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Patch for... Defeat LRG Patch. :)

 

Defeat LRG Patch V 1.1.zip

 

Fixes critical bug, that could cause crashes and corrupted saves if user did not have one of the optional mods installed. Patch soft dependency mechanics were rewritten.

 

Spoiler

Unofficial patch for SL Defeat 5.3.5. Mostly adds compatibility with other mods and allows Defeat to use their features. Please consider it as a test build. Don't use it on valuable saves. Content:

 

1) New defeat condition - Vulnerability from Devious Framework. Wearing Devious Devices increases Players vulnerability. Player might be knocked down on hit if she is wearing too many Devices. You can find vulnerability settings in Devious Framework MCM. Requires DeviousFramework.esm. Won't do anything without it.

 

2) Unequip Devices - Defeat will try to unequip sex-blocking Devices (belts, plugs, gags, armbinders, yokes, etc.) before sexual assault. Configurable in Defeats MCM (Misc Options). Works only on Generic (non-Quest) Devices. All Devices will be re-equipped afterwards.

 

3) Preselect animations using DD Animation Filter - Allow Defeat to use DD Animation Filter to scope compatible animations. Might prevent animation swapping while Player is wearing "blocking" Devices. If disabled Defeat will use its original animation selection mechanic. Currently works only in Player-victim, non-creature, 2-actor scenes.

 

4) New Post-assault events:

    a) Enslavement and Dreamworld from Sanguines Debauchery - requires SD+ (optional) - Supports enslavement by humans, creatures, falmers and spriggans.

    b) Equip random amount of Devices - requires Deviously Cursed Loot (optional) - Uses Cursed Loots mechanics to equip Devices. You can select preferable Devices and themes in Cursed Loot MCM.

    c) New Leash Game - under development.

 

5) Additional checks for Post-assault events - Prevent some events for firing up, depending on active quests. For example, Defeat won't teleport player to an inn or Simple Slavery auction while SD Enslavement is active.

 

Installation instructions:

 

Just place the content of the archive in your game folder. After installation go to Defeats MCM / General Settings and click "Check for compatible mods". Requires original version of SL Defeat v 5.3.5. Not compatible will any other patches. Can be used on a saved game. Devious Framework, Sanguines Debauchery and Cursed Loot are optional mods. Patch will work without them, but some above listed features will be disabled.

 

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  • 3 weeks later...

I'm trying to finally make defeat work, but after a fresh new intalation of Skyrim LE, the defeat mod is unable to start animations.

When the conditions are meet, the victim is knocked out and the option to start is chosen, the stripping animation works but than the just stand there and after some secconds the PC can move again.Looking in the console it diagnose that no valid actor could be found.

 

Any idea what could couse this?

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6 hours ago, LoverScientist said:

I'm trying to finally make defeat work, but after a fresh new intalation of Skyrim LE, the defeat mod is unable to start animations.

When the conditions are meet, the victim is knocked out and the option to start is chosen, the stripping animation works but than the just stand there and after some secconds the PC can move again.Looking in the console it diagnose that no valid actor could be found.

 

Any idea what could couse this?

Is Sexlab or SLAL fully installed? Anything restricting actors or actor types (like, is the aggressor a creature)?

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3 hours ago, bigglebojiggle said:

Is Sexlab or SLAL full installed? Anything restricting actors or actor types (like, is the aggressor an creature)?

SexLab yes, even tryed the option of not restricting agressive animations

SLAL not intalled, i will try installing it

The agressor is human, futanari, but also tryed just human female (human x human)

 

Thanks for the reply :)

Edit: 

SLAL didn't do much, the only animation beyond SLFramework is Zaz, that's already a packed mod.

 

Edit 2:

Now i noticed... no animations are playing at all and I don't have a clue to why

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2 hours ago, LoverScientist said:

SexLab yes, even tryed the option of not restricting agressive animations

SLAL not intalled, i will try installing it

The agressor is human, futanari, but also tryed just human female (human x human)

 

Thanks for the reply :)

Edit: 

SLAL didn't do much, the only animation beyond SLFramework is Zaz, that's already a packed mod.

 

Edit 2:

Now i noticed... no animations are playing at all and I don't have a clue to why

Hmm...XPMS skeleton is installed and you ran FNIS? I assume you did, otherwise you'd be T-posing

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On 4/23/2021 at 12:41 PM, AndrewLRG said:

 

You will need classic 5.3.5 version of Defeat. It was not tested with anything else, but I would assume it won't work. Devious Framework is a soft dependency. "Vulnerability" will be disabled, but everything else will function without it. There are some unofficial updates for DFW and they should be compatible with this patch. Personally, I never had any major issues with DFW itself. :)

Since this mostly is script changes, could it potentially work on SSE (which is converted from v5.3.5)?

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hello im running into an issue with the mod pratically when i click "rape" on a knocked down female enemy (im playing a female character with gender set  to male in sexlab) the npc equip the strapon even if i am the male actor

 

 

 

edit: seems like turning off filter gender tags animations in sexlab fix it

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  • 2 weeks later...
43 minutes ago, Aurelia Eclipse said:

How do I remove the Aggrressive tags form the list of removed/supressed animations / tags in general?

Highlight the list of tags in Defeat's MCM.  You'll see a note in the help text explaining how to clear the list.  Press the MCM Default key (your key mapping for this is shown the very bottom left of your screen).  You'll then have to add back any other tags that you want to suppress.

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General Request

 

I use the latest Bane3 version (without Death Alternative!) and as long as you know what you're doing it mostly can be made to work reasonably well.  Especially if making sure that you clean it up occasionally

 

However, the one thing that really could do with a bit of an update is the code that adds DD devices after robbery/rape events

 

It's not that it doesn't work.  It's just that the DD devices available have now moved on a lot.  A lot of those in the mod currently, esp the 'hand/arm' DDs, are pretty much cosmetic, rather than properly 'operational'.  The range now available, and their functionality on NPCs, is SO much better ( @Kharos Better DD Support mod is excellent as it applies restrictions to follower NPCs that are appropriate to worn devices) and Defeat misses out on that because it doesn't have options to apply the new items

 

The code to select and apply the DD devices in the MCM seems to be fairly discreet, so I was wondering if there was anyone out there who might be up to the challenge ( @Monoman1 maybe?) 

 

I have asked Bane Master himself and, although otherwise engaged himeself, he said he has no problems with anyone else patching his version again to do this.  I also tried another couple of mod authors/patchers but they weren't able to help at the time, either

 

The basics of what might be done are in the spoiler text that I sent to one of them

 

Is there anyone who might be up for this?


 

Spoiler

 

Crossed my mind you've 'fixed' quite a few mods now and so I wondered if you were up to the challenge of bringing the latest version of Goubo's 'Classic Defeat', ie the Bane v3 one, a bit more up to date?  I'd do it myself if I had the first real clue about how to

 

Despite all the whingeing, the basic mod is fairly robust, as long as you get to know what you're doing when setting it up in game, apply the anim tags etc properly and can use the extensive debug facilities when necessary to 'unstick' the PC or any other NPC that occasionally gets a bit 'stuck'.  I've been using it since almost forever, and it's still the best version of any combat defeat mod, particularly with its handling of followers and other NPCs (I use it standalone, without DAYMOYL which was just too janky  for even my patience)

 

The main problem nowadays is that its implementation of DD restraint handling in the post combat options is really limited, both in

 

- the items applied compared to the range now available in the main DD5x series, and

- their impact on subsequent gameplay

 

There could still be a bit more 'jeopardy' built into the game for the player if a wider range could be used (although Kharos' FixUp Mod to ensure that they have better functionality on followers and NPCs is really helpful)

 

Banev3 comes with the psc source code files.  I don't profess to know anything about Papyrus, but looking at the general structure of the code in the source file 'defeatconfig.psc Line 2155 onwards, the part which covers 'Equip Devices', it crossed my mind that a 'simple' (LOL) fix that didn't entail MCM or other major changes etc would just be to modify the items applied so that instead of picking specific items, it provided for a randomised selection of functional 'equivalents'

 

eg The basic 'gloves' section could add not just cuffs, but a randomised selection for 'hand restraint egs mittens, HDT wrist chains, etc, the 'armbinder' section cover a randomised set of currently available arm restraints, eg the rope harnesses, straightjackets, elbowbinders etc, gags could be expanded to randomise on the current items available etc.  I'm sure I don't need to elaborate more to get the basic idea across

 

I'm sure that I will have oversimplified that a bit (or maybe a lot!) but if that were practicable, and you felt so inclined to tweak the code to that end,

 

1 - you'd be a hero

2 - you'd give Defeat a whole new lease of life

3 - you'd boost Defeat into almost a 'Framework' position again, as most of the newer defeat mods being developed are, as far as I can see and with due respect to the developers whose skills I couldn't hope to emulate, basically mods for EDIT their particular styles 

 

So

 

4 - Is that a 'fix' that might pique your interest enough to attempt?  Obviously, if it's not, or you were worried it might lead to all sorts of nutters demanding support etc, just say so and I'll pad on by

5 - If it does appeal, is it actually a feasible idea?  Or am I just dreaming of pies, simmering gently in the sky? ?

 

No need to reply if you don't want to.  No offence will be taken.  I'm not like that .....

 

 

 

 

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51 minutes ago, donkeywho said:

General Request

 

I use the latest Bane3 version (without Death Alternative!) and as long as you know what you're doing it mostly can be made to work reasonably well.  Especially if making sure that you clean it up occasionally

 

However, the one thing that really could do with a bit of an update is the code that adds DD devices after robbery/rape events

 

It's not that it doesn't work.  It's just that the DD devices available have now moved on a lot.  A lot of those in the mod currently, esp the 'hand/arm' DDs, are pretty much cosmetic, rather than properly 'operational'.  The range now available, and their functionality on NPCs, is SO much better ( @Kharos Better DD Support mod is excellent as it applies restrictions to follower NPCs that are appropriate to worn devices) and Defeat misses out on that because it doesn't have options to apply the new items

 

The code to select and apply the DD devices in the MCM seems to be fairly discreet, so I was wondering if there was anyone out there who might be up to the challenge ( @Monoman1 maybe?) 

 

I have asked Bane Master himself and, although otherwise engaged himeself, he said he has no problems with anyone else patching his version again to do this.  I also tried another couple of mod authors/patchers but they weren't able to help at the time, either

 

The basics of what might be done are in the spoiler text that I sent to one of them

 

Is there anyone who might be up for this?


 

  Reveal hidden contents

 

Crossed my mind you've 'fixed' quite a few mods now and so I wondered if you were up to the challenge of bringing the latest version of Goubo's 'Classic Defeat', ie the Bane v3 one, a bit more up to date?  I'd do it myself if I had the first real clue about how to

 

Despite all the whingeing, the basic mod is fairly robust, as long as you get to know what you're doing when setting it up in game, apply the anim tags etc properly and can use the extensive debug facilities when necessary to 'unstick' the PC or any other NPC that occasionally gets a bit 'stuck'.  I've been using it since almost forever, and it's still the best version of any combat defeat mod, particularly with its handling of followers and other NPCs (I use it standalone, without DAYMOYL which was just too janky  for even my patience)

 

The main problem nowadays is that its implementation of DD restraint handling in the post combat options is really limited, both in

 

- the items applied compared to the range now available in the main DD5x series, and

- their impact on subsequent gameplay

 

There could still be a bit more 'jeopardy' built into the game for the player if a wider range could be used (although Kharos' FixUp Mod to ensure that they have better functionality on followers and NPCs is really helpful)

 

Banev3 comes with the psc source code files.  I don't profess to know anything about Papyrus, but looking at the general structure of the code in the source file 'defeatconfig.psc Line 2155 onwards, the part which covers 'Equip Devices', it crossed my mind that a 'simple' (LOL) fix that didn't entail MCM or other major changes etc would just be to modify the items applied so that instead of picking specific items, it provided for a randomised selection of functional 'equivalents'

 

eg The basic 'gloves' section could add not just cuffs, but a randomised selection for 'hand restraint egs mittens, HDT wrist chains, etc, the 'armbinder' section cover a randomised set of currently available arm restraints, eg the rope harnesses, straightjackets, elbowbinders etc, gags could be expanded to randomise on the current items available etc.  I'm sure I don't need to elaborate more to get the basic idea across

 

I'm sure that I will have oversimplified that a bit (or maybe a lot!) but if that were practicable, and you felt so inclined to tweak the code to that end,

 

1 - you'd be a hero

2 - you'd give Defeat a whole new lease of life

3 - you'd boost Defeat into almost a 'Framework' position again, as most of the newer defeat mods being developed are, as far as I can see and with due respect to the developers whose skills I couldn't hope to emulate, basically mods for EDIT their particular styles 

 

So

 

4 - Is that a 'fix' that might pique your interest enough to attempt?  Obviously, if it's not, or you were worried it might lead to all sorts of nutters demanding support etc, just say so and I'll pad on by

5 - If it does appeal, is it actually a feasible idea?  Or am I just dreaming of pies, simmering gently in the sky? ?

 

No need to reply if you don't want to.  No offence will be taken.  I'm not like that .....

 

 

 

 

 

Correct me if I'm wrong... but I think this is what you're looking for?

 

 

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2 hours ago, donkeywho said:

The code to select and apply the DD devices in the MCM seems to be fairly discreet, so I was wondering if there was anyone out there who might be up to the challenge ( @Monoman1 maybe?) 

Oh no. I'm afraid I wouldn't have time for this at all. But you're welcome to use any code from any of my mods if it helps. 

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36 minutes ago, Monoman1 said:

Oh no. I'm afraid I wouldn't have time for this at all. But you're welcome to use any code from any of my mods if it helps. 

 

It was just a wild punt. ?  

 

TBH, I hadn't really even expected a reply, but thanks anyway, not least for your being so polite about it as well!  ?

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1 hour ago, xAteax said:

 

Correct me if I'm wrong... but I think this is what you're looking for?

 

 

 

Maybe so, but that's SE, and as an old user of LE- think of that as in old, maybe closer to dying than it would take me to set up an equivalent full working SE setup ? - unless it can be backported to LE, or just run straight on an LE installation, it may not really be a practical solution

 

Unless you, or maybe someone else, can tell me it runs on LE no bother

 

Thanks for taking the time to make the suggestion though, and I will have a look anyway

 

?

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8 minutes ago, axz2 said:

 

That link links to the LE version - https://www.loverslab.com/files/file/804-devious-captures/

 

Thanks for the pointer.

 

But that's just as, if not maybe even more, ancient than the version of DC that was incorporated into the subsequent versions of Defeat (incl the latest Banev3), and really only deals with DDs that were available from about DDi/DDe 3.  

 

The current Bane3 version of Defeat works OK with DDv5 but only uses the much older restraint assets that were in the DD3 generation mods

 

I couldn't code Papyrus to save my life, but looking at the logic in source files, where Devious Captures has been integrated, the restraints selection seems pretty much contained in modular chunks, and would hopefully need fairly limited tweaks to pick up the newer DD5 assets. 

 

The sort of simplest changes might be to make minimalist changes to the MCM descriptive text, so  for the Armbinders section text, change it to 'Armbinders/Rope Binders', amend the MCM text for 'Cuffs' to something like 'Arms/Body' and also amend the text for (OTTOMH) 'Gloves' to 'Hands'. 

 

You could then change the related specific restraint selection code in the script to amended code that instead added a randomised selection from the equivalent assets in DD5 egs

 

- for 'Armbinders/Rope Binders', change it to the possibility of random selection from armbinders plus the newer elbow binders, straightjackets etc

 

- for 'arms/body, change it to the possibility of a random selection from the existing cuffs or newer DD rope restraints 

 

- for 'Hands', change it to the possibility of a random selection from the newer DD mittens and other functional hand restraints

 

I realise that even in trying to minimise the tweaks needed, that's probably still a bit simplistic, and that whilst increasing the potential assets that might be used, you might not have the same level of fine grain control over which might appear and which not. but it would still be a step up

 

Given the pool of real talent out there, surely there must be someone up to the challenge? ?

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Hi

I'm just here to find out where the voice lines for player surrender topics like ("no more, I yield" or "You win, I submit") are located. Basically I'm trying to make my elf character use the same voice as humans when surrendering, but I can't find any of the sound files that defeat uses, even after checking in xEdit.

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31 minutes ago, Sunbro01 said:

I'm just here to find out where the voice lines for player surrender topics like ("no more, I yield" or "You win, I submit") are located.

They're lines from vanilla Skyrim, topic 00013F30.  The topic is referenced by ID in the DefeatConfig script.

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On 5/31/2020 at 3:11 AM, Bane Master said:

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 · 646 downloads

 

Starting a new game with Defeat v535 Fixed 310520 Bane Version 3, but I cannot toggle essential pc knockdown in the MCM. It kind of toggles together with on wound, and doesn't respond to direct clicks. Tried reconfiguring and reinstalling. Set player essential in the debug menu works, but then on knockdown a scene doesn't start. Surrender works. Any idea how to fix?

 

Update:  Export/Import settings appears to have corrected this. Still can't toggle essential, but save/load defeat settings on the main page appears to configure things correctly.

Edited by 7osisg4d
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