Airianna Posted December 30, 2016 Posted December 30, 2016 I have a small feature request for future versions of this mod: Instead of the mark + bash system for knockdowns, can we have an option in the MCM for using the same system as in V4? In V4 you could take a chokehold on enemies mid-combat (if their health was under a user-defined threshold), and you could even kill them with the choke, which made for a pretty cool combat move. I'd like that feature back if the mod-author has time and interest in doing so. Also, thanks for all of your work. This is a great mod! It already has that option, first you have to beat them down, then get behind them to take them down with a choke hold.... Depending on your settings it changes things, but you have to use your action key when behind them. From the front, if you haven't taken enough of their stamina/health, they say like "Get your hands off me" or "don't even think about it" From behind, they have little choice... If you are too far away, all you do is mark them.
Crispu32 Posted December 30, 2016 Posted December 30, 2016 I have a small feature request for future versions of this mod: Instead of the mark + bash system for knockdowns, can we have an option in the MCM for using the same system as in V4? In V4 you could take a chokehold on enemies mid-combat (if their health was under a user-defined threshold), and you could even kill them with the choke, which made for a pretty cool combat move. I'd like that feature back if the mod-author has time and interest in doing so. Also, thanks for all of your work. This is a great mod! It already has that option, first you have to beat them down, then get behind them to take them down with a choke hold.... Depending on your settings it changes things, but you have to use your action key when behind them. From the front, if you haven't taken enough of their stamina/health, they say like "Get your hands off me" or "don't even think about it" From behind, they have little choice... If you are too far away, all you do is mark them. Right, but it's not like in V4. In V4 it was more like a "combat move", in the sense that you could use it as a finisher from any angle (and not just behind the enemy). So if you got a bandit down to about 40% health (or whatever you put in the MCM) then you could hold the button and choke him out. The key isn't to be able to choke the enemy, but to be able to choke the enemy mid-combat, from any angle and when they are not already knocked down or in a bleedout/yield position.
nugerumon Posted December 30, 2016 Posted December 30, 2016 Off topic, any idea what mod to suggest to replace Dangerous? Needs to be a sleep rape mod. Deviously Cursed Loot, though it's a lot of overhead if you're only interested in sleep rape.
Azurahawk Posted December 30, 2016 Posted December 30, 2016 I think another issue I notice is some mods are no longer compatible with Defeat due to Defeat occasionally updating. Example, Dangerous Nights hasn't been up to date since last year and seeing Defeat now relies on tags, Dangerous no longer reads Defeat and assumes the attacker is male. Same story with Eager NPC's, though it usually requires configuration for the NPC, though it does represent Defeat scripts to an extent. I think this is why I was having animation issues because now Defeat works the way it should thanks to a specific user on here advising me an editor that enables me to read the tags, and understand each one. Off topic, any idea what mod to suggest to replace Dangerous? Needs to be a sleep rape mod. Just hang on, It might be in this update that is upcoming, or one soon, there was talk about Defeat gaining Stalkers/rapists. That would be dope. One less mod to add onto the list if this is true. Also makes sense for Defeats atmosphere. Stalkers actually sounds kinky, if of course it's female stalkers xD
tontoman Posted December 31, 2016 Posted December 31, 2016 Yeah, Cursed Loot has a risk of sleeping, also even wandering around at night. Just remember to turn off it's defeat/surrender options. But it's highly modular, so can turn off most of the stuff you don't want. I've got Cl running with my ton-o-mods.
Niobia Posted December 31, 2016 Posted December 31, 2016 Is there a way to permanently keep the NPCs after you capture them? I'd like to keep them in various places like houses or cave (depending on what kind of character I end up creating)
Caliban44 Posted December 31, 2016 Posted December 31, 2016 Is there a way to permanently keep the NPCs after you capture them? I'd like to keep them in various places like houses or cave (depending on what kind of character I end up creating) you have to tie them up permanently there is that option in defeats dialog
Niobia Posted December 31, 2016 Posted December 31, 2016 I'm trying to play a futanari character. Is there anyway to have Defeat play m/f animations and disable f/f animations? It dnot really apparent what I need to do in the mcm.
selonianth Posted January 1, 2017 Posted January 1, 2017 I'm trying to play a futanari character. Is there anyway to have Defeat play m/f animations and disable f/f animations? It dnot really apparent what I need to do in the mcm. Theoretically all you need to do is swap Sexlab's gender over to Male, this is done through Sexlab's portion of the MCM. I'm not sure that practically that's all that's necessary, I sometimes have it happen myself, but Defeat *should* stop using your character as a female... should.
Niobia Posted January 1, 2017 Posted January 1, 2017 I'm trying to play a futanari character. Is there anyway to have Defeat play m/f animations and disable f/f animations? It dnot really apparent what I need to do in the mcm. Theoretically all you need to do is swap Sexlab's gender over to Male, this is done through Sexlab's portion of the MCM. I'm not sure that practically that's all that's necessary, I sometimes have it happen myself, but Defeat *should* stop using your character as a female... should. Thanks. I'll give it a try.
jonh999999 Posted January 1, 2017 Posted January 1, 2017 Mod it until it crash. Well skyrim crash hard and i had to reinstall it and now animation list do not show like earlier. Just some useless menu. How i can fix it?
Ruffled Pigeon Posted January 2, 2017 Posted January 2, 2017 When using together with Death Alternative, there does not seem to be a way to get the good old "Trauma" scenario from Defeat going. (As in you have to escape while the attackers are satisfied.) Is there a way arround this, or could we have an option to still have it happen in a future version? Being teleported somewhere everytime something happens feels quite, well, unrealistic to me.
aim4it Posted January 2, 2017 Posted January 2, 2017 Did you set the Death Alternative event to 100% in defeat? If so its going to skip the other events in defeat.
Airianna Posted January 2, 2017 Posted January 2, 2017 Mod it until it crash. Well skyrim crash hard and i had to reinstall it and now animation list do not show like earlier. Just some useless menu. How i can fix it? ... We went through this a few pages back... 1 Install and update Skyrim... 2 Install all mods Defeat needs... 3 After game starts, MCM Start-up 1 Sexlab 2-x others according to your load order xxx - turn on defeat Then it should work just fine.
Ruffled Pigeon Posted January 2, 2017 Posted January 2, 2017 Did you set the Death Alternative event to 100% in defeat? If so its going to skip the other events in defeat. Huh, pretty sure the description of the Death Alternative event read something along the lines of "no matter how high you set this, if DA is installed the other events will be ignored" I'll check it out later tho, you might be right.
hamthe3rd Posted January 2, 2017 Posted January 2, 2017 What I have done with DA and Defeat is turn off all of defeats knockdown effects for the player, and have DA defalt to Defeat. (You have to have it register Defeat after it is installed) I put Defeat priority at 99 and the other at 01. Works almost all the time, I occasionally get a crash, and it seems that Dremer do not do their animations and I end up just being defeated without the "show." Most times, I crash after being defeated multible times. (when DA doesn't shunt me to a DA event)
jonh999999 Posted January 2, 2017 Posted January 2, 2017 No defeat works fine just instead of animation list i have this useless menu. Earlier there was long animation list under this button.
aim4it Posted January 2, 2017 Posted January 2, 2017 No defeat works fine just instead of animation list i have this useless menu. Earlier there was long animation list under this button. That's the clean up menu. Trigger via the MCM menu or hotkey combination.
merryMalfunctioning Posted January 3, 2017 Posted January 3, 2017 If Death Alternative is disabled, can Defeat still send the player to one of DA's scenarios as the post-rape event?
hamthe3rd Posted January 3, 2017 Posted January 3, 2017 If Death Alternative is disabled, can Defeat still send the player to one of DA's scenarios as the post-rape event? This is a question I have. If I uncheck everything and have it run through Defeat instead, would it work? To me, it seems that one or the other needs to use the resources from the first. The problem is getting the settings to work with one another.
D_ManXX2 Posted January 3, 2017 Posted January 3, 2017 No defeat works fine just instead of animation list i have this useless menu. Earlier there was long animation list under this button. Either using it outside of sexlab itself or uiextension is missing. But now comes my question i could never get the menu to actually pop up normally, all i get is black screen then i need to use tab key to get out of the menu and then activate the hot key again then the animation list will be there. is this the way it suppose to look ??? when i use extensible follower i do get a normal wheel so i can navigate but with defeat i am missing this wheal from appearing ??
RequiemRising Posted January 3, 2017 Posted January 3, 2017 Hi. I cannot seem to bring an NPC (Sigrid from Riverwood, specifically) to another town. Whenever I leave the area of Riverwood, when I release Sigrid she simply disappear. I tried the `Tie permanently` option but to no avail. Is it a bug or is there something wrong with how I setup Defeat?
jonh999999 Posted January 3, 2017 Posted January 3, 2017 But i have uiextension and i check all mods, only defeat use 0 for animation list. is there any way to bring back animation list? @RequiemRising u need other mods for this. some npc slavery mod. When u release her, she is free npc and she do what she want.
Airianna Posted January 4, 2017 Posted January 4, 2017 Hi. I cannot seem to bring an NPC (Sigrid from Riverwood, specifically) to another town. Whenever I leave the area of Riverwood, when I release Sigrid she simply disappear. I tried the `Tie permanently` option but to no avail. Is it a bug or is there something wrong with how I setup Defeat? Not a bug, capturing NPCs that are "Unique" even if tied up permanently, on release, will go to where they are supposed to be... Even tried it with loud mouth in near the tree, he was perm tied AND gagged, still chanting away, even tho I released him inside the tomb... The only way to make Sigrid stay in the place you want her, is to use AFT, and turn her into a follower, and tell her to hang out there.
RequiemRising Posted January 4, 2017 Posted January 4, 2017 Hi. I cannot seem to bring an NPC (Sigrid from Riverwood, specifically) to another town. Whenever I leave the area of Riverwood, when I release Sigrid she simply disappear. I tried the `Tie permanently` option but to no avail. Is it a bug or is there something wrong with how I setup Defeat? Not a bug, capturing NPCs that are "Unique" even if tied up permanently, on release, will go to where they are supposed to be... Even tried it with loud mouth in near the tree, he was perm tied AND gagged, still chanting away, even tho I released him inside the tomb... The only way to make Sigrid stay in the place you want her, is to use AFT, and turn her into a follower, and tell her to hang out there. Yeah I noticed. I was able to bring a bandit to many areas while Sigrid simply disappears. Thanks for pointing it out.
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