Reesewow Posted May 24, 2019 Posted May 24, 2019 On 5/16/2019 at 10:04 AM, factoryclose said: I'm gonna share these motions when I think it's ready. Very nice, would love to see a BakaFactory version for the old Defeat struggle animation. Would tie in well with load orders that already use your Horrible Harassment version. On 5/21/2019 at 12:51 AM, Goubo said: The mod really needs to be cleaned up code wise. I'm sure experiences may vary, but for me Defeat 5.3.5 has been rock-solid for years for what I use it for. No other combat defeat mod has gotten close to it IMO in terms of usability, features and honestly (in my personal experience) stability and resilience to the goofy stuff modded Skyrim can throw at it, and it still gracefully cleans itself up when something does cause a problem. I think what impressed me most about it more recently, was it's ability to absorb all the crazy advances in animations for creatures and the detection of new tags. I would never have expected a mod of its age to be able to accept dwemer automatons, werewolf gangbangs and F/F/C animations as viable combinations, and successfully build scenes using them. While I would love to see the mod get new versions, thanks for all your work to make it what it is already. Lots of people still use it and IMO it has yet to be surpassed, and that is an impressive feat. 2
Whizkid Posted May 24, 2019 Posted May 24, 2019 13 minutes ago, Reesewow said: Very nice, would love to see a BakaFactory version for the old Defeat struggle animation. Would tie in well with load orders that already use your Horrible Harassment version. I'm sure experiences may vary, but for me Defeat 5.3.5 has been rock-solid for years for what I use it for. No other combat defeat mod has gotten close to it IMO in terms of usability, features and honestly (in my personal experience) stability and resilience to the goofy stuff modded Skyrim can throw at it, and it still gracefully cleans itself up when something does cause a problem. I think what impressed me most about it more recently, was it's ability to absorb all the crazy advances in animations for creatures and the detection of new tags. I would never have expected a mod of its age to be able to accept dwemer automatons, werewolf gangbangs and F/F/C animations as viable combinations, and successfully build scenes using them. While I would love to see the mod get new versions, thanks for all your work to make it what it is already. Lots of people still use it and IMO it has yet to be surpassed, and that is an impressive feat. mod is dead there is no further development or patch fixes unless someone steps in, has been this way for quite a while, imo it's a waste of effort and time for Bakofactory to work with defeat, since there are other defeat type mods which could do with some love... my 2 cents
Kristus Kringle Posted May 24, 2019 Posted May 24, 2019 Problem is all those other mods have a long way to go to catch up with Defeat in features and general usefulness. I've tried them all, Submit, YACR, DiD, maybe others I'm forgetting, but I keep coming back to Defeat.
Guest Posted May 25, 2019 Posted May 25, 2019 Once me or my followers gets assaulted they follow by the sexlab stripping but once it is finished they are forced to completely strip, is there a way to stop this from happening? I would like to keep some clothing parts on for additional assaults like leggings and/or boots. I have already set things up in sexlab by ticking all the stripping options that I wanted, as well as setting specific pieces of clothing to "Never Strip" but it will still get removed.
Hex Bolt Posted May 25, 2019 Posted May 25, 2019 3 hours ago, krimsonxg said: Once me or my followers gets assaulted they follow by the sexlab stripping but once it is finished they are forced to completely strip, is there a way to stop this from happening? I would like to keep some clothing parts on for additional assaults like leggings and/or boots. I have already set things up in sexlab by ticking all the stripping options that I wanted, as well as setting specific pieces of clothing to "Never Strip" but it will still get removed. Have you checked the Strip Options section at the bottom of Defeat's Player As Victim page?
Guest Posted May 25, 2019 Posted May 25, 2019 15 minutes ago, HexBolt8 said: Have you checked the Strip Options section at the bottom of Defeat's Player As Victim page? Yes, I have them set to disabled because I wasn't sure how defeat's stripping would affect the sexlab stripping I was more used to. Also sexlab stripping is more detailed to get what I wanted compared to the defeats 5 item stripping only. (Hard when you use modular armors)
pietrn1298 Posted June 2, 2019 Posted June 2, 2019 I'm having an issue where my character and a bandit will go though the dialouge for consensual sex, but they end up just standing, glitching though each other, while the audio is still playing. The game says it's a problem with the FNIS tool but how do I fix it?
Hex Bolt Posted June 2, 2019 Posted June 2, 2019 6 hours ago, pietrn1298 said: I'm having an issue where my character and a bandit will go though the dialouge for consensual sex, but they end up just standing, glitching though each other, while the audio is still playing. The game says it's a problem with the FNIS tool but how do I fix it? That's a general animation issue, really nothing to do with SL Defeat. The usual solution for animations not playing is to rerun GenerateFNISforUsers.exe, start the game, and check the box to refresh animations on the FNIS MCM page. Possibly you missed one of the steps after adding animations.
NoxOculis Posted June 3, 2019 Posted June 3, 2019 problem with companion , with go at home ! she is knocked out and wounded the Knocked out animation removes the dialog ,very short time for select " come with me " finally I arrive, she is recruited, not wounded , not Knocked out i repeat go at home she is Knocked out and wounded ! thanks for help for disable defeat on her !
andres9716 Posted June 4, 2019 Posted June 4, 2019 found 2 bugs, first, when i put someone in a sack and then release it, it disappears, second, all the time any female is doing the hopping animation, even my companions
Hex Bolt Posted June 4, 2019 Posted June 4, 2019 58 minutes ago, andres9716 said: found 2 bugs, first, when i put someone in a sack and then release it, it disappears, second, all the time any female is doing the hopping animation, even my companions The sack is supposed to disappear. It's replaced by the captive you put in the sack. If you've captured a bandit, you can turn that criminal in to a guard for a reward. It sounds like your animations are messed up; I've never seen anything like that. Check that you've run GenerateFNISforUsers, registered any new animations with SexLab, and refreshed FNIS.
andres9716 Posted June 4, 2019 Posted June 4, 2019 6 hours ago, HexBolt8 said: The sack is supposed to disappear. It's replaced by the captive you put in the sack. If you've captured a bandit, you can turn that criminal in to a guard for a reward. It sounds like your animations are messed up; I've never seen anything like that. Check that you've run GenerateFNISforUsers, registered any new animations with SexLab, and refreshed FNIS. I mean, the captive doesn't appear, and the hopping one is from DD, not defeat, mb
unpronounceable Posted June 4, 2019 Posted June 4, 2019 Is it possible for the player to be grabbed by hostile NPCs? The mod description says that exhausted players can be grabbed, but exhaustion just causes a knock down on hit instead. Defeat also has animation files for grabbing a standing character and wrestling them to the ground, but I never see it in game.
Prymerion Posted June 4, 2019 Posted June 4, 2019 I have doubts as to whether SexLab is able to recognize an aggressive and subordinate person in the sexual relations of PC and creatures. Animations from creatures, regardless of whether the player forces the creature to have sex, or vice versa, have the same tag - eg "aggressive" or "forced". It seems that when it comes to animating with pc / npc / follower and a creature, SexLab Defeat does not use tags! Regardless of how it is set in the animation menu and regardless of the situation, the animations are completely random. I tried to set specific animations in the case when creature rapes PC, and in case when PC forces creature to sex. But I think SexLab does not even recognize who in such cases is an aggressor. Am I right? Or maybe there is a way to set the animation tags in SexLab Defeat properly so that they are appropriate to the situation? It's strange when my heroine defeats the giant, rapes him, but the animation shows that he rapes her brutally: P
Hex Bolt Posted June 4, 2019 Posted June 4, 2019 23 minutes ago, Prymerion said: ... Or maybe there is a way to set the animation tags in SexLab Defeat properly so that they are appropriate to the situation? It's strange when my heroine defeats the giant, rapes him, but the animation shows that he rapes her brutally: P I think it does as well as it can within the limits of the system. In your example with the giant, unless you have an animation installed for a female character raping a giant, there's nothing SexLab can do except choose among the animations that you have for that pairing. If you only have giant raping female animations, that's what you'll get. If you don't care for the one the system selects, you can manually choose the animation from those that match the tags (the zero key I believe is the default).
Kristus Kringle Posted June 4, 2019 Posted June 4, 2019 14 hours ago, andres9716 said: found 2 bugs, first, when i put someone in a sack and then release it, it disappears, Lately that's been a problem for me too. Sometimes it's a time thing where they just eventually un-spawn? I think it happens to npc's that are added or touched by other mods, like bandits spawned by mods that do roving bandit patrols, stuff like that. 13 hours ago, HexBolt8 said: If you've captured a bandit, you can turn that criminal in to a guard for a reward. Really? First I've heard that. There is another mod that does that but I've never gotten that dialog in this mod but then I tend to avoid asking guards because of the consequences.
Prymerion Posted June 4, 2019 Posted June 4, 2019 47 minutes ago, HexBolt8 said: Myślę, że działa tak dobrze, jak to możliwe w granicach systemu. W twoim przykładzie z gigantem, chyba że masz animację zainstalowaną dla kobiecej postaci gwałcącej olbrzyma, SexLab nie może zrobić nic poza wybraniem spośród animacji, które masz dla tego parowania. Jeśli masz tylko gigantyczne gwałcące animacje kobiece, to właśnie dostaniesz. Jeśli nie zależy ci na tym, który wybierze system, możesz ręcznie wybrać animację z tych, które pasują do tagów (klucz zero, który uważam za domyślny). There are animations for giants, where the woman is the dominant side, eg Leito Giant Cowgirl and Leito Giant Reverse Cowgirl. I use them, but I do not understand how Defeat reads the tags. The tags for these animations contain the "Forced" tag (which makes sense). But it looks like Defeat uses them whenever the "Forced" tag is required. Regardless who is dominant. In fact, whatever I set up in the tags, animations for creatures are completely random. Once aggressive, once conensual, another time the defeated side (giant) is a party who rapes. Total mess. I even set the "FemDom" tag for this animation in the json file, and the Defeat setup requirement for an aggresive player animation that requires this tag in the case of creature. And nothing. The tags do not work for creatures
Hex Bolt Posted June 4, 2019 Posted June 4, 2019 2 hours ago, McLude said: Really? First I've heard that. There is another mod that does that but I've never gotten that dialog in this mod but then I tend to avoid asking guards because of the consequences. Yeah, it's the Handover option on this mod's description page. You must first remove your captive from the sack, near to an appropriate handover NPC (a guard for bandits) then you'll have a new topic with the guard: "You see that person there?" It doesn't work though if you're still carrying the sack, though. 1 hour ago, Prymerion said: ... The tags do not work for creatures. Okay, I see what you mean. I have no animations installed for raping creatures, so it's worked okay for me. So it looks like correctly handling creatures is a weak area for the mod, especially when the player has the full spectrum of animations loaded (from victim to aggressor).
pietrn1298 Posted June 5, 2019 Posted June 5, 2019 On 6/2/2019 at 1:38 PM, HexBolt8 said: That's a general animation issue, really nothing to do with SL Defeat. The usual solution for animations not playing is to rerun GenerateFNISforUsers.exe, start the game, and check the box to refresh animations on the FNIS MCM page. Possibly you missed one of the steps after adding animations. FNIS has a MCM page?
WaxenFigure Posted June 5, 2019 Posted June 5, 2019 8 hours ago, McLude said: Lately that's been a problem for me too. Sometimes it's a time thing where they just eventually un-spawn? I think it happens to npc's that are added or touched by other mods, like bandits spawned by mods that do roving bandit patrols, stuff like that. Really? First I've heard that. There is another mod that does that but I've never gotten that dialog in this mod but then I tend to avoid asking guards because of the consequences. I think that the released NPC falls through the landscape sometimes and will end up at the cell origin point or in a hidden "under landscape".
Jorvalt Posted June 5, 2019 Posted June 5, 2019 So is there a way to stop defeat from entirely disabling stamina regen while being raped? I'm using SLSO and that makes it take fucking ages for scenes to end. Setting the "weakened" effect to 0 in the MCM doesn't affect this and just trying to outright remove the spell in TESVEdit didn't seem to do anything.
SexDwarf2250 Posted June 8, 2019 Posted June 8, 2019 After messing about with settings, using the option to fix the naked bandits does indeed work. However, it causes Sinister Seven and one or two other mods that send hunters/assassins after me to generate a large number of non-hostile clones, and this is annoying because they clog up areas and constantly start dialogue non-stop to tell me they're going to kill me (but they don't). Any ideas what I can do?
SexDwarf2250 Posted June 8, 2019 Posted June 8, 2019 On 6/5/2019 at 7:20 PM, Jorvalt said: So is there a way to stop defeat from entirely disabling stamina regen while being raped? I'm using SLSO and that makes it take fucking ages for scenes to end. Setting the "weakened" effect to 0 in the MCM doesn't affect this and just trying to outright remove the spell in TESVEdit didn't seem to do anything. Just to note (you might not want to, but) SLSO does have an option that requires aggressors to orgasm before scenes can end, turning that off will definitely speed the slowest ones up. Especially for stuff like repeated scenes, because SLSO does model refractory period etc.
Guest Posted June 15, 2019 Posted June 15, 2019 I asked a while ago but got no answer. I like defeat more than submit, but one thing I liked about submit is the variable ZAZ animations the player would be placed in post rape. Defeat allows players to bind/ select the pose for enemies that are defeated, but players are always left lying on the ground. Are there any mods/ defeat addons that leave the player bound after the rape? I know devious captures will equip devious devices on after a rape, but i'm looking for a mod that switches to ZAZ bondage scenes after a rape
tuxagent7 Posted June 16, 2019 Posted June 16, 2019 I am having quite a lot of problems with my install of Defeat The mod freeze and doesnt respond after a little while. Do any of you use Vigor Combat with Defeat ? I used Wildcat before so i dont really know. I am trying to find witch mod is messing with Defeat thanks
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