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Posted
3 hours ago, Airianna said:

And that's why I won't use MO...

 

First off, neither have any resources that conflict. There are no files to overwrite when you do a real unzip of main files from their respective zipped files. The ONLY conflict is the Mod Organizer install guide that has the same name, is a txt file. AKA There is no conflict with scrips, and other files...

 

The only reason it says to put Become a Bard bellow Defeat, is because Become a bard has conflicts with some other mods, and Become a Bard is very popular, general rule is to place the DESIRED mod lower in the load order, and let it overwrite any files to ensure it runs when there is a conflict... Beware of any 3rd party Become A Bard update/addon, I had it break my Become A Bard music when player tried to play, nothing came out.

 

And here is the only MINOR conflict within the scripts that MIGHT cause problems for some. Still doesn't warrent having Become a Bard bellow Defeat, as that has a greater chance of breaking Defeat than it does of breaking Become a Bard.

 

  Reveal hidden contents

 

 


Become a bard is high in my load order, not conflicting with any of the 160 mods I have added, and Defeat is low in the load order, near the bottom, but under all SexLab mods.

Any mod that uses "ON HIT" functions will break these Defeat on hit functions if Defeat is not bellow them

- when hit by an enemy during sex: Defeat will stop sex

- When hit with low health: Defeat will roll for knockout chance

- When Stamina is low: Defeat will roll for Stun Assault chance

 

Become A Bard: On Hit Function... ONLY Valid while playing a song with "Factions responds to Songs" is chosen

- Is playing, when hit, end playing song...

- - IF this is a problem you find you might be having, disable this 1 option, it doesn't really matter in my opinion. 3 of the songs on both sides are pretty much the same, 1 song is different, and that 1 song should be the only one to cause problems for the other faction, but shouldn't cause them to attack in my personal opinion. I could see the guards throwing you in jail, or waling you to the edge of town, telling you to not come back till you learn to play some "real" songs... bka: the song they like.
 

 

 

Well, thing is, my custom songs aren't playing anymore and I don't know what made this happen. Everything was fine, xvm files where they supposed to be, weird cause they were working before, now I can't seem to make them work no matter what.

 

If Become a Bard has conflicts with other mods then Mod Organizer is sure not telling anything. 

Posted
8 hours ago, madg said:

Well, thing is, my custom songs aren't playing anymore and I don't know what made this happen. Everything was fine, xvm files where they supposed to be, weird cause they were working before, now I can't seem to make them work no matter what.

 

If Become a Bard has conflicts with other mods then Mod Organizer is sure not telling anything. 

Sorry to say, there is no quick fix on this...

Anuild bard songs, (ok incorrect spelling) and Better bards, was interfering with Become a Bard in my game, animation would play but no sound. So, I would be looking at anything that adds to or modifies the original bard songs themselves, and anything that requires Become A Bard as a possible conflict, don't just disable them, remove them from the data folder entirely..

- start a new game as your test bed...

- - No Bard mods, this will be the file used for testing, This you want to save, makes it easier for testing purposes, instead of having to start a new game every test.

- Add Become A Bard : Top of the load order... Be sure it's working *Mine is currently placed as high as it can go, top of the .esm*

-- if it isn't playing the music, check the rest of your load for other music that might be interfering, also, be sure you didn't accidentally, or purposefully add any Fallout Mods *they can interfere with the sound engine of Skyrim - They use a similar file structure as skyrim, but still different with same .esp and .esm files*

-- if working, don't save, just exit, and add more bard changing mods, 1 at a time, load, see if the songs will still play...

- - If all are added, and still works, take note of load order locations, compare to when wasn't working. Or it could be an active script issue, preventing the sounds from playing when they should (activate song, save when able, reload save, song should start playing in the background as game starts = Active Script Count is very high)

 

Would be nice if there were actual tools to see what's happening as it happens.

Posted

Sorry to bother, but ... I'm trying to install Sanguine's Debauchery, SL Defeat and Death Alternative. Well, installation was successful as far as I can see, but Defeat and Death Alternative have so many settings ... and I understand that you have to be careful so they play nice.

Could anybody share his/her settings to make Defeat, Alternative and SD play nice together? Or at least provide some pointers what to avoid / do at all costs?

Posted
45 minutes ago, Roachboy said:

Sorry to bother, but ... I'm trying to install Sanguine's Debauchery, SL Defeat and Death Alternative. Well, installation was successful as far as I can see, but Defeat and Death Alternative have so many settings ... and I understand that you have to be careful so they play nice.

Could anybody share his/her settings to make Defeat, Alternative and SD play nice together? Or at least provide some pointers what to avoid / do at all costs?

On DA MCM I have bleed out health on 15%, turn defeat on in DA's bleedout options tab, and set SD's events within DA at 80+. In defeats MCM i turn the wound and other knockdown options off. Then in defeats post scenario settings turn send to death alternative at 100%, or less if you dont want to be enslaved every time you are defeated.

 

So the process is: Fall below 15% health -> get knocked down by DA -> DA triggers defeat -> defeat sends back to DA -> DA triggers SD enslavement

Posted

hello guys, the animation Feed ( i m a vampire) iis bug, i dont have any animation and my character freeze... The rest of the mod works fine, it is my fault ? it is happened to anybody else ?

I don t have dawnguard is it the pb ?

Posted
5 hours ago, CaptainXavy said:

hello guys, the animation Feed ( i m a vampire) iis bug, i dont have any animation and my character freeze... The rest of the mod works fine, it is my fault ? it is happened to anybody else ?

I don t have dawnguard is it the pb ?

This mod is currently not compatible with other vampire mods, such as the one I use, Better Vampires (Lots of options, 4 or 2 stages, Progression - Forward/reverse, combat feeding and more). The Feeding via Defeat is ineffective.

 

The animation default works as intended, however...

1) Are you running a Custom Race?

- Custom Races not made correctly when turned into a vampire, feeding animations can fail. *Had this happen with a few different custom races, everything else worked accept feeding animations.*

- Default game, feeding, required once when turning the moth priest into your personal thrall. OR trying to turn back into a mortal after entering the Soul Cairn, if you fed before visiting Marthal, Finding someone asleep is almost impossible without a mod in the default game* as you have to be on stage 1, "fully fed vampire" in order to be turned back into a mortal.

 

2) Are you running a default game race?

- I would be checking mods, If you are running high script mods, this can lead to several issues with animations not loading like they should

- Perhaps someone hates vampires so much, that they broke the feeding animations "accidentally on purpose" through one of your mods

* A mod is causing problems with the default feeding animations

 

If 1 is not the cause, then 2 is the only logical course of action, process of elimination, till you find the one that breaks the feeding animations.

*Due to script errors, a new game will have to be started, preferably with as few mods as possible, and not knowing where to start exactly, you will have to add mods, load, test, add more mods, load, test... till feeding breaks. Then you will know either script heavy, or what mod brakes it. I would recommend using Skyrim Unbound, start as a vampire for testing purposes. I know it has that option to infect the player at the start of the game. Also, Better Vampires can "reset" the vampire to become infected with the disease, wait 3 days, and be the vampire or use a cure/shrine to remove it entirely... Not familiar with other mods enough to recommend any other start/vampire mods.

Posted
On 2013/8/2 at 11:51 PM, Goubo said:

if you manage to fulfil the bar before the aggressor get you (5 seconds)

how to extend this time?

5 seconds is a little bit short.

Posted
14 hours ago, Airianna said:

This mod is currently not compatible with other vampire mods, such as the one I use, Better Vampires (Lots of options, 4 or 2 stages, Progression - Forward/reverse, combat feeding and more). The Feeding via Defeat is ineffective.

 

The animation default works as intended, however...

1) Are you running a Custom Race?

- Custom Races not made correctly when turned into a vampire, feeding animations can fail. *Had this happen with a few different custom races, everything else worked accept feeding animations.*

- Default game, feeding, required once when turning the moth priest into your personal thrall. OR trying to turn back into a mortal after entering the Soul Cairn, if you fed before visiting Marthal, Finding someone asleep is almost impossible without a mod in the default game* as you have to be on stage 1, "fully fed vampire" in order to be turned back into a mortal.

 

2) Are you running a default game race?

- I would be checking mods, If you are running high script mods, this can lead to several issues with animations not loading like they should

- Perhaps someone hates vampires so much, that they broke the feeding animations "accidentally on purpose" through one of your mods

* A mod is causing problems with the default feeding animations

 

If 1 is not the cause, then 2 is the only logical course of action, process of elimination, till you find the one that breaks the feeding animations.

*Due to script errors, a new game will have to be started, preferably with as few mods as possible, and not knowing where to start exactly, you will have to add mods, load, test, add more mods, load, test... till feeding breaks. Then you will know either script heavy, or what mod brakes it. I would recommend using Skyrim Unbound, start as a vampire for testing purposes. I know it has that option to infect the player at the start of the game. Also, Better Vampires can "reset" the vampire to become infected with the disease, wait 3 days, and be the vampire or use a cure/shrine to remove it entirely... Not familiar with other mods enough to recommend any other start/vampire mods.

ty for the answer, i will try to resolve this

Posted

Hi, i's it possible to tie up npc's via spelleffect? I made custom spell, added script effect with that has a declaration of DefeatConfig

DefeatConfig property RessConfig auto

and function with

 resconfig.tieup(victim,player,DoAnmation=True)

where victim is defined by getting spell target and player is pre-defined property, but when i cast it [spell] nothing happens. What am I doing wrong?

Posted

So I have a question, I have a futa character and I have her set to male in sexlab so whenever she assault a male she is dominant. My only issue is that the victim is cumming inside her still when it should be the other way around. Is there any way to stop this from happening?

Posted

I think if you click.."allow females to cum" in sexlab it will fix this HirakoA

 

Posted
3 hours ago, HirakoA said:

So I have a question, I have a futa character and I have her set to male in sexlab so whenever she assault a male she is dominant. My only issue is that the victim is cumming inside her still when it should be the other way around. Is there any way to stop this from happening?

I do believe that is the BeeingFemale mod causing that... As without that mod *or one like it* there is no feedback on who cums inside whom.

With several Female creatures, my girl is forced to wear a strappon, and take the male position and they cum inside her anyway... LOL

 

In your case, just set the pregnancy chance to 0% for player, and ignore the "cum inside you" messages.

Posted

Is anyone else having the "kill while sleeping" option bug again? (the one that kills you along with the asleep victim when you select the option in the sleeping section). If not, does anybody knows why is this happening when it was supposed to be fixed already? I think is an inside script related problem rather than a compatibility or a load order problem. 

I've tried to search for the error in the defeatactionscr.psc script but i can't find the troublesome line on it.

 

EDIT: The problem only seems to occur if the victim is asleep or knocked down, but i can kill the victim without any problem if is tied up.

Posted
27 minutes ago, highmarshall1994 said:

Is anyone else having the "kill while sleeping" option bug again? (the one that kills you along with the asleep victim when you select the option in the sleeping section). If not, does anybody knows why is this happening when it was supposed to be fixed already? I think is an inside script related problem rather than a compatibility or a load order problem. 

I've tried to search for the error in the defeatactionscr.psc script but i can't find the troublesome line on it.

Sounds like an animation problem? It works for me so it's not the mod.

Posted
32 minutes ago, highmarshall1994 said:

Is anyone else having the "kill while sleeping" option bug again? (the one that kills you along with the asleep victim when you select the option in the sleeping section). If not, does anybody knows why is this happening when it was supposed to be fixed already? I think is an inside script related problem rather than a compatibility or a load order problem. 

I've tried to search for the error in the defeatactionscr.psc script but i can't find the troublesome line on it.

I've never had that problem, so not it's not defeat causing it.

Posted
4 minutes ago, anyrandomnik said:

The troublesome line: SendAnimationEvent(Aggressor, "pa_killmove2HM3Slash")
I replaced this line with Aggressor.PlayIdleWithTarget(RessConfig.Killmoves[10], Victim)
The mod attempts to kill victim by different ways dependence on the victim's state and the weapon. The troublesome line is the last way to kill, so the issue seldom appears.
There is another error into Function OptionKill. See defeat fixed.

Thanks a lot for the reply, that seems to have much more sense, i'll give it a try. BTW is defeat fixed a comunity patch or something like that?

Posted
2 hours ago, anyrandomnik said:

The troublesome line: SendAnimationEvent(Aggressor, "pa_killmove2HM3Slash")
I replaced this line with Aggressor.PlayIdleWithTarget(RessConfig.Killmoves[10], Victim)
The mod attempts to kill victim by different ways dependence on the victim's state and the weapon. The troublesome line is the last way to kill, so the issue seldom appears.
There is another error into Function OptionKill. See defeat fixed.

Is there anyway that you know of to get aggressor NPC's to kill followers with weapons rather than hammering them with their fists three times when you have POst Kill Set after a rape?  Maybe even kill the PC too? 

Posted
4 hours ago, Airianna said:

I do believe that is the BeeingFemale mod causing that... As without that mod *or one like it* there is no feedback on who cums inside whom.

With several Female creatures, my girl is forced to wear a strappon, and take the male position and they cum inside her anyway... LOL

 

In your case, just set the pregnancy chance to 0% for player, and ignore the "cum inside you" messages.

Well darn looks like that will be my best option lol. Thank you.

Posted
On 12/21/2017 at 6:11 PM, Airianna said:

It's actually an issue with Sexlab Framework it's self, that Defeat calls on. Defeat doesn't calculate any of that stuff. There are mods that will control it to ensure creatures of the right race hit the correct locations, but those animations were specifically designed for those scripts. And for Defeat to use them correctly, Sexlab Framework needs to get reworked to correct it. *** If the framework is reworked, then any mod could use it ***

 

So I do the same thing with defeat's multi chance to 0%. Eliminates that issue before it starts :smile: 

Pretty sure this is wrong (not your workaround, but the assessment of the problem).

Defeat is responsible for assembling a list of actors, and making calls to SL to initiate animations. How can SexLab know anything about the available actors in the current scenario? Callers into the SL API have to provide some basic information - like a list of participating actors. Defeat should be adjusted to create subgroups of creature actors, when present, and make calls into SL with arrays of homogenous creature types.

Posted
1 hour ago, gooser said:

Pretty sure this is wrong (not your workaround, but the assessment of the problem).

Defeat is responsible for assembling a list of actors, and making calls to SL to initiate animations. How can SexLab know anything about the available actors in the current scenario? Callers into the SL API have to provide some basic information - like a list of participating actors. Defeat should be adjusted to create subgroups of creature actors, when present, and make calls into SL with arrays of homogenous creature types.

Yep, Could write a handler script to accommodate those multi aggressor types, but do you realize the time that would be required to write it? If actor creature = x then they need to be in slot, of this specific animation... There is no easy way to write the requirements, unless it's in Sexlab Base to handle them, I don't recommend using them until it is, of course there are a mod or 2 that goes through the troubles to use them as intended.

 

What is needed is Sexlab Framework to go like this, Animation set, Keyed to locations, if creature, humanoid male, humandoid female, and creature = Fox, Dog, or wolf, then allow for animation MFC that is tagged Female, Male, Wolf, and place actors in specific locations according to tags. Else, Animation is not valid for this set. If it's in the main framework, then everyone using sexlab framework could use it, else every mod that has sex, would have to write the same code to make it function. So the assessment is correct. And I am seeing the bigger picture, not just 1 small corner of it, "to fix defeat's sex". The Animator needs to tag them according to positions, prior to any other tags, where female always in position 0, to keep it simple as with all other animations female is always position 0, Male in position 1, creature variant in position 2... Something along those lines. Then could do specifics, as long as multiples keeps to the same tag setup. With the open ended, KEYS, it can look at all animations within, and say yes or no to a specific animation set, without having to activate it and have you go, this doesn't look right. Making it so Sexlab maintains the control of the animations to use at any specific time as it has from the beginning. MFC designed for Female, Male, Wolf, does not look good with Female, Draugr, spider, or Female, male Guard, female Guard... Again, Sexlab Framework needs to be the one in control, as MFC counts as Humanoid OR Creature animation sets within Sexlab Framework.

Posted

For the tie up option to work in DEFEAT the target must be in a bleedout state , be that you created the spell from the original defeat script that requirement my still be there try casting it on a downed character in the bleed out animation.p

Posted
On 7/25/2017 at 3:54 AM, chipstick said:

Hi Goubo,

 

You've got no end of bugfixes and feature requests on your plate. Yet, I hope you don't mind if I just bring one more thing to your attention.

 

Billyy has recently released a SLAL pack that includes animations for dragon priests. Atm defeat will not take advantage of that because it doesnt recognise dragon priests as a suitable assailant, even if sexlab itself has (e.g. can be triggered through matchmaker or sexlab debug etc).

 

Do you think defeat could be updated for this?

 

Billyy also created animations just for chaurus reapers (which means that chaurus reapers have access to another several additional animations through Billyy's SLAL). I'm pretty sure that because defeat doesn't differentiate between chaurus and chaurus reapers, those animations will also never be triggered by chaurus reapers.  Is it possible for defeat to differentiate between chaurus and chaurus reapers? This isn't critical as charus can still trigger regular chaurus sexlab animations, but just thought I'd mention this anyway.

 

Looking forward to your next update. Thanks Goubo for all your effort.

I am also curious if there's a solution, or if defeat just needs to be updated. I too, would really like to make use of the Dragon Priest animations with defeat.

Posted
15 hours ago, horonbr said:

Hey i can’t seem to let the npc or creature to rape my follower eventhough i’ve unchecked last enemy, is there anyway to fix this?

Player as victim settings can interfere with this...

NPC Vrs. NPC settings can interfere with this...

 

You want Last Enemy checked, to ensure the last enemy that strikes, who does the knockdown, is the one who does the raping.

NOT All Down, as that means they will attack anything counted as an enemy in range before they start their sex scene. *Rabits, fox, deer, cow too, immortal horses, player...*

Posted
14 hours ago, Airianna said:

Player as victim settings can interfere with this...

NPC Vrs. NPC settings can interfere with this...

 

You want Last Enemy checked, to ensure the last enemy that strikes, who does the knockdown, is the one who does the raping.

NOT All Down, as that means they will attack anything counted as an enemy in range before they start their sex scene. *Rabits, fox, deer, cow too, immortal horses, player...*

Thank you for replying! I’ve already enable last enemy again but the npc still didnt rape my followers, unfortunately they literally overlook them when they were alr knocked down and went towards me instead 

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