Tom-80-H Posted January 27, 2018 Posted January 27, 2018 1 hour ago, Airianna said: We had a discussion about this a while back. - My personal opinion is that it's a SexLab Framework issue, as it doesn't handle multiple races correctly. And this issue should be dropped in that forum. - Another person wants everyone who makes mods to make special script functions for things like this. No. There isn't, and I doubt there ever will be. öhm, i think there is some missunderstanding. 1.) SexLab is only able to handle 2 races in one animation 2.) The animation is made for one human female and two creatures of the same race (two bears, two wolves, two giants, etc......), this means only two races are supposed to be used. 3.) The animation is triggered from the mod (Defeat for example) and not by SexLab itself. Defeat decides, if a threesome will be performed or not. 4.) SexLab fills the slots with wrong creatures only, if not enough creatures from the supposed race are present (means only one bear is avaylable, if two are needed). This is happening, as you said, SexLab is unable to handle multiple (three or more) races. 5.) This animation don´t play propperly, and only the first and right creature is animated, maybe sometimes the human female too, but the second creature is not. This is because of the mismatching creature skeletons, because the animation uses bear skeletons, and the second creature itself has a wolf skeleton, for example. The point is, that Defeat triggers a threesome if enough actors are avaylable, means one human female and two creatures. I said creatures, not giants or wolves or bears. Defeat is not checking the race of the creature, only the amount of creatures. "Having one Girl and two Beasts...hey, let´s make a threesome" If it would check the creatures race too, it will recognize, that only one of each race is there, and therefore it should not trigger a threesome. "Oh no, there is only one of each kind...no threesome" OK, SexLab seems not to check for the right race too, otherwhise it would not perform the animation, but i think it will be better not to trigger a impossible thing in first, instead of just push the button and let the other systems look how they could handle this. But, ok, if it is not possible to make the right selection for theese kind of animation, than i disable threesomes for creatures in Defeat in my game. I´m curious, if other mods, who triggers threesome animations are able to handle them correctly, or if they will do the same......
Reesewow Posted January 27, 2018 Posted January 27, 2018 48 minutes ago, Tom-80-H said: But, ok, if it is not possible to make the right selection for theese kind of animation, than i disable threesomes for creatures in Defeat in my game. I´m curious, if other mods, who triggers threesome animations are able to handle them correctly, or if they will do the same...... My solution for the issue is simply to leave the creature threesomes enabled, but if I get knocked down in one of the rare situations where there are more than one allied creature race present I disable it in the MCM menu on the fly. If I know I'll be adventuring in a place like that for a longer time I'll leave it off until I'm done - this usually means Falmer for me as in my game I'm often fighting Falmer, human females (Forgotten Wenches), and both types of chaurus, and sometimes modded chaurus that are actually spiders. The problem is just too rare outside of those situations for me to always want threesomes disabled, normally if you have different factions of creatures around when you are knocked down they should start to fight each other instead of engaging with the PC. As to other mods that trigger threesomes on the fly like Defeat... honestly they are fairly rare for the same reasons Defeat has a few quirks. A fair amount of coding is required to make sure that big groups of mixed race creatures are organized properly, or you get the same issues Defeat has. Also, only recently have most creature types gotten 3P+ animations, so older mods may not have bothered because there were such limited options for group creature encounters (basically falmer and draugr and that was it). A mod that could possibly do creature combat group sex better than Defeat may be Scent of Sex - it does have combat-based rules and is much more in-depth in how it detects actors. That being said I've never used it for that purpose myself.
Tom-80-H Posted January 27, 2018 Posted January 27, 2018 2 hours ago, Reesewow said: My solution for the issue is simply to leave the creature threesomes enabled, but if I get knocked down in one of the rare situations where there are more than one allied creature race present I disable it in the MCM menu on the fly. If I know I'll be adventuring in a place like that for a longer time I'll leave it off until I'm done - this usually means Falmer for me as in my game I'm often fighting Falmer, human females (Forgotten Wenches), and both types of chaurus, and sometimes modded chaurus that are actually spiders. The problem is just too rare outside of those situations for me to always want threesomes disabled, normally if you have different factions of creatures around when you are knocked down they should start to fight each other instead of engaging with the PC. As to other mods that trigger threesomes on the fly like Defeat... honestly they are fairly rare for the same reasons Defeat has a few quirks. A fair amount of coding is required to make sure that big groups of mixed race creatures are organized properly, or you get the same issues Defeat has. Also, only recently have most creature types gotten 3P+ animations, so older mods may not have bothered because there were such limited options for group creature encounters (basically falmer and draugr and that was it). A mod that could possibly do creature combat group sex better than Defeat may be Scent of Sex - it does have combat-based rules and is much more in-depth in how it detects actors. That being said I've never used it for that purpose myself. Hm... well, i don´t know. I tried Scent of Sex a long time ago, and i find it difficult to define all the rules for sex. It´s very complex and not easy to find the right setup. I tried SexlabMatchMaker as reference to trigger 3p+ animations and got the same issue as with Defeat. I´m truly curious about, that i have never had such issues with falmers and chaurus. These animations are much older, and i use defeat for a long time. Fightig through falmer-caves and get knocked down by one of them while chaurie are nearby never leads me in such a situation. Draugr and Skeevers were sometimes found in dungeons together, and they evn sometimes knocked me down, but this animations have everytime worked for me, so i´m curious about the new animations don´t. Well, i think this issue will not shortly be fixed by anyone, so i have to think about an alternative. Maybe disabeling threesomes for creatures, maybe diabling the animations on the fly, maybe not get knocked down in such a situation..........
draghiamnl Posted January 29, 2018 Posted January 29, 2018 I got this strange bug on my newer save files where, after defeat works once, i only get knocked down after and just sit on the ground and get up, it even ignores my health going lower than max % to get knocked down and ignores me being hit from behind.
jfraser Posted January 29, 2018 Posted January 29, 2018 1 hour ago, draghiamnl said: I got this strange bug on my newer save files where, after defeat works once, i only get knocked down after and just sit on the ground and get up, it even ignores my health going lower than max % to get knocked down and ignores me being hit from behind. With or without DA, and does this happen during the same fight or when defeated on a different fight later on?
draghiamnl Posted January 29, 2018 Posted January 29, 2018 without DA and not in the same fight first fight works, after i kill them nothing else can knock me down,K button works on creatures tho bit on humanoids they only ask for money and if they want to rape me, it gets canceled.
Airianna Posted January 30, 2018 Posted January 30, 2018 On 1/27/2018 at 11:55 AM, Tom-80-H said: öhm, i think there is some missunderstanding. 1.) SexLab is only able to handle 2 races in one animation 2.) The animation is made for one human female and two creatures of the same race (two bears, two wolves, two giants, etc......), this means only two races are supposed to be used. 3.) The animation is triggered from the mod (Defeat for example) and not by SexLab itself. Defeat decides, if a threesome will be performed or not. 4.) SexLab fills the slots with wrong creatures only, if not enough creatures from the supposed race are present (means only one bear is avaylable, if two are needed). This is happening, as you said, SexLab is unable to handle multiple (three or more) races. 5.) This animation don´t play propperly, and only the first and right creature is animated, maybe sometimes the human female too, but the second creature is not. This is because of the mismatching creature skeletons, because the animation uses bear skeletons, and the second creature itself has a wolf skeleton, for example. The point is, that Defeat triggers a threesome if enough actors are avaylable, means one human female and two creatures. I said creatures, not giants or wolves or bears. Defeat is not checking the race of the creature, only the amount of creatures. "Having one Girl and two Beasts...hey, let´s make a threesome" If it would check the creatures race too, it will recognize, that only one of each race is there, and therefore it should not trigger a threesome. "Oh no, there is only one of each kind...no threesome" OK, SexLab seems not to check for the right race too, otherwhise it would not perform the animation, but i think it will be better not to trigger a impossible thing in first, instead of just push the button and let the other systems look how they could handle this. But, ok, if it is not possible to make the right selection for theese kind of animation, than i disable threesomes for creatures in Defeat in my game. I´m curious, if other mods, who triggers threesome animations are able to handle them correctly, or if they will do the same...... My point exactly... Sexlab Framework is supposed to handle animation scenes, this is not something every modder should have to worry about. Remember, Skyrim can lag when it has a lot of scripts trying to work at the same time, Too many Script Heavy mods breaks Skyrim it's self, and things don't work as intended. So to make it so that every Sexlab mod works correctly... A) Every Mod adds more scripts to allow for the Multi Creature Types - This causes script bloating, and every mod needs the same codes to make it work. B) Sexlab Framework Adds the required code once, to minimize Script impact on the game - Since Sexlab Framework is supposed to control the Animations, it should also be looking at Actor types to ensure it's not putting the wrong creature to a slot Personally, B is required, so I can keep all my mods in the game. Go with A, and you will reduce the number of good sexlab mods you can use in the end. Personally, I just disabled 3somes for Defeat till Sexlab can handle them correctly.
Airianna Posted January 30, 2018 Posted January 30, 2018 On 1/29/2018 at 12:04 PM, draghiamnl said: without DA and not in the same fight first fight works, after i kill them nothing else can knock me down,K button works on creatures tho bit on humanoids they only ask for money and if they want to rape me, it gets canceled. Either mod conflict, or too many script heavy mods will cause this. The Conflict - Defeat uses OnHit functions, and if another mod uses the OnHit function, it can break Defeat. Heavy Scripts - 2 things determine this, 1) Your system specifications, If you have the requirement to run Skyrim, you can run about 10 mods smoothly. 2) If your system is way above the requirements, then you can run a lot more, limited by the Papyrus. I can run 200 mods, about 20 of them script heavy, and it causes minor problems, but 120 mods, with the same 20 script heavy mods runs smooth for me. If you use a save game tool, (I use SaveTool personally) you can load the save you are having issues with, check active script counts (over 200) and Wait Offset counts (over 20), if these are high, it will mean your Papyrus is lagging, due to the Game Engine's limitation, and will need to remove the mods that cause them. If they are within reason, (Active Script counts between 50 and 75 and Wait Offset less than 20) then it's most likely a conflict with another OnHit mod, and Defeat needs to be under it in the load order, it might mess up the other mod as a result, so you will have to decide which mod you really want to keep functional. (If you have to remove mods, or change the load order, I would recommend starting a new game to be sure the changes take effect.)
Tuvalu Posted January 31, 2018 Posted January 31, 2018 1 hour ago, yamayashi said: I can't find the "put in sack" option If you press the action key (G), it should give you some options including the put in sack option. 1
MayDayCray Posted January 31, 2018 Posted January 31, 2018 I have this really frustrating problem where eventually my character won't die or get raped.. she just kneels in the bleed out position forever until I either reload a previous save or try to kill her via console, which results in her standing back up with full vitals. Essential is set to off in Defeat's MCM with the only way to knock me down is to wound me between 5% and 20% health with a 50% chance of getting raped. it only seems to work if I increase my chances to an extreme high. If I happen to resist the assault and knock my assailant off of me, my PC gets stuck with the floor struggling animation until my would-be rapist decides to kill me.. er, tries to kill me anyway. Does anyone else have these problems? If so.. any fix?
Airianna Posted January 31, 2018 Posted January 31, 2018 7 hours ago, MayDayCray said: I have this really frustrating problem where eventually my character won't die or get raped.. she just kneels in the bleed out position forever until I either reload a previous save or try to kill her via console, which results in her standing back up with full vitals. Essential is set to off in Defeat's MCM with the only way to knock me down is to wound me between 5% and 20% health with a 50% chance of getting raped. it only seems to work if I increase my chances to an extreme high. If I happen to resist the assault and knock my assailant off of me, my PC gets stuck with the floor struggling animation until my would-be rapist decides to kill me.. er, tries to kill me anyway. Does anyone else have these problems? If so.. any fix? Had this issue with a heavy load on the papyrus... View... Just a few posts up... https://www.loverslab.com/topic/19941-sexlab-defeat/?do=findComment&comment=2134297
meowmix555 Posted January 31, 2018 Posted January 31, 2018 Now that SexLab 1.63 BETA for SSE is out, we need a conversion of Defeat !! Such an awesome and vital Sexlab mod https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-1-jan-12-2018/
tuxagent7 Posted January 31, 2018 Posted January 31, 2018 Not just a conversion but we also need a update :)) 2
meowmix555 Posted February 4, 2018 Posted February 4, 2018 On 1/31/2018 at 1:29 PM, meowmix555 said: Now that SexLab 1.63 BETA for SSE is out, we need a conversion of Defeat !! Such an awesome and vital Sexlab mod https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-1-jan-12-2018/ manually converted Defeat seems to work pretty good thus far in SSE
jlttsmiley Posted February 4, 2018 Posted February 4, 2018 On 1/31/2018 at 7:23 AM, Airianna said: Had this issue with a heavy load on the papyrus... View... Just a few posts up... https://www.loverslab.com/topic/19941-sexlab-defeat/?do=findComment&comment=2134297 I have found that the defeat cleanup option works wonders for common defeat papyrus proplems in game, also other mods that have increase stagger on hit will sometimes overwrite the bleed out animation that defeat normally uses to set up a animation. Most weapons in skyrim even at the vanilla level start at 10 - 13 which means being hit with a weapon with 18 points of damage is can put your toon below 5% of health which can cancel out defeat . All hints count before and after knock down if the Essentia player is not check. Bottom line if your toon health with your currect set up falls below 5% without dying you can get stuck in limbo. I would suggest setting the lowest to 1% to make sure not get stuck where defeat can.t start a animation because your health is to low so your toon would die, an with a new character around 20 to 25% to be able to take some damage an give defeat time to run the scripts to start sexlab animation. also it is best to put defeat lowest behind other combat mods so it gerts the last word ,some don,t think about it but defeat is a combat mod.
MayDayCray Posted February 5, 2018 Posted February 5, 2018 I think it may be too late for my save game.. I've tried putting defeat at the bottom of my load order. Tried cleaning my save game. Tried removing it. Tried console commands. The only thing that works (for player death, at least) is turning off "essential" for all "NPCs" using Skytweak. I was desperate and I didn't think that would work, but it does.. it just has some obvious drawbacks ................................................................................................................................................. Edit: Does anyone knows how to disable that onhit script thru the console or something?
Airianna Posted February 6, 2018 Posted February 6, 2018 On 2/4/2018 at 2:45 PM, jlttsmiley said: I have found that the defeat cleanup option works wonders for common defeat papyrus proplems in game, also other mods that have increase stagger on hit will sometimes overwrite the bleed out animation that defeat normally uses to set up a animation. Most weapons in skyrim even at the vanilla level start at 10 - 13 which means being hit with a weapon with 18 points of damage is can put your toon below 5% of health which can cancel out defeat . All hints count before and after knock down if the Essentia player is not check. Bottom line if your toon health with your currect set up falls below 5% without dying you can get stuck in limbo. I would suggest setting the lowest to 1% to make sure not get stuck where defeat can.t start a animation because your health is to low so your toon would die, an with a new character around 20 to 25% to be able to take some damage an give defeat time to run the scripts to start sexlab animation. also it is best to put defeat lowest behind other combat mods so it gerts the last word ,some don,t think about it but defeat is a combat mod. And for that, I agree, Defeat Cleanup helps, sometimes, but not always... And for my Player Victim settings, see https://www.loverslab.com/topic/19941-sexlab-defeat/?do=findComment&comment=2121234 And along with the next post after the settings, for what I use instead of essential on bleedout, because even with defeat, death can happen, especially if there is a major glitch.
Airianna Posted February 6, 2018 Posted February 6, 2018 On 2/4/2018 at 6:48 PM, MayDayCray said: I think it may be too late for my save game.. I've tried putting defeat at the bottom of my load order. Tried cleaning my save game. Tried removing it. Tried console commands. The only thing that works (for player death, at least) is turning off "essential" for all "NPCs" using Skytweak. I was desperate and I didn't think that would work, but it does.. it just has some obvious drawbacks ................................................................................................................................................. Edit: Does anyone knows how to disable that onhit script thru the console or something? If the player is stuck as being essential, via console command, these comes to mind... One of these might work. 0 = nonessential, 1 = essential player.setessential 0 player.setessential to 0 To make NPC essential Get Actor key Help "NPC Name" 4 help Aranea 4 setessential key 1 setessential 00028AD0 1 You might even want to try using the PC_Actor's key instead of NPC's Key... ***************** Open the MCM and go to defeat, and just punch Clean Up. It will clear up the knocked down, but you are last, and you will have to draw a weapon instantly after standing... Good chance of death in the process at lower levels. Edit add: You can't disable the onHit through console command. OnHit is used for a lot of things, even normal combat. If you want to disable Defeat, use the MCM to disable it, then uninstall. Then save the game and exit, if you are moving defeat or removing it, this is the time to do so. On load, if you just moved Defeat, you will have to reactivate it.
Warlock3000 Posted February 6, 2018 Posted February 6, 2018 Is there a chance this mod will receive any more updates? It's very feature-rich, configurable, and works well with a lot of other mods (special praise to good Death Alternative integration), and I feel like the only things missing are the ability to make the tied-up NPCs follow you (instead of putting them in a sack, which also messes up their inventory...) and more handover options (such as Necromancers > City Guards, and Thalmor > Stormcloak-aligned City Guards)... Or, as far as features go, having guards approach and question you if they see you with a tied-up NPC would also be interesting...
Theguywhowalked Posted February 6, 2018 Posted February 6, 2018 How do I add this mod to nexus I'm shit at doing this stuff pls help
Guest Posted February 6, 2018 Posted February 6, 2018 9 hours ago, Theguywhowalked said: How do I add this mod to nexus I'm shit at doing this stuff pls help Your first post and you post something stupid smh Edit: Oops it now occured to me you meant NMM or Nexus Mod Manager I thought something else entirely lol
WaxenFigure Posted February 6, 2018 Posted February 6, 2018 3 hours ago, Theguywhowalked said: How do I add this mod to nexus I'm shit at doing this stuff pls help You don't unless you want your Nexus account to be banned. This mod violates their rules. Now the real question is why would you want to post it to the Nexus anyway? Edit: See the next reply, ignore the struck out sentences since they were based on bad interpretation. 1
Airianna Posted February 6, 2018 Posted February 6, 2018 1 hour ago, Theguywhowalked said: How do I add this mod to nexus I'm shit at doing this stuff pls help I read that English is not your native tongue? Go to the file page and read Install Instructions. Use Google Translate to your language. Some words or phrases may not be clear. But that is the problem with translations. I do believe that Theguywhowalked is asking how to add it to NMM (Nexus Mod Manager). 2
WaxenFigure Posted February 7, 2018 Posted February 7, 2018 2 hours ago, Airianna said: I read that English is not your native tongue? Go to the file page and read Install Instructions. Use Google Translate to your language. Some words or phrases may not be clear. But that is the problem with translations. I do believe that Theguywhowalked is asking how to add it to NMM (Nexus Mod Manager). Thank you for figuring that out, it makes a whole lot more sense. 2
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