BushJr Posted October 15, 2013 Posted October 15, 2013 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 . 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.
magnusx Posted October 15, 2013 Posted October 15, 2013 Well, with SL 1.21 all was working perfectly, no need to look any further. Keep throwing ideas for the hideout (not the obvious, such as rape in cells. ^^), I'm keeping them in a text file and I will carefully read when I decide to improve the hideout. Use this toys in the hideout =) http://www.loverslab.com/topic/20002-wip-o3dbondagetest-spelldriven/ would be awesome! thnx for ur great work!
gnanyn Posted October 15, 2013 Posted October 15, 2013 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>!
Guest Posted October 15, 2013 Posted October 15, 2013 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 . 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.
gnanyn Posted October 15, 2013 Posted October 15, 2013 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.
Sivi Posted October 15, 2013 Posted October 15, 2013 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 Out of curiosity which language did you translate it to?
Elerneron Posted October 15, 2013 Posted October 15, 2013 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.
WaxenFigure Posted October 15, 2013 Posted October 15, 2013 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.
WaxenFigure Posted October 15, 2013 Posted October 15, 2013 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.
WaxenFigure Posted October 15, 2013 Posted October 15, 2013 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.
D_ManXX2 Posted October 15, 2013 Posted October 15, 2013 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.
azmodan22 Posted October 15, 2013 Posted October 15, 2013 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.
Regcod Posted October 15, 2013 Posted October 15, 2013 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...
azmodan22 Posted October 15, 2013 Posted October 15, 2013 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
Silsedovah Posted October 15, 2013 Posted October 15, 2013 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.
Regcod Posted October 15, 2013 Posted October 15, 2013 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
Demonwise Posted October 15, 2013 Posted October 15, 2013 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.
Changer Posted October 15, 2013 Posted October 15, 2013 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?
Goubo Posted October 15, 2013 Author Posted October 15, 2013 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! :/
Regcod Posted October 15, 2013 Posted October 15, 2013 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.
WaxenFigure Posted October 15, 2013 Posted October 15, 2013 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.
Changer Posted October 15, 2013 Posted October 15, 2013 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
Goubo Posted October 15, 2013 Author Posted October 15, 2013 No, the animation can't start if you have a magic equipped, it's the way the animation works.
Kairu Posted October 15, 2013 Posted October 15, 2013 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
azmodan22 Posted October 15, 2013 Posted October 15, 2013 It seems that Frost trolls dont work for me. Anyone else has that?
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