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Posted
On 5/20/2020 at 7:19 PM, Stoopidlolo said:

Weird bug where it says an NPC is knocked down when they aren’t. Reviving them doesn’t work, and when I press the talk option nothing happens. Any way to fix this? 

apparently going through a load door fixed my issue :P

Posted
2 hours ago, Stoopidlolo said:

apparently going through a load door fixed my issue :P

Still, That shouldn't happen. Keep track of the last game save before this happened, you may have to go back if the problem persists. May have just been Skyrim being Skyrim or...something is broken or breaking.

Posted

So - as I'm sure many of you know there are multiple patched versions of Defeat in circulation and all of them work to some degree but have various issues.

 

I am (hopefully not surprisingly) still using the version I built back in September 2018 with strings restored by Tkc - the elegantly named "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018).zip"

 

During my current play through I have identified and (I believe) fixed a major issue remaining in this version - a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down with the aggressors just standing looking at you. Since this is a major improvement (in my game at least) I am releasing an update and also taking the chance to simplify the file versioning :)

 

In summary - this won't make Defeat perfect but it should be an improvement if you are using Version 2 of my patch (with or without eng strings restored.)

 

If you are using my version 2 patch this should be OK to update in a running game (no guarantees - feedback welcome).

 

If you are using any other version you will need a new game to use it. 

 

Good luck!

 

 

Changelog Version 3

 

  • Fixed a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down

 

Defeat v535 Fixed 310520 Bane Version 3.7z

Posted
7 hours ago, Bane Master said:

So - as I'm sure many of you know there are multiple patched versions of Defeat in circulation and all of them work to some degree but have various issues.

 

I am (hopefully not surprisingly) still using the version I built back in September 2018 with strings restored by Tkc - the elegantly named "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018).zip"

 

During my current play through I have identified and (I believe) fixed a major issue remaining in this version - a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down with the aggressors just standing looking at you. Since this is a major improvement (in my game at least I am releasing an update and also taking the chance to simplify the file versioning :)

 

In summary - this won't make Defeat perfect but it should be an improvement if you are using Version 2 of my patch (with or without eng strings restored.)

 

If you are using my version 2 patch this should be OK to update in a running game (no guarantees - feedback welcome).

 

If you are using any other version you will need a new game to use it. 

 

Good luck!

 

 

Changelog Version 3

 

  • Fixed a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down

 

Defeat v535 Fixed 310520 Bane Version 3.7z 6.41 MB · 8 downloads

Thanks for this update.  Much appreciated.  'Defeat' is still THE best combat defeat mod, so thank you for your efforts, and for continuing to improve it

 

Can I ask a question about another issue that might come from 'Defeat' itself?

 

@Pamatronic 's mods for Deadly Furniture and Gallows depend on the use of your version of defeat to avoid some of the potential borking that can occur with the earlier versions

 

Goubo's latter versions had added, at my request, the 'capture on paralysis' option as this went well with then current PAHE versions (as it still does).  

 

However, I noted that the 'notes' which were written to go with the post Goubo versions mentioned something about modifying paralysis effects, but I could never work out quite what the changes were and what they did - certainly, no explicit explanations were provided

 

Reason for asking is that I cannot get the Heretic's Havok chains to attach properly to NPCs.  They did work just fine at one point in what now feels like the distant past.  There's a possibility that whatever was changed in Defeat might now cause this glitch

 

But now, when used in the Heretic Resources mod test zone, and in Musje's Home Sweet Home (HSH) mod, they don't work consistently.  Musje also says that they are problematic. 

 

@Pamatronic 's mods for Deadly Furniture and Gallows depend on the use of your version of defeat to avoid some of the potential borking that can occur with the earlier versions.   Pamatronic's mod now specifies use of your version of Defeat to work properly (might want to let him know if any current changes might affect that?)

 

Whatever, something in game does not play nicely with the chain attachment mechanisms, which seem to be reliant on the NPC being 'paralysed'

 

There are all sorts of weirdness re Skyrims' paralysis/alchemical effects, NPCs moonwalking etc (Google is full of examples).  

 

'Defeat' may seem to be one cause, or at least act as an enabler, of this in games in which it is installed, with deaths/other uses seemingly generating these odd behaviours fairly consistently, eg if one uses a paralysis potion on the attacked NPC.  If they die, they have a habit of flying off up into the air.  The NPC is 'dead', and some of them will levitate and even 'moonwalk'  (It's funny to watch, but If you use FRAPS to take a screen vid of that, they return slowly to earth as the frame rate reduces from 60FPS to (my) FRAP setting of 30 FPS)

 

And using HSH, paralysed NPC's will rise up into the air, moonwalk, bounce around off the ceiling etc, in a way that didn't seem to happen when Goubo's originals were in use

 

@Pamatronic 's mods for Deadly Furniture and Gallows depend on the use of your version of defeat to avoid some of the potential borking that can occur with the earlier versions.  I got some similar odd NPC effects originally on Pama's gallows, but current versions relying on your mod seem to be OK

 

Bottom line on all this is:

 

Do you have any idea if there could have been anything done to Defeat's 'paralysis' handling, or modification of game scripts, post Goubo, that might now make/help paralysed NPCs act weird in the ways described above?

 

I'd be grateful to have your view, and if you think there's nothing here to cause all that, I'll look elsewhere for a cause

 

TIA for any help you can offer

 

EDIT:  After some further very helpful replies from @Pamatronic it may not be 'Defeat' that is causing the problems with the Heretical stuff directly, but did the changes made in Defeat to any alchemical effects result in their maybe precluding/stopping a ragdoll effect being applied to NPCs, something which IS a necessary requirement for the NPC to be in a proper state to then link properly into the HSH/Heretical mods havok chain application?

Posted
On 9/24/2018 at 2:26 AM, Tkc said:

Thanks. I reupdated eng version from defeatfixed030918 (added your fixes and restored rest eng strings in dalogs(must be all now)). Here is updated variant and in this archive also saved modification times for files:

 

Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018).zip

@Bane Master @Tkc Had to dig a bit to be sure. Thank you. Both your efforts are appreciated.

At the risk of sounding stupid...both files are needed...yes?

Posted
On 5/31/2020 at 7:11 AM, Bane Master said:

So - as I'm sure many of you know there are multiple patched versions of Defeat in circulation and all of them work to some degree but have various issues.

 

I am (hopefully not surprisingly) still using the version I built back in September 2018 with strings restored by Tkc - the elegantly named "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018).zip"

 

During my current play through I have identified and (I believe) fixed a major issue remaining in this version - a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down with the aggressors just standing looking at you. Since this is a major improvement (in my game at least) I am releasing an update and also taking the chance to simplify the file versioning :)

 

In summary - this won't make Defeat perfect but it should be an improvement if you are using Version 2 of my patch (with or without eng strings restored.)

 

If you are using my version 2 patch this should be OK to update in a running game (no guarantees - feedback welcome).

 

If you are using any other version you will need a new game to use it. 

 

Good luck!

 

 

Changelog Version 3

 

  • Fixed a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down

 

Defeat v535 Fixed 310520 Bane Version 3.7z 6.41 MB · 24 downloads

Is this standalone? Or do I need to have the original Defeat? Also, do I need anything else, or just this patch?

Posted

I had an issue where some creatures worked while others never knocked her down AND couldn't be surrendered to. There are some that NEVER activate, and I think that's not something that can be helped, but I've had others that worked in one playthrough NOT work in another.

 

The workaround SEEMS to be to rebuild the SexLab animation registry, via SL Animation Loader's MCM, if anyone else has this curious issue.

Posted
On 5/31/2020 at 11:41 AM, Bane Master said:

No - the new Version 3 is all-in-one, no other versions or patches required (or supported!)

Thank you very much for this! I too have a question though; do I need a new game to use this, or can I swap the original Defeat with your patch mid playthrough? 

 

Edit: I do see where it says a new game is needed, but wasn't sure if that meant updating from an older patch to this one, or ALSO updating from the original Defeat as well. I'm going to assume it's the latter.

Posted
9 hours ago, ShenGo said:

I had an issue where some creatures worked while others never knocked her down AND couldn't be surrendered to. There are some that NEVER activate, and I think that's not something that can be helped, but I've had others that worked in one playthrough NOT work in another.

 

The workaround SEEMS to be to rebuild the SexLab animation registry, via SL Animation Loader's MCM, if anyone else has this curious issue.

MNC recently moved all creature animations from SexLab to the animation loader. Now when I run/install SexLab in a new game there are no creature animations showing until animation loader is run. I am not sure if your troubles began around the same time as the change but...just more information, hopefully it is useful.

Posted
23 minutes ago, netruss1964 said:

MNC recently moved all creature animations from SexLab to the animation loader. Now when I run/install SexLab in a new game there are no creature animations showing until animation loader is run. I am not sure if your troubles began around the same time as the change but...just more information, hopefully it is useful.

I can't remember if that's when they began or not, but I DID notice that it will actually happen multiple times. For example, Mihail Zombies won't work. Reset the registry, they work again.

 

A few hours gameplay later, they've stopped working again. Reset the registry again, and they work. It seems to be more of a workaround than a fix, which I have to do several times per game, and I don't know what's causing it.

 

Also, I can't say for ABSOLUTE sure that that's what's happening, since I can't remember for sure if I've had one specific creature break twice in one game, but I HAVE had a creature that should work suddenly not work after ALREADY resetting the registry, and resetting it again fixes them...

Posted
On 5/31/2020 at 6:11 AM, Bane Master said:

So - as I'm sure many of you know there are multiple patched versions of Defeat in circulation and all of them work to some degree but have various issues.

 

I am (hopefully not surprisingly) still using the version I built back in September 2018 with strings restored by Tkc - the elegantly named "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018).zip"

 

During my current play through I have identified and (I believe) fixed a major issue remaining in this version - a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down with the aggressors just standing looking at you. Since this is a major improvement (in my game at least) I am releasing an update and also taking the chance to simplify the file versioning :)

 

In summary - this won't make Defeat perfect but it should be an improvement if you are using Version 2 of my patch (with or without eng strings restored.)

 

If you are using my version 2 patch this should be OK to update in a running game (no guarantees - feedback welcome).

 

If you are using any other version you will need a new game to use it. 

 

Good luck!

 

 

Changelog Version 3

 

  • Fixed a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down

 

Defeat v535 Fixed 310520 Bane Version 3.7z 6.41 MB · 32 downloads

Would It Be Possible To Port This Over SSE?

Posted
On 5/31/2020 at 6:11 AM, Bane Master said:

So - as I'm sure many of you know there are multiple patched versions of Defeat in circulation and all of them work to some degree but have various issues.

 

I am (hopefully not surprisingly) still using the version I built back in September 2018 with strings restored by Tkc - the elegantly named "Defeat v535 Fixed 030918 (+Bane fixes v2) (+ restored all rest eng strings 24.09.2018).zip"

 

During my current play through I have identified and (I believe) fixed a major issue remaining in this version - a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down with the aggressors just standing looking at you. Since this is a major improvement (in my game at least) I am releasing an update and also taking the chance to simplify the file versioning :)

 

In summary - this won't make Defeat perfect but it should be an improvement if you are using Version 2 of my patch (with or without eng strings restored.)

 

If you are using my version 2 patch this should be OK to update in a running game (no guarantees - feedback welcome).

 

If you are using any other version you will need a new game to use it. 

 

Good luck!

 

 

Changelog Version 3

 

  • Fixed a condition where, if you were knocked down before your followers(s), the scene would hang after follower knock down

 

Defeat v535 Fixed 310520 Bane Version 3.7z 6.41 MB · 58 downloads

So I have a brand new game started, and I installed this. But when I go into the mcm to start it, it doesn't start. I click on the option to enable it and then I exit, but nothing happens. Is there something I'm missing?

Posted
1 hour ago, Locksoli said:

So I have a brand new game started, and I installed this. But when I go into the mcm to start it, it doesn't start. I click on the option to enable it and then I exit, but nothing happens. Is there something I'm missing?

This happened to me in the past and I gave up on it, I could never get a difinitive answer on how to install.  Do I need the original file and overwrite, or?  I tried the fixed by itslef and could never get it to show in the mcm or install

Posted
1 hour ago, Locksoli said:

So I have a brand new game started, and I installed this. But when I go into the mcm to start it, it doesn't start. I click on the option to enable it and then I exit, but nothing happens. Is there something I'm missing?

I noticed that it takes along time to activate. I am running a lot of mods and have made many recent changes so I have turned this newest version on in an old save twice and on a new save twice. Once it only turned on after going through a "load door" to another world space. Another time it started after I had saved the game and reloaded the save file. A few seconds into the saved game the notice appeared that "defeat is ready" or some such. It seems to take a surprising amount of time.

Posted

Hello,

I've spent a lot of time, without success, looking for a mod that make bounded npc a little more reluctant. Currently, when a npc is bound, he just stand there and look resignated. I would like they try at least to evade, or they speak to me agressively, or trying to seduce me for their sake.

I figured out somebody did that kind of mod for Fallout 4, so I was wondering if the same sort of things existed for Skyrim.

 

Posted

Is there a way to use this mod to just tie the character up in some DDs without any rape (probably after robbing her)?

If not - does anyone know of a mod that allows such a 'death alternative'?

Posted
23 hours ago, Phelan42 said:

Is there a way to use this mod to just tie the character up in some DDs without any rape (probably after robbing her)?

If not - does anyone know of a mod that allows such a 'death alternative'?

 

Naked Dungeons does this. It has an immortality feature that you can activate. When the PC reaches 0% health they are tied up and raped by the nearest NPC (they will be raped at least once). You can set slider chances for what follows, you can be free to leave afterwards if you wish. Or you can be robbed, placed in zaz furniture, sent to Simple Slavery etc. You can also set the % chance that rape will result in bondage items. It has an additional feature that enemies will become neutral when the PC is naked and helpless, you can use this for when the player is released after combat defeat.

 

By setting the correct combintion of MCM settings, you can set it up so that when your PC is defeated they will be raped once and robbed of items, put into bondage items and then the enemies will become neutral and allow the PC to leave. Enemies become hostile again when you equip a weapon.

 

You can also do this with Defeat, you can set the post-rape robbery chance to 100% and all other post-rape outcomes to 0%. Then use the Devious Captures mod to assign devious devices during the robbery event. However Devious Captures is old, unsupported and may not work correctly. Rather than using Devious Captures you might want to try these patches-

 

 

Posted

Delightful mod, and it's working splendidly, thank you!  Just a minor question:

In the MCM Defeat -> Animation settings -> consensual there are various tags one can add; but I cannot for the life of me figure out how to *remove* a tag from, for example, Sex-Suppress Tag (s).  Is my question making sense?  I can select a tag to ADD, but can't seem to figure out how to remove one I've added by mistake or changed my mind about.

 

Posted

I'm getting a minor bug. When giants move toward my companion to begin the animation, they do not unequip their loincloths. If I use matchmaker they do, but not otherwise. I have More Nasty Critters and ABC installed. Anyone come across this?

Posted

I am currently experiencing a lot of issues with NPC vs NPC. Most of the time nothing happens after the notification that something is about to happen. The victim stays in bleed out and the aggressor/winner just wanders around like they forgot what they were doing. Sometimes this causes the infamous Teleport to the giant camp sky-box sex show. I have told a follower to join me once and that worked. I have witnessed several successful attempts but most just break. Any thoughts? It is behaving better than it had. Thanks again!

 

In an aside, I am happy when near by giants keep their loin cloths on. Just my personal preference...

Posted
2 hours ago, KonradSimon said:

Delightful mod, and it's working splendidly, thank you!  Just a minor question:

In the MCM Defeat -> Animation settings -> consensual there are various tags one can add; but I cannot for the life of me figure out how to *remove* a tag from, for example, Sex-Suppress Tag (s).  Is my question making sense?  I can select a tag to ADD, but can't seem to figure out how to remove one I've added by mistake or changed my mind about.

 

Look around on the bottom of the page for the method to un-assign tags. I think you mouse over them and hit the default settings key or some such. It does say on the bottom of that page but it is not clear.

Posted
36 minutes ago, netruss1964 said:

Look around on the bottom of the page for the method to un-assign tags. I think you mouse over them and hit the default settings key or some such. It does say on the bottom of that page but it is not clear.

Yep, that did it! Thanks kindly!

Posted
On 6/8/2020 at 5:51 PM, Corsec said:

 

Naked Dungeons does this. It has an immortality feature that you can activate. When the PC reaches 0% health they are tied up and raped by the nearest NPC (they will be raped at least once). You can set slider chances for what follows, you can be free to leave afterwards if you wish. Or you can be robbed, placed in zaz furniture, sent to Simple Slavery etc. You can also set the % chance that rape will result in bondage items. It has an additional feature that enemies will become neutral when the PC is naked and helpless, you can use this for when the player is released after combat defeat.

 

By setting the correct combintion of MCM settings, you can set it up so that when your PC is defeated they will be raped once and robbed of items, put into bondage items and then the enemies will become neutral and allow the PC to leave. Enemies become hostile again when you equip a weapon.

 

You can also do this with Defeat, you can set the post-rape robbery chance to 100% and all other post-rape outcomes to 0%. Then use the Devious Captures mod to assign devious devices during the robbery event. However Devious Captures is old, unsupported and may not work correctly. Rather than using Devious Captures you might want to try these patches-

 

 

Thank you, but I did mean specifically bondage without being raped before, so this is still a no-go for me ?

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