PubliusNV Posted March 9, 2017 Posted March 9, 2017 I was recently delighted by this mod while doing the "Rise in the East" quest. On escaping from Japhet's Folly, my PC began making her way down to the docks. Very quickly, I started hearing sex sound effects and messages from the Apropos mod. When I finally made it down to the dock, I found out that Adeleisa Vendicci had been defeated by a Blood Horker at the ship, and this mod had taken over and she was being raped. And here I thought the mod only worked for PCs and companions! Guess you missed the NPC vs NPC MCM? Perhaps I did, but I liked the way it works with whatever the defaults are. Edit: BTW, this is the first playthrough with Defeat that I've done in years. So what might be surprising to me might not be surprising to the rest of you.
Mud Posted March 9, 2017 Posted March 9, 2017 I've been having a serious follower problem where after playing a long time with one, all of the sudden they won't talk to me anymore. The lips move and I only get a '...' subtitle. After a ton of toggling mods on and off (using MO), I find out it was Defeat doing it even though my follower (and my avatar) weren't in any situation that I thought might cause Defeat to trigger something. In the end, all I had to do was disable the mod IN GAME, wait outside of MCM for the disabled message, then turn back around and re-enable it in MCM. I could immediately bring up conversations with her again. Just a heads-up as to one of the ways you can loose a follower. Defeat has a quick reset feature which can fix that scenario. You can also do it from the mod's quick menu, bound to 0 by default, I think.
not2human Posted March 9, 2017 Posted March 9, 2017 Anyway to fix people vanishing when you release them from the sack?
theblindbat Posted March 9, 2017 Posted March 9, 2017 Anyway to fix people vanishing when you release them from the sack? They seem to still be there, though. Happened to me in one of my built homes. Came back later (after the knocked down/tied/whatever ran out) and they were there, on their feet, and hostile.
Harry Smackmeat Posted March 10, 2017 Posted March 10, 2017 Anyway to fix people vanishing when you release them from the sack? Are they generic? I think you're not supposed to put generic NPCs like bandits in a sack.
moebius989 Posted March 10, 2017 Posted March 10, 2017 Surrendering to creatures doesnt seem to work. All I get is "You can't surrender to this enemy" MCM+DEFEAT+SETTINGS click on reconfigure. Had the same problem. This seemed to work. I tried this several times+make new save+quit+restart and still the problem persists.
jennievm Posted March 10, 2017 Posted March 10, 2017 Anyway to fix people vanishing when you release them from the sack? Are they generic? I think you're not supposed to put generic NPCs like bandits in a sack. This have nothing to do with defeat. I had a similar problem where npcs will vanish or just fade out of existence. In my case it was one of my body replacers not installed properly. I would start looking at any of your installed mods that might overhaul mobs. Maby you have the same issue
theblindbat Posted March 10, 2017 Posted March 10, 2017 Surrendering to creatures doesnt seem to work. All I get is "You can't surrender to this enemy" MCM+DEFEAT+SETTINGS click on reconfigure. Had the same problem. This seemed to work. I tried this several times+make new save+quit+restart and still the problem persists. This happened to me when I didn't have creature options and animations all enabled correctly. I don't believe it was completely a Defeat option but also had to be set in one of the frameworks. That and having correct animations registered for the creature (drauger, in my case).
rylasasin Posted March 11, 2017 Posted March 11, 2017 Is there an easier way to get fleeing enemies to surrender/enter knockdown state? I like to rape bandits. Trouble is, bandits never want to be knocked down and/or enter bleedout. Especially in Requiem. They'll run away, sure. But they never get knocked down. Me or my companions usually end up killing them long before they get to that point. Even at lower levels. Trying force them to yield is pretty much useless. They'll just keep running away rather than give up. It is just so ANNOYING. Unfortunately this is not a stealth run or a magic run, so sneak and paralyze is a no-go here.
Shade115 Posted March 11, 2017 Posted March 11, 2017 Is there an easier way to get fleeing enemies to surrender/enter knockdown state? I like to rape bandits. Trouble is, bandits never want to be knocked down and/or enter bleedout. Especially in Requiem. They'll run away, sure. But they never get knocked down. I or my companions usually end up killing them long before they get to that point. Even at lower levels. Trying force them to yield is pretty much useless. They'll just keep running away rather than give up. It is just so ANNOYING. Unfortunately this is not a stealth run or a magic run, so sneak and paralyze is a no-go here. Bashing them should work, so long as they are staggered by it.
tualmaril Posted March 12, 2017 Posted March 12, 2017 Can you play as a female vampire lord and get raped without using the vampire lord animation for rape? Is there any mod that changes you to female skeleton and using human animation?
Soul362 Posted March 14, 2017 Posted March 14, 2017 Is it possible to make it so this only occurs with the 10 vanilla races and vampires and werewolves?
shiagwen Posted March 17, 2017 Posted March 17, 2017 Looks like goobo left this mod alone. he wanted to make some adjustments like refreshing health from rapers after rape, but nothing. sigh.
hamthe3rd Posted March 17, 2017 Posted March 17, 2017 He is working on it. It is slow and will be a major reworking of the code, he has said so about two pages back.
darkfist007 Posted March 18, 2017 Posted March 18, 2017 So question with this mod. I seem to remember it being a lot simpler when I played last and now I'm confused. at the end of combat I just sit on the ground. Tried uninstalling it and reinstalling the mod, now I sit down and they attack me again. Either way I don't get a struggle bar to fill and no button presses seem to get my character to stand up. Setting are mostly default save for a higher occurrence to make testing easier. Also having an issue with animations not starting but i will give that one a fresh look tomorrow to figure out what I messed up. >.>
shiagwen Posted March 19, 2017 Posted March 19, 2017 he should make this little adjustment to restore health for the raper just now (half a year ago), nothing big. Otherwise this mod is a cheat.. instead of dying and reloading pc can heal herself up, but the reaper keeps damaged. so fuck by fuck he is down.
PubliusNV Posted March 19, 2017 Posted March 19, 2017 So question with this mod. I seem to remember it being a lot simpler when I played last and now I'm confused. at the end of combat I just sit on the ground. Tried uninstalling it and reinstalling the mod, now I sit down and they attack me again. Either way I don't get a struggle bar to fill and no button presses seem to get my character to stand up. Setting are mostly default save for a higher occurrence to make testing easier. Also having an issue with animations not starting but i will give that one a fresh look tomorrow to figure out what I messed up. >.> I had problem similar to this yesterday. My mage character killed the old orc (who wants a good death) just as he hit her and triggered the stunned outcome. She was left sitting on the ground like the quoted post. That outcome has worked for me before, she's been stunned, raped, then was able to get up and keep fighting after the strafing mini-game. Not this time, had to reload a previous save.
darkfist007 Posted March 20, 2017 Posted March 20, 2017 I had problem similar to this yesterday. My mage character killed the old orc (who wants a good death) just as he hit her and triggered the stunned outcome. She was left sitting on the ground like the quoted post. That outcome has worked for me before, she's been stunned, raped, then was able to get up and keep fighting after the strafing mini-game. Not this time, had to reload a previous save. Honestly it sounds like the dumbest fix but I just reran FINS several times, with out any of the options ticked off, and then again with the ones I use and it started working for me. No clue why but I guess some goes of the animation were just bugged out and it got stuck in a loop or something. Hope you get yours working again soon. U_U Maybe fallout 4's sex mods will work with more stability. =P
The Man in Black Posted March 21, 2017 Posted March 21, 2017 I am working on a mod that allows the player to participate in a sex ritual for Molag Bal, and I want to interface it with Defeat mechanics, but I'm having a hard time figuring out how they work under the hood. I'm already making Defeat a hard requirement for my mod. But I could really use some help making things smooth. 1. The ritual itself keeps "score" based on different sex acts performed in the ritual chamber. It uses OnAnimationStart hooks to check whether there is either a SexLab victim or an "unwilling participant", so raping someone with Defeat naturally triggers it. But I also have gangbang functionality for scenes with 4-5 people. I want to be able to do it on a victim that's tied-up with Defeat without screwing things up there. I can't find the code Defeat uses to rape a tied-up victim and put her back afterwards. 2. I'd like to use the prostitution system to have NPCs fuck the victim. I don't want them to pay money, but I want to be able to intimidate one captured NPC to rape another (part of my "unwilling participant" mechanic), using Defeat's relationship checks for whether they refuse. 3. As you traumatize NPCs to their breaking point, my ritual alters the victim's stats like confidence and morality. I'd like to be able dynamically modify the chances that the unwilling participant refuses to rape the victim. For example, beating and raping Gerdur until she breaks and finally agrees to fuck her brother (you get bonus points in the ritual for this sort of thing). How can I interface with this system? 4. I want various sex acts to put the victim in Defeat's state of trauma afterwards (for example, gangbangs or using the altar). How do I do this? Thanks!
monsta88 Posted March 21, 2017 Posted March 21, 2017 I really like this mod, it has tons of good features and highly customizable. However I have one major problem with it. Namely that I often die instead of being defeated, especially on low levels. It would be awesome if the low HP knockdown would trigger before the character goes under 0 HP. I'd say if the character would go under 0, she is defeated, no chance to recover, one of the outcomes can trigger. If she is under the set treshold but above 0 HP, then she can still try to recover (if recovery is enabled). So basically the player should be set to essential. I tried that somewhat new essential setting, but it didn't really work for me (I don't remember now what was the problem with it, I used this mod some time ago because of the frequent deaths). Now I use Cursed Loot's combat surrender, that is very reliable at keeping the player alive, but it has very very limited features compared to Defeat. Any suggestion maybe how to set Defeat up that the player would be defeated in low HP sitation instead of being killed?
FoxLotus Posted March 22, 2017 Posted March 22, 2017 Question for those who are both long term users of this mod, an possible the modder themself. It appears everytime my character and her follower is defeated, my character is the only one whom the enemies will initiate 3p/4p or 5p. Doesn't seem to make a difference if I reduce the threesome % to zero for the player, an leave the option for followers. The NPCs will still 1 on 1 followers with no multiple attacker scenario's for them.
Torkya Posted March 23, 2017 Posted March 23, 2017 Monsta88 Do you have Essential on Bleedout checked in the Defeat option ? That should resolve your always dieing issues. Failing that try increasing the thresholds for when the PC can be knocked down ... by default I think its 5% to 20% health if you increase the upper bound you are more likely to get knocked down at lower levels than killed.
Numerals Posted March 24, 2017 Posted March 24, 2017 I really like this mod, it has tons of good features and highly customizable. However I have one major problem with it. Namely that I often die instead of being defeated, especially on low levels. It would be awesome if the low HP knockdown would trigger before the character goes under 0 HP. I'd say if the character would go under 0, she is defeated, no chance to recover, one of the outcomes can trigger. If she is under the set treshold but above 0 HP, then she can still try to recover (if recovery is enabled). So basically the player should be set to essential. I tried that somewhat new essential setting, but it didn't really work for me (I don't remember now what was the problem with it, I used this mod some time ago because of the frequent deaths). Now I use Cursed Loot's combat surrender, that is very reliable at keeping the player alive, but it has very very limited features compared to Defeat. Any suggestion maybe how to set Defeat up that the player would be defeated in low HP sitation instead of being killed? Personally, I set my HP to something way higher with the console (I use 250) and adjust the health threshold upwards to compensate for the possible script lag and to prevent getting OHK'd. I also forgo using Defeat's unreliable essential player feature and use Death Souls set to cost no soul and all effects turned off, and manually surrender after recovering just in case I do get OHK'd or Defeat derping and not triggering a knockdown properly before I get killed.
monsta88 Posted March 26, 2017 Posted March 26, 2017 I really like this mod, it has tons of good features and highly customizable. However I have one major problem with it. Namely that I often die instead of being defeated, especially on low levels. It would be awesome if the low HP knockdown would trigger before the character goes under 0 HP. I'd say if the character would go under 0, she is defeated, no chance to recover, one of the outcomes can trigger. If she is under the set treshold but above 0 HP, then she can still try to recover (if recovery is enabled). So basically the player should be set to essential. I tried that somewhat new essential setting, but it didn't really work for me (I don't remember now what was the problem with it, I used this mod some time ago because of the frequent deaths). Now I use Cursed Loot's combat surrender, that is very reliable at keeping the player alive, but it has very very limited features compared to Defeat. Any suggestion maybe how to set Defeat up that the player would be defeated in low HP sitation instead of being killed? Personally, I set my HP to something way higher with the console (I use 250) and adjust the health threshold upwards to compensate for the possible script lag and to prevent getting OHK'd. I also forgo using Defeat's unreliable essential player feature and use Death Souls set to cost no soul and all effects turned off, and manually surrender after recovering just in case I do get OHK'd or Defeat derping and not triggering a knockdown properly before I get killed. Thanks for the suggestion, I tried it, but it is still very unreliable. The problem is that I use a follower and most of time a summon as well. I set defeat to All down, because that is the logical thing to do. I don't like that Cursed Loot completely ignores my follower and summon and when I go down, they just stop fighting as well. So I tried to revive and surrender but by that time my summon and follower usually dispatch the enemy. I got into a situation why my character was in a surrender pose, but there was nobody to surrender to, so got stuck. I wish Goubo would use the solutions for catching the event of death the same way as either DA, Cursed loot or Death Souls. Those all seem to be very very reliable doing it.
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