sila Posted June 17, 2017 Posted June 17, 2017 Is defeat supposed to be doing the bleedout thing where it removes all camera controls? This seems to happen every time and it is really annoying.... plus after the scene ends the only way I can get controls back is to save and load. You are having a conflict somewhere. That much we know. As the problem is not directly caused by Defeat. But if you use Eager NPC, or Aroused, just start masturbate, then hit sexlab sex end key, and you should get your controls back.. Doesn't help when the glitch is frozen camera glitch. And that is a rare glitch as well. I can post my load order if this is a problem other people are having, I did see some comments about locked controls but I didnt see any mention of locked camera control so I thought it might be something else. Do you think it could be frostfall? Or just heavy scripts slowing it down? I have frostfall set to "nothing" for the downside to freezing, so I dont think it should be doing that during scenes, but maybe there is a script somewhere that breaks it?
Airianna Posted June 17, 2017 Posted June 17, 2017 Is defeat supposed to be doing the bleedout thing where it removes all camera controls? This seems to happen every time and it is really annoying.... plus after the scene ends the only way I can get controls back is to save and load. You are having a conflict somewhere. That much we know. As the problem is not directly caused by Defeat. But if you use Eager NPC, or Aroused, just start masturbate, then hit sexlab sex end key, and you should get your controls back.. Doesn't help when the glitch is frozen camera glitch. And that is a rare glitch as well. I can post my load order if this is a problem other people are having, I did see some comments about locked controls but I didnt see any mention of locked camera control so I thought it might be something else. Do you think it could be frostfall? Or just heavy scripts slowing it down? I have frostfall set to "nothing" for the downside to freezing, so I dont think it should be doing that during scenes, but maybe there is a script somewhere that breaks it? A script is breaking it, but the question is which script? I played with frostfall a while back, but wound up removing it. I don't believe FrostFall is the cause. Tell ya what, here's my load order, and I haven't had the issue unless I try to clean up defeat while the actions are starting. *Yes I broke it, I was trying to stress it and see where the breaking point was in my game* It might help you to narrow down the problem causing it. GameMode=Skyrim Skyrim.esm=1 Update.esm=1 SPIKE.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Patch.esp=1 Unofficial Dawnguard Patch.esp=1 Unofficial Hearthfire Patch.esp=1 Unofficial Dragonborn Patch.esp=1 SharedSeranaDialogue.esm=1 SexLab.esm=1 SexLabAroused.esm=1 RSkyrimChildren.esm=1 RaceCompatibility.esm=1 SMSkyrim.esp=1 hdtHighHeel.esm=1 BeeingFemale.esm=1 ApachiiHair.esm=1 ApachiiHairMales.esm=1 ApachiiHairFemales.esm=1 ZaZAnimationPack.esm=1 CreatureFramework.esm=1 GeneralStores.esm=1 Schlongs of Skyrim - Core.esm=1 AK- Placeable Statics.esp=1 AK- Placeable Statics - Hearthfire.esp=1 CZHCAD.esp=1 CZHCAD_HF.esp=1 CZHCAD_DG.esp=1 FISS.esp=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 XPMSE.esp=1 SkyUI.esp=1 Skyrim Unbound.esp=1 RealisticWaterTwo.esp=1 RealisticWaterTwo - Dawnguard.esp=1 RealisticWaterTwo - Dragonborn.esp=1 RealisticWaterTwo - Waves.esp=1 RealisticWaterTwo - Waves - Dawnguard.esp=1 ELE-Interior Lighting Merged.esp=1 ELE Dragonborn-Weathers.esp=1 ELE-Weathers.esp=1 ELE-Spell and Torch Lighting.esp=1 ELE-FX Emittance.esp=1 ELE-Imagespaces.esp=1 Vividian - Weather Patch Vanilla.esp=1 Vivid Snow.esp=1 halfdragonrace.esp=1 ZazResources.esp=1 Immersive NPC in the dark.esp=1 RBB - DLC Merge.esp=1 RBB - Row Boats - Hearthfire Hotfix.esp=1 ImmersiveSpells.esp=1 ApachiiHairStyles.esp=1 ApachiiHairStylesELVES.esp=1 JewelCraft.esp=1 dD - Realistic Ragdoll Force - Medium.esp=1 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1 sapphire_speak_fix.esp=1 UIExtensions.esp=1 TimingIsEverything.esp=1 Thief Encounter Fix.esp=1 ZaZHDTWorkshop.esp=1 Chesko_WearableLantern.esp=1 Vividian - Wearable Lanterns Preset.esp=1 Sleeping Innkeepers.esp=1 StorageHelpers.esp=1 The Joy of Perspective.esp=1 RSChildren - Complete.esp=1 RaceMenu.esp=1 RaceMenuOverlays.esp=1 RaceMenuOverlayCompilation - CBBE.esp=1 RaceMenuMorphsCBBE.esp=1 RaceCompatibilityUSKPOverride.esp=1 RaceMenuPlugin.esp=1 KJ Tattoos 4K.esp=1 RutahTattooPack.esp=1 AK_RM_PubicStyles_All_In_One.esp=1 Pacifist Mini-Mods Collection.esp=1 RV markers.esp=1 No Killmoves, No Killcams, No Killbites.esp=1 BardSoundsMalukah.esp=1 vSS_SuperStash.esp=1 ColonolNutty - Save My Stats.esp=1 homes remodeled.esp=1 Marriable Serana.esp=1 Marriable Serana HF.esp=1 NonEssentialChildren.esp=1 RSChildren_PatchNEC.esp=1 Homestead.esp=1 LearnAlchemyFromRecipes.esp=1 KS Hairdo's.esp=1 Immersive Jewelry.esp=1 Hunters Not Bandits.esp=1 sexlab_WearAndTear.esp=1 Bestiality_NudeBears.esp=1 HornyHorses.esp=1 armored-horses.esp=1 genderhorsespatch.esp=1 HornyDragons.esp=1 HornyBoars.esp=1 Werewolves.esp=1 HearthFire Display Case Fix.esp=1 Schlongs of Skyrim.esp=1 SOS - Shop.esp=1 SOS - Smurf Average Addon.esp=1 SOS - VectorPlexus Muscular Addon.esp=1 SOS - VectorPlexus Regular Addon.esp=1 SOS - Pubic Hair for Females Addon.esp=1 SOSRaceMenu.esp=1 SLSO.esp=1 MoreNastyCritters.esp=1 SexLabNudeCreatures.esp=1 HornyDragsMNCAddon.esp=1 SexLabNudeCreaturesDB.esp=1 SexLabNudeCreaturesDG.esp=1 LoversVictim.esp=1 Mighty Beasts - Werewolf.esp=1 WetFunction.esp=1 EstrusChaurus.esp=1 zzEstrus.esp=1 SLDrunk.esp=1 SimpleSlavery.esp=1 SexLabStopCombat.esp=1 SexLabMiscellaneousFeatures.esp=1 SexLab Eager NPCs.esp=1 SLPGN.esp=1 zThingsInDark.esp=1 SexlabArousalEnhancement.esp=1 SexLab Aroused Creatures.esp=1 SexLab_PaySexCrime.esp=1 SexLabSkoomaWhore.esp=1 SLA Monitor Widget.esp=1 sr_FillHerUp.esp=1 SexLabDefeat.esp=1 Apoths Satchel of Holding.esp=1 Misc Bag of holding.esp=1 ForgeArmor2Leathers.esp=1 Recipes.esp=1 BYOH_Materials.esp=1 SMEssentialPlayer.esp=1 SMEssentialPlayerDawnGuard.esp=1 BeeingFemaleBasicAddOn.esp=1 _BF_Alchemist_CP_seller.esp=1 BFAP v1.3.esp=1 BFA_CreatureChildActors_V+DG+DB.esp=1 SexLabUtil1.esp=1 GoToBed.esp=1 SexLabTools.esp=1 Gamefever 1st Person Items Fix.esp=1 FNIS.esp=1 FNIS_PCEA2.esp=1 FNISSexyMove.esp=1 Drinking Fountains of Skyrim.esp=1 dovahkiinrelax.esp=1 DawnguardDarkAlly.esp=1 Complete Crafting Overhaul_Remade.esp=1 Cloaks.esp=1 Children's Armor.esp=1 ChaurusLights.esp=1 CastleVolkiharCleanup.esp=1 SleepTight.esp=1 Brawl Bugs CE.esp=1 Blush When Aroused.esp=1 BloodthirstVampireFeeding.esp=1 BeeingFemale_RS_Patch.esp=1 Less Talkative NPCs Release - V1.esp=1 genderhorses.esp=1 Guard Dialogue Overhaul.esp=1 GuardsArmorsAndWeapons.esp=1 LPBards.esp=1 LPBardsAnduniel.esp=1 Bathing in Skyrim - Main.esp=1 RealisticNeedsandDiseases.esp=1 RND_AnimalLoot.esp=1 RND_USKP-Patch.esp=1 Auto Unequip Ammo.esp=1 AmazingFollowerTweaks.esp=1 AFT_ManagedFollowerBoost.esp=1 AchieveThat.esp=1 HearthfireMultiKid.esp=1 zinvestedmagicsteam.esp=1 NoMorePickyPerks.esp=1 manny_Status.esp=1 VLW_Hybrid.esp=1 Prison.esp=1 Better Vampires.esp=1 BatTravel.esp=1 NoNakedComments.esp=1 DW.esp=0 Unblock.esp=0 AnnaNPCs.esp=0 This covers a lot of mods, just compare the list to your list, and find the ones that are different... process of elimination : *easiest in Notepad++ - copy to your list in a txt, - Then using your list, highlight the mod, find count, - - if it has 2, delete that mod from the list, until you have just the mods you use that I don't, - then see about those particular mods that are left in your load order, disabling them, and testing the game... Do not save, just load and play, reload the last save before removing the mods, be sure to change zones before testing. -- Works, add them back in 1 or 2 at a time till if breaks again. - if it's still broken, will have to try to clean the scripts from the save... I am sure you have already done this several times. With any luck, you will find the culprit causing the problem quickly.
sila Posted June 17, 2017 Posted June 17, 2017 Hmmm going through your mod list and finding a few gems to aaah.... apropriate for my own order Added that save my stats and a few others. One thing I see that I find interesting, you have an essential player mod in there, would that not conflict with defeat? Or do you just not use the health percentage options? Those are currently the only ones I have enabled.
Airianna Posted June 18, 2017 Posted June 18, 2017 Hmmm going through your mod list and finding a few gems to aaah.... apropriate for my own order Added that save my stats and a few others. One thing I see that I find interesting, you have an essential player mod in there, would that not conflict with defeat? Or do you just not use the health percentage options? Those are currently the only ones I have enabled. It is compatible with Defeat, 100% health regained when getting back up... Considering when you first start out, and get nailed by a 2 handed weapon, you are going to loose 25% of your health, without a crit, or 75% with a crit... yeah.... Going to keep from reloading the last save. I do find defeat likes to screw my ghost, so I use the no ghost setting. Unfortunately, the essential player is not compatible with the SL dead Player mod. Because instead of actual death, you are turned into a ghost, and your body is more or less duplicated without all the layers, and dropped at your location, or you just drop to a knee like the NPCs do.
Corsayr Posted June 18, 2017 Posted June 18, 2017 Hmmm going through your mod list and finding a few gems to aaah.... apropriate for my own order Added that save my stats and a few others. One thing I see that I find interesting, you have an essential player mod in there, would that not conflict with defeat? Or do you just not use the health percentage options? Those are currently the only ones I have enabled. It is compatible with Defeat, 100% health regained when getting back up... Considering when you first start out, and get nailed by a 2 handed weapon, you are going to loose 25% of your health, without a crit, or 75% with a crit... yeah.... Going to keep from reloading the last save. I do find defeat likes to screw my ghost, so I use the no ghost setting. Unfortunately, the essential player is not compatible with the SL dead Player mod. Because instead of actual death, you are turned into a ghost, and your body is more or less duplicated without all the layers, and dropped at your location, or you just drop to a knee like the NPCs do. FYI Sila if you use a player is essential mod make sure to get a mod that disables kill moves on the PC. You DO NOT want to be immortal after your head has been cut off. You'll notice Airianna has a no kill move mod.
Airianna Posted June 18, 2017 Posted June 18, 2017 Hmmm going through your mod list and finding a few gems to aaah.... apropriate for my own order Added that save my stats and a few others. One thing I see that I find interesting, you have an essential player mod in there, would that not conflict with defeat? Or do you just not use the health percentage options? Those are currently the only ones I have enabled. It is compatible with Defeat, 100% health regained when getting back up... Considering when you first start out, and get nailed by a 2 handed weapon, you are going to loose 25% of your health, without a crit, or 75% with a crit... yeah.... Going to keep from reloading the last save. I do find defeat likes to screw my ghost, so I use the no ghost setting. Unfortunately, the essential player is not compatible with the SL dead Player mod. Because instead of actual death, you are turned into a ghost, and your body is more or less duplicated without all the layers, and dropped at your location, or you just drop to a knee like the NPCs do. FYI Sila if you use a player is essential mod make sure to get a mod that disables kill moves on the PC. You DO NOT want to be immortal after your head has been cut off. You'll notice Airianna has a no kill move mod. True, but it's a shame you can't take the heads after you chop them off... It would be funny to carry your own head in your hand... hehehe
sila Posted June 18, 2017 Posted June 18, 2017 I have Violens that disables enemy kill moves while letting me still do them
Xenron Posted June 18, 2017 Posted June 18, 2017 Can someone help me, I've been trying to get this mod to work all day and every time i try to activate it in game it just ways "Close the MCM menu" and it doesnt install
Airianna Posted June 19, 2017 Posted June 19, 2017 Can someone help me, I've been trying to get this mod to work all day and every time i try to activate it in game it just ways "Close the MCM menu" and it doesnt install First... Be sure to have Sexlab installed and activated, and if you want creature assaults, be sure to activate creature animations in Sexlab before trying to activate Defeat... YES, Both are set up to CLOSE the menu and WAIT for the message that tells you it's ready. IF you are closing the menu and waiting, it never takes long with my roughly 200 mods to activate. But on some systems it could take 5 minutes. Just be sure to activate it in a quiet cell to ensure it isn't being interfered with via game engine, moving NPCs around. At this point, if you are still having problems, then either A ) Your settings are incorrect, or B ) You found a mod conflict, and I can't help you with that, you just have to figure out what is causing it. or C ) You haven't installed all the requirements to make Defeat run, when installing the requirements, be sure to follow their install guides as well, or Defeat will not work.
Goubo Posted June 19, 2017 Author Posted June 19, 2017 Hey, sorry for not being so active in here (understatement ), so just so you know I'm going to resume my work on the mod starting tomorrow, I planned an update like 6 months ago but never had the time nor the motivation to make it happen, you shouldn't expect too much of this update but I've put quite some work in it already (near ready, been several months it is actually...) The update is more focused on the player vic part with a new framework to handle events after the player has been defeated, most of it is done I just have to polish one of the event (the bigger one obviously...) and it should allow for more events to be included in a easier way in the future (even from modder if they are bold enough) Second part is a stalker feature that only happens for the player in the cities, this one I'm not sure people will enjoy that much but hey that was fun to code and is optional anyway. (same, almost done, just need some tweaking like the behavior of the follower if there is one, it's fully configurable as always.) And then the usual fixes/improvements/additions here and there that I wouldn't be able to list now.
SirNibbles Posted June 19, 2017 Posted June 19, 2017 Hey, sorry for not being so active in here (understatement ), so just so you know I'm going to resume my work on the mod starting tomorrow, I planned an update like 6 months ago but never had the time nor the motivation to make it happen, you shouldn't expect too much of this update but I've put quite some work in it already (near ready, been several months it is actually...) The update is more focused on the player vic part with a new framework to handle events after the player has been defeated, most of it is done I just have to polish one of the event (the bigger one obviously...) and it should allow for more events to be included in a easier way in the future (even from modder if they are bold enough) Second part is a stalker feature that only happens for the player in the cities, this one I'm not sure people will enjoy that much but hey that was fun to code and is optional anyway. (same, almost done, just need some tweaking like the behavior of the follower if there is one, it's fully configurable as always.) And then the usual fixes/improvements/additions here and there that I wouldn't be able to list now. Sounds interesting. I'm curious though if this would make the dependency of the "Death Alternative" mod less attractive? Personally I don't really like that mod because of the compabitlity with other mods (heck even in combination with your mod I'm still having enough issues with it) and would love to finally disable it but the events that happen after your mod triggers in combination with Death alternative still make me want to use it. And a stalker sounds pretty nice
bicobus Posted June 19, 2017 Posted June 19, 2017 Yeah, I'm kinda forced to use DA to fill the void left by Defeat. By that I mean if fall from high enough and don't have defeat then my toon will die (which is understanding), but I hate having to go back 20-30 minutes in time because of a misstep. So having defeat kick in for any case of player death would be awesome. And I may be in the group of people who hates the stalkers. The only time I spend in cities is when I have to do questing, do crafting or sell stuff. Crafting takes time and don't pause the game, which allow all random stuff to trigger. That is annoying, I want to craft my stuff and not be interrupted by some random behavior. However if the stalker don't interrupt me when I do stuff, then it'd be fine.
Whizkid Posted June 19, 2017 Posted June 19, 2017 Yeah, I'm kinda forced to use DA to fill the void left by Defeat. By that I mean if fall from high enough and don't have defeat then my toon will die (which is understanding), but I hate having to go back 20-30 minutes in time because of a misstep. So having defeat kick in for any case of player death would be awesome. And I may be in the group of people who hates the stalkers. The only time I spend in cities is when I have to do questing, do crafting or sell stuff. Crafting takes time and don't pause the game, which allow all random stuff to trigger. That is annoying, I want to craft my stuff and not be interrupted by some random behavior. However if the stalker don't interrupt me when I do stuff, then it'd be fine. omg, if u know Goubo he always provide an option for u to turn it off, why mention something when its a given....
bicobus Posted June 19, 2017 Posted June 19, 2017 I can read and understand what goubo said about that feature, and I acknowledge it. I just gave my reason to disable the feature. If the stalker do not interrupt me when I do something, then I'll gladly have it enabled.
Meteox Posted June 19, 2017 Posted June 19, 2017 Is defeat supposed to be doing the bleedout thing where it removes all camera controls? This seems to happen every time and it is really annoying.... plus after the scene ends the only way I can get controls back is to save and load. Man, I know your pain. I've been looking into this issue for far too long and came out with nothing. That's why I save often and try to avoid things that can cause this ragdoll effects until a sex scene appear due to being defeated (I use Animal Tweaks which causes animals like trolls and sabre cats have a chance to knock you down and keep you so until defeat triggers). Hey, sorry for not being so active in here (understatement ), so just so you know I'm going to resume my work on the mod starting tomorrow, I planned an update like 6 months ago but never had the time nor the motivation to make it happen, you shouldn't expect too much of this update but I've put quite some work in it already (near ready, been several months it is actually...) The update is more focused on the player vic part with a new framework to handle events after the player has been defeated, most of it is done I just have to polish one of the event (the bigger one obviously...) and it should allow for more events to be included in a easier way in the future (even from modder if they are bold enough) Second part is a stalker feature that only happens for the player in the cities, this one I'm not sure people will enjoy that much but hey that was fun to code and is optional anyway. (same, almost done, just need some tweaking like the behavior of the follower if there is one, it's fully configurable as always.) And then the usual fixes/improvements/additions here and there that I wouldn't be able to list now. Welcome back Goubo! It is nice to have you back to us. Could you have a look at the issue we are discussing and maybe have an option to clear it with the Clean function Goubo or something? Of course, this is if you have the time to look into it.
Goubo Posted June 19, 2017 Author Posted June 19, 2017 Sounds interesting. I'm curious though if this would make the dependency of the "Death Alternative" mod less attractive? Personally I don't really like that mod because of the compabitlity with other mods (heck even in combination with your mod I'm still having enough issues with it) and would love to finally disable it but the events that happen after your mod triggers in combination with Death alternative still make me want to use it. And a stalker sounds pretty nice I don't know yet how I'm going to handle the compatibility with this new system (or if I'm changing it for something else or remove it altogether), system that is very similar to DA for that matter, I'll see. Yeah, I'm kinda forced to use DA to fill the void left by Defeat. By that I mean if fall from high enough and don't have defeat then my toon will die (which is understanding), but I hate having to go back 20-30 minutes in time because of a misstep. So having defeat kick in for any case of player death would be awesome. And I may be in the group of people who hates the stalkers. The only time I spend in cities is when I have to do questing, do crafting or sell stuff. Crafting takes time and don't pause the game, which allow all random stuff to trigger. That is annoying, I want to craft my stuff and not be interrupted by some random behavior. However if the stalker don't interrupt me when I do stuff, then it'd be fine. Obviously a stalker can't be picked during a conversation or another activity so don't worry about that, it is also a feature that is disabled by default. Welcome back Goubo! It is nice to have you back to us. Could you have a look at the issue we are discussing and maybe have an option to clear it with the Clean function Goubo or something? Of course, this is if you have the time to look into it. Sure, I'm going to take a look at what I've missed in the thread and try to fix things I didn't already.
sila Posted June 19, 2017 Posted June 19, 2017 Yeah, I'm kinda forced to use DA to fill the void left by Defeat. By that I mean if fall from high enough and don't have defeat then my toon will die (which is understanding), but I hate having to go back 20-30 minutes in time because of a misstep. So having defeat kick in for any case of player death would be awesome. And I may be in the group of people who hates the stalkers. The only time I spend in cities is when I have to do questing, do crafting or sell stuff. Crafting takes time and don't pause the game, which allow all random stuff to trigger. That is annoying, I want to craft my stuff and not be interrupted by some random behavior. However if the stalker don't interrupt me when I do stuff, then it'd be fine. If you know you are falling far enough to die and dont feel like going back 30 minutes, you could just open console and type "tgm" or "tcl" before you hit the ground you know
bicobus Posted June 19, 2017 Posted June 19, 2017 Yeah, I'm kinda forced to use DA to fill the void left by Defeat. By that I mean if fall from high enough and don't have defeat then my toon will die (which is understanding), but I hate having to go back 20-30 minutes in time because of a misstep. So having defeat kick in for any case of player death would be awesome. And I may be in the group of people who hates the stalkers. The only time I spend in cities is when I have to do questing, do crafting or sell stuff. Crafting takes time and don't pause the game, which allow all random stuff to trigger. That is annoying, I want to craft my stuff and not be interrupted by some random behavior. However if the stalker don't interrupt me when I do stuff, then it'd be fine. If you know you are falling far enough to die and dont feel like going back 30 minutes, you could just open console and type "tgm" or "tcl" before you hit the ground you know Well, yes, of course. I was just referring to a failing state. Somebody finds the half-dead player and rescue/sell her or something. DA do take care of everything, but there is barely any devious mod who links to it. Especially at the bleed out state.
Airianna Posted June 19, 2017 Posted June 19, 2017 Hey, sorry for not being so active in here (understatement ), so just so you know I'm going to resume my work on the mod starting tomorrow, I planned an update like 6 months ago but never had the time nor the motivation to make it happen, you shouldn't expect too much of this update but I've put quite some work in it already (near ready, been several months it is actually...) The update is more focused on the player vic part with a new framework to handle events after the player has been defeated, most of it is done I just have to polish one of the event (the bigger one obviously...) and it should allow for more events to be included in a easier way in the future (even from modder if they are bold enough) Second part is a stalker feature that only happens for the player in the cities, this one I'm not sure people will enjoy that much but hey that was fun to code and is optional anyway. (same, almost done, just need some tweaking like the behavior of the follower if there is one, it's fully configurable as always.) And then the usual fixes/improvements/additions here and there that I wouldn't be able to list now. Welcome back Goubo! Hope you enjoyed your time off. Cause now I get to put a bug in your ear and ask all sorts of questions, not even mod related... *giggles teasingly* I am looking forward to the new features and fixes, hoping the fix with child actors is implemented as it was causing defeat to break every time. Oh to get grabbed by the stalker, that is going to be so much fun!
Corsayr Posted June 19, 2017 Posted June 19, 2017 WB Goubo! Can't wait to see the new stuff Just a brief aside on how I get Defeat to work. When I first log in I toggle TIM in console making me immortal but still take regular damage (that with violens to stop kill moves against the player) makes Defeat run nearly perfect. I set the wound threshold to 30% health with a 75% trigger on non blocked hits, and turn bleedout off. With those settings I never experience vanilla death and almost always KD'd before reaching 0 HP. Occasionally I'll get lucky on the wound thresh saving roll and catch a break to live longer than I should but it isn't too bad. Another KD event that triggers 100% at 0 HP would fix that, and I wouldn't complain if Defeat had a setting that toggled TIM for me at game start up (I forget to do that a lot and the first mob I meet always reminds me by sending me back to may last save spot ) another thing that would be super cool would be a way to remove tags from the animation filters. (or the secret to how to do it now, holding the default button and clicking it in the list just adds it again) Anyway love the mod keep it up and welcome back 1
Corsayr Posted June 20, 2017 Posted June 20, 2017 So this happened I was walking along and got jumped by an Obis bandit and while fighting it, 2 random hunters came along and agro'd to the bandit. The bandit in the mean time gets a lucky hit on me and I go down. But the struggle bar came up because the bandit was still in combat from the hunters. The hunters managed to kill the bandit but ran off still in combat with something else (I do not know what, but knowing hunters it was probably a leaf blowing in the wind ) I still couldn't get up though. My struggle bar had disappeared but I was still down. While trying to figure out what was up a rabbit hopped over and said, "Mind if I take that". Then proceeded to steal all my stuff and hop off. (fyi most adorable robber ever! ) The struggle bar then returned I got up looted the nearby bandit for some gear to give chase. As soon as I looted the game crashed. While I am sad that I didn't get to chase a bunny all over Skyrim while half naked shouting "give me back my stuff you stupid rabbit!!!" I also wonder should rabbits be engaging in this kind of ninja thievery? Sub question, any thoughts on why the crash? edit: as an additional note I would add that the rabbit didn't rape me. Based on the papyrus log it appears it was busy [06/20/2017 - 03:50:32PM] [DCUR] - Rejected: rabbit. Reason: Actor is already having sex or is involved in a scene. I can only assume it was late... very late for an important date, leaving insufficient time for hellos or goodbyes. 2
Airianna Posted June 21, 2017 Posted June 21, 2017 So this happened 20170620155059_1.jpg I was walking along and got jumped by an Obis bandit and while fighting it, 2 random hunters came along and agro'd to the bandit. The bandit in the mean time gets a lucky hit on me and I go down. But the struggle bar came up because the bandit was still in combat from the hunters. The hunters managed to kill the bandit but ran off still in combat with something else (I do not know what, but knowing hunters it was probably a leaf blowing in the wind ) I still couldn't get up though. My struggle bar had disappeared but I was still down. While trying to figure out what was up a rabbit hopped over and said, "Mind if I take that". Then proceeded to steal all my stuff and hop off. (fyi most adorable robber ever! ) The struggle bar then returned I got up looted the nearby bandit for some gear to give chase. As soon as I looted the game crashed. While I am sad that I didn't get to chase a bunny all over Skyrim while half naked shouting "give me back my stuff you stupid rabbit!!!" I also wonder should rabbits be engaging in this kind of ninja thievery? Sub question, any thoughts on why the crash? edit: as an additional note I would add that the rabbit didn't rape me. Based on the papyrus log it appears it was busy [06/20/2017 - 03:50:32PM] [DCUR] - Rejected: rabbit. Reason: Actor is already having sex or is involved in a scene. I can only assume it was late... very late for an important date, leaving insufficient time for hellos or goodbyes. Think Bugs Bunny! SHHHH We awr hunting wabbit... YOU WASKELY WABBIT YOU!!!!!!... like elmer fud... With a new game, I got knocked down by a mage, then him and a rabbit took turns, they decided they didn't want my gear, and when they got done with me, the mage suddenly turned on the rabbit, was the funniest thing I ever seen... "Sure you can have some of that pussy too!"... "Wait, you screwed my favorite girl! DIE!" type of feel after LMAO
Goubo Posted June 21, 2017 Author Posted June 21, 2017 ... ... Damn that was hilarious, thanks for the good laugh. ^^ Critters adding themself as aggressors for no reason has been a problem for so long, wierd though, if the rabbit adds itself in the aggressor array it means it is either hostile to the player or directly aiming them in a combat which dosen't make any sense since they are unaggressive and cowardly. Seems like that they are hostile towards everything when they enter combat, I'll check if I can find a solution for this. As for the robbing stuff even if it's very funny it shouldn't happen with anything else than human npcs in the update.
Guest Posted June 21, 2017 Posted June 21, 2017 Yay you're back!!! Can't wait to see my favorite mod updated xD Don't worry I think most of us can at least relate its sometimes hard to find motivation to finish or work on our own personal projects ^^ I was wondering if you worked on the whole placement issue with the bags? Sometimes when you capture a bandit he is no longer their once you drop him out of the bag especially when you go through a loading zone at least for me. As much as I love the bag I would still really really love a feature to be able to possibly chain them and have them follow you. I love being a bounty hunter so it is cool to capture the bandit and turn them into the guards and your mod is the only mod that does this so well!
bicobus Posted June 21, 2017 Posted June 21, 2017 ... ... Damn that was hilarious, thanks for the good laugh. ^^ Critters adding themself as aggressors for no reason has been a problem for so long, wierd though, if the rabbit adds itself in the aggressor array it means it is either hostile to the player or directly aiming them in a combat which dosen't make any sense since they are unaggressive and cowardly. Seems like that they are hostile towards everything when they enter combat, I'll check if I can find a solution for this. As for the robbing stuff even if it's very funny it shouldn't happen with anything else than human npcs in the update. The different "fleeing" animals require them to be in a state of combat I believe, even though they aren't hostile.
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