smordred Posted November 3, 2020 Posted November 3, 2020 On 10/5/2020 at 1:35 AM, smordred said: Well, more thinkering, found a workaround for it. All you need to do is make your follower knockout you one on one, and then rape your pc, deal with DA e defeat events ... then voyla... Nvm ... bug is back, and now everytime i use K with my followers someone become muted, also, the technique above won´t work anymore, defeat claenup neither, placeatme another npc for a horde of muted npcs, DAYMOL debugs, sexlab debug spells... nothing. Guess it's byebye SL defeat and byebye another skyrim toon
TheBoroPL Posted November 4, 2020 Posted November 4, 2020 When I update behavior with FINS it says: Reading FunnyBizAmp V8.0 ... ChAnims:55 CTD:0,4% pOpt:0,1% >>Warning: \character\behaviors\FNIS_FunnyBizBeastly_Behavior.hkx not Skyrim SE compatible<<, my animations are not played after all. I dropped animation folder to vortex and installed all sexlab, animation loader and animation pack, then updated FNIS behavior and finally loaded all animations via anim loader and it said they are loadad. I suspect there is some bug with behavior file. Pls help
Nymra Posted November 5, 2020 Posted November 5, 2020 22 minutes ago, TheBoroPL said: When I update behavior with FINS it says: Reading FunnyBizAmp V8.0 ... ChAnims:55 CTD:0,4% pOpt:0,1% >>Warning: \character\behaviors\FNIS_FunnyBizBeastly_Behavior.hkx not Skyrim SE compatible<<, my animations are not played after all. I dropped animation folder to vortex and installed all sexlab, animation loader and animation pack, then updated FNIS behavior and finally loaded all animations via anim loader and it said they are loadad. I suspect there is some bug with behavior file. Pls help 1. wrong thread 2. did u install an LE SLAL pack on SE?
greryve Posted November 5, 2020 Posted November 5, 2020 Cant get this to work is it updated for SE? Wont even startup with this mod enabled running on the base game plus the required files, though ui extensions also causes the game not to start.
Corsayr Posted November 5, 2020 Posted November 5, 2020 7 minutes ago, greryve said: Cant get this to work is it updated for SE? Wont even startup with this mod enabled running on the base game plus the required files, though ui extensions also causes the game not to start. Try this Defeat SSE 1
greryve Posted November 6, 2020 Posted November 6, 2020 Well i got it to start and the spells show up but nothings happening with either one of them. and stealth knockouts with only fists doesnt work either
Bluegunk Posted November 9, 2020 Posted November 9, 2020 Argh the sack's gone weird on me. I put a bandit in it, and I'm carrying the thing around on my back. But I can't drop the sack or activate it. Is this where I need to be near a town guard or something? Or is my sack bugged?
Hex Bolt Posted November 9, 2020 Posted November 9, 2020 56 minutes ago, Bluegunk said: Argh the sack's gone weird on me. I put a bandit in it, and I'm carrying the thing around on my back. But I can't drop the sack or activate it. Is this where I need to be near a town guard or something? Or is my sack bugged? You should be able to drop the sack anywhere, though you have to do it near a guard if you want to sell the bandit. When I've had the sack glitch out, I was able to fix that by reequipping it from my inventory. If the bandit despawned though, he won't appear when you drop the sack (I guess he cut his way out).
Bluegunk Posted November 10, 2020 Posted November 10, 2020 19 hours ago, HexBolt8 said: You should be able to drop the sack anywhere, though you have to do it near a guard if you want to sell the bandit. When I've had the sack glitch out, I was able to fix that by reequipping it from my inventory. If the bandit despawned though, he won't appear when you drop the sack (I guess he cut his way out). Thanks for the help! I can't drop the sack, it simply flickers and re-equips. The sack remains visible stuck to my back in game and I can equip / unequip as much as I want, I cannot do anything with it. It's not the end of the world, I can go back a couple of saves. But it would be handy to know of a trick to dump this thing when it glitches! Meanwhile, I've dumped that save. I managed to get the sack off using console and left it on the floor in Lakeview for the cleaner to deal with.
Mind_Power Posted November 15, 2020 Posted November 15, 2020 i have a strange problem when defeated, player undresses as configured in sexlab but follower undresses completely setting in both player and npc as victims are the same - everything but weapon is ignored
bigboi1221 Posted November 17, 2020 Posted November 17, 2020 I have an issue with my Defeat where my character has sex with anyone they knock down or get to low health. My character sheaths their weapon and walks over to the NPC (without targeting or triggering) and they start an animation. It happens for everyone I defeat.
Guest Posted November 20, 2020 Posted November 20, 2020 I'm getting a lot of you can't surrender to this enemy messages when surrendering to creatures with arousal level low and high. I have creature framework, fnis creature pack, slal creatures animations, and have creatures activated in sexlab mcm.
Light of Hope Posted November 21, 2020 Posted November 21, 2020 Why is the tag system so fucking broken. When I use the necro option on a dead body, why does it not use necro tagged animations?? I don't get it.
Mack71 Posted November 22, 2020 Posted November 22, 2020 Hopeing someone can help, is there a way to disable various races in defeat that may not be covered by sexlab as such as I seem to have a Imp problem at the moment?
ntblood Posted November 23, 2020 Posted November 23, 2020 Using SexLab for VR and the animations don't seem to trigger (I hope I ran FNIS beforehand, I think I did but I should re-test) .. the animations don't trigger when I enter the Defeat condition with the struggle bar visible (the bar reportedly doesn't work in VR but the rest is supposed to). Thanks
firedanzigdog67 Posted December 3, 2020 Posted December 3, 2020 I apologize if I missed the answer in this (somewhat large) thread, but is there a way to make the "talk to X" popup go away during Defeat scenes? 1
Hex Bolt Posted December 3, 2020 Posted December 3, 2020 50 minutes ago, firedanzigdog67 said: I apologize if I missed the answer in this (somewhat large) thread, but is there a way to make the "talk to X" popup go away during Defeat scenes? You might be interested in SexLab - Hide Crosshair Reference to hide the talk prompt during sex. 1
Nymra Posted December 3, 2020 Posted December 3, 2020 56 minutes ago, firedanzigdog67 said: I apologize if I missed the answer in this (somewhat large) thread, but is there a way to make the "talk to X" popup go away during Defeat scenes? I used HUD editing mods to remove the "E" and then moved the "Talk X" part to the lower right corner. I also use "Toggle Options" to toggle Hud on/off during Sex. I dont like automated mods for that since they tend to malfunction too often (might be due to script load during Sex) This is also not a problem exclusive to Defeat.
firedanzigdog67 Posted December 3, 2020 Posted December 3, 2020 Thank you both! I shall look into it further.
drwhooves89665 Posted December 5, 2020 Posted December 5, 2020 Does anyone know if there is a maximum amount of animations that Defeat can load? I've got about 500 creature animations, so when I set my animation settings to use all the animations (Clear all the tags and check require all tags option) It only displays about 130 animations loaded? Is that the cap that defeat can load or is that just the cap the Defeat will show me, even if all 500 are loaded by defeat?
Corsayr Posted December 5, 2020 Posted December 5, 2020 28 minutes ago, drwhooves89665 said: Does anyone know if there is a maximum amount of animations that Defeat can load? I've got about 500 creature animations, so when I set my animation settings to use all the animations (Clear all the tags and check require all tags option) It only displays about 130 animations loaded? Is that the cap that defeat can load or is that just the cap the Defeat will show me, even if all 500 are loaded by defeat? As far as I can tell, this is basically true. I never see more than about 130 max-ish (never counted but that number sounds about right.) I'll assume you are using Sexlab tools to see that? Because, SL Tools will also allow you to refine the search on the fly and get more more specific animations. It's the best we can do for now. (A hassle, I know, but these are times we live in. Our forbearers had to look in books to find new positions, so the glass is half full. ?)
Guest Posted December 5, 2020 Posted December 5, 2020 hold the Modifier key to take a submission pose to “invite” the creature This doesn't work. Anyone else? It just triggers the normal surrender scenario on hostile creatures and triggers the follow me command on passive creatures (just follow, cannot interact to have sex).
aim4it Posted December 5, 2020 Posted December 5, 2020 1 hour ago, drwhooves89665 said: Does anyone know if there is a maximum amount of animations that Defeat can load? I've got about 500 creature animations, so when I set my animation settings to use all the animations (Clear all the tags and check require all tags option) It only displays about 130 animations loaded? Is that the cap that defeat can load or is that just the cap the Defeat will show me, even if all 500 are loaded by defeat? Did you click to install Defeat in the MCM, before registering all animations? I believe Goubo said that can affect what animations defeat sees.
Aurelia Eclipse Posted December 8, 2020 Posted December 8, 2020 How do I remove tags from the animation exclusion categories?
Hex Bolt Posted December 8, 2020 Posted December 8, 2020 5 minutes ago, Aurelia Eclipse said: How do I remove tags from the animation exclusion categories? You have to clear all the tags, then start over. As the info text says, highlight the tags you want to clear, then press the default key. This is the key that you can use when setting a slider to select the default value (I've remapped my keys and I don't recall what the original key is).
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