bleeargh Posted September 30, 2016 Posted September 30, 2016 Okay, I'm feeling kind of like a moron here, but I can't seem to figure out the MCM menu system for this mod. I'm trying to get rid of some tags I added under the "Animation Settings" within the MCM. I'm trying to follow the directions in the picture below. screen shot pc I can't erase any of the tag items picked! I've tried following the directions that are posted within the MCM, but the tags either just double up themselves or never go away. What am I missing? I'm trying to get rid of the "default" tag under the Multiple - Tag(s). I've tried the "Z" button on my keyboard. I've tried the " left shift" on my keboard. I've tried the ENTER button on my keyboard. I've tried holding down ENTER, SHIFT or Z while clicking (never at the same time.....) nothing seems to work. Edit: Okay I figured it out. Maybe I am really a moron......anyway, I was trying to make the changes from within the selection dialogue box that pops up to select the various animations......Yeah.....your supposed to make the selection in the main MCM dialogue box......(ruefully shakes head).
jalingon3011 Posted October 1, 2016 Posted October 1, 2016 Is it possible to implement a "Pit fight rape" scenario that goes like this: 1. You got defeated by bandit or Forsworn in combat and got raped. 2. You black out then wake up in a pit with spectators. 3. You fight random groups of creatures (that are essential and deal high damage) from goats, cows to seekers and giants. 4. Obviously you will lose and get raped. 5. You black out, then either wake up again in the pit or wake up in the middle of Skyrim somewhere (possibly near where you were defeated). Thanks.
iron_jack Posted October 1, 2016 Posted October 1, 2016 Selecting the tags sometimes causes the game to CTD. This has caused me much woe on more than a few occasions. Can spend an hour configuring all the MCM setings only to have it suddenly CTD when I get to Defeat (SL-related stuff I always leave until the end). Frustrating as hell. And I generally forget about this by the time I start new games, so I pretty much always waste an hour configuring only to have Defeat crash the game on me. (Note: Can't just save all the time since mods like SkyTweak and maybe SL require a certain amount of setup be completed before the saves will be good. Otherwise SkyTweak tends to overwrite settings on load). For me, selecting tags ALWAYS crashes the game on the first try, after I've been setting up other things. When I reload and go directly to Defeat settings, it (almost) always works. This is definitely a Defeat-centric problem. No other mod that deals with anims/tags crashes like this. edit: full crash report, including .dmp analysis, here: link
Green Tryst Posted October 1, 2016 Posted October 1, 2016 Is it possible to implement a "Pit fight rape" scenario that goes like this: 1. You got defeated by bandit or Forsworn in combat and got raped. 2. You black out then wake up in a pit with spectators. 3. You fight random groups of creatures (that are essential and deal high damage) from goats, cows to seekers and giants. 4. Obviously you will lose and get raped. 5. You black out, then either wake up again in the pit or wake up in the middle of Skyrim somewhere (possibly near where you were defeated). Thanks. Probably something to post in the mod suggestion or maybe Content Consumer might be willing to write this into one of his Alternative Starts. It looks like a fun concept.
Goubo Posted October 1, 2016 Author Posted October 1, 2016 Okay, I'm feeling kind of like a moron here, but I can't seem to figure out the MCM menu system for this mod. I'm trying to get rid of some tags I added under the "Animation Settings" within the MCM. I'm trying to follow the directions in the picture below. I can't erase any of the tag items picked! I've tried following the directions that are posted within the MCM, but the tags either just double up themselves or never go away. What am I missing? I'm trying to get rid of the "default" tag under the Multiple - Tag(s). I've tried the "Z" button on my keyboard. I've tried the " left shift" on my keboard. I've tried the ENTER button on my keyboard. I've tried holding down ENTER, SHIFT or Z while clicking (never at the same time.....) nothing seems to work. Edit: Okay I figured it out. Maybe I am really a moron......anyway, I was trying to make the changes from within the selection dialogue box that pops up to select the various animations......Yeah.....your supposed to make the selection in the main MCM dialogue box......(ruefully shakes head). Yeah it caused some confusion, my bad I didn't think about the fact that people would try to use the default option of the box instead of directly on the option. Is it possible to implement a "Pit fight rape" scenario that goes like this: 1. You got defeated by bandit or Forsworn in combat and got raped. 2. You black out then wake up in a pit with spectators. 3. You fight random groups of creatures (that are essential and deal high damage) from goats, cows to seekers and giants. 4. Obviously you will lose and get raped. 5. You black out, then either wake up again in the pit or wake up in the middle of Skyrim somewhere (possibly near where you were defeated). Thanks. That kind of scenario can be added no problem to the new framework but it needs to be done and it sound like a lot of work Selecting the tags sometimes causes the game to CTD. This has caused me much woe on more than a few occasions. Can spend an hour configuring all the MCM setings only to have it suddenly CTD when I get to Defeat (SL-related stuff I always leave until the end). Frustrating as hell. And I generally forget about this by the time I start new games, so I pretty much always waste an hour configuring only to have Defeat crash the game on me. (Note: Can't just save all the time since mods like SkyTweak and maybe SL require a certain amount of setup be completed before the saves will be good. Otherwise SkyTweak tends to overwrite settings on load). For me, selecting tags ALWAYS crashes the game on the first try, after I've been setting up other things. When I reload and go directly to Defeat settings, it (almost) always works. This is definitely a Defeat-centric problem. No other mod that deals with anims/tags crashes like this. edit: full crash report, including .dmp analysis, here: link Well I have never crashed once when dealing with the tags so it's hard to determine what is the cause... From my point of view I can't make the code that deal with this cleaner that it is right now.
Guest Posted October 1, 2016 Posted October 1, 2016 I love your mod goubo i can't wait until you polish this new mechanic
tontoman Posted October 1, 2016 Posted October 1, 2016 .... Selecting the tags sometimes causes the game to CTD. This has caused me much woe on more than a few occasions. Can spend an hour configuring all the MCM setings only to have it suddenly CTD when I get to Defeat (SL-related stuff I always leave until the end). Frustrating as hell. And I generally forget about this by the time I start new games, so I pretty much always waste an hour configuring only to have Defeat crash the game on me. (Note: Can't just save all the time since mods like SkyTweak and maybe SL require a certain amount of setup be completed before the saves will be good. Otherwise SkyTweak tends to overwrite settings on load). For me, selecting tags ALWAYS crashes the game on the first try, after I've been setting up other things. When I reload and go directly to Defeat settings, it (almost) always works. This is definitely a Defeat-centric problem. No other mod that deals with anims/tags crashes like this. edit: full crash report, including .dmp analysis, here: link Well I have never crashed once when dealing with the tags so it's hard to determine what is the cause... From my point of view I can't make the code that deal with this cleaner that it is right now. I've never had a CTD but I do notice on new games, that the animations list for something like include creatures list is empty on a new game. If I run the Defeat CLEAN mcm option, it populates the list. Maybe related (reinitializing variables also initializes?). But running the CLEAN on a new game would be a easy thing to do if you remember.
TenShadows Posted October 4, 2016 Posted October 4, 2016 Nobody wants to fuck the captive I carry around in my sack - even a Calmed bandit calls me insane. Why is there even such an option if no one will take up on it?
bicobus Posted October 4, 2016 Posted October 4, 2016 You may have enabled "morality matters". Try to ask them when nobody is around, or not in public.
TenShadows Posted October 4, 2016 Posted October 4, 2016 "Morality matters" is disabled, and the bandit was definitely not in public, nor was anyone else around.
bleeargh Posted October 6, 2016 Posted October 6, 2016 "Morality matters" is disabled, and the bandit was definitely not in public, nor was anyone else around. Did you select the person to command by holding "shift" while pressing "G"? Then select who you want them to "do the deed" with buy using "shift G" again.
shencereys Posted October 7, 2016 Posted October 7, 2016 Not to derail things too much since there's some good productive discussion going on, especially about some interesting feature ideas that sound pretty amazing, but I do have a couple (okay three) questions. 1) Playing as a male character, is there supposed to be a suite of settings I can apply that will allow the NPCs to assault my follower while leaving me alone (i.e. not spamming attacks on my bleeding out body while ignoring a viable target follower)? Right now, as a male character the only way I can get any npc to assault my follower is to either a ) send her in while I'm hiding (which is kinda hilarious) or b ) turn off last enemy restriction, which just seems to cause all sorts of other problems /eventual crashes when too many npcs are trying to get busy with each other during a big fight 2) Generally speaking, on the left pane in MO do I want defeat near the top or the bottom? 3) A lot of times I get NPCs assaulting themselves (i.e. "Lydia moves toward Lydia!") when they go into bleedout. It doesn't cause any long term problems that I can observe, but it's kind of a downer when it happens. Is this normal, and caused by not having "morality matters" turned on, or is this likely some mod conflict I need to resolve? Also, big props Guobo. This, SL framework and Apropos are in my book are the 3 mods I just can't do without. This is some cool shit.
MsOtaku Posted October 7, 2016 Posted October 7, 2016 Not to derail things too much since there's some good productive discussion going on, especially about some interesting feature ideas that sound pretty amazing, but I do have a couple (okay three) questions. 1) Playing as a male character, is there supposed to be a suite of settings I can apply that will allow the NPCs to assault my follower while leaving me alone (i.e. not spamming attacks on my bleeding out body while ignoring a viable target follower)? Right now, as a male character the only way I can get any npc to assault my follower is to either a ) send her in while I'm hiding (which is kinda hilarious) or b ) turn off last enemy restriction, which just seems to cause all sorts of other problems /eventual crashes when too many npcs are trying to get busy with each other during a big fight 2) Generally speaking, on the left pane in MO do I want defeat near the top or the bottom? 3) A lot of times I get NPCs assaulting themselves (i.e. "Lydia moves toward Lydia!") when they go into bleedout. It doesn't cause any long term problems that I can observe, but it's kind of a downer when it happens. Is this normal, and caused by not having "morality matters" turned on, or is this likely some mod conflict I need to resolve? Also, big props Guobo. This, SL framework and Apropos are in my book are the 3 mods I just can't do without. This is some cool shit. I'm planning on creating a male character very soon and this has been on my mind. I wondered how it would work if my PC was the aggressor and if the NPCs would assault my female follower instead of trying to kill me.
Goubo Posted October 7, 2016 Author Posted October 7, 2016 As for the stalking mechanics, I've used the story manager to activate the quest silently whenever you go to a city/town/house and stops it when you leave. I'm going to need to use something else than a cloak spell though if I can't find a solution, the problem with this is that multiple npcs can be picked as stalkers as the same time and it breaks the script. I'm currently working on a new event to go with the stalking mechanics, "Kidnapped", if you are knocked out by someone they will bring you somewhere secluded, I've created some scenery cells to be picked randomly for that purpose: sewer, cellar, warehouse and a shack so far. In that place they will kiss you and... more, after that they will leave and once you wake up you will be free to leave this place and be teleported back in the nearest place you were knockedout. This event can also happen on knodkdown/out in combat but if they are hostile generic ennemies you will be stripped from you belongings and locked up in a (hideout/tower for now) where you will need to escape by oppening the door with limited lock picks, 5 followers are supported, still thinking about what happen in here, for now it's random scenes for the player and followers depending on the aggressors each 1-3 hours. It will probably triggers some other event if you spend to much time in without escaping. (death, simple slavery, etc.), I was also thinking about a savior that could try to come and rescue you (friend/follower etc) but can end up locked up too if defeated ;D Damn that is going to be a lot of work I guess. This is also the occasion to remind me of some important problems to fix. ... 1) It should be possible to be knocked down as male for female followers to be assaulted if you enable the "Can be knocked down be everyone" while Male and female enabled options are disabled and that collateral is enabled but this part need testings and feedbacks. 2) Shouldn't matter but keep it at the bottom just in case. 3) Interesting, will investigate this bug.
Guest Posted October 7, 2016 Posted October 7, 2016 You're a legend I cant wait to test what you're working on
Kakabishan Posted October 7, 2016 Posted October 7, 2016 As for the stalking mechanics, I've used the story manager to activate the quest silently whenever you go to a city/town/house and stops it when you leave. I'm going to need to use something else than a cloak spell though if I can't find a solution, the problem with this is that multiple npcs can be picked as stalkers as the same time and it breaks the script. I'm currently working on a new event to go with the stalking mechanics, "Kidnapped", if you are knocked out by someone they will bring you somewhere secluded, I've created some scenery cells to be picked randomly for that purpose: sewer, cellar, warehouse and a shack so far. In that place they will kiss you and... more, after that they will leave and once you wake up you will be free to leave this place and be teleported back in the nearest place you were knockedout. This event can also happen on knodkdown/out in combat but if they are hostile generic ennemies you will be stripped from you belongings and locked up in a (hideout/tower for now) where you will need to escape by oppening the door with limited lock picks, 5 followers are supported, still thinking about what happen in here, for now it's random scenes for the player and followers depending on the aggressors each 1-3 hours. It will probably triggers some other event if you spend to much time in without escaping. (death, simple slavery, etc.), I was also thinking about a savior that could try to come and rescue you (friend/follower etc) but can end up locked up too if defeated ;D Damn that is going to be a lot of work I guess. This is also the occasion to remind me of some important problems to fix. ... 1) It should be possible to be knocked down as male for female followers to be assaulted if you enable the "Can be knocked down be everyone" while Male and female enabled options are disabled and that collateral is enabled but this part need testings and feedbacks. 2) Shouldn't matter but keep it at the bottom just in case. 3) Interesting, will investigate this bug. That sounds amazing, can't wait man!
bicobus Posted October 7, 2016 Posted October 7, 2016 I'm not sure if defeat is working with the lastest DA. I got "defeated", but the enemy just kept bashing me. I'm not sure if defeat even triggered. Well, since I just started a game, and only got defeated once, it may be a case of "morality matter" kicking in. So I'm just trolling, see if anybody has had the same issue with DA 7.0 and Defeat 5.3.5 and if I need to finally make a choice. Note: I need to point out that I got directly struck down with full health and stamina for some reason. Probably because the configuration allows that by default for unblocked attacks. I find this mechanic silly, I blocked that hammer! Edit2: Just in case people ask, I did register quests through DA, and I have defeat scenarios enabled in bleedout and blackout.
shencereys Posted October 7, 2016 Posted October 7, 2016 As for the stalking mechanics, I've used the story manager to activate the quest silently whenever you go to a city/town/house and stops it when you leave. I'm going to need to use something else than a cloak spell though if I can't find a solution, the problem with this is that multiple npcs can be picked as stalkers as the same time and it breaks the script. I'm currently working on a new event to go with the stalking mechanics, "Kidnapped", if you are knocked out by someone they will bring you somewhere secluded, I've created some scenery cells to be picked randomly for that purpose: sewer, cellar, warehouse and a shack so far. In that place they will kiss you and... more, after that they will leave and once you wake up you will be free to leave this place and be teleported back in the nearest place you were knockedout. This event can also happen on knodkdown/out in combat but if they are hostile generic ennemies you will be stripped from you belongings and locked up in a (hideout/tower for now) where you will need to escape by oppening the door with limited lock picks, 5 followers are supported, still thinking about what happen in here, for now it's random scenes for the player and followers depending on the aggressors each 1-3 hours. It will probably triggers some other event if you spend to much time in without escaping. (death, simple slavery, etc.), I was also thinking about a savior that could try to come and rescue you (friend/follower etc) but can end up locked up too if defeated ;D Damn that is going to be a lot of work I guess. This is also the occasion to remind me of some important problems to fix. ... 1) It should be possible to be knocked down as male for female followers to be assaulted if you enable the "Can be knocked down be everyone" while Male and female enabled options are disabled and that collateral is enabled but this part need testings and feedbacks. 2) Shouldn't matter but keep it at the bottom just in case. 3) Interesting, will investigate this bug. Oh, wow so basically what I always do to Nazeem's snobby ass is gonna start happening to me, neat and ok Goubo I will try those settings and mess around and see if i can get the thing with the thing UPDATE: wow Goubo you're a genius it worked! I've been OCDing about not being able to make that happen for like 2 days I'm not sure if defeat is working with the lastest DA. I got "defeated", but the enemy just kept bashing me. I'm not sure if defeat even triggered. Well, since I just started a game, and only got defeated once, it may be a case of "morality matter" kicking in. So I'm just trolling, see if anybody has had the same issue with DA 7.0 and Defeat 5.3.5 and if I need to finally make a choice. Note: I need to point out that I got directly struck down with full health and stamina for some reason. Probably because the configuration allows that by default for unblocked attacks. I find this mechanic silly, I blocked that hammer! Edit2: Just in case people ask, I did register quests through DA, and I have defeat scenarios enabled in bleedout and blackout. Ok, bicobus I had this happen at first a lot as well. If you are not a valid "target" for a defeat scenario (i.e. morality or sexuality or a bunch of other setting things disqualify you from the agressor for some reason) hes just gonna beat your ass. Getting beat to death with nothing happening IS a valid defeat scenario if nobody wants to assault you. Getting struck down with full health and stamina is possible if you have "on stun" enabled (or maybe "on ragdoll in DA"), theres option in Defeat to enable "only unblocked" or "only from behind", or to disable on stun & on low stamina altogether. But it also interacts a little wierd with DA sometimes over assaults. Basically DA only plays sorta nice with defeat if you turn off ALL methods of knockdown except the health one. And even then DA and defeat still fight a lot over things it seems like, so you might wanna just get rid of DA. I think I'm going to after having read the last dozen or so pages and seen its a cool idea but gets in the way of defeat and that can't happen for me. I mean maybe there's also a conflict or a bug, but I think maybe its just settings because I had similar problems but worked em out by fiddling with menus.
hamthe3rd Posted October 7, 2016 Posted October 7, 2016 Right now, I have all the Defeat victim ways to knock down the player off and the defeat on in the DA side, seems to work for now. One suggestion that has been proffered in the past is to take the threshold up in DA, which I have down. My problem may be in the percentages in DA, as I don't want to trigger a DA event everytime.
bicobus Posted October 7, 2016 Posted October 7, 2016 Yeah, might as well make use of captured & co. A shame since I find the "game over" mechanic quite useless, it basically forces you to reload until you beat that one enemy or use the console to kill the offending party. So, goubo, if you could create a soft alternative to death that would be greatly appreciated. Bonus points if you can make something so appealing that SkyrimLL would be forced to abandon DA. I you can manage that, I'll give you my first born or, at the receiver choice, a flock of my hairs.
MsOtaku Posted October 7, 2016 Posted October 7, 2016 As for the stalking mechanics, I've used the story manager to activate the quest silently whenever you go to a city/town/house and stops it when you leave. I'm going to need to use something else than a cloak spell though if I can't find a solution, the problem with this is that multiple npcs can be picked as stalkers as the same time and it breaks the script. I'm currently working on a new event to go with the stalking mechanics, "Kidnapped", if you are knocked out by someone they will bring you somewhere secluded, I've created some scenery cells to be picked randomly for that purpose: sewer, cellar, warehouse and a shack so far. In that place they will kiss you and... more, after that they will leave and once you wake up you will be free to leave this place and be teleported back in the nearest place you were knockedout. This event can also happen on knodkdown/out in combat but if they are hostile generic ennemies you will be stripped from you belongings and locked up in a (hideout/tower for now) where you will need to escape by oppening the door with limited lock picks, 5 followers are supported, still thinking about what happen in here, for now it's random scenes for the player and followers depending on the aggressors each 1-3 hours. It will probably triggers some other event if you spend to much time in without escaping. (death, simple slavery, etc.), I was also thinking about a savior that could try to come and rescue you (friend/follower etc) but can end up locked up too if defeated ;D Damn that is going to be a lot of work I guess. This sounds AMAZING! I'm so excited! I can't wait!
Sunnstor Posted October 7, 2016 Posted October 7, 2016 As for the stalking mechanics, I've used the story manager to activate the quest silently whenever you go to a city/town/house and stops it when you leave. I'm going to need to use something else than a cloak spell though if I can't find a solution, the problem with this is that multiple npcs can be picked as stalkers as the same time and it breaks the script. I'm currently working on a new event to go with the stalking mechanics, "Kidnapped", if you are knocked out by someone they will bring you somewhere secluded, I've created some scenery cells to be picked randomly for that purpose: sewer, cellar, warehouse and a shack so far. In that place they will kiss you and... more, after that they will leave and once you wake up you will be free to leave this place and be teleported back in the nearest place you were knockedout. This event can also happen on knodkdown/out in combat but if they are hostile generic ennemies you will be stripped from you belongings and locked up in a (hideout/tower for now) where you will need to escape by oppening the door with limited lock picks, 5 followers are supported, still thinking about what happen in here, for now it's random scenes for the player and followers depending on the aggressors each 1-3 hours. It will probably triggers some other event if you spend to much time in without escaping. (death, simple slavery, etc.), I was also thinking about a savior that could try to come and rescue you (friend/follower etc) but can end up locked up too if defeated ;D Damn that is going to be a lot of work I guess. This is also the occasion to remind me of some important problems to fix. ... 1) It should be possible to be knocked down as male for female followers to be assaulted if you enable the "Can be knocked down be everyone" while Male and female enabled options are disabled and that collateral is enabled but this part need testings and feedbacks. 2) Shouldn't matter but keep it at the bottom just in case. 3) Interesting, will investigate this bug. The only bug / issue which I'd like to get rid off in the current version affects the "Rape" options for females. The first option (I think its bound) always reverts the roles in the animation so that the male victim suddenly is the attacker while the female attacker is the victim. The second option seems to work fine (Females use riding animations as attackers).
Numerals Posted October 7, 2016 Posted October 7, 2016 Yeah, might as well make use of captured & co. A shame since I find the "game over" mechanic quite useless, it basically forces you to reload until you beat that one enemy or use the console to kill the offending party. So, goubo, if you could create a soft alternative to death that would be greatly appreciated. Bonus points if you can make something so appealing that SkyrimLL would be forced to abandon DA. I you can manage that, I'll give you my first born or, at the receiver choice, a flock of my hairs. Defeat as an LL-favored DA-alternative that's not nearly as fucked up? Where is my box of "yes please"? I can't find enough of them.
Goubo Posted October 8, 2016 Author Posted October 8, 2016 It's not really meant to replace DA in any way but as an adult content alternative let's say, I just needed a way better system to make things work. I'm glad you like the idea though, do not hesitate to make suggestion but not unrealizable crazy ideas please. Sunnstor: Ok thank you for your feedback.
shiagwen Posted October 8, 2016 Posted October 8, 2016 if i take robbed event and out in wilderness event both to 100 %, will first the bandit rob you and then throw you out in the wilderness or will only one of the two events be chosen ? if so, please make a possibility to throw into wilderness robbed and naked. Another point is the rape used as exploit to finally kill a hard enemy. that is because the pc will get the chance to heal her up after the rape, but the enemy stays with the hp he has at that point. so pleasae heal the enemy before or after the rape.
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