WaxenFigure Posted October 15, 2016 Posted October 15, 2016 What exactly is this "hold modifier key to invite creatures?" I can't recall seeing this in the Defeat MCM. Is it really supposed to invite critters and beasts to join in on the fun?Hold the surrender key, for some reason it dosen't work for some people, I'll make some tests and improve this if I can. In one of my games I had a bug where each time my character entered sneak, every single hostile would detect me and know my position. I fixed the issue, of course, but before that I tried to submit in an area where no NPC was nearby yet I was still "detected" by hostile. Well, no NPC nearby wasn't quite right: there was a rabbit. So, the peaceful rabbit used that opportunity to jump my character before sending me to simple slavery. Submit in combat seems to validate the closests NPCs instead of just the hostile ones, which is fine. Despite the fact that I find this hilarious that should be impossible, surrenders should only detect npc that are targetting the player or are directly hostile, wth, are rabbits considered in combat with the player when they are near them? Hm that could explain the problem where a group of bandit wants to kill every critters around when they knock down the player, what a wonderful AI... Oh and creatures will not be able to use events like simple slavery with the new framework. A nearby Spriggan may turn the local wildlife hostile so you do need a filter on that.
bicobus Posted October 15, 2016 Posted October 15, 2016 The mod works great however, whenever I try to save the game crashes. It's probably user error not a problem with the mod, I'm not very good at this, but If anyone could help I would appreciate it. Might be a string issue. Open up your save with Save Game Script Cleaner and try to clean it up a little. Read the description carefully, as you may easily kill you savegame with such a tool.
bicobus Posted October 15, 2016 Posted October 15, 2016 What exactly is this "hold modifier key to invite creatures?" I can't recall seeing this in the Defeat MCM. Is it really supposed to invite critters and beasts to join in on the fun?Hold the surrender key, for some reason it dosen't work for some people, I'll make some tests and improve this if I can. In one of my games I had a bug where each time my character entered sneak, every single hostile would detect me and know my position. I fixed the issue, of course, but before that I tried to submit in an area where no NPC was nearby yet I was still "detected" by hostile. Well, no NPC nearby wasn't quite right: there was a rabbit. So, the peaceful rabbit used that opportunity to jump my character before sending me to simple slavery. Submit in combat seems to validate the closests NPCs instead of just the hostile ones, which is fine. Despite the fact that I find this hilarious that should be impossible, surrenders should only detect npc that are targetting the player or are directly hostile, wth, are rabbits considered in combat with the player when they are near them?Hm that could explain the problem where a group of bandit wants to kill every critters around when they knock down the player, what a wonderful AI... Oh and creatures will not be able to use events like simple slavery with the new framework. A nearby Spriggan may turn the local wildlife hostile so you do need a filter on that. Wasn't a spriggan, just a rabbit trotting along the road away from me. Wildlife seems to enter a combat mode once they see the player, and run away because their AI is set to cowardly. Beside, another time I got knocked down by a saber tiger just after a dragon-fight and an elk joined in the fun of raping my character. But this is just a theory.
MsOtaku Posted October 16, 2016 Posted October 16, 2016 What exactly is this "hold modifier key to invite creatures?" I can't recall seeing this in the Defeat MCM. Is it really supposed to invite critters and beasts to join in on the fun?Hold the surrender key, for some reason it dosen't work for some people, I'll make some tests and improve this if I can. In one of my games I had a bug where each time my character entered sneak, every single hostile would detect me and know my position. I fixed the issue, of course, but before that I tried to submit in an area where no NPC was nearby yet I was still "detected" by hostile. Well, no NPC nearby wasn't quite right: there was a rabbit. So, the peaceful rabbit used that opportunity to jump my character before sending me to simple slavery. Submit in combat seems to validate the closests NPCs instead of just the hostile ones, which is fine. Despite the fact that I find this hilarious that should be impossible, surrenders should only detect npc that are targetting the player or are directly hostile, wth, are rabbits considered in combat with the player when they are near them?Hm that could explain the problem where a group of bandit wants to kill every critters around when they knock down the player, what a wonderful AI... Oh and creatures will not be able to use events like simple slavery with the new framework. A nearby Spriggan may turn the local wildlife hostile so you do need a filter on that. Wasn't a spriggan, just a rabbit trotting along the road away from me. Wildlife seems to enter a combat mode once they see the player, and run away because their AI is set to cowardly. Beside, another time I got knocked down by a saber tiger just after a dragon-fight and an elk joined in the fun of raping my character. But this is just a theory. I do notice that when the wolves that come and attack the rapists and my PC all have raging boners. Once, while testing out Defeat, I punched a soldier outside of Whiterun and a Skeever slowly walked toward them as the soldier was raping my character. Again, major boner on the animal but, did not attack. I guess he was waiting for his turn? When the soldier was done, he killed it. I reloaded my save, tried again and the same thing happened. I tried again without punching the guard and no horny Skeever. Maybe arousal does play a role in this. Bicobus, how do you randomly get harmless critters to violate your character?! My girl is the one always chasing after the elk! O_o
Lessetti Posted October 16, 2016 Posted October 16, 2016 I can't seem to find the disable cover self option, can I get help with this, please?
JuliusXX Posted October 16, 2016 Posted October 16, 2016 I can't seem to find the disable cover self option, can I get help with this, please? Deviously Cursed Loot has this option in the MCM.
minibw Posted October 16, 2016 Posted October 16, 2016 I can't seem to find the disable cover self option, can I get help with this, please? Deviously Cursed Loot has this option in the MCM. There's one in Defeat too. It's in the player as victim page, right hand side, near the top. Lots of other mods seem to have it too, to be honest~
blubelbli Posted October 16, 2016 Posted October 16, 2016 Hi I have a problem with the creatures in this mod. When knocked down by wolves for example they do not assault me. They just walk away and act like nothing happened. Is there a way to fix this ? I already enabled all the creature related options in the mod settings.
MsOtaku Posted October 16, 2016 Posted October 16, 2016 Hi I have a problem with the creatures in this mod. When knocked down by wolves for example they do not assault me. They just walk away and act like nothing happened. Is there a way to fix this ? I already enabled all the creature related options in the mod settings. Did you run FNIS after installing "More Nasty Critters" and their dependent mods? Also, when this happens, check your SexLab Diary and see if your character was actually assaulted by the wolves even if there weren't any animations. If it states that your PC was indeed raped by them then there is something wrong with your animations. When you run FNIS make sure that is says, "Checking Creature Animations..." if it doesn't then the animations are not installed or installed properly. And make sure that "Enable Creatures" is ticked within SexLab and Defeat. Lastly, make sure that you have enabled certain creatures to assault your character via the Defeat MCM. Hope this helps.
DarkRavage Posted October 17, 2016 Posted October 17, 2016 I noticed not all the animations are listed on the animation list when there are many animations installed. (Thanks to Funnybizness) Is everyone else also having this problem?
MsOtaku Posted October 17, 2016 Posted October 17, 2016 I noticed not all the animations are listed on the animation list when there are many animations installed. (Thanks to Funnybizness) Is everyone else also having this problem? Did you register them to SL after selecting the ones you wanted followed by saving, exiting, and running FNIS?
Kakabishan Posted October 17, 2016 Posted October 17, 2016 I noticed not all the animations are listed on the animation list when there are many animations installed. (Thanks to Funnybizness) Is everyone else also having this problem? Unfortunately it's an array limitation on skyrim. So that means only a maximum of 125 animations can be shown at one given time.
DarkRavage Posted October 17, 2016 Posted October 17, 2016 I noticed not all the animations are listed on the animation list when there are many animations installed. (Thanks to Funnybizness) Is everyone else also having this problem? Unfortunately it's an array limitation on skyrim. So that means only a maximum of 125 animations can be shown at one given time. That is very unfortunate. Is it possible to add another array?
Kakabishan Posted October 17, 2016 Posted October 17, 2016 Nope, it's an engine limitation of skyrim, can't do anything about that at the hands of modders afaik
Guest Posted October 17, 2016 Posted October 17, 2016 Have you seen this mod Slave Trainer I was thinking maybe you could hook into this mod when you defeat someone there is an option to enslave the NPC if this mod is installed or something like that I think it would be a neat idea
shiagwen Posted October 17, 2016 Posted October 17, 2016 Again i had to think about some basic game functions of defeat, when deciding if i add it into my game or not. beneath the question if this would mean too much sex in the game, which lowers the interest in it by the time, there is the question if combats are still challenging with defeat installed. Defeat interrupts combat. Thats the nature of the mod. If the actual version is used and the rape takes place instead of death, it still influences the game : Because after the rape the player has time to heal up, he can use raping as a safe way to kill hard enemies. without defeat, the player has to reload last safe. that is mostly before the combat startet, sometimes long before and it is really annoying to repeat a lot of game because you forgot to safe the game before combat begins. With defeat the player must not reload. he can let his pc easily get raped, no negative consequences, no reload. plus the enemies get no change to their health. their health never change until the cell resets. If Goobo now resets full health to the enemies after the rape, raping as exploit is gone. On the other hand if you have saved the game within the fight, especially in long hard fights with dragons or dragonpriests this is common, then geting a full health enemy after the rape is really a punishment. you never know how long the combat will take, with every rape the enemy has full health again. the optimum would be, if the enemies would get the health they had at the last save, but this would be technically impossible, i guess. so gettting full health for the enemies after rape as an option in mcm is the best solution.
Lostdreamer Posted October 17, 2016 Posted October 17, 2016 Defeat does weird things to difficulty. I find on an absolute level it makes the fights harder - I only have 2/3rds of the hitpoint pool I had. Once I'm below that, the fight is over and I'm on the floor getting raped. However, the game itself isn't - because you don't have to reload at that point. As mentioned, it gives you a chance to escape / possibly have another go at the fight and do it better. I find this two edged sword works quite well. Tough fights are more containable and don't just result in you being red paste and having to replay the last hour of dungeon crawl because you forgot to save - but they are also tougher. Options I use to make sure triggering Defeat is a 'lose' conditon are: Very Agressive wear and tear settings in Sexlab Wear And Tear - these can easily be set so that you are sufficently debuffed after a defeat sequence that you can't continue, you have to retreat to somewhere you can wait / sleep and heal it. Devious Captures &/ Enslaved, possibly with Devious Training as well - This means you will end the sequence literally in chains, and be forced back to town in order to free yourself. Depending on how much you enjoy some of the slavery mods, I think most of them can be integrated so that when a Defeat event ends you are enslaved rather than free to do as you wish. You can also configure it to have a high chance of releiving you of gold / treasure items as a further incentive to avoid letting it happen. I find some of these events can run counter to the 'and you can contine play afterwards' - if I have just been releaved of all my kit I can't. And I can't get it back because if the enemy was able to beat me in a fair fight, I havn't got a hope naked.
Nevadathehighelf Posted October 17, 2016 Posted October 17, 2016 hello, please help. I downloaded the recent update of defeat, 5.3.5, I first uninstalled the old defeat file, and ran generate. And now I am unable to select the player/companion menu from the mcm, it has a "$" sign in front of the text, like "$player/companion" please help, as I am also unable to convert back to my old defeat, because my game instantly crashes upon loading. :9 hello, please help. I downloaded the recent update of defeat, 5.3.5, I first uninstalled the old defeat file, and ran generate. And now I am unable to select the player/companion menu from the mcm, it has a "$" sign in front of the text, like "$player/companion" please help, as I am also unable to convert back to my old defeat, because my game instantly crashes upon loading.
Justfornow Posted October 18, 2016 Posted October 18, 2016 I have NPC vs NPC turned on, as well as follower aggresor, but random NPCs like bandits never go into a bleed out state, so my follower will never rape them. Is there something I'm missing?
WaxenFigure Posted October 18, 2016 Posted October 18, 2016 I have NPC vs NPC turned on, as well as follower aggresor, but random NPCs like bandits never go into a bleed out state, so my follower will never rape them. Is there something I'm missing? Are your followers OP enough that they just mow down he bandits in one or two hits? Bleedout is a state that is easily shot right past in a battle.
Goubo Posted October 18, 2016 Author Posted October 18, 2016 Have you seen this mod Slave Trainer I was thinking maybe you could hook into this mod when you defeat someone there is an option to enslave the NPC if this mod is installed or something like that I think it would be a neat idea It's up to chakrum to make it compatible cause I won't add more option to the menu, he can check for a keyword and access a global function from Defeat to remove the Defeat state of the npc and then enslave them. ... ... Yeah I will definitely restore the health of the aggressors, it just didn't occur to me that this was a problem as I already thought they would restore out of combat. But should I add this as an option? Maybe people like it the way it is? I have NPC vs NPC turned on, as well as follower aggresor, but random NPCs like bandits never go into a bleed out state, so my follower will never rape them. Is there something I'm missing? Are your followers OP enough that they just mow down he bandits in one or two hits? Bleedout is a state that is easily shot right past in a battle. That's right, npcs in combat are registered every 10 seconds so when the combat starts they are not necessarily registered and therefore can't be knocked down, if they are killed by a big hit that past their knockdown threshold they can't be knocked down as well and they will die.
shiagwen Posted October 18, 2016 Posted October 18, 2016 options are always the best. everybody has his own style. and please make that 6 hours delay when get kicked out of the dungeon optional too.
Lostdreamer Posted October 18, 2016 Posted October 18, 2016 Feature Request: 'Loan Sharks'. I know this is a little cheaky, but I thought i would throw it into the mixing pot for discussion. One of the things I liked about Maria Eden was the pimp mechanism - for every day that passes, you owe your pimp 500gold. Or else. This is a nice incentive to get on and do stuff in game, rather than just hang around Waiting for the shops to open or whatever. It's just occured to me that it might be possible to add a similar function to Defeat. The Loan Shark charges you Xgold per day, and will come looking for you if you don't pay. If you pay him, fine. If you don't, trigger a Defeat sequence. I don't know how hard it would be to implement, or what the other consequences might be.
aim4it Posted October 18, 2016 Posted October 18, 2016 Yeah I will definitely restore the health of the aggressors, it just didn't occur to me that this was a problem as I already thought they would restore out of combat. But should I add this as an option? Maybe people like it the way it is? I believe they regenerate over time by default, but alot of overhauls take regen out of the game, i.e Requiem, YASH, maybe Perkus Maximus. Honestly its up to people to read what their installing and changing with those mods.
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