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Posted

I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating.

Can you please share the older Defeat with me? Mod authors recent Defeat is broken is why. Having issues with female on male :/

I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating.

Can you please share the older Defeat with me? Mod authors recent Defeat is broken is why. Having issues with female on male :/

I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating.

Can you please share the older Defeat with me? Mod authors recent Defeat is broken is why. Having issues with female on male :/

I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating.

Can you please share the older Defeat with me? Mod authors recent Defeat is broken is why. Having issues with female on male :/

I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating.

Can you please share the older Defeat with me? Mod authors recent Defeat is broken is why. Having issues with female on male :/

Omfg... apologies for the spam wuotes x.x dang lag off my phone provider

I keep reading in here that defeat puts the victim in first slot, and I have no doubt it does...

 

Tho, I have issues with what is generally considered to be the victim role in some animations... specifically F/F anims... In a F/M blowjob animation the victim is the female, naturally, on her knees giving head... but if the aggressor is female in a lesbian animation the roles are all of a sudden reversed. The victim role is the one recieving and the aggressor is the one getting sore knees... this is where I dont agree, I Think it should be the other way...

 

Defeats "Female first" option will not fix that as female first in a FF animation will do nothing. Only thing that option is really good for is the cowgirl animation. So instead of an option that looks for a female to put first, would it be possible to make a "reverse roles" option? In a cowgirl animation the result would be the same as "female first" wouldnt it? ...and it would also be able to fix FF anims or any other you would want to switch positions in...

So glad I'M not the only one having this issue

Posted

This probably needs more testing but having tried acquiring a werewolf follower for the first time, not only does he not trigger the witness intervention and just stand there, afterwards he no longer attacks though he will get 'aggressive' and move closer to enemies. I am unsure if this is on IAFT's end or Defeat's end as I have never tried using a werewolf follower while using EFF.

 

The werewolf follower used was Sinding, recruited through IAFT for reference.

 

Tested this more thoroughly with IAFT, and I believe that all creature followers you have during a defeat will no longer attack (but still charge towards the enemy) once it's over. I do not know the reasoning for this, but witness intervention nor the IAFT options such as no combat recovery or the aggression option do anything. Perhaps EFF might not have this issue, but EFF has the problem of being unable to make your followers killable, and others have mentioned that SM Essential (another bleedout mod but non sex related) does not affect creature followers. For a mod that supports necro I think it should put priority on the follower framework that also supports non-essential followers (it's not as flexible but you can always setessential followers in IAFT for individuals)

 

The kind of followers I tested this on was Sindling (permanent werewolf), hentai creatures (werewolf to see if it differs from Sindling), and creatures (troll) I recruited through IAFT. On the other hand, normal humanoid followers work just fine and have no issues fighting again after a defeat for now.

 

If anyone can confirm or deny my post with your own experiences please do. It doesn't seem possible to play with killable creature followers with the state Defeat/IAFT/EFF is in so long as one of these mods don't budge or someone provides a custom patch.

Posted

I would like a force defeat option to be added to the mod with 100% success rate (no conditions checked, just forced when performed by the player using the hotkey on an NPC).  Thank you.

Posted

I keep reading in here that defeat puts the victim in first slot, and I have no doubt it does...

 

Tho, I have issues with what is generally considered to be the victim role in some animations... specifically F/F anims... In a F/M blowjob animation the victim is the female, naturally, on her knees giving head...  but if the aggressor is female in a lesbian animation the roles are all of a sudden reversed. The victim role is the one recieving and the aggressor is the one getting sore knees... this is where I dont agree, I Think it should be the other way...

 

Defeats "Female first" option will not fix that as female first in a FF animation will do nothing. Only thing that option is really good for is the cowgirl animation. So instead of an option that looks for a female to put first, would it be possible to make a "reverse roles" option? In a cowgirl animation the result would be the same as "female first" wouldnt it? ...and it would also be able to fix FF anims or any other you would want to switch positions in...  

 

Problem is you'd need an rule for every animation exception, kinda why that fem first option is there for cowgirl.  You have a reverse roles option, on which animations do you want it to trigger? 

 

If the animations are not all setup the same, it's impossible to make a general set of rules to play them accurately (unless you code every exception).  God, this reminds me so much of my coding job lol.

As many of the animations were setup for sexing, and not necessarily rape, they don't all use the victim first rule (as in Cowgirl).

 

Which particular les animation are you talking about?  Because if it's a strapon blowjob, that's actually a F/M animation playing F/F with ignore genders.  And another point of hacking animations to get things to run the way you want.  iirc regular les animations aren't aggressive and shouldn't be played with the default aggressive tag anyway.

Posted

 

I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating.

Can you please share the older Defeat with me? Mod authors recent Defeat is broken is why. Having issues with female on male :/.....

 

Errr, to be fair as these modders do their work and share it for free....

 

YOUR install of defeat and skyrim is broken.  As mentioned I got the latest to work no problem. Lets keep the problem accurate here.

 

And fizzybutt is complaining it's too complicated for him, not that it doesn't work.

 

For everyone who wants it simple, there's another who wants more choices. 

Posted

 

 

Errr, to be fair as these modders do their work and share it for free....

 

YOUR install of defeat and skyrim is broken.  As mentioned I got the latest to work no problem. Lets keep the problem accurate here.

 

And fizzybutt is complaining it's too complicated for him, not that it doesn't work.

 

For everyone who wants it simple, there's another who wants more choices. 

 

 

I'd appreciate if you'd please be fair too. I didn't say it was too complicated, it's frustrating. There is a difference. I didn't say I'd share my older version. I don't even think my tethered internet would even let me upload right now. 

 

Back to complicated vs. frustrated. I've got a few thousand animations, and there are about... 60 different tag settings(not counting creatures). I like simplicity. I don't want to go through 15 menus, clicking, then tabbing, then clicking, then scrolling then clicking(you get the idea, right?) to get the ones I want for each and every variation. I went back to the last version because it does exactly what I want it to. I have other mods that add prostitution/capture/everythingelseunderthesun. I like what the last version did and thankfully I don't have anything that relies on the new version. 

 

That person wasn't the only one who's frustrated with the changes. Yes, modders do this and share it for free. I'm a big, BIG supporter of that because modding is frickin' hard work and it's a labor of love. But still, people are allowed to be upset, or frustrated, or feel it breaks something for them. Especially when there's not clear documentation about what changes effect what now. (As in the ease of disabling things that would conflict with DA, and now, it's less clear with the new version) And I can see how someone would feel the updated version of this mod was broken if they weren't extremely familiar and meticulous with the settings in the older versions. 

 

So please, be fair as well and don't assume people are ungrateful and complaining from just a few words.

Posted

 

So I'm using Defeat with options for combat sex to initiate while combat is still ongoing (and only stop on-hit) but the issue I'm running into is victims constantly being attacked by the victors allies, which of course interrupts non-stop and makes the entire thing pointless. Any way around this?

I have the same frustration.  Unfortunately, I haven't found an easy answer.  There are a couple of things you can do manually that will help:

 

1.  Select the actor/s attacking the defeated manually, open up the console, and type stopcombat on each.  If they don't stop use resetai also and then stopcombat.

2.  Immediately after you defeat someone, either increase their health or make them essential using the console:  setav health 1000 or setessential BaseID# 1 (you must select them first)

 

In order to find their ID and other data you either need to use the EFF follower mod or MFG Console.

 

Not bringing followers with you helps a ton also as most of the time they don't stop attacking in time and end up killing the defeated.

 

It would be nice for Defeat (this mod) to make the defeated invulnerable for  one minute after they have been successfully defeated.  This would probably be the best solution.

 

 

Thanks, yeah - since I've been looking and found this, I thought you might be interested in the following, it has helped my game out some:

 

http://www.loverslab.com/files/file/1057-sexlab-stop-combat/

 

Also since it is broken and abandoned make sure to get the patch which someone linked on the last page of posts.

 

I personally use the options to only stop combat against the victim, since they are effectively out of the fight, the aggressor is still fair game. You'll probably also want to change defeat's options to stop sex from being in combat to getting hit. That way, aggressors who initiate combat will only stop as soon as they get smacked, and their buddies will stop killing their victims.

Posted

 

 

So I'm using Defeat with options for combat sex to initiate while combat is still ongoing (and only stop on-hit) but the issue I'm running into is victims constantly being attacked by the victors allies, which of course interrupts non-stop and makes the entire thing pointless. Any way around this?

I have the same frustration.  Unfortunately, I haven't found an easy answer.  There are a couple of things you can do manually that will help:

 

1.  Select the actor/s attacking the defeated manually, open up the console, and type stopcombat on each.  If they don't stop use resetai also and then stopcombat.

2.  Immediately after you defeat someone, either increase their health or make them essential using the console:  setav health 1000 or setessential BaseID# 1 (you must select them first)

 

In order to find their ID and other data you either need to use the EFF follower mod or MFG Console.

 

Not bringing followers with you helps a ton also as most of the time they don't stop attacking in time and end up killing the defeated.

 

It would be nice for Defeat (this mod) to make the defeated invulnerable for  one minute after they have been successfully defeated.  This would probably be the best solution.

 

 

Thanks, yeah - since I've been looking and found this, I thought you might be interested in the following, it has helped my game out some:

 

http://www.loverslab.com/files/file/1057-sexlab-stop-combat/

 

Also since it is broken and abandoned make sure to get the patch which someone linked on the last page of posts.

 

I personally use the options to only stop combat against the victim, since they are effectively out of the fight, the aggressor is still fair game. You'll probably also want to change defeat's options to stop sex from being in combat to getting hit. That way, aggressors who initiate combat will only stop as soon as they get smacked, and their buddies will stop killing their victims.

 

I had nothing but issues with the SexLab Stop Combat mod so I don't run it.  If it's working well for you great.  Thank you for the info!

Posted

I've been playing Skyrim since 2011 and SexLab since it was released.  These SexLab and related mods work very well and complement each other.  I also highly recommend them.

 

SexLab.esm
Vampire Slavers Den v2.0.esm
ZaZAnimationPack.esm
SexLabAroused.esm (redux version, full version always causes CTDs in my game)
MiasLair.esp
SexLab_Solutions.esp
SLAnimLoader.esp
SLALAnimObj.esp
Sexual Vampire Feed.esp
SLAL_AnimationsByLeito.esp
NonSexLabAnimationPack.esp
SAP.esp
NibblesAnimObjects.esp
SexLabMassMatchMaker.esp
CollegeDaysWinterhold.esp
SexLab-AmorousAdventures.esp
SexLab_DibellaCult.esp
SexLab Eager NPCs.esp
SexLabDefeat.esp
 
This is also the order I have them in my load order.  I don't have Creatures and Creature related mods installed (not my thing).  I understand that NonSexLabAnimationPack has since been replaced but my load order hasn't changed much since it was replaced so I'm currently keeping it and not updating it's replacement yet.  Enjoy!
Posted

 

I keep reading in here that defeat puts the victim in first slot, and I have no doubt it does...

 

Tho, I have issues with what is generally considered to be the victim role in some animations... specifically F/F anims... In a F/M blowjob animation the victim is the female, naturally, on her knees giving head... but if the aggressor is female in a lesbian animation the roles are all of a sudden reversed. The victim role is the one recieving and the aggressor is the one getting sore knees... this is where I dont agree, I Think it should be the other way...

 

Defeats "Female first" option will not fix that as female first in a FF animation will do nothing. Only thing that option is really good for is the cowgirl animation. So instead of an option that looks for a female to put first, would it be possible to make a "reverse roles" option? In a cowgirl animation the result would be the same as "female first" wouldnt it? ...and it would also be able to fix FF anims or any other you would want to switch positions in...

Problem is you'd need an rule for every animation exception, kinda why that fem first option is there for cowgirl. You have a reverse roles option, on which animations do you want it to trigger?

 

If the animations are not all setup the same, it's impossible to make a general set of rules to play them accurately (unless you code every exception). God, this reminds me so much of my coding job lol.

As many of the animations were setup for sexing, and not necessarily rape, they don't all use the victim first rule (as in Cowgirl).

 

Which particular les animation are you talking about? Because if it's a strapon blowjob, that's actually a F/M animation playing F/F with ignore genders. And another point of hacking animations to get things to run the way you want. iirc regular les animations aren't aggressive and shouldn't be played with the default aggressive tag anyway.

The les animations i am talking about are the ones that are actually tagged lesbian. You kind of answered your question yourself. Strapon anim is a f/m anim.

 

But i see your point. If you want to use both ff and fm strapon animations for female on female then a reverse roles option would not work. Tho i dont... I actually have strapons disabled in sexlab. I want my female to look, act and take pleasure like females. :-)

Posted

 

 

I keep reading in here that defeat puts the victim in first slot, and I have no doubt it does...

 

Tho, I have issues with what is generally considered to be the victim role in some animations... specifically F/F anims... In a F/M blowjob animation the victim is the female, naturally, on her knees giving head... but if the aggressor is female in a lesbian animation the roles are all of a sudden reversed. The victim role is the one recieving and the aggressor is the one getting sore knees... this is where I dont agree, I Think it should be the other way...

 

Defeats "Female first" option will not fix that as female first in a FF animation will do nothing. Only thing that option is really good for is the cowgirl animation. So instead of an option that looks for a female to put first, would it be possible to make a "reverse roles" option? In a cowgirl animation the result would be the same as "female first" wouldnt it? ...and it would also be able to fix FF anims or any other you would want to switch positions in...

Problem is you'd need an rule for every animation exception, kinda why that fem first option is there for cowgirl. You have a reverse roles option, on which animations do you want it to trigger?

 

If the animations are not all setup the same, it's impossible to make a general set of rules to play them accurately (unless you code every exception). God, this reminds me so much of my coding job lol.

As many of the animations were setup for sexing, and not necessarily rape, they don't all use the victim first rule (as in Cowgirl).

 

Which particular les animation are you talking about? Because if it's a strapon blowjob, that's actually a F/M animation playing F/F with ignore genders. And another point of hacking animations to get things to run the way you want. iirc regular les animations aren't aggressive and shouldn't be played with the default aggressive tag anyway.

The les animations i am talking about are the ones that are actually tagged lesbian. You kind of answered your question yourself. Strapon anim is a f/m anim.

 

But i see your point. If you want to use both ff and fm strapon animations for female on female then a reverse roles option would not work. Tho i dont... I actually have strapons disabled in sexlab. I want my female to look, act and take pleasure like females. :-)

 

 

Had to ask as folks post things not very clearly, and maybe just because it's F/F being shown they thought it's F/F etc... and you can go down the wrong path entirely when trying to debug.  I don't use les animations so didn't remember that there is one like a blowjob, so did sound like a F/M one :).

But yeah, there's not many like that, and most look far more just plain sex which is why I went the F/M no gender route as those are the more aggressive ones and a lot more variation especially after getting the extra animationpacks.  But personal taste and all.  Hmm I guess there's things like the fisting one (obvious victim), but was never keen on that heh.

Posted

 

 

 

Errr, to be fair as these modders do their work and share it for free....

 

YOUR install of defeat and skyrim is broken.  As mentioned I got the latest to work no problem. Lets keep the problem accurate here.

 

And fizzybutt is complaining it's too complicated for him, not that it doesn't work.

 

For everyone who wants it simple, there's another who wants more choices. 

 

 

I'd appreciate if you'd please be fair too. I didn't say it was too complicated, it's frustrating. There is a difference. I didn't say I'd share my older version. I don't even think my tethered internet would even let me upload right now. 

 

Back to complicated vs. frustrated. I've got a few thousand animations, and there are about... 60 different tag settings(not counting creatures). I like simplicity. I don't want to go through 15 menus, clicking, then tabbing, then clicking, then scrolling then clicking(you get the idea, right?) to get the ones I want for each and every variation. I went back to the last version because it does exactly what I want it to. I have other mods that add prostitution/capture/everythingelseunderthesun. I like what the last version did and thankfully I don't have anything that relies on the new version. 

 

That person wasn't the only one who's frustrated with the changes. Yes, modders do this and share it for free. I'm a big, BIG supporter of that because modding is frickin' hard work and it's a labor of love. But still, people are allowed to be upset, or frustrated, or feel it breaks something for them. Especially when there's not clear documentation about what changes effect what now. (As in the ease of disabling things that would conflict with DA, and now, it's less clear with the new version) And I can see how someone would feel the updated version of this mod was broken if they weren't extremely familiar and meticulous with the settings in the older versions. 

 

So please, be fair as well and don't assume people are ungrateful and complaining from just a few words.

 

 

It's semantics but..... being too complicated, isn't that why you're frustrated? As in if it's not too complicated, why are you frustrated.  Saying it's complicated isn't an insult to the modder, it IS complicated, why I spend some time trying to work things out if I see the devs not around (not often as busy myself).  No idea what you meant about sharing the old version.

 

But anyway, one of the points I was trying to get across and maybe failed, is it's complicated as it's trying to do everything for everyone when it comes down to the animations.  With programming, it's always a tradeoff of ease of use VS flexibility/power.  Those switches aren't thrown in for fun.  

 

And yes, you can say you like simplicity, but 'upset' not so much (well you can it's a free world to a certain extent).   But also be aware that even in the current state, there's people asking for even more features. Would they be allowed to be upset if the modder stopped because some people said they were happy at the current state?  It's up to the modder to decide how far, or not , they go.

 

Because that's the problem if everyone is to be vocal.  No matter what the modder does, he's going to get tons of upset posts and that sucks.  

Ask for help sure, ask for additions sure.

 

As for "assuming" the complaint....  

'I might be going back to the 3.5.3 fixed because this is way, way bigger than I want. Now my female aggressors are all doing lesbian consensual animations rather than using strapons on their victims. Having to click and open a menu 30 times to add animations with tags that are confusing at best to get the old functionality back is a little more than frustrating."

 

Where's the question?  Where's asking for help?  Or suggestion? What is the purpose of this other than...

I don't think I assumed much.

 

And if you had asked, i'd ask what are you doing?  That's basically my setup, I run F PC, with F strapons (F/M animations ignore gender) animations (even have mod to make bandits all F heh) and no lesbian.  Have about 300 animations, standard and the 3ish big packs I know of (funny, leito etc.). and it takes one line to remove it.  Just making aggressive manditory filters all those les out.  Are you going in and choosing every animation directly? (as in picking every animator tag Lieto, fuzzy, arrock etc.)

 

Posted

Well Tontoman, you states my Defeat and Skyrim is broken, but yet I have done every clean install method I could think of while using nothing but bare bones for just this mod and Skyrim including with the requirements, and yet the results are still the same. Dont you think it's more "his" mod broken than Skyrim? Skyrim can't be broken is everything was wiped and cache to its original.

 

Also you state people ask for more features. The author is allowed to keep up to date with the current version, but could've at least kept the older version untouched for users like I and the other guy to use due to being familiar, and also not being broken. I understand modding too, hence why I stopped because I kept breaking my game through beta after beta, and not once have I been able to release my work. Not to mention, Creation Kit loves to crash.

 

Now I recall that I NEVER used this version. I knew at the very beginning with the 3 and 5's switched, something was a bit odd. 3.5.3 is the latest version I used and gotten use to, so in fact I haven't played the 32 bit of Skyrim for a good solid year. Only again, is because I didn't know how to fix the game. I just recently learned how to, along with utilizing the enboosts the right way to make my game look like SE all over again. Furthermore, came back to the original because I know there will be many good mods not making it over to SE

Posted

 

I had nothing but issues with the SexLab Stop Combat mod so I don't run it.  If it's working well for you great.  Thank you for the info!

 

 

 

Did you install the patch from the other user on top of it?

Posted

Well Tontoman, you states my Defeat and Skyrim is broken, but yet I have done every clean install method I could think of while using nothing but bare bones for just this mod and Skyrim including with the requirements, and yet the results are still the same. Dont you think it's more "his" mod broken than Skyrim? Skyrim can't be broken is everything was wiped and cache to its original.

 

Also you state people ask for more features. The author is allowed to keep up to date with the current version, but could've at least kept the older version untouched for users like I and the other guy to use due to being familiar, and also not being broken. I understand modding too, hence why I stopped because I kept breaking my game through beta after beta, and not once have I been able to release my work. Not to mention, Creation Kit loves to crash.

 

Now I recall that I NEVER used this version. I knew at the very beginning with the 3 and 5's switched, something was a bit odd. 3.5.3 is the latest version I used and gotten use to, so in fact I haven't played the 32 bit of Skyrim for a good solid year. Only again, is because I didn't know how to fix the game. I just recently learned how to, along with utilizing the enboosts the right way to make my game look like SE all over again. Furthermore, came back to the original because I know there will be many good mods not making it over to SE

 

IF Defeat was broken, then none of us would be able to use it. I did however have a problem with Skyrim not long ago, I verified files, and was missing 138 files, and they had to be downloaded and reinstalled. I suggest you start over, with uninstalling then completely deleting the entire Skyrim folder and everything in it, to be sure you don't have any loose scripts still in the folders, installed by OTHER mods way back when. It is the only way to ensure your new game doesn't reinsert the broken scripts. Also, remove all saved gamed data from the save game folder in your documents folder, to ensure a fresh start. And if you are using the CD, Get the update, or your game won't run with any of the current mods, Primarily SKSE, and SkyUI that runs these mods. Steam is automatic with the update on install.

 

***********************************

To stop Editor crashes, is simple...

Enable multiple master,

Disable Audio, There is an error in the audio dll,

List all your DLCs in the Archives, Also add any mod that is listed as master file to use as a base...

 

Modify your SkyrimEditor.ini in your main skyrim folder like the following.

 

[General]
bAllowMultipleMasterLoads=1
 
 
[Audio]
bEnableAudio=0
 
[Archive]
SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa
 
SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, HearthFires.bsa, Dragonborn.bsa, Dawnguard.bsa
 
SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, HearthFires.bsa, Dragonborn.bsa, Dawnguard.bsa
 
These simple settings will stop CK from crashing.
(I barely have an understand the CK, if I could figure out how to write the scripts, then I would be making some mods of my own.)
****************************************
 
The reason I don't use SE version, is because it has 0 backwards compatibility for mods. The only ones that will work with it, are the ones that have only Skyrim and it's DLCs as requirements, and even then, they have to be repacked for the new version, that now contains another folder, to add "mod files" to as well the usual Data folder. The scripting language has also been changed by my understanding. Until there is a version of SKSE and SkyUI for SE, none of the other mods that require them can even begin to swap over, that includes these mods from Sexlabs.
 
Note: If you prefer the original Skyrim inventory setup, then use the SkyUI light version, or something like that, it allows for scripting edits to give you access to MCM, and little else.
Posted

hmmm... the animations are not playing for me.. Everything from dialogues to MCM menu works perfectly, and it even says it's playing animations in the top left notifications, but my player and the NPC just undress and go stand in front of each other. any leads on what might be the issue? 

 

PS: I run FNIS before every launch, got all the sexlab framework installed, and I'm launching through SKSE.

Posted

Well Tontoman, you states my Defeat and Skyrim is broken, but yet I have done every clean install method I could think of while using nothing but bare bones for just this mod and Skyrim including with the requirements, and yet the results are still the same. Dont you think it's more "his" mod broken than Skyrim? Skyrim can't be broken is everything was wiped and cache to its original.

 

Also you state people ask for more features. The author is allowed to keep up to date with the current version, but could've at least kept the older version untouched for users like I and the other guy to use due to being familiar, and also not being broken. I understand modding too, hence why I stopped because I kept breaking my game through beta after beta, and not once have I been able to release my work. Not to mention, Creation Kit loves to crash.

 

Now I recall that I NEVER used this version. I knew at the very beginning with the 3 and 5's switched, something was a bit odd. 3.5.3 is the latest version I used and gotten use to, so in fact I haven't played the 32 bit of Skyrim for a good solid year. Only again, is because I didn't know how to fix the game. I just recently learned how to, along with utilizing the enboosts the right way to make my game look like SE all over again. Furthermore, came back to the original because I know there will be many good mods not making it over to SE

 

First of, to calm things down, I do feel your pain. You've got one of those errors/issues no one or few else have so it's a total pain to track down.  Been there, done that, you have my sympathy... why I spend 5+ posts trying to help.  

 

But that still doesn't get you to call something broken when obviously it works for many other people.

You really thing it's truly broken, yet somehow most other people are doing something that magically gets it to work? Broken code doesn't get fixed that way

 

Or is it more likely that some little thing is different in your setup that makes it not work?  Which is the stuff we tried going over.  So yeah, I do think it's something in your setup, and not something magical that makes it work for most other people.

 

I can't speak for the dev myself, but there's a bunch of reasons for not keeping around old versions.  And like the updates, it's not out of spite.  

One, you'll be supporting multiple versions, folks will have question about both (or three) and quite often they are terrible at stating which one they are using wasting support time.

 

Compatibility and dev time.  As the other mods change, older versions might have a whole another set of issues to support.  Does the dev really want to check the older versions for compatibility each time a requirement mod changes?  Or does he just want to have to check the current release.  Or does he not check at all and wait for the flood of complaints when a requirement change breaks the older version.

Posted

hmmm... the animations are not playing for me.. Everything from dialogues to MCM menu works perfectly, and it even says it's playing animations in the top left notifications, but my player and the NPC just undress and go stand in front of each other. any leads on what might be the issue? 

 

PS: I run FNIS before every launch, got all the sexlab framework installed, and I'm launching through SKSE.

 

Try firing off an animation via sexlab directly, do those work?

 

If you could post a log.  Run the game, do the aborted defeat animation and quit there (so we know the event as it at the end of the log heh).

Posted

 

Note: If you prefer the original Skyrim inventory setup, then use the SkyUI light version, or something like that, it allows for scripting edits to give you access to MCM, and little else.

 

 

It's called SkyUI-Away, which has to be installed on top of SkyUI to restore the default menus.

 

Although why anyone would prefer the comically user-unfriendly default UI over SkyUI is beyond me, the choice is here.

Posted

Well, the complete clean/reinstall fixed the grey face bug issue, but the animations are still wrong. Still have the male performing cowgirl animations when surrendering to the female aggressor.


 

Well Tontoman, you states my Defeat and Skyrim is broken, but yet I have done every clean install method I could think of while using nothing but bare bones for just this mod and Skyrim including with the requirements, and yet the results are still the same. Dont you think it's more "his" mod broken than Skyrim? Skyrim can't be broken is everything was wiped and cache to its original.

 

Also you state people ask for more features. The author is allowed to keep up to date with the current version, but could've at least kept the older version untouched for users like I and the other guy to use due to being familiar, and also not being broken. I understand modding too, hence why I stopped because I kept breaking my game through beta after beta, and not once have I been able to release my work. Not to mention, Creation Kit loves to crash.

 

Now I recall that I NEVER used this version. I knew at the very beginning with the 3 and 5's switched, something was a bit odd. 3.5.3 is the latest version I used and gotten use to, so in fact I haven't played the 32 bit of Skyrim for a good solid year. Only again, is because I didn't know how to fix the game. I just recently learned how to, along with utilizing the enboosts the right way to make my game look like SE all over again. Furthermore, came back to the original because I know there will be many good mods not making it over to SE

 

First of, to calm things down, I do feel your pain. You've got one of those errors/issues no one or few else have so it's a total pain to track down.  Been there, done that, you have my sympathy... why I spend 5+ posts trying to help.  

 

But that still doesn't get you to call something broken when obviously it works for many other people.

You really thing it's truly broken, yet somehow most other people are doing something that magically gets it to work? Broken code doesn't get fixed that way

 

Or is it more likely that some little thing is different in your setup that makes it not work?  Which is the stuff we tried going over.  So yeah, I do think it's something in your setup, and not something magical that makes it work for most other people.

 

I can't speak for the dev myself, but there's a bunch of reasons for not keeping around old versions.  And like the updates, it's not out of spite.  

One, you'll be supporting multiple versions, folks will have question about both (or three) and quite often they are terrible at stating which one they are using wasting support time.

 

Compatibility and dev time.  As the other mods change, older versions might have a whole another set of issues to support.  Does the dev really want to check the older versions for compatibility each time a requirement mod changes?  Or does he just want to have to check the current release.  Or does he not check at all and wait for the flood of complaints when a requirement change breaks the older version.

 

 

 0  0 Skyrim.esm
 1  1 Update.esm
 2  2 Dawnguard.esm
 3  3 HearthFires.esm
 4  4 Dragonborn.esm
 5  5 SexLab.esm
 6  6 SexLabAroused.esm
 7  7 Schlongs of Skyrim - Core.esm
 8  8 HighResTexturePack02.esp
 9  9 HighResTexturePack03.esp
10  a FNIS.esp
11  b SexLabDefeat.esp
12  c SkyUI.esp
13  d Schlongs of Skyrim.esp
14  e SOS - Smurf Average Addon.esp
15  f Alternate Start - Live Another Life.esp
      HighResTexturePack01.esp
 

Bare bone as I can get when it comes to setup, if you're referring to load order.

I also didn't mean to chew your head off. I am, however, extremely and utterly irritated that one of my most favored mods are not working right at all, and it's rather discouraging that every step I took from advice doesn't seem to be working. It's as though the game itself is bugged, which would be bizarre seeing I am playing it off the Steam app.

Posted

Well, the complete clean/reinstall fixed the grey face bug issue, but the animations are still wrong. Still have the male performing cowgirl animations when surrendering to the female aggressor.

....................

 

 0  0 Skyrim.esm

 1  1 Update.esm

 2  2 Dawnguard.esm

 3  3 HearthFires.esm

 4  4 Dragonborn.esm

 5  5 SexLab.esm

 6  6 SexLabAroused.esm

 7  7 Schlongs of Skyrim - Core.esm

 8  8 HighResTexturePack02.esp

 9  9 HighResTexturePack03.esp

10  a FNIS.esp

11  b SexLabDefeat.esp

12  c SkyUI.esp

13  d Schlongs of Skyrim.esp

14  e SOS - Smurf Average Addon.esp

15  f Alternate Start - Live Another Life.esp

      HighResTexturePack01.esp

 

Bare bone as I can get when it comes to setup, if you're referring to load order.

I also didn't mean to chew your head off. I am, however, extremely and utterly irritated that one of my most favored mods are not working right at all, and it's rather discouraging that every step I took from advice doesn't seem to be working. It's as though the game itself is bugged, which would be bizarre seeing I am playing it off the Steam app.

 

Ok some ideas.  Did you try defeat before adding the SOS stuff?  Yeah I know it's a must have mod eventually, but for debugging purposes it's not a 'simple as it could be'.  Simple as possible is skyrim, defeat and what it depends on, nothing else.  Then if that worked, you then add on mods.  That's debugging procedure.

 

But not that SOS should effect anything though.  Anyway some other thoughts.

 

***  Have you tried the unofficial patches on the Nexus.  Alternative start mentions them as a Strong recommendation.  Little more complicated now with the LE version.  One for skyrim itself, and each DLC. 

*** It's also recommended for Sexlab.  From their page.

"

  • This is not a hard requirement and can be skipped, it has been known to fix some problems people have had related to SexLab however and there is little to no reason to not be using them anyway.
  • If you choose to not use the Unofficial Patches for whatever reason, expect to be browbeat about not having them when posting your load order in the troubleshooting section."

Yeah, so maybe you better hope that doesn't work lol.

 

 

My Defeat is also after all the SOS stuff.

 

My alternate start is before Defeat. (yeah I know they say put it late, but we're going for trying to make things as similar as possible).

 

Good luck.

Posted

 

 

Note: If you prefer the original Skyrim inventory setup, then use the SkyUI light version, or something like that, it allows for scripting edits to give you access to MCM, and little else.

 

 

It's called SkyUI-Away, which has to be installed on top of SkyUI to restore the default menus.

 

Although why anyone would prefer the comically user-unfriendly default UI over SkyUI is beyond me, the choice is here.

 

 

I knew I had seen it at some point in the past, thank you for linking it... I personally will never use that look and feel for the game intentionally. But it is an option for those who prefer it looking like a low end console game, and less like an RPG...

 

I'd video it, but recording through Nvidia doesn't seem to work

 

I noticed this as well, I sent back some feedback to Nvidia, in hopes they find a way around that... The only work around I have found, is to run Skyrim in windowed mode, but maximized to barely fit the screen... So it records the desktop, with Skyrim as an overlay for it.

Posted

 

 

 

Note: If you prefer the original Skyrim inventory setup, then use the SkyUI light version, or something like that, it allows for scripting edits to give you access to MCM, and little else.

 

 

It's called SkyUI-Away, which has to be installed on top of SkyUI to restore the default menus.

 

Although why anyone would prefer the comically user-unfriendly default UI over SkyUI is beyond me, the choice is here.

 

 

I knew I had seen it at some point in the past, thank you for linking it... I personally will never use that look and feel for the game intentionally. But it is an option for those who prefer it looking like a low end console game, and less like an RPG...

 

I'd video it, but recording through Nvidia doesn't seem to work

 

I noticed this as well, I sent back some feedback to Nvidia, in hopes they find a way around that... The only work around I have found, is to run Skyrim in windowed mode, but maximized to barely fit the screen... So it records the desktop, with Skyrim as an overlay for it.

 

 

With that said, it seems the steps you suggested didn't work. Any other suggestions or possibly wait until the Mod Developer is able to review the forum, and see if he's able to figure an answer out?

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