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Posted

 

 

 

Not Hideout related, but what about a little HP buff to make up for the slowness debuff?

That way you wont die 1hit after getting used.

 

You can use potions to help you survive!

 

I certainly understand that most here lies with each first counter bandit. But I'm not. I fight to the end and I never remains healing potions, it can be a bandit chief, or other named character, but to all of them I lose without giveaway... and I die in the end. Sad and have to play again, and the whole point of mod is lost to my :s .

 

edit.

And the problem is not the number of health, in 3.2 it also had no, the problem is the first hit of the enemy. In 3.2, it was about 1-2 seconds to get away now do not have half a second.

Posted

There are some bugs I found while translating.

 

1.this line can not be translated in game.

 

$Will clean up and uninstall the mod. WILL NOT FREE PRISONNERS, use de chain in the prison office to free your prisonners if you have some before disabling the esp. Do you want to continue?

 

2.in SexLabDefeat.esp: "MESG - DefeatAssaultNPCMess006"

 

<Alias=Aggpai006r> wants to rape <Alias=Vicpair006>!

I think it should be

<Alias=Aggpair006> wants to rape <Alias=Vicpair006>!

 

Posted

 

 

 

 

Not Hideout related, but what about a little HP buff to make up for the slowness debuff?

That way you wont die 1hit after getting used.

 

You can use potions to help you survive!

 

I certainly understand that most here lies with each first counter bandit. But I'm not. I fight to the end and I never remains healing potions, it can be a bandit chief, or other named character, but to all of them I lose without giveaway... and I die in the end. Sad and have to play again, and the whole point of mod is lost to my :s .

 

edit.

And the problem is not the number of health, in 3.2 it also had no, the problem is the first hit of the enemy. In 3.2, it was about 1-2 seconds to get away now do not have half a second.

 

 

You have to use a strong healing potion while they are using you if you want to have a chance. Then you will get up with full hp. From there use magic or weapons or shout.  Get to a safe place and type the command again. I recommend not setting the threshold for knockdown too low, because then you will only have more damage to heal and you're an easy target. If you don't mind cheating you can type tcai in the console and all will stop fighting.

 

Posted

Hi, I just updated to defeat 4.1. I can put one npc in the bag, and then the bag showed on my charactor's back. But I didn't find the bag in my inventory, therefore I can't release the NPC where I want. The only option is to lock him in cell.

 

PS: defeat 4.0 the bag don't even work....

The filled bag is an armor addon, to release the NPC you unequip it and choose release. (Read the book in the hideout.)

 

 

Thanks, but still I can not unequip the bag, nor drop it. The bag just equiped automaticly and I didn't see any dialog show up. put prison in cell and return to bags works fine through.

Posted

 

There are some bugs I found while translating.

 

1.this line can not be translated in game.

 

$Will clean up and uninstall the mod. WILL NOT FREE PRISONNERS, use de chain in the prison office to free your prisonners if you have some before disabling the esp. Do you want to continue?

 

2.in SexLabDefeat.esp: "MESG - DefeatAssaultNPCMess006"

 

<Alias=Aggpai006r> wants to rape <Alias=Vicpair006>!

I think it should be

<Alias=Aggpair006> wants to rape <Alias=Vicpair006>!

 

 

So you had the same problem during you translation? Good to know It wasn't my eyesight's fault :o

Out of curiosity which language did you translate it to?

Posted

 

Hi, I just updated to defeat 4.1. I can put one npc in the bag, and then the bag showed on my charactor's back. But I didn't find the bag in my inventory, therefore I can't release the NPC where I want. The only option is to lock him in cell.

 

PS: defeat 4.0 the bag don't even work....

The filled bag is an armor addon, to release the NPC you unequip it and choose release. (Read the book in the hideout.)

 

 

Thanks, but still I can not unequip the bag, nor drop it. The bag just equiped automaticly and I didn't see any dialog show up. put prison in cell and return to bags works fine through.

 

 

The only place it won't let me release an abductee is inside the hideout . . . if you're trying to release them inside the hideout, try to release them out in the world somewhere.

Posted

This is not really a bug ....  but I figured I would   let u know that the way defeat is deciding the gender of NPC's  is different than most mods  with a very weird result!

I discovered something yesterday  from  my log files ....  defeat always gave me a problem attacking guards yesterday after 4.1update    even though I have all female guards enabled and they are as hot as hell ... defeat still consider "some of them " males and only give u "anal" options   ....   that explains a lot!  I tested that theory yesterday and romance had no problem doing all animations with same guard that was limited to anal in defeat ....  but then I  got to thinking what if defeat does that also to bandits ???? you see all my NPCS  are souped up by mods in someway or the other that is cvhangedf from original skyrim code or spawned new by mods! it could be the reason why old defeat 3.2 sometimes did not work ... !

just a thought!

let me repeat ...   that new thing about being able to retry to rape a failed encounter is WONDERFUL !  that guard yesterday I failed 6 times ( with only 2 knock outs) and succeeded at the 7th try :) !

I detect the use of actor.GetActorBase() on a leveled list character, actor.GetLeveledActorBase() is the only way to be sure you get the correct gender because the unleveled base actor is always male in these lists.

Posted

 

 

And a dynamic way to change their outfit with action key for example. (Even though I'm not sure how to do this right now.)

I also like the idea of setting a guard(s) who will patrol in the prison and have fun with prisoners sometimes.

 

OK   I  decompiled  BHcloselock.pex      included in  undergroundhouse mod using this program

this is how any outfits u put  in dark area holding boxes   ends up on shackled prisoners and prisoners clothes  end up in the box !  when u release the prisoner they get their clothes back and your outfit  gets back to the box for the next prisoner and so on!

 

 

.STRINGS

0    BHcloselock

1    

2    GetState

3    GotoState

4    OnOpen

5    conditional

6    hidden

7    ObjectReference

8    ::darkfaction_var

9    faction

10    ::shacklefaction_var

11    ::bhkey_var

12    key

13    ::spousefaction_var

14    ::doorname_var

15    ::doorname2_var

16    ::guestfaction_var

17    ::bhfaction_var

18    ::prisonfaction_var

19    ::guardfaction_var

20    guardfaction

21    bhfaction

22    shacklefaction

23    bhkey

24    spousefaction

25    doorname2

26    prisonfaction

27    doorname

28    guestfaction

29    darkfaction

30    String

31    Function that returns the current state

32    ::State

33    None

34    akActionRef

35    ::temp0

36    actor

37    ::temp1

38    ::temp2

39    Bool

40    ::temp7

41    Float

42    ::temp3

43    temp

44    ::temp4

45    form

46    ::temp5

47    Int

48    ::temp6

49    ::NoneVar

50    game

51    GetPlayer

52    IsInFaction

53    GetItemCount

54    removeitem

55    utility

56    wait

57    setopen

58    self

59    lock

60    Function that switches this object to the specified state

61    newState

62    onEndState

63    onBeginState

.DEBUG

BHcloselock DEFAULT GetState 0

BHcloselock DEFAULT GotoState 0

BHcloselock DEFAULT OnOpen 0 16, 16, 16, 16, 16, 18, 18, 19, 19, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 25, 25, 26, 27, 28, 29, 30, 31

.FLAGS

conditional 1

hidden 0

.OBJECTS

OBJECT BHcloselock : ObjectReference {0}

    VARS

        faction ::darkfaction_var = null {0}

        faction ::shacklefaction_var = null {0}

        key ::bhkey_var = null {0}

        faction ::spousefaction_var = null {0}

        ObjectReference ::doorname_var = null {0}

        ObjectReference ::doorname2_var = null {0}

        faction ::guestfaction_var = null {0}

        faction ::bhfaction_var = null {0}

        faction ::prisonfaction_var = null {0}

        faction ::guardfaction_var = null {0}

    ENDVARS

    PROPS

        PROP faction guardfaction rw {0}

            AUTOVAR ::guardfaction_var

        ENDPROP

        PROP faction bhfaction rw {0}

            AUTOVAR ::bhfaction_var

        ENDPROP

        PROP faction shacklefaction rw {0}

            AUTOVAR ::shacklefaction_var

        ENDPROP

        PROP key bhkey rw {0}

            AUTOVAR ::bhkey_var

        ENDPROP

        PROP faction spousefaction rw {0}

            AUTOVAR ::spousefaction_var

        ENDPROP

        PROP ObjectReference doorname2 rw {0}

            AUTOVAR ::doorname2_var

        ENDPROP

        PROP faction prisonfaction rw {0}

            AUTOVAR ::prisonfaction_var

        ENDPROP

        PROP ObjectReference doorname rw {0}

            AUTOVAR ::doorname_var

        ENDPROP

        PROP faction guestfaction rw {0}

            AUTOVAR ::guestfaction_var

        ENDPROP

        PROP faction darkfaction rw {0}

            AUTOVAR ::darkfaction_var

        ENDPROP

    ENDPROPS

    STATES

        STATE DEFAULT

            String FUNCTION GetState() {0}

            @doc Function that returns the current state

                FLAGS 0

                return ::State

            ENDFUNCTION

            None FUNCTION OnOpen(ObjectReference akActionRef) {0}

                FLAGS 0

                VARS

                    actor ::temp0

                    ObjectReference ::temp1

                    Bool ::temp2

                    Float ::temp7

                    Bool ::temp3

                    actor temp

                    form ::temp4

                    Int ::temp5

                    Bool ::temp6

                    None ::NoneVar

                ENDVARS

                callstatic game, GetPlayer, ::temp0

                cast ::temp1, ::temp0

                cmp_eq ::temp2, akActionRef, ::temp1

                jmpf ::temp2, 2

                jmp 15

                cast ::temp0, akActionRef

                assign temp, ::temp0

                callmethod IsInFaction, temp, ::temp3, ::prisonfaction_var

                jmpf ::temp3, 11

                cast ::temp4, ::bhkey_var

                callmethod GetItemCount, temp, ::temp5, ::temp4

                cmp_gt ::temp6, ::temp5, 0

                jmpf ::temp6, 6

                cast ::temp4, ::bhkey_var

                callmethod GetItemCount, temp, ::temp5, ::temp4

                cast ::temp4, ::bhkey_var

                callmethod removeitem, temp, ::NoneVar, ::temp4, ::temp5, false, null

                jmp 1

                jmp 1

                cast ::temp7, 5

                callstatic utility, wait, ::NoneVar, ::temp7

                callmethod setopen, self, ::NoneVar, false

                callmethod lock, self, ::NoneVar, true, false

                callmethod setopen, ::doorname_var, ::NoneVar, false

                callmethod setopen, ::doorname2_var, ::NoneVar, false

                callmethod lock, ::doorname_var, ::NoneVar, true, false

                callmethod lock, ::doorname2_var, ::NoneVar, true, false

            ENDFUNCTION

            None FUNCTION GotoState(String newState) {0}

            @doc Function that switches this object to the specified state

                FLAGS 0

                VARS

                    None ::NoneVar

                ENDVARS

                callmethod onEndState, self, ::NoneVar

                assign ::State, newState

                callmethod onBeginState, self, ::NoneVar

            ENDFUNCTION

        ENDSTATE

    ENDSTATES

ENDOBJECT

 

 

hope that helps!

 

and this is decompiled  BHshackle.pex  where he send npc to shackles in prison and calls the clothing  script

 

 

 

.DEBUG

BHcloselock DEFAULT GetState 0

BHcloselock DEFAULT GotoState 0

BHcloselock DEFAULT OnOpen 0 16, 16, 16, 16, 16, 18, 18, 19, 19, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 25, 25, 26, 27, 28, 29, 30, 31

.FLAGS

conditional 1

hidden 0

.OBJECTS

OBJECT BHcloselock : ObjectReference {0}

    VARS

        faction ::darkfaction_var = null {0}

        faction ::shacklefaction_var = null {0}

        key ::bhkey_var = null {0}

        faction ::spousefaction_var = null {0}

        ObjectReference ::doorname_var = null {0}

        ObjectReference ::doorname2_var = null {0}

        faction ::guestfaction_var = null {0}

        faction ::bhfaction_var = null {0}

        faction ::prisonfaction_var = null {0}

        faction ::guardfaction_var = null {0}

    ENDVARS

    PROPS

        PROP faction guardfaction rw {0}

            AUTOVAR ::guardfaction_var

        ENDPROP

        PROP faction bhfaction rw {0}

            AUTOVAR ::bhfaction_var

        ENDPROP

        PROP faction shacklefaction rw {0}

            AUTOVAR ::shacklefaction_var

        ENDPROP

        PROP key bhkey rw {0}

            AUTOVAR ::bhkey_var

        ENDPROP

        PROP faction spousefaction rw {0}

            AUTOVAR ::spousefaction_var

        ENDPROP

        PROP ObjectReference doorname2 rw {0}

            AUTOVAR ::doorname2_var

        ENDPROP

        PROP faction prisonfaction rw {0}

            AUTOVAR ::prisonfaction_var

        ENDPROP

        PROP ObjectReference doorname rw {0}

            AUTOVAR ::doorname_var

        ENDPROP

        PROP faction guestfaction rw {0}

            AUTOVAR ::guestfaction_var

        ENDPROP

        PROP faction darkfaction rw {0}

            AUTOVAR ::darkfaction_var

        ENDPROP

    ENDPROPS

    STATES

        STATE DEFAULT

            String FUNCTION GetState() {0}

            @doc Function that returns the current state

                FLAGS 0

                return ::State

            ENDFUNCTION

            None FUNCTION OnOpen(ObjectReference akActionRef) {0}

                FLAGS 0

                VARS

                    actor ::temp0

                    ObjectReference ::temp1

                    Bool ::temp2

                    Float ::temp7

                    Bool ::temp3

                    actor temp

                    form ::temp4

                    Int ::temp5

                    Bool ::temp6

                    None ::NoneVar

                ENDVARS

                callstatic game, GetPlayer, ::temp0

                cast ::temp1, ::temp0

                cmp_eq ::temp2, akActionRef, ::temp1

                jmpf ::temp2, 2

                jmp 15

                cast ::temp0, akActionRef

                assign temp, ::temp0

                callmethod IsInFaction, temp, ::temp3, ::prisonfaction_var

                jmpf ::temp3, 11

                cast ::temp4, ::bhkey_var

                callmethod GetItemCount, temp, ::temp5, ::temp4

                cmp_gt ::temp6, ::temp5, 0

                jmpf ::temp6, 6

                cast ::temp4, ::bhkey_var

                callmethod GetItemCount, temp, ::temp5, ::temp4

                cast ::temp4, ::bhkey_var

                callmethod removeitem, temp, ::NoneVar, ::temp4, ::temp5, false, null

                jmp 1

                jmp 1

                cast ::temp7, 5

                callstatic utility, wait, ::NoneVar, ::temp7

                callmethod setopen, self, ::NoneVar, false

                callmethod lock, self, ::NoneVar, true, false

                callmethod setopen, ::doorname_var, ::NoneVar, false

                callmethod setopen, ::doorname2_var, ::NoneVar, false

                callmethod lock, ::doorname_var, ::NoneVar, true, false

                callmethod lock, ::doorname2_var, ::NoneVar, true, false

            ENDFUNCTION

            None FUNCTION GotoState(String newState) {0}

            @doc Function that switches this object to the specified state

                FLAGS 0

                VARS

                    None ::NoneVar

                ENDVARS

                callmethod onEndState, self, ::NoneVar

                assign ::State, newState

                callmethod onBeginState, self, ::NoneVar

            ENDFUNCTION

        ENDSTATE

    ENDSTATES

ENDOBJECT

 

 

 

http://skyrim.nexusmods.com/mods/35307/? -- A better tool, creates compilable scripts out of compiled code not just pseudo-code.

Posted

 

Since you're adding to your prison and this is a sex mod after all.

 

Why not add a "Sex Arena" much like some other mods add a fight arena. You can then stage sex between any one or more prisoners you have collected and/or join the action yourself. Have it automatically start a new sex act for whoever is in the arena after giving a few seconds to exit the arena (you) or perhaps start an act at the push of a button.

 

Too many actors in the cell? Start multiple sex acts (including just masturbation for any odd actor out). That way you could stage an orgy.

Posted

Goubo are still looking for suggestions ?? if so how about a temp marker where the sexacts is currently happening ?? Right now i am wondering around the forest and i see some message like wolf want to rape bandits but i have idea where or how far away this is occuring.

Posted

I havent tested it with every creature yet, but wolves and ice wolves now jitter all over the place once the animation starts, ending up somewhere far above the player and humping thin air. I tried an earlier save with 4.0 and downgraded and it didnt happen there, so its something that broke with the 4.1 update.

 

 

it is normal that the actors involved in the animation are aligned only with the "no transition"? If I put one of the two other options involved actors literally fly and move my character when they come closer.

 

I faced the same problem yesterday with bears, Draug and npcs. I did not try to shange the transisions as I was pretty comfident that it is SL related. Defeat does not affect their positioning anyway. I try it though tand see. will be wierd if it works.

 

 

Hasn't anyone came across the situtation where your follower tries (and always succeds) to rape Draug. And I am veeeery confident that the same will happen with falmer, and I think I have an idea whats causing it. Like shades (in 4.0 testing) draug and falmer are the only creatures that have a bleedout state (they kneel if their health is low) and that is causing the follower to attempt the rape. Since the restrictions that apply to NPCs do not apply to creatures, they can not resist, so rape attempts are 100% succesfull.

Posted

I tried to install 4.1 version but never appear inside mcm menu and after loading also a new fresh game, never appear during the first list of installation. Gone back to 4.0 and work...

Posted

you have downloaded the "cursed" version that had an unknown, inexplicable error yesterday  ;) .

If you download the file again now you will get the correct version where MCM menu works

Posted

I am having a hard time loading my game with this mod installed. It keeps ctd, but only does it when I run Fnis, if I don't run Fnis, then my game will load, but MCM does provide a menu to this mod.

 

If I uninstall this mod, there is no crashes to the desktop. So I uninstalled the Skyrim, deleted all leftover folders then reinstalled the game. To test my theory I installed only SKSE, SKYUI, FNIS and all addons, Sexlab Framework and the D13. I did FNis, loaded Skyrim, and as soon as it is to load a character it crashes to desktop.

 

I know things are installed right because I tested it on other mods after uninstalling Defeat, all other worked fine. So I am not sure what is happening or why, help would be appreciated.

Posted

you have downloaded the "cursed" version that had an unknown, inexplicable error yesterday  ;) .

If you download the file again now you will get the correct version where MCM menu works

 

Thank you, I'll retry then ;)

Posted

You want to talk about some seriously creepy stuff... last night I was playing at around 4 am. I went into the hideout and turned around. Out of the corner of my eye I could see through the doorway one of the mannequins move out of view. When I went to investigate there were all the mannequins lined up as they should be. uuuuuuuuhhhh sooo creepy. 

Posted

I have a problem.. maybe someone asked that already but i didnt find it:

if i attempt to knock someone down it gives me the message "Resist: -xxx%" (nevative percentage)

my character is Level 79 with maximum stamina and the target is some low bandit with 5% life.

if i turn up the "bonus chance" in MCM i get higher negative values

so if i get -54% without bonus chance, i get -154% with bonus chance

 

anyway... the enemy is not knocked down

 

what can i do to fix that? or is that intended and i just missed something?

Posted

I have a problem.. maybe someone asked that already but i didnt find it:

if i attempt to knock someone down it gives me the message "Resist: -xxx%" (nevative percentage)

my character is Level 79 with maximum stamina and the target is some low bandit with 5% life.

if i turn up the "bonus chance" in MCM i get higher negative values

so if i get -54% without bonus chance, i get -154% with bonus chance

 

what can i do to fix that? or is that intended and i just missed something?

You must try to use the move with magic in you hands, the percentage indicate the chance the NPC had in the moment of the assault.

That remind me I need to fix it so you can't use it with magic.

 

 

There are some bugs I found while translating.

 

1.this line can not be translated in game.

 

$Will clean up and uninstall the mod. WILL NOT FREE PRISONNERS, use de chain in the prison office to free your prisonners if you have some before disabling the esp. Do you want to continue?

 

2.in SexLabDefeat.esp: "MESG - DefeatAssaultNPCMess006"

 

<Alias=Aggpai006r> wants to rape <Alias=Vicpair006>!

I think it should be

<Alias=Aggpair006> wants to rape <Alias=Vicpair006>!

 

Thanks for noticing this, will fix.

 

 

 

Hi, I just updated to defeat 4.1. I can put one npc in the bag, and then the bag showed on my charactor's back. But I didn't find the bag in my inventory, therefore I can't release the NPC where I want. The only option is to lock him in cell.

 

PS: defeat 4.0 the bag don't even work....

The filled bag is an armor addon, to release the NPC you unequip it and choose release. (Read the book in the hideout.)

 

 

Thanks, but still I can not unequip the bag, nor drop it. The bag just equiped automaticly and I didn't see any dialog show up. put prison in cell and return to bags works fine through.

 

 

The only place it won't let me release an abductee is inside the hideout . . . if you're trying to release them inside the hideout, try to release them out in the world somewhere.

 

Yes, you can't release a NPC inside the Hideout, the bag is immediately reequipped in this case.

 

 

This is not really a bug ....  but I figured I would   let u know that the way defeat is deciding the gender of NPC's  is different than most mods  with a very weird result!

I discovered something yesterday  from  my log files ....  defeat always gave me a problem attacking guards yesterday after 4.1update    even though I have all female guards enabled and they are as hot as hell ... defeat still consider "some of them " males and only give u "anal" options   ....   that explains a lot!  I tested that theory yesterday and romance had no problem doing all animations with same guard that was limited to anal in defeat ....  but then I  got to thinking what if defeat does that also to bandits ???? you see all my NPCS  are souped up by mods in someway or the other that is cvhangedf from original skyrim code or spawned new by mods! it could be the reason why old defeat 3.2 sometimes did not work ... !

just a thought!

let me repeat ...   that new thing about being able to retry to rape a failed encounter is WONDERFUL !  that guard yesterday I failed 6 times ( with only 2 knock outs) and succeeded at the 7th try  :) !

I detect the use of actor.GetActorBase() on a leveled list character, actor.GetLeveledActorBase() is the only way to be sure you get the correct gender because the unleveled base actor is always male in these lists.

 

I do use GetLeveledActorBase().GetSex(), weird.

 

About the arena, some good ideas here. :)

And wow thanks for Champollion, awesome tool!

 

 

 

I faced the same problem yesterday with bears, Draug and npcs. I did not try to shange the transisions as I was pretty comfident that it is SL related. Defeat does not affect their positioning anyway. I try it though tand see. will be wierd if it works.

 

 

Hasn't anyone came across the situtation where your follower tries (and always succeds) to rape Draug. And I am veeeery confident that the same will happen with falmer, and I think I have an idea whats causing it. Like shades (in 4.0 testing) draug and falmer are the only creatures that have a bleedout state (they kneel if their health is low) and that is causing the follower to attempt the rape. Since the restrictions that apply to NPCs do not apply to creatures, they can not resist, so rape attempts are 100% succesfull.

 

No, for some reason sometimes the radiant quest fill a Draug in one of the slots (Oddly enough, Only female draug will return Female if the sex is checked maybe it has to do with this.)

Anyway I don't know why I didn't think of it earlier but putting a ActorTypeNpc keyword check has fixed this issue for good.

 

I need to take care about the Action key on Bleeding out creatures, you can actually rape them and abduct them, I will put an option to capture creatures if you want but not like this since it's not intended.

 

I am having a hard time loading my game with this mod installed. It keeps ctd, but only does it when I run Fnis, if I don't run Fnis, then my game will load, but MCM does provide a menu to this mod.

 

If I uninstall this mod, there is no crashes to the desktop. So I uninstalled the Skyrim, deleted all leftover folders then reinstalled the game. To test my theory I installed only SKSE, SKYUI, FNIS and all addons, Sexlab Framework and the D13. I did FNis, loaded Skyrim, and as soon as it is to load a character it crashes to desktop.

 

I know things are installed right because I tested it on other mods after uninstalling Defeat, all other worked fine. So I am not sure what is happening or why, help would be appreciated.

Hm.. that's an hard one, sorry but I'm not sure what's happening to you either! :/

Posted

you have downloaded the "cursed" version that had an unknown, inexplicable error yesterday  ;) .

If you download the file again now you will get the correct version where MCM menu works

 

You were right, problem solved, thank you.

I had to clean up from the menu for get it work anyway.

Posted

You want to talk about some seriously creepy stuff... last night I was playing at around 4 am. I went into the hideout and turned around. Out of the corner of my eye I could see through the doorway one of the mannequins move out of view. When I went to investigate there were all the mannequins lined up as they should be. uuuuuuuuhhhh sooo creepy.

The mannequins in this game are indeed creepy, I recall opening the basement door to Proudspire and watching the mannequins race to their stands and take up poses.

 

It comes from the way they were implemented, they are a complete race and there's script that forces them to their base and makes them hold still but that script sometimes lags enough that you see them before it activates.

 

Actually seeing that may mean you are experiencing some script lag issues.

Posted

 

I have a problem.. maybe someone asked that already but i didnt find it:

if i attempt to knock someone down it gives me the message "Resist: -xxx%" (nevative percentage)

my character is Level 79 with maximum stamina and the target is some low bandit with 5% life.

if i turn up the "bonus chance" in MCM i get higher negative values

so if i get -54% without bonus chance, i get -154% with bonus chance

 

what can i do to fix that? or is that intended and i just missed something?

You must try to use the move with magic in you hands, the percentage indicate the chance the NPC had in the moment of the assault.

That remind me I need to fix it so you can't use it with magic.

 

did i understand you right? i have to equip magic for it to work? because it doesnt work. i tried it in any way. 1hand+magic, magic+1hand, magic+magic, 1hand+1hand... all the same

 

i am getting the "resited! -xx%" and the enemy is not knocked down

 

Posted

hey im having an issue at the moment where i have swapped my defeat over to the original setting where my allies will get knocked down too but for some strange reason they seem to just keep fighting and not letting the animations start is there any way to force them using an animation console command or something as im stumped as to what has caused it to stop working thnx 

 

Edit. now the entire defeat knockdown wont even work this happened with 3.2 as well and the only way i got it to work last time was to update to 4.1 really hope theres a fix 

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