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Posted
3 hours ago, horonbr said:

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 

I usually don't run with companions, however, the rules for NPC Vrs. NPC apply to them.

Knock Down chance...

Rape chance...

rape then kill chance...

rape then rob chance...

 

If Player Victim = all down, then they will look for the player, if the player made any moves to be noticed.

Trying to get the companions raped, requires you to remain hidden for the fight.

Also, depending on the mods you use, like I use AFT, when a companion is supposed to die, they look like they are knocked down, but get back up. (Would like this to count towards Defeat's knockdown to be raped) To ensure the differences, I set it up so that knocked down lasts a couple minutes, so when they get back up in 15-30 seconds, it was a kill shot on them, and not a real knockdown.

 

- Testing purposes, Ensure the player isn't detected, to disable detection of the AI open the console, and use the command: tdetect

- before you ask, no, it will not help you to pick pocket. :tongue:

- "I need you to do something"

- Wait there x...

 

Posted

Yeah I always wished that rape of a follower worked better.  I wanted to use it by sending my follower ahead to keep the giants.. 'occupied'.. while I went and robbed the chests. :).

Didn't know about that code, will give it a shot. I always used invis potions but still have the aggro timer to burn off.

Posted

Hey guys! Need a liitle help, if anyone knows how to solve an issue. I know, it is Skyrim's problem, not this mod, but still...

When I bound some bandit NPC and take it to my cellar to be a captive, I want to change his clothes on prisoner's one. Problem is, every time I re-enter room, inventory of this NPC resets and prison clothes changes on basic one. Is it fixable?

Posted
1 minute ago, FireWalker13 said:

Hey guys! Need a liitle help, if anyone knows how to solve an issue. I know, it is Skyrim's problem, not this mod, but still...

When I bound some bandit NPC and take it to my cellar to be a captive, I want to change his clothes on prisoner's one. Problem is, every time I re-enter room, inventory of this NPC resets and prison clothes changes on basic one. Is it fixable?

Pretty sure that's just Skyrim's outfit system doing it's thing.  You might be able to use a follower framework like EFF to make the bandit a potential follower and equip them that way, if that even works on non-unique npcs like bandits.  I don't know of a way to do it with just Defeat however, as it doesn't manage NPC clothing.

Posted
9 minutes ago, Reesewow said:

Pretty sure that's just Skyrim's outfit system doing it's thing.  You might be able to use a follower framework like EFF to make the bandit a potential follower and equip them that way, if that even works on non-unique npcs like bandits.  I don't know of a way to do it with just Defeat however, as it doesn't manage NPC clothing.

Nope, already tried. I thought about some console command to force them to stop respawn their clothes.

Posted
21 minutes ago, FireWalker13 said:

Nope, already tried. I thought about some console command to force them to stop respawn their clothes.

try leaving their shoes on, for some reason when boots are left equipped the armor doesn't  doesn't reset, but on cell reset your captive will probably unequip the outfit that isn't their set outfit (if you took away the set outfit they will be naked)

Posted
On 1/10/2018 at 7:38 AM, Ihobojoebob said:

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.

I'm using Defeat 5.3.3 and Dragon Priests work fine! 

 

<smh>

Posted
On 1/10/2018 at 4:38 AM, Ihobojoebob said:

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.

You might need to re-initialize Defeat for it to detect the new animated races.  For example Billyy just added Dwarven Ballista in his latest pack and after resetting Defeat they had no problem triggering a Defeat scene after knocking down my PC. 

Posted

Has anyone done a Redux or some other form of continuation of this mod, seeing how it has not been updated in a while, and still has some issues.

Posted

Hello everyone! 

I've some problem with the mod. So, I enslaved Constance Michel but she disappeared. I tried to move her to me through the console but if I got it right PAH (or Defeat) creates a clone of a character and the original character is moved to some cell (idk). Well, the point is that I need to find a "clone" of Constance Michel (maybe somebody can give me an ID or something) because the original Constance was broken and she refuses to allow me adopt a child and she only tells something like: "Oh gods!; Gods I'm so tired etc". The only variants for respond are about her running away.

Any help would be appreciated!

 

EDIT: Solved by re-enslaving the original character

Posted
9 hours ago, FireWalker13 said:

Hey guys! Need a liitle help, if anyone knows how to solve an issue. I know, it is Skyrim's problem, not this mod, but still...

When I bound some bandit NPC and take it to my cellar to be a captive, I want to change his clothes on prisoner's one. Problem is, every time I re-enter room, inventory of this NPC resets and prison clothes changes on basic one. Is it fixable?

 Generic NPCs will always default back to their normal outfit, problem is, there is no checks to ensure they maintain a modified outfit when captured. That would have to be fixed via Defeat's captive settings. Basically a mod addon to manage captive's outfits for each and every captive, could end up script heavy and not recommended at this point in time, as it would have to put the script into every captive you take. (It is possible to have it add the script to the captive after you change, BUT problem is, that it would be tagged to all of that NPC, so that even when you are running normal campaigns against forts or what ever, they will wind up dressed the way you have them in your "prison". Scripts for it are added to the base, not the current NPC. I would recommend creating a mod that gives you specific NPCs that you can capture and take home for personal use. Named NPCs that don't respawn, a simple "Sandbox current location" is all they would need, added to the faction of the group you drop them in with. Then the make follower option will become available to ensure they don't change clothes.

 

 

35 minutes ago, Den987 said:

Hello everyone! 

I've some problem with the mod. So, I enslaved Constance Michel but she disappeared. I tried to move her to me through the console but if I got it right PAH (or Defeat) creates a clone of a character and the original character is moved to some cell (idk). Well, the point is that I need to find a "clone" of Constance Michel (maybe somebody can give me an ID or something) because the original Constance was broken and she refuses to allow me adopt a child and she only tells something like: "Oh gods!; Gods I'm so tired etc". The only variants for respond are about her running away.

Any help would be appreciated!

... Named NPCs default movements cause the NPC to go to their destination. So even tied up, will continue to their required destination, looks funny when Delphine glides from Riverwood to east of Windhelm chained to the ground. To stop this ...

I use AFT (Amazing Follower Tweak), it gives a spell "Tweak Make Follower" allows you to turn anyone into a follower, and allows you to manage outfit on any follower (General, town, home), dismiss but hang out here... Manage their outfit and make them totally naked... *Do NOT use on non-named NPCs, it recreates them as an invincible enemy, if followers are set to "can not die"*

This makes it so that named NPCs will loose track of their default programming, to be where you put them, and keep them there. It CAN and WILL break quests that haven't been completed.

 

Posted
7 hours ago, NeatLL said:

Has anyone done a Redux or some other form of continuation of this mod, seeing how it has not been updated in a while, and still has some issues.

Goubo made this mod, and is still working on it when he can. He keeps adding more and more to it that he feels it should have, and fixing some issues along the way. He did reply to the thread a few months ago ensuring he is still working on it.

 

For the Stalker Addon in the next update

- Learning to do animations

- Wants a clean transition

- Considering a soft Aroused requirement for interaction

- possible kidnapping themes

- When knocked down, possible for attackers to have another go, if player doesn't get up fast enough after the assault.

- Fixes to exclude Sexlab Forbidden from being included in the assault lists.

- and more.

 

I am hoping the release will be very soon as I am looking forward to these fixes and addons.

Posted
3 hours ago, Airianna said:

 Generic NPCs will always default back to their normal outfit, problem is, there is no checks to ensure they maintain a modified outfit when captured. That would have to be fixed via Defeat's captive settings. Basically a mod addon to manage captive's outfits for each and every captive, could end up script heavy and not recommended at this point in time, as it would have to put the script into every captive you take. (It is possible to have it add the script to the captive after you change, BUT problem is, that it would be tagged to all of that NPC, so that even when you are running normal campaigns against forts or what ever, they will wind up dressed the way you have them in your "prison". Scripts for it are added to the base, not the current NPC. I would recommend creating a mod that gives you specific NPCs that you can capture and take home for personal use. Named NPCs that don't respawn, a simple "Sandbox current location" is all they would need, added to the faction of the group you drop them in with. Then the make follower option will become available to ensure they don't change clothes.

Well, I have two named NPC - Arondil and Rigel Strong-Arm. But as I understand their outfit works similar to ordinary generic NPC's one. Maybe there is a way to change some prefences via TesVEdit to force them equip what I want?

 

I think I found some kind of solution. I am using Requiem and I have Requiem for the Indifferent.esp that changes almost every NPC in the game (kind of Bashed patch). Via TesVEdit I opened this esp, found needed NPC and deleted Inventory flag from it. As I can see it helped.

Posted
20 hours ago, FireWalker13 said:

Hey guys! Need a liitle help, if anyone knows how to solve an issue. I know, it is Skyrim's problem, not this mod, but still...

When I bound some bandit NPC and take it to my cellar to be a captive, I want to change his clothes on prisoner's one. Problem is, every time I re-enter room, inventory of this NPC resets and prison clothes changes on basic one. Is it fixable?

Defeat cannot do this on its own.

 

1 as someone already said you can use a follower management mod to control outfits (EFF, AFT, FLP).

   for just prisoner usage i would recommend FLP (more detailed controls and can be used to make a follower without taking a EFF/AFT follower slot)

 

2 use PAH (or similar) but if you use PAH when released from PAH (unless it is a connected mod) the bandit will disappear (and PAH actually uses a clone)

 

3 use another mod to make bandits uniques and yet another mod to control their inventories (yes this is possible but it is very script heavy).

 

my suggestion for a workaround to the problem would be #1 above (use of FLP to make them a "quasi follower" so you can control their inventory)

if you do not have PAH installed, but if you already have PAH use that for capture instead.

 

edit

the editing of the other esp for Rigel and Arondil may help (but someone did most of the work already in the CK to make that esp).

but if you have FLP and or PAH it can do the same without manual editing.

 

Posted

I have added FLP to my game, since it can run along side AFT, seems like it would be a great addition, since I won't have to use AFT slots for captives :smiley: So thanks for suggesting it.

 

Posted
3 minutes ago, btasqan said:

Anyone having a fix to this?

I mean, that's a incredibly specific mod interaction between 4 different mods, I doubt many people have attempted that series of steps because putting a dead horse in a sack seems super-duper immersion breaking unless you are role-playing as the hulk.

 

It probably has something to do with how convenient horses deals with saddles, since that mod adds lots of saddles and bareback is an option.  You may be able to add it back in the CH MCM menu (assuming it is your horse).

Posted
1 hour ago, Reesewow said:

I mean, that's a incredibly specific mod interaction between 4 different mods, I doubt many people have attempted that series of steps because putting a dead horse in a sack seems super-duper immersion breaking unless you are role-playing as the hulk.

 

It probably has something to do with how convenient horses deals with saddles, since that mod adds lots of saddles and bareback is an option.  You may be able to add it back in the CH MCM menu (assuming it is your horse).

Flogging a dead horse is probably something that 'Belethor the Unhinged' might be more able to give advice on :classic_tongue:

Posted

Hi there, is it possible to add an option that, when you got knocked down, you can either press [K] to surrender and get raped, or do nothing and die?

 

Right now when you got knocked down you don't really have an option, you either 100% going to get raped or 100% not.

Posted

This mod has stopped functioning for creatures. I can't surrender to any of them and they will only kill me after being knocked down. I've tried every piece of advice I can find in relation to this topic and nothing has made any difference. It's been a while since I've played the game, but I know this was not the case in the past and I'm quite sure I haven't made any changes (i.e. updated).

Posted
3 hours ago, EnvyMachinery said:

This mod has stopped functioning for creatures. I can't surrender to any of them and they will only kill me after being knocked down. I've tried every piece of advice I can find in relation to this topic and nothing has made any difference. It's been a while since I've played the game, but I know this was not the case in the past and I'm quite sure I haven't made any changes (i.e. updated).

Get to a quiet zone,stop all animations and re-register animations in Sexlab, then disable, and re-enable Defeat to get it going again. I had this issue with High Script loads for Skyrim.

Posted
4 hours ago, Airianna said:

Get to a quiet zone,stop all animations and re-register animations in Sexlab, then disable, and re-enable Defeat to get it going again. I had this issue with High Script loads for Skyrim.

I don't know what you mean by "re-register animations," but I've disabled and re-enabled both SL and Defeat several times.

Posted

Anybody wants to share his/her Defeat settings?

 

I am looking for some balanced setup, where a catious player can avoid beeing knocked down (e.g. stamina management), while there is still a risk for a lucky punch.

 

At the moment i am testing the "Knockout Chance" settings, but i am really not sure how they work:

 

=====

 

>> Exhaustion

Threshold:           20%

Chance on Hit:     30%

Knockout chance: 10%

 

So the chance for a knockdown to happen is 10% when beeing struck under 20% stamina or is it 3% (30*0,1)??? So if the knockout chance was at 33% the chance of a knockout would be 10% on hit??? Are Chance on Hit and knock out linked or seperate (that even on 0% hitchance you can still be knocked out?)

 

=====


So if i then set the Health treshhold to say 100, chance on hit to 1% and Knockout to 100%, there would be a 1% chance on knockout on every hit?

 

 

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