SJBlack2014 Posted May 6, 2018 Posted May 6, 2018 On 5/5/2018 at 4:17 AM, afa said: Try to use the struggle keys to get back up, if that's not it try the clean up function, default 0 key I think, to try to end the event. I have resistance turned off, but I tried with it on, and filling up the resistance bar would just make the bandit hostile immediately. I believe that the bandit is trying to after sex with my follower and something is bugged there.
egon123 Posted May 6, 2018 Posted May 6, 2018 Seems like I found the reason the PC gets stuck for somebody. I had the problem that when successfully struggled (When your on your back and the aggressor above you), the PC keeps stuck in that pose. After some dicking it turned out, that if Slot 59 is equipped and Zaz's installed, the scripts checks what Zaz-item is in Slot 59 and chooses the next animation from there. Sooo.. I have a mod that turns helmets invisible and moves them to Slot 59. Since this is not an item die Script is looking for, it does nothing, leaving the pc in animation limbo. (btw. seems like this was also the reason why the all fours invite/surrender for beasts didn't work) I changed the defeatconfig script to fall back to the non-Zaz animation if slot 59 is used and can't find the name of item. Something like: Spoiler from: Spoiler Elseif (AnimType == "Stand") Form Links = Target.GetWornForm(0x20000000) If (Links && Zazon) If Links.HasKeyWordString("zbfAnimHandsArmbinder") If DDon Target.AddToFaction(DefeatFactions[2]) Endif SendAnimationEvent(Target, "ZazAPOA005") Elseif Links.HasKeyWordString("zbfAnimHandsYoke") SendAnimationEvent(Target, "ZazAPOA007") Elseif Links.HasKeyWordString("zbfAnimHandsWrists") SendAnimationEvent(Target, "ZazAPOA001") Endif Else If Target.GetAnimationVariableBool("IsBleedingOut") SendAnimationEvent(Target, "BleedoutStop") Else SendAnimationEvent(Target, "DefeatWounded02Exit") ; Fast Get up from vanilla IdleWounded_02 anim Endif CoverSelf(Target) Endif to: Spoiler Elseif (AnimType == "Stand") Form Links = Target.GetWornForm(0x20000000) If (Links && Zazon) If Links.HasKeyWordString("zbfAnimHandsArmbinder") If DDon Target.AddToFaction(DefeatFactions[2]) Endif SendAnimationEvent(Target, "ZazAPOA005") Elseif Links.HasKeyWordString("zbfAnimHandsYoke") SendAnimationEvent(Target, "ZazAPOA007") Elseif Links.HasKeyWordString("zbfAnimHandsWrists") SendAnimationEvent(Target, "ZazAPOA001") Else If Target.GetAnimationVariableBool("IsBleedingOut") SendAnimationEvent(Target, "BleedoutStop") Else SendAnimationEvent(Target, "DefeatWounded02Exit") ; Fast Get up from vanilla IdleWounded_02 anim Endif CoverSelf(Target) Endif Else If Target.GetAnimationVariableBool("IsBleedingOut") SendAnimationEvent(Target, "BleedoutStop") Else SendAnimationEvent(Target, "DefeatWounded02Exit") ; Fast Get up from vanilla IdleWounded_02 anim Endif CoverSelf(Target) Endif Sure I could have changed that helmet mod, but since any mod that messes with this slot would result in that bug, changing the script was the easiest way. In case someone has a similar problem, I will attach my changes. Beware that I didn't test every scenario. But in the nature of that change, it should be all good. Defeat 5.3.5 - Script change (defeatconfig).7z 1
EmertX Posted May 6, 2018 Posted May 6, 2018 1 hour ago, egon123 said: Seems like I found the reason the PC gets stuck for somebody. I had the problem that when successfully struggled (When your on your back and the aggressor above you), the PC keeps stuck in that pose. After some dicking it turned out, that if Slot 59 is equipped and Zaz's installed, the scripts checks what Zaz-item is in Slot 59 and chooses the next animation from there. Sooo.. I have a mod that turns helmets invisible and moves them to Slot 59. Since this is not an item die Script is looking for, it does nothing, leaving the pc in animation limbo. (btw. seems like this was also the reason why the all fours invite/surrender for beasts didn't work) I changed the defeatconfig script to fall back to the non-Zaz animation if slot 59 is used and can't find the name of item. Something like: Reveal hidden contents from: Reveal hidden contents Elseif (AnimType == "Stand") Form Links = Target.GetWornForm(0x20000000) If (Links && Zazon) If Links.HasKeyWordString("zbfAnimHandsArmbinder") If DDon Target.AddToFaction(DefeatFactions[2]) Endif SendAnimationEvent(Target, "ZazAPOA005") Elseif Links.HasKeyWordString("zbfAnimHandsYoke") SendAnimationEvent(Target, "ZazAPOA007") Elseif Links.HasKeyWordString("zbfAnimHandsWrists") SendAnimationEvent(Target, "ZazAPOA001") Endif Else If Target.GetAnimationVariableBool("IsBleedingOut") SendAnimationEvent(Target, "BleedoutStop") Else SendAnimationEvent(Target, "DefeatWounded02Exit") ; Fast Get up from vanilla IdleWounded_02 anim Endif CoverSelf(Target) Endif to: Reveal hidden contents Elseif (AnimType == "Stand") Form Links = Target.GetWornForm(0x20000000) If (Links && Zazon) If Links.HasKeyWordString("zbfAnimHandsArmbinder") If DDon Target.AddToFaction(DefeatFactions[2]) Endif SendAnimationEvent(Target, "ZazAPOA005") Elseif Links.HasKeyWordString("zbfAnimHandsYoke") SendAnimationEvent(Target, "ZazAPOA007") Elseif Links.HasKeyWordString("zbfAnimHandsWrists") SendAnimationEvent(Target, "ZazAPOA001") Else If Target.GetAnimationVariableBool("IsBleedingOut") SendAnimationEvent(Target, "BleedoutStop") Else SendAnimationEvent(Target, "DefeatWounded02Exit") ; Fast Get up from vanilla IdleWounded_02 anim Endif CoverSelf(Target) Endif Else If Target.GetAnimationVariableBool("IsBleedingOut") SendAnimationEvent(Target, "BleedoutStop") Else SendAnimationEvent(Target, "DefeatWounded02Exit") ; Fast Get up from vanilla IdleWounded_02 anim Endif CoverSelf(Target) Endif Sure I could have changed that helmet mod, but since any mod that messes with this slot would result in that bug, changing the script was the easiest way. In case someone has a similar problem, I will attach my changes. Beware that I didn't test every scenario. But in the nature of that change, it should be all good. Defeat 5.3.5 - Script change (defeatconfig).7z Thanks!. Also, you may be able to answer a question about Defeat's scripts. Is it possible to replace the default resist animation? (Where you are on your back with the aggressor on top). I'd like to use one of leitos animations: https://www.loverslab.com/uploads/monthly_05_2015/blogentry-126630-0-09756400-1432426088.gif Nor sure if I can just rename leitos animation to the one Defeat is using and replace it or if there is some other kind of hard dependency. Also, I'm interested in "reuse" the resist feature in defeat and see if it can be implemented in other mods like dangerous nights or so.
egon123 Posted May 6, 2018 Posted May 6, 2018 33 minutes ago, EmertX said: Thanks!. Also, you may be able to answer a question about Defeat's scripts. Is it possible to replace the default resist animation? (Where you are on your back with the aggressor on top). I'd like to use one of leitos animations: https://www.loverslab.com/uploads/monthly_05_2015/blogentry-126630-0-09756400-1432426088.gif Nor sure if I can just rename leitos animation to the one Defeat is using and replace it or if there is some other kind of hard dependency. Also, I'm interested in "reuse" the resist feature in defeat and see if it can be implemented in other mods like dangerous nights or so. Yeah, I was thinking about to implement something like that resist feature in my own mod. But since you can't really reuse defeat as a framework for that (dependency, rewrites), it would be easiest to write your own struggle feature, heavily inspired by defeat. For your animation: Yeah, for your case, the easiest way would be to replace to animation (hkx) with your new one. (Should be DefeatArrokResistVicS2.hkx and DefeatArrokResistAggS2.hkx. Vic is A1 and Agg A2). Should be no problem, UNLESS one of those animations has an offset. Just try it.
EmertX Posted May 7, 2018 Posted May 7, 2018 On 6/5/2018 at 10:05 AM, egon123 said: Yeah, I was thinking about to implement something like that resist feature in my own mod. But since you can't really reuse defeat as a framework for that (dependency, rewrites), it would be easiest to write your own struggle feature, heavily inspired by defeat. For your animation: Yeah, for your case, the easiest way would be to replace to animation (hkx) with your new one. (Should be DefeatArrokResistVicS2.hkx and DefeatArrokResistAggS2.hkx. Vic is A1 and Agg A2). Should be no problem, UNLESS one of those animations has an offset. Just try it. Oh, but it seems in the code Defeat is calling for 2 different animations (one for the victim and one for the aggressor), and since the one I want to use is a single file containing both victim and aggressor I don't think is going to work... hmmm I got it, in the animation pack from leito it comes as you said, A1 and A2. Iguess those are depending on the roles. Edit3: Worked like a charm!!!, thanks a lot!! And about the Resist feature, I just meant to copy the "logic" or "structure" and perhaps the widget from defeat and maybe adapt it to other mods. I'd really like to see that in mods like dangerous nights or Sexist guards.
egon123 Posted May 7, 2018 Posted May 7, 2018 2 hours ago, EmertX said: Oh, but it seems in the code Defeat is calling for 2 different animations (one for the victim and one for the aggressor), and since the one I want to use is a single file containing both victim and aggressor I don't think is going to work... hmmm I got it, in the animation pack from leito it comes as you said, A1 and A2. Iguess those are depending on the roles. Edit3: Worked like a charm!!!, thanks a lot!! And about the Resist feature, I just meant to copy the "logic" or "structure" and perhaps the widget from defeat and maybe adapt it to other mods. I'd really like to see that in mods like dangerous nights or Sexist guards. Yeah, most custom animations aren't paired animations (like killmoves), but one animation for each actor and then arranged to each other. That's the reason why you can adjust the alignment, since you just change the offset. It could maybe be possible to use Defeat as an dependency and call the struggle function from another mod. But I didn't looked to much into the defeat scripts to see how much you would need to change. Copy the structure in your own mod would probably be more work, but you don't need to mess with defeats scripts and risk to break something.
Guest Posted May 8, 2018 Posted May 8, 2018 There seems to be a problem with the yield feature in my game. I can yield just fine, but the animations played will always be group animations, even if I have the chance set to 25% in the MCM. Being defeated works like it should though. Any idea what's wrong?
Reesewow Posted May 9, 2018 Posted May 9, 2018 On 5/6/2018 at 5:54 AM, egon123 said: Seems like I found the reason the PC gets stuck for somebody. I had the problem that when successfully struggled (When your on your back and the aggressor above you), the PC keeps stuck in that pose. After some dicking it turned out, that if Slot 59 is equipped and Zaz's installed, the scripts checks what Zaz-item is in Slot 59 and chooses the next animation from there. Sooo.. I have a mod that turns helmets invisible and moves them to Slot 59. Since this is not an item die Script is looking for, it does nothing, leaving the pc in animation limbo. (btw. seems like this was also the reason why the all fours invite/surrender for beasts didn't work) I changed the defeatconfig script to fall back to the non-Zaz animation if slot 59 is used and can't find the name of item. Good sleuthing and thanks for sharing your edited script - I'm not certain if I've ever fallen afoul of this issue but I wouldn't be surprised if it came up at some point due to my usage of multi-part armor sets. Your fix doesn't seem to address the "all fours invite" function being broken for friendly creatures - that still doesn't seem to function beyond having the target creature turn and look at the PC for a second, but if it prevents possible future issues I'll gladly install it.
egon123 Posted May 9, 2018 Posted May 9, 2018 39 minutes ago, Reesewow said: Your fix doesn't seem to address the "all fours invite" function being broken for friendly creatures - that still doesn't seem to function beyond having the target creature turn and look at the PC for a second, but if it prevents possible future issues I'll gladly install it. I noticed that too. But that problem shouldn't be the slot 59. That was the only part I edited. Maybe the way it detects if it's a creature? Hmm.. perhaps I'll take a deeper look into this, when I find the time. Since I didn't even know that feature exist a few days ago (I normally never surrender). When should it normally trigger? Surrender to a creature with shit + SurrenderKey ?
Reesewow Posted May 9, 2018 Posted May 9, 2018 1 minute ago, egon123 said: I noticed that too. But that problem shouldn't be the slot 59. That was the only part I edited. Maybe the way it detects if it's a creature? Hmm.. perhaps I'll take a deeper look into this, when I find the time. Since I didn't even know that feature exist a few days ago (I normally never surrender). When should it normally trigger? Surrender to a creature with shit + SurrenderKey ? It's been broken forever AFAIK, but the feature is the creature version of the prostitution mechanic where you walk up to a friendly npc and press the surrender button (K). On human NPCs you get "Hey, do you want to fuck me?/Let me fuck you?/Do you want to fuck my friend over there (follower if under Defeat command)?". Based on the descriptions, if you do the same thing to a friendly creature like a dog or horse the player is supposed to "invite" the creature by going down on all fours and trigger a SL animation. Right now all that happens with creatures is they will stand up and turn to look at the player for a few seconds. Not a huge deal for myself as you can't miss what you never had, and Aroused Creatures has basically the exact same functionality with more player control so I probably wouldn't personally use Defeat's version much even if it was working. It does come up every so often in this thread however.
egon123 Posted May 9, 2018 Posted May 9, 2018 5 minutes ago, Reesewow said: It's been broken forever AFAIK, but the feature is the creature version of the prostitution mechanic where you walk up to a friendly npc and press the surrender button (K). On human NPCs you get "Hey, do you want to fuck me?/Let me fuck you?/Do you want to fuck my friend over there (follower if under Defeat command)?". Based on the descriptions, if you do the same thing to a friendly creature like a dog or horse the player is supposed to "invite" the creature by going down on all fours and trigger a SL animation. Right now all that happens with creatures is they will stand up and turn to look at the player for a few seconds. Not a huge deal for myself as you can't miss what you never had, and Aroused Creatures has basically the exact same functionality with more player control so I probably wouldn't personally use Defeat's version much even if it was working. It does come up every so often in this thread however. I see. Just tested it myself ingame with a friendly creature. Dialogue tree opens, just as it would when you talk normally to them. Without checking CK, it seems to me that an forcegreet want's to come up but the dialogue conditions aren't matched, so it goes back to default. Yeah, for friendly creatures Aroused Creatures does the trick. But it would be making sense that if you surrender in combat to an creatures, the PC goes on his knees. Well, maybe I find it, when I have more time 1
xyzxyz Posted May 10, 2018 Posted May 10, 2018 Does your mod cause the "You got grabbed and pushed to the ground" scene when the player walks close to a creature? And why do creatures rape everyone? I disabled male npc victims but they get raped anyway. And sometimes I get the message "Lydie moves towards Lydia" what is that? She rapes herself?
egon123 Posted May 10, 2018 Posted May 10, 2018 57 minutes ago, xyzxyz said: Does your mod cause the "You got grabbed and pushed to the ground" scene when the player walks close to a creature? And why do creatures rape everyone? I disabled male npc victims but they get raped anyway. And sometimes I get the message "Lydie moves towards Lydia" what is that? She rapes herself? That looks for me like SD+ (Sanguine Debauchery enhanced) but I'm not 100% sure. At least that massage sounds to me like SD+. Some behaviour could also come from Aroused Creatures.
xyzxyz Posted May 10, 2018 Posted May 10, 2018 18 minutes ago, egon123 said: That looks for me like SD+ (Sanguine Debauchery enhanced) but I'm not 100% sure. At least that massage sounds to me like SD+. Some behaviour could also come from Aroused Creatures. SD+ is installed but disabled in the mod manager. Could parts of the mod work although the main mod is disabled (no menu ingame, no dreamland, etc) ? I deleted it now. Maybe it fixes the problem, maybe it kills my save^^ Any idea what causes the other problems i wrote about?
xyzxyz Posted May 10, 2018 Posted May 10, 2018 " You can surrender to a creature the normal way but you can also hold the Modifier key to take a submission pose to “invite” the creature " Does the creature have to be hostile? I can't get it to work.
egon123 Posted May 10, 2018 Posted May 10, 2018 17 minutes ago, xyzxyz said: SD+ is installed but disabled in the mod manager. Could parts of the mod work although the main mod is disabled (no menu ingame, no dreamland, etc) ? I deleted it now. Maybe it fixes the problem, maybe it kills my save^^ Any idea what causes the other problems i wrote about? Let's do this step by step: That massage you mentioned reminded me of an massage (Top left corner) in SD+ when the player is a slave. Maybe it can also happen when the Player was a slave earlier and the gold for the wicked quest is active (MCN). But I normally have this disabled. SexLab Dialogues has also a feature where a creature trys to have Sex with the PC, when you're passing by. A black Box should appear with "allow" and "resist" (iirc). That can be disabled/changed in the MCN. Aroused Creatures has a feature where, when some criteria are met (MCN), a creatures goes for the PC/NPC. Last but not least, Defeat. Sex here should be triggert if A) You or an NPC gets defeated in combat and the criteria are met. Or if yourself press a set key. But that said massage shouldn't come form defeat. Why male NPC can be victims while it is disabled in the MCN I have no idea (yet). I have it disabled for myself and they are getting raped. Could be a problem with a check in the script. Maybe I'll take a look at this if it annoys me to much.
egon123 Posted May 10, 2018 Posted May 10, 2018 For that whole Surrender to Creature on all fours problem, I took a look at this: First: It works. You would need my modified script from a few posts earlier of you have for some reason an item in slot 59 (You can also install that script if this doesn't be the case. It's just a fallback) but the All fours animation IS playing. Now the But: It seems like it has nothing to do with the modifier key. That key doesn't even get checked, it just looks for the surrender key. Why is it not working then? The script does down the line a check if the surrender key is pressed. yes -> all fours, no -> cower. It seems like because of a bit of script lag you need to HOLD the surrender key. Because if you released it when the script comes to that point, it goes for the cower route. tldr; HOLD Surrender key for creature to go on all fours. Forget modifier (shift) Because it was mentioned: There seems to be no invite for friendly creatures. It was like I guessed. There would be a way to implement it, but I would need to edit the esp itself for creature dialogue and/or maybe change/create a few more scripts. But since this feature is also good fleshed out in Aroused Creatures, I don't think this is necessary. Now a question to everyone: I could change the Script, that you go on all fours every time you surrender to a creature. So get rid of that check. And I could make, that you first cower down for a second and then drop on all fours, to have a bit more of an transition. 3
Reesewow Posted May 10, 2018 Posted May 10, 2018 2 hours ago, egon123 said: tldr; HOLD Surrender key for creature to go on all fours. Forget modifier (shift) Because it was mentioned: There seems to be no invite for friendly creatures. It was like I guessed. There would be a way to implement it, but I would need to edit the esp itself for creature dialogue and/or maybe change/create a few more scripts. But since this feature is also good fleshed out in Aroused Creatures, I don't think this is necessary. Now a question to everyone: I could change the Script, that you go on all fours every time you surrender to a creature. So get rid of that check. And I could make, that you first cower down for a second and then drop on all fours, to have a bit more of an transition. Very interesting - I honestly had no clue that "all fours" was even an option while surrendering to hostile creatures, and I never would have considered holding down they key to make it happen. Looking at the download page I do see that it was mentioned, altho as you say it incorrectly specifies the use of the modifier key. I'm definitely going to try it and see. Yea I wouldn't bother with the "invite friendly creature" function if you'd basically need to patch the whole mod to bring it to life - perhaps it was never actually included and it is just a misleading MCM description leading me to believe it was intended to work that way, coupled with how creatures react to using the surrender button on them. Aroused creatures does it better anyway as you can dictate oral/other and have required arousal levels set, rather than just trigger an animation. Cower -> drop to all fours sounds extremely sexy and an edit I'd certainly use if it was offered. I think it may be worth leaving the *check* in place or possibly adding the modifier key to match the OP description, assuming the rest of the description is correct and the PC would be unable to struggle after using it.
egon123 Posted May 10, 2018 Posted May 10, 2018 28 minutes ago, Reesewow said: Very interesting - I honestly had no clue that "all fours" was even an option while surrendering to hostile creatures, and I never would have considered holding down they key to make it happen. Looking at the download page I do see that it was mentioned, altho as you say it incorrectly specifies the use of the modifier key. I'm definitely going to try it and see. Yea I wouldn't bother with the "invite friendly creature" function if you'd basically need to patch the whole mod to bring it to life - perhaps it was never actually included and it is just a misleading MCM description leading me to believe it was intended to work that way, coupled with how creatures react to using the surrender button on them. Aroused creatures does it better anyway as you can dictate oral/other and have required arousal levels set, rather than just trigger an animation. Cower -> drop to all fours sounds extremely sexy and an edit I'd certainly use if it was offered. I think it may be worth leaving the *check* in place or possibly adding the modifier key to match the OP description, assuming the rest of the description is correct and the PC would be unable to struggle after using it. I think I'll making the change for the Cower -> Drop right now. Should just take a few minutes. As for the modifier key, I guess the intention was (RP wise) that a you can basically surrender and don't know what's gonna happen (cower), or submit completely (all fours). I could change the key but in this case you would need to hold the mod key. Let it as it is, you would have a quick push (cower) and hold (submit complete). The gameplay aspect isn't that different. Just the description is wrong. And even then, ppl would come and tell that's not working because they don't know that you need to hold shift.
egon123 Posted May 10, 2018 Posted May 10, 2018 And done. I'll just added for now the cower -> all four sequence. To surrender to an creature by dropping on all fours you need to hold the surrender key (until the pc cowers). This .rar also contains my fix from my earlier post. Btw, I was thinking to let defeat check if the aggressor is a canine and then instead playing the struggle animation where the pc is on his back (and canine does nothing because he's getting a human animation), I let the non consensual animation play, where the canine humps the character. What is holding me of from now is, that it would be strange if anything else then a doggystyle animation would be playing then. Hmm.. Edith: Seems like the animation was on non loop. So instead of looping the character stands up after it's done once. I changed the behaviour to make it looping. So PC keeps on his knees. Don't forget to run FNIS. Defeat 5.3.5 - Changes (defeatconfig, defeatplayer, FNIS).7z 2
xyzxyz Posted May 11, 2018 Posted May 11, 2018 When I surrender to creatures the female follower often is bound and ignored by the rapists. Why is that? She should be victim the same time as the player. At least the mcm settings say that. And she can't stand up later again.
slygothmog Posted May 12, 2018 Posted May 12, 2018 On 5/10/2018 at 8:22 PM, egon123 said: And done. I'll just added for now the cower -> all four sequence. To surrender to an creature by dropping on all fours you need to hold the surrender key (until the pc cowers). This .rar also contains my fix from my earlier post. Btw, I was thinking to let defeat check if the aggressor is a canine and then instead playing the struggle animation where the pc is on his back (and canine does nothing because he's getting a human animation), I let the non consensual animation play, where the canine humps the character. What is holding me of from now is, that it would be strange if anything else then a doggystyle animation would be playing then. Hmm.. Edith: Seems like the animation was on non loop. So instead of looping the character stands up after it's done once. I changed the behaviour to make it looping. So PC keeps on his knees. Don't forget to run FNIS. Defeat 5.3.5 - Changes (defeatconfig, defeatplayer, FNIS).7z Hello egon123 Thank you for fixing this, unfortunately it still doesn't work for me. I installed the files, ran FNIS and in game told Defeat to reconfigure, then imported my saved settings and went to Riverwood and tested on Stump, I kept the 'H' key held for a good 10 seconds or more and still got nothing other than the dog just looked at me then ignored me.
egon123 Posted May 12, 2018 Posted May 12, 2018 8 hours ago, slygothmog said: Hello egon123 Thank you for fixing this, unfortunately it still doesn't work for me. I installed the files, ran FNIS and in game told Defeat to reconfigure, then imported my saved settings and went to Riverwood and tested on Stump, I kept the 'H' key held for a good 10 seconds or more and still got nothing other than the dog just looked at me then ignored me. This doesn't work with friendly creatures. It's when you're in combat you can surrender to enemys with the Surrender Hotkey. For Creatures, you can hold it to get on all fours instead of just cower down. With human npc's, outside of combat, you can push the surrender key to open an dialogue where you can basically prostitute yourself. But this feature isn't meant to be with creatures. They have no dialogue written. So yeah, I could write an dialogue but would need to edit the esp itself and possibly break translation mods. But the best way to "deal" with friendly creatures is Aroused Creatures. That builds basically around that feature. So, my changes tackles only the combat side of defeat.
ercramer69 Posted May 12, 2018 Posted May 12, 2018 Aroused Creatures has an invite option that works well with friendly creatures.
darkon74slayer Posted May 12, 2018 Posted May 12, 2018 On 5/11/2018 at 8:58 AM, xyzxyz said: When I surrender to creatures the female follower often is bound and ignored by the rapists. Why is that? She should be victim the same time as the player. At least the mcm settings say that. And she can't stand up later again. I've seen this too, when I have one attacker, the attacker will ignore the follower/companion, even if it is set for the follower/companion to be sexually attacked.
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