to have both installed please let me know, I've read that they conflict. Clearly.... Thanks in advance.

Sorry, I know this was from a few days ago, but are you having any issues with DA and DCL running together? When I tried, none of the cursed loot traps were working, and I saw in the main DCL page that the DA was blacklisted by the mod?

Posted

It's not blacklisted by the mod. The author just won't integrate it with DA. DCL works just fine with DA, all you have to do is to disable combat surrender, which you should disable when running defeat too.

Posted

 

Yea I feel you, been there myself.  But thing is as you know it's complicated, and it's unique per individual because we all have different setups.  So other than somehow teleporting to your PC and working side by side it's just general advice unless we know a specific thing that's wrong (known mod conflicts etc.).

 

I hope you've been using new games/clean saves if you're been flipping mods like Submit in to test.  Mods can't be counted to uninstall cleanly (and no fault to them but Skyrim save system) so if you've been adding and removing stuff trying to get things to work on the same save.....

 

..onto the dying on DA bleedout.  That sounds like DA taking control and finishing the scene when Defeat was still going (DA has it's own robbing system).  Also, when a broken event like that happens, it pays to run the clean option on Defeats MCM (maybe sexlab also) to make sure any uncompleted scripts are gone.  Maybe that's why encounters had problems after that event.  That's why this stuff can be so hard, now even though nothing changed in mod setup, because you had a past conflict, it's broken going on.

 

30sec waits are almost always script conflicts of some sort (let alone characters dressing and undressing).  If you want to cut your losses (keep your sanity), I'd personally ditch DA and run defeat with bleedout on.  It's not perfect (you can occasionally die), but it certainly works far better in number of bugs per encounter than you are getting right now.  And for me DA also was never 100% deathproof anyway.

 

Or if you want DA for another reason, get Defeat working as you want (with bleedout on).  Recommend new game or older save if you've been doing lots of messing around.   Get your multi NPC rapes working fine in Defeat for a few encounters etc..  THEN turn Defeat bleedout off and try having DA take that over.  Then you know any event issues are with DA/Defeat conflict and not the initial Defeat setup.  I assume in DA you have the 'defeat' mod button turned on (iirc there is one)?  If you can't get Defeat multi NPC encounters working without DA... then you've got something else to hunt down (but at least you're making progress... cup half full...).

 

BTW. if new games and levelling times etc. are an issue, you can just use console commands to level up your PC and give perks to whatever point you want.

 

 

This is excellent advice, thank you very much.

 

I never really "start" as a level one character. The only cheat I'll ever really use is to max out Smithing because I want all the armor and I HATE gathering mats. So, I use the console to get my Smithing perks (I think that gets me  to level 13 or something) and the mats needed to craft my stuff. I know I can just use the console to get the armor but, I like using the smith and seeing all of the armor that I can craft on the Smithing menu. :D

 

In regards to having both DA and Defeat installed together is because I really want to try out SD+. However, this problem is causing me more stress than anything else and yes, I want to keep my sanity so I'm debating on whether or not to keep SD+ even though I haven't been able to experience that mod. Also, I do install these mods on fresh installs. I think at this point I'm going to have to do yet ANOTHER fresh install. I had considered this latest one to be a test of sorts since I was having so many issues before but, I'm sick of testing for two weeks straight and just want to play the game and have some fun. 

 

So many people here, including yourself, have been incredibly helpful and I can't tell you how much your and everyone's advice has meant. I'd be pulling my hair out by now if it wasn't for this community.

 

I will definitely try out your suggestions and hope that everything goes smoothly this time around. xoxo

 

Sorry, I know this was from a few days ago, but are you having any issues with DA and DCL running together? When I tried, none of the cursed loot traps were working, and I saw in the main DCL page that the DA was blacklisted by the mod?

 

 

 

It's not blacklisted by the mod. The author just won't integrate it with DA. DCL works just fine with DA, all you have to do is to disable combat surrender, which you should disable when running defeat too.

 

Good to know!

Posted

 

[...]

 

Those are very very interesting ideas,

 

Arousal support will be added yes, a chance depending on the current settings + a arousal multiplier sound good to me.

 

About monitoring combat to determine the outcome with each opponent depending on the context might be quite difficult to code to be honest but not impossible, that could be more data for event's conditions, I'll keep that in mind the idea is good.

 

I like the dynamic morality system, who's raping who is already stocked on the NPCs, I could add a morality stat to track it and include it as a condition in the witness system and in the morality checks.

As for NPC stalking other NPC I don't know, not a top priority for now but I keep that in mind.

 

 

 

That sounds good.

 

Is there anyway to add more Post-Assualt "Kill" animations?  I know FunnyBizz was working on some or had some.  Very rarely will a NPC use a melee weapon to finish off the NPC, usually it's the three time punch.  Even Funny's "Injured animations"

 

Is there a way to Post Kill the PC?

 

On the Knock Down from behind, how will that handle followers?

 

 

 

Thanks for the continual work on the best Skyrim mod....EVER!

 

I'll see about adding a kill event.

 

I don't know yet for the follower handling for now I'm finishing the stalking mechanics (turns out pretty godd for now but need polishing), I suppose it won't be possible to have a stalker with a follower.

 

I will add the injured animation when the player gets up to run away if I can, it should look just perfect for this. :)

 

Seems like I'm going for a big update... you guys.  :sleepy:

Posted

 

I'll see about adding a kill event.

 

I don't know yet for the follower handling for now I'm finishing the stalking mechanics (turns out pretty godd for now but need polishing), I suppose it won't be possible to have a stalker with a follower.

 

I will add the injured animation when the player gets up to run away if I can, it should look just perfect for this. :)

 

Seems like I'm going for a big update... you guys.  :sleepy:

 

 

I'm so excited!!!! Can't wait!

Posted

I wonder if anyone can help a little, I love this mod, thank you for it, but I never see npc V npc, how does this happen?

Also Lydia my follower hardly ever gets attacked, she goes down when I do, but even if for example, there are 3 ash men, they all take turns with me whilst Lydia kneels, is it possible to use settings so they choose her at least as often? thank you so much.

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