FrankyReidl Posted September 29, 2021 Posted September 29, 2021 8 hours ago, netruss1964 said: @FrankyReidl Last two posts per translation: I have now cleaned up the sexlab in the MCM. I still have all the animations in it as before, but now suddenly an extra tab has appeared, which is called console commands. As far as I can read there, these are all settings or manipulations for the card, health, etc. Everything that concerns the basic game. I have the animationloader but it doesn't matter to me. Whenever I click on register it says there are 0 registered. But I have all the animations in the sexlab in it. All I miss, so to speak, are the actions that do not come from me such as rape etc. I also have despite the fact that I have activated it no dirty dialogues, no schlong representation in humans, animals and creatures. I have now looked at the link from you by describing which mods need to be installed in which order. So I installed almost all of them like sexlab etc from here with win RAR and unpacked the mods in the game's data folder. Can I just unpack them again in the right order or does that give you difficulties with those I already have in it? So far it's the same mods. With me it just appears there just (if I already have the mod in it and want to install it again) overwrite / replace existing files. My response: If you have all the mods listed installed already then you likely do not need to reinstall them. This is an attempt to see that you have everything and the game functions properly. I do not have your mod list and am having trouble with translating the mess. As for penises, that is another mod (Schlongs of Skyrim or SOS). Meine Antwort: Wenn Sie alle aufgeführten Mods bereits installiert haben, müssen Sie sie wahrscheinlich nicht neu installieren. Dies ist ein Versuch zu sehen, dass Sie alles haben und das Spiel richtig funktioniert. Ich habe deine Mod-Liste nicht und habe Probleme mit der Übersetzung des Durcheinanders. Was Penisse betrifft, ist das ein weiterer Mod (Schlongs von Skyrim oder SOS). Diese mod liste hilft mir sehr weiter, danke dafür!!! Ich habe da sogar 1 oder 2 gesehen die ich nicht habe ( auch wenn freiwilig ) dahinter steht. Es ist nur etwas kompliziert für mich auf dieser seite auch die richtigen zu finden. Ich habe 2 mods gefunden die ich in skyrim installiert habe aber nachher festgestellt das die für skyrim SE waren. Ich könnte es zwar versuchen auf englisch zu schreiben aber ich bin nicht gut in englisch. Das würde dann für viele gebrochen oder etwas unverständlich sein. Wenn ich die mod dateien hier öffne und es mehrere drin sind muss ich dann alle inerhalb davon installieren oder nur einzelne? Bei ein paar mods hab ich nicht alle die in der mod datei drin waren installiert da bei manchen dabei stand entweder oder.
netruss1964 Posted September 29, 2021 Posted September 29, 2021 Last post: This mod list helps me a lot, thanks for that!!! I have even seen 1 or 2 that I do not have (even if voluntary) is behind it. It's just a bit complicated for me to find the right ones on this page. I found 2 mods that I installed in skyrim but found out afterwards that they were for skyrim SE. I could try to write in English but I'm not good at English. That would then be broken or somewhat incomprehensible to many. If I open the mod files here and there are several in it, do I have to install all of them or only individual ones? With a few mods I did not have all the ones that were in the mod file installed because some of them were either or. Response: I cannot say for sure but you may need to start over from a clean install of Skyrim then add mods two or three at a time until something breaks. Then you concentrate on the last mods you added for the fix. I do not know how many mods you are using, I do not know how experienced you are doing this to Skyrim. It does get easier as you gain experience. You have to go slow and read carefully. As far as the translation goes, If you spoke English fluently it would be better but, translating bad English would be impossible. It is what it is. Survive and overcome! If I was a competent Skyrim expert we might have done better. I speak German a lot better than I spell or read German, I am just as challenged in this situation as you. Thank you for your understanding. Antwort: Ich kann es nicht mit Sicherheit sagen, aber Sie müssen möglicherweise von einer sauberen Installation von Skyrim neu beginnen und dann Mods zwei oder drei auf einmal hinzufügen, bis etwas kaputt geht. Dann konzentriert ihr euch auf die letzten Mods, die ihr für den Fix hinzugefügt habt. Ich weiß nicht, wie viele Mods du verwendest, ich weiß nicht, wie erfahren du das mit Skyrim machst. Es wird einfacher, wenn Sie Erfahrung sammeln. Sie müssen langsam gehen und sorgfältig lesen. Was die Übersetzung betrifft, wenn Sie fließend Englisch sprechen, wäre es besser, aber schlechtes Englisch zu übersetzen wäre unmöglich. Es ist, was es ist. Überlebe und überwinde! Wenn ich ein kompetenter Skyrim-Experte wäre, hätten wir es vielleicht besser gemacht. Ich spreche viel besser Deutsch als ich Buchstabiere oder Deutsch lese, ich bin in dieser Situation genauso gefordert wie du. Vielen Dank für Ihr Verständnis.
netruss1964 Posted September 29, 2021 Posted September 29, 2021 From memory: Mein hut err hat dri ecken, Dri ecken hast mein hut. und hat err nichts dri ecken, dan ist err nichts mein hut. I Have no clue what is spelled correctly...SIGH. Aus dem Gedächtnis: My hat has three corners, three corners has my hat, and has it not three corners, than it is not my hat. Ich habe keine Ahnung, was richtig geschrieben ist... SEUFZEN. Merely exercising. Nur Sport treiben. 1
netruss1964 Posted September 29, 2021 Posted September 29, 2021 (edited) @FrankyReidl I know very little about current tips and tricks with NMM ( Nexus Mod Manager ). I have heard many opinions about which mod manager is "Best" to use. I used NMM when I had problems with the base game and needed to apply fixes. After I began really trying to push my limits I found that Wrye Bash will manage mods I tried it but it was too easy for me to mess up the game in my confusion with the interface. I found Mod Organizer and liked it. I then went to Vortex to try it but i did not like how it handled the file system. I am now playing Skyrim SE and using MO2 to manage the mods. I am content. I do not say one is better than another. I am saying that if you do decide you need to re-install and start over, you may want to consider trying out a different mod manager to see if that would make your modding experience easier. Ich weiß sehr wenig über aktuelle Tipps und Tricks mit NMM (Nexus Mod Manager). Ich habe viele Meinungen darüber gehört, welcher Mod-Manager "am besten" zu verwenden ist. Ich habe NMM verwendet, wenn ich Probleme mit dem Basisspiel hatte und Korrekturen anwenden musste. Nachdem ich wirklich versucht habe, meine Grenzen zu überschreiten, stellte ich fest, dass Wrye Bash Mods verwalten wird, die ich ausprobiert habe, aber es war zu einfach für mich, das Spiel in meiner Verwirrung mit der Benutzeroberfläche durcheinander zu bringen. Ich habe Mod Organizer gefunden und mochte es. Ich ging dann zu Vortex, um es auszuprobieren, aber ich mochte nicht, wie es mit dem Dateisystem umging. Ich spiele jetzt Skyrim SE und benutze MO2, um die Mods zu verwalten. Ich bin zufrieden. Ich sage nicht, dass das eine besser ist als das andere. Ich sage, dass, wenn Sie sich entscheiden, dass Sie neu installieren und neu beginnen müssen, Sie vielleicht einen anderen Mod-Manager ausprobieren möchten, um zu sehen, ob dies Ihre Modding-Erfahrung einfacher machen würde. Edited September 29, 2021 by netruss1964 1
FrankyReidl Posted September 30, 2021 Posted September 30, 2021 14 hours ago, netruss1964 said: @FrankyReidl I know very little about current tips and tricks with NMM ( Nexus Mod Manager ). I have heard many opinions about which mod manager is "Best" to use. I used NMM when I had problems with the base game and needed to apply fixes. After I began really trying to push my limits I found that Wrye Bash will manage mods I tried it but it was too easy for me to mess up the game in my confusion with the interface. I found Mod Organizer and liked it. I then went to Vortex to try it but i did not like how it handled the file system. I am now playing Skyrim SE and using MO2 to manage the mods. I am content. I do not say one is better than another. I am saying that if you do decide you need to re-install and start over, you may want to consider trying out a different mod manager to see if that would make your modding experience easier. Ich weiß sehr wenig über aktuelle Tipps und Tricks mit NMM (Nexus Mod Manager). Ich habe viele Meinungen darüber gehört, welcher Mod-Manager "am besten" zu verwenden ist. Ich habe NMM verwendet, wenn ich Probleme mit dem Basisspiel hatte und Korrekturen anwenden musste. Nachdem ich wirklich versucht habe, meine Grenzen zu überschreiten, stellte ich fest, dass Wrye Bash Mods verwalten wird, die ich ausprobiert habe, aber es war zu einfach für mich, das Spiel in meiner Verwirrung mit der Benutzeroberfläche durcheinander zu bringen. Ich habe Mod Organizer gefunden und mochte es. Ich ging dann zu Vortex, um es auszuprobieren, aber ich mochte nicht, wie es mit dem Dateisystem umging. Ich spiele jetzt Skyrim SE und benutze MO2, um die Mods zu verwalten. Ich bin zufrieden. Ich sage nicht, dass das eine besser ist als das andere. Ich sage, dass, wenn Sie sich entscheiden, dass Sie neu installieren und neu beginnen müssen, Sie vielleicht einen anderen Mod-Manager ausprobieren möchten, um zu sehen, ob dies Ihre Modding-Erfahrung einfacher machen würde. Der link von dir mit der seite more nasty critters in der die installationsbeschreibung steht hat mir gut weitergeholfen, ich bin jetzt einen ganzen schritt weiter. Diesen mod selbst hab ich dann auch installiert aber beim aktivieren der creaturmods aus diesem stürtz mein spiel ab. Wenn ich diese deaktiviere ist der mod immer noch im spiel aber eben ohne die extra creaturen. Dafür haben jetzt alle creaturen schlongs. Die fehlen mir bei menschen noch. Menschen männer tragen immer noch ihren putzlappen und sind nicht nackt. Ich denke das mir trotzdem noch was fehlen muss den es fehlen immer noch die unfreiwilligen animationen und die rape dialoge. Auch funktioniert das mit dem sl animationsloader nicht. Ich werde jetzt mal sehen ob ich das richtig zusammenbekomme für skyrim SE. Vielleicht funktioniert es ja da.
Tlam99 Posted September 30, 2021 Posted September 30, 2021 If it weren't a good idea to post all this in an extra threat ?
FrankyReidl Posted October 8, 2021 Posted October 8, 2021 Hab glaub ich jetzt soweit das problem gefunden. Es zeigt mir im Nexus mod manager unter plugins an das der SL animationsloader incompatibel ist, für ein anderes spiel ist! Weiß jemand wo ich den Animationsloader für skyrim finde und nicht für skyrim Spezial edition? Ich denke, ich habe dieses Problem. Ich sehe auf Nexus Mod Manager unter Plugins der SL animLoader ist inkompatibel , für ein anderes Spiel. Wir können mir nicht helfen, den richtigen Mod für den Standard Skyrim zu finden, nicht für die Sonderedition oder eine andere? Sorry für mein schlechtes Englisch,ich lerne es zu der Zeit!
netruss1964 Posted October 8, 2021 Posted October 8, 2021 (edited) @FrankyReidl SexLab Animation Loader - Framework & Resources - LoversLab Also, we are communicating, bad English and bad German only slows things. ? Außerdem kommunizieren wir, schlechtes Englisch und schlechtes Deutsch verlangsamen die Dinge nur. ? Edited October 8, 2021 by netruss1964
FrankyReidl Posted October 9, 2021 Posted October 9, 2021 Also ich habe jetzt soweit rausgefunden das mein problem höchstwahrscheinlich daran liegt. Es zeigt mir an das der SL animLoader inkompatibel mit skyrim ist und auch ständig das der mod JConainer entweder nicht geladen ist, nicht geladen werden kann oder nicht funktioniert. Kann es sein das ich wegen dem Jcontainer nichts im SL AnimLoader registrieren kann? Mir fällt es vielleicht etwas schwer die richtigen Mods für die Richtige Spielversion zu finden. Ich habe jetzt Skyrim complett gelöscht Deinstalliert und neu installiert damit ich von grund auf die mods neu installieren kann. Ich habe hier schon 4 seiten mit beschreibungen gefunden aber die beschreiben alles etwas unterschiedlich. Welche von denen jetzt genau beschreibt was für Skyrim ist weiß ich nicht genau. Ist alles etwas gemischt zwischen skyrim und skyrim Special Edition!
Roggvir Posted October 9, 2021 Posted October 9, 2021 well... two more assholes who think its ok to write in german on english forums are in my ignore list, next to bunch of russians, french, and chinese. Why do those ignorants think it is ok to post in other than english language on an english forum? and why nobody tells them to fuck off??? 1
MadMansGun Posted October 9, 2021 Posted October 9, 2021 (edited) On 9/29/2021 at 10:34 PM, FrankyReidl said: Der link von dir mit der seite more nasty critters in der die installationsbeschreibung steht hat mir gut weitergeholfen, ich bin jetzt einen ganzen schritt weiter. Diesen mod selbst hab ich dann auch installiert aber beim aktivieren der creaturmods aus diesem stürtz mein spiel ab. Wenn ich diese deaktiviere ist der mod immer noch im spiel aber eben ohne die extra creaturen. Dafür haben jetzt alle creaturen schlongs. Die fehlen mir bei menschen noch. Menschen männer tragen immer noch ihren putzlappen und sind nicht nackt. Ich denke das mir trotzdem noch was fehlen muss den es fehlen immer noch die unfreiwilligen animationen und die rape dialoge. Auch funktioniert das mit dem sl animationsloader nicht. Ich werde jetzt mal sehen ob ich das richtig zusammenbekomme für skyrim SE. Vielleicht funktioniert es ja da. not sure whats going on in the first part, but it sounds like you don't have schlongs of skyrim (SOS) installed. https://www.loverslab.com/files/file/5355-schlongs-of-skyrim-se/ 21 hours ago, FrankyReidl said: Hab glaub ich jetzt soweit das problem gefunden. Es zeigt mir im Nexus mod manager unter plugins an das der SL animationsloader incompatibel ist, für ein anderes spiel ist! Weiß jemand wo ich den Animationsloader für skyrim finde und nicht für skyrim Spezial edition? Ich denke, ich habe dieses Problem. Ich sehe auf Nexus Mod Manager unter Plugins der SL animLoader ist inkompatibel , für ein anderes Spiel. Wir können mir nicht helfen, den richtigen Mod für den Standard Skyrim zu finden, nicht für die Sonderedition oder eine andere? Sorry für mein schlechtes Englisch,ich lerne es zu der Zeit! this is the SE version of SLAL: https://www.loverslab.com/files/file/5328-sexlab-animation-loader-sse/ 6 hours ago, FrankyReidl said: Also ich habe jetzt soweit rausgefunden das mein problem höchstwahrscheinlich daran liegt. Es zeigt mir an das der SL animLoader inkompatibel mit skyrim ist und auch ständig das der mod JConainer entweder nicht geladen ist, nicht geladen werden kann oder nicht funktioniert. Kann es sein das ich wegen dem Jcontainer nichts im SL AnimLoader registrieren kann? Mir fällt es vielleicht etwas schwer die richtigen Mods für die Richtige Spielversion zu finden. Ich habe jetzt Skyrim complett gelöscht Deinstalliert und neu installiert damit ich von grund auf die mods neu installieren kann. Ich habe hier schon 4 seiten mit beschreibungen gefunden aber die beschreiben alles etwas unterschiedlich. Welche von denen jetzt genau beschreibt was für Skyrim ist weiß ich nicht genau. Ist alles etwas gemischt zwischen skyrim und skyrim Special Edition! and this is JContainers SE: https://www.nexusmods.com/skyrimspecialedition/mods/16495 EDIT: i may as well just post the SE links for evrything Quote install mods in order shown: Skyrim Script Extender "SE build" (aka: SKSE) http://skse.silverlock.org/ Fores New Idles in Skyrim SE (aka: FNIS) (don't forget to download the "FNIS Creature Pack") https://www.nexusmods.com/skyrimspecialedition/mods/3038 SkyUI https://www.nexusmods.com/skyrimspecialedition/mods/12604 UIExtensions https://www.nexusmods.com/skyrimspecialedition/mods/17561 SexLab Framework SE https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-7-june-17th-2019/ SexLab Tools https://www.loverslab.com/files/file/10660-sexlab-tools-for-se-patched/ Sexlab Aroused Redux SSE https://www.loverslab.com/files/file/5482-sexlab-aroused-redux-sse-version-29/ More Nasty Critters Special Edition (aka: MNC / MNCSLAL / MNCv12) https://www.loverslab.com/files/file/5464-more-nasty-critters-special-edition/ Creature Framework https://www.loverslab.com/files/file/5462-creature-framework-se/ JContainers SE https://www.nexusmods.com/skyrimspecialedition/mods/16495 SexLab Animation Loader SSE (aka: SLAL, SLALSE) https://www.loverslab.com/files/file/5328-sexlab-animation-loader-sse/ MatchMaker (Pfiffy said that the original one works for SSE as is....also i know for a fact that form 43 & 44 can work in both games without any problems) https://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/ Suggested Load Order: (Skyrim and it's DLCs here) SexLab.esm SexlabAroused.esm CreatureFramework.esm (other SexLab related mod's .esm here) (All other .esm mods here) SkyUI.esp UIExtensions.esp FNIS.esp (All other .esp mods here) SexLabTools.esp MoreNastyCritters.esp HentaiCreatures.esp (if installed, it's on MNC's download page) SexLabMatchMaker.esp SLAnimLoader.esp (other SexLab related mod's .esp here) and more SE links here https://www.loverslab.com/topic/94228-se-compatibility-tracking-oct-3-6422/ Edited October 9, 2021 by MadMansGun 1
donttouchmethere Posted October 9, 2021 Posted October 9, 2021 (edited) @FrankyReidl Check this out for all you German-English(-more Languages) translation needs: https://www.deepl.com/de/translator Da werden Sie geholfen: Spoiler LE: https://www.loverslab.com/forum/39-skyrim-technical-support/ => Start a new topic with your issues SE: https://www.loverslab.com/forum/73-technical-support-skyrim-special-edition/ => Start a new topic with your issues Downloads for SE and LE have their own categories (mostly): Spoiler Edited October 9, 2021 by donttouchmethere 1
netruss1964 Posted October 9, 2021 Posted October 9, 2021 2 hours ago, MadMansGun said: not sure whats going on in the first part, but it sounds like you don't have schlongs of skyrim (SOS) installed. https://www.loverslab.com/files/file/5355-schlongs-of-skyrim-se/ this is the SE version of SLAL: https://www.loverslab.com/files/file/5328-sexlab-animation-loader-sse/ and this is JContainers SE: https://www.nexusmods.com/skyrimspecialedition/mods/16495 EDIT: i may as well just post the SE links for evrything and more SE links here https://www.loverslab.com/topic/94228-se-compatibility-tracking-oct-3-6422/ 1 hour ago, donttouchmethere said: @FrankyReidl Check this out for all you German-English(-more Languages) translation needs: https://www.deepl.com/de/translator Da werden Sie geholfen: Reveal hidden contents LE: https://www.loverslab.com/forum/39-skyrim-technical-support/ => Start a new topic with your issues SE: https://www.loverslab.com/forum/73-technical-support-skyrim-special-edition/ => Start a new topic with your issues Downloads for SE and LE have their own categories (mostly): Reveal hidden contents Thank you both. I was awkwardly trying to help by DM but my skills are limited and I do not think the translations were helping either of us. 1
donttouchmethere Posted October 9, 2021 Posted October 9, 2021 On 10/8/2021 at 8:53 PM, netruss1964 said: Also, we are communicating, bad English and bad German only slows things. ? Außerdem kommunizieren wir, schlechtes Englisch und schlechtes Deutsch verlangsamen die Dinge nur. ? I fear you never had a real chance, but thank you for trying, because I'm not even sure if we talk here about LE or SE and I usually can understand German. ?
netruss1964 Posted October 9, 2021 Posted October 9, 2021 (edited) 15 minutes ago, donttouchmethere said: I fear you never had a real chance, but thank you for trying, because I'm not even sure if we talk here about LE or SE and I usually can understand German. ? I had some small amount of trouble when I started Playing with mods. I received help from various places in the community. I am giving back now. I feel people should at least try to pay their debts and be worth something to other people once in awhile. Makes the world work better. Dunka. Edited October 9, 2021 by netruss1964 1
donttouchmethere Posted October 9, 2021 Posted October 9, 2021 (edited) 18 minutes ago, netruss1964 said: Dunka Dunka Dunka! ? Spoiler DUNKA DUNKA ? Spoiler Edited October 9, 2021 by donttouchmethere 1
wren888 Posted October 13, 2021 Posted October 13, 2021 On 9/28/2021 at 11:22 AM, AndrewLRG said: Update for Defeat_LRG_Patch(LE). New defeat condition - Dynamic Defeat Bar. When Player gets hit Bar will fill up by specified amount (Defeat Damage). Once Bar is fully filled Player will be defeated. Defeat Damage might by increased under specific conditions (being hit by power attack, low health/stamina, high vulnerability). Defeat Bar will deplete over time (faster when out of combat). Defeat Base Damage and multipliers can be customized in Defeat MCM. Defeat LRG Patch 1.2.zip 219.13 kB · 1 download Hide contents 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. Works well on my heavily modded playthrough. Thanks, AndrewLRG. I look forward to the leash game.
AndrewLRG Posted October 15, 2021 Posted October 15, 2021 On 10/13/2021 at 6:17 PM, wren888 said: Works well on my heavily modded playthrough. Thanks, AndrewLRG. I look forward to the leash game. I'm glad it works. Leash game is mostly done. Just needs a couple of things and it'll be ready for testing. 1
Herowynne Posted October 15, 2021 Posted October 15, 2021 On 9/28/2021 at 8:22 AM, AndrewLRG said: Update for Defeat_LRG_Patch(LE). New defeat condition - Dynamic Defeat Bar. When Player gets hit Bar will fill up by specified amount (Defeat Damage). Once Bar is fully filled Player will be defeated. Defeat Damage might by increased under specific conditions (being hit by power attack, low health/stamina, high vulnerability). Defeat Bar will deplete over time (faster when out of combat). Defeat Base Damage and multipliers can be customized in Defeat MCM. Defeat LRG Patch 1.2.zip 219.13 kB · 6 downloads Hide contents Hide contents 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. I just noticed this post. This sounds like it adds some great enhncements to Defeat! I am playing on SE. Does anyone know whether this patch is compatible with Sexlab Defeat SSE 5.3.5 ?
AndrewLRG Posted October 15, 2021 Posted October 15, 2021 2 hours ago, Herowynne said: I am playing on SE. Does anyone know whether this patch is compatible with Sexlab Defeat SSE 5.3.5 ? I assume it needs a port. Patch contains .esp file that must be converted to SE.
DonQuiWho Posted October 15, 2021 Posted October 15, 2021 5 hours ago, Herowynne said: I just noticed this post. This sounds like it adds some great enhncements to Defeat! I am playing on SE. Does anyone know whether this patch is compatible with Sexlab Defeat SSE 5.3.5 ? @AndrewLRG Everything what she said! ? Sounds really good. I've been hoping for a long time that someone would update Defeat's post assault events to add DD5+ items So: Does this patch use DD 5+? Does this patch work with Bane Master's 5.3.5 updated Defeat version, as available for both SSE and LE, in that its post assault events, which already equip older DDs from DD4.3, are added to/replaced by your patch? If not, would you consider having a go at that? Although it's less well known, Bane's current offering is actually the best version of Defeat, for both LE and SSE, in circulation - as it has been for quite some time You can find that with a search here, and on the SSE thread, latest version being just from last month It already has the code to add DDs, but just the old ones from 4.3. Replacing the cosmetic options there eg the arm/wrist cuffs etc, to instead select suitable functioning restraints from DD5+ would be a HUGE step up - Bane's already said he has no objections to anyone doing that - and you then probably wouldn't have to rely on DCL, or even DFW As an aside, I'm not sure what community traction DFW has, as it was always very very glitchy in LE - great idea, but I for one I gave up on it long long ago - (although there have been efforts to drag it into some usefulness ? ), and I don't know if it even exists in SSE Whatever, kudos for doing what you have done, and I hope your continued updates go well
AndrewLRG Posted October 16, 2021 Posted October 16, 2021 Thank you for your post. Quote Does this patch use DD 5+? Yes. The patch was made for DD5+, but it also supports DD4. Mod will evaluate which version of Devious Devices is installed and will use different functions accordingly. Quote Does this patch work with Bane Master's 5.3.5 updated Defeat version, as available for both SSE and LE, in that its post assault events, which already equip older DDs from DD4.3, are added to/replaced by your patch? If not, would you consider having a go at that? Although it's less well known, Bane's current offering is actually the best version of Defeat, for both LE and SSE, in circulation - as it has been for quite some time Unfortunately this patch is not compatible with Banes updated version. We're editing the same scripts, so one will overwrite the other. I might have a look at 'Defeat v535 LE Bane v3.31' to make both mods compatible some time in the future, but right now I'm satisfied with original Defeat. So,,, no promises. Quote and you then probably wouldn't have to rely on DCL, or even DFW The main reasons I'm using Cursed Loot to equip Devices is because it probably has the largest library of available Devices and flexible selection mechanics. You can chose what types of devices can be equipped, match their styles (leather, iron, etc.). A ton of variety. Additionally, I was planning to add some repeatable DCL events to Defeat's post-assault. Quote As an aside, I'm not sure what community traction DFW has, as it was always very very glitchy in LE - great idea, but I for one I gave up on it long long ago - (although there have been efforts to drag it into some usefulness ? ), and I don't know if it even exists in SSE I agree, DFW can be rather buggy. I've tried to change it myself, but in the end decided that it would be easier to make a new framework. It my opinion it has over-complicated navigation mechanics which often caused its Leash Game to stop working. Too bad its not updated. Kinda hoped it would become something like Player Slave Encounters from Oblivion. It would probably be better to make this patch calculate "Vulnerability" by itself, without the use of DFW. 2
Herowynne Posted October 16, 2021 Posted October 16, 2021 (edited) 6 hours ago, AndrewLRG said: I assume it needs a port. Patch contains .esp file that must be converted to SE. Good news! Works great out-of-the-box on SE. ? No conversion needed. The ESP file contains only one record, an override record, so the ESP file can be ESL-flagged. I ESL-flagged the ESP file and verified that it works okay in my game. Edited October 16, 2021 by Herowynne 1
Herowynne Posted October 16, 2021 Posted October 16, 2021 On 9/28/2021 at 8:22 AM, AndrewLRG said: After installation go to Defeats MCM / General Settings and click "Check for compatible mods". I discovered that after doing this step, you must back out of the MCM to the game, then go back into the MCM in order for the Misc Options page to appear in the Defeat MCM. On 9/28/2021 at 8:22 AM, AndrewLRG said: New defeat condition - Dynamic Defeat Bar. When Player gets hit Bar will fill up by specified amount (Defeat Damage). Once Bar is fully filled Player will be defeated. Defeat Damage might by increased under specific conditions (being hit by power attack, low health/stamina, high vulnerability). Defeat Bar will deplete over time (faster when out of combat). Defeat Base Damage and multipliers can be customized in Defeat MCM. This feature is truly amazing! ? It completely revolutionizes Skyrim's combat, and I love it! ❤️ On 9/28/2021 at 8:22 AM, AndrewLRG said: 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. I have wished for so many years that Defeat was able to unequip Devious Devices, and now it does! Awesome! I tested and verified that belts, plugs, gags, and yokes are all unequipped. Now for a request - I would love it if harnesses were also unequipped. I understand what a big request this is - I looked at the script code, and there is a lot of code related to device unequipping. ? Wow! To summarize, this patch has dramatically improved SL Defeat! Many thanks @AndrewLRG for sharing this with the LL community! 1
DonQuiWho Posted October 16, 2021 Posted October 16, 2021 (edited) 11 hours ago, AndrewLRG said: EDIT, you may need to expand some of these quotes to see all the comments added here. Sorry 'bout that As @Herowynne implies, you can now be classified as @ HeroAndy for radically improving the basic Defeat Mod! ? Thank you for your post. A pleasure to see something new and really promising! Yes. The patch was made for DD5+, but it also supports DD4. Mod will evaluate which version of Devious Devices is installed and will use different functions accordingly. That's good, and a big step forward Unfortunately this patch is not compatible with Banes updated version. We're editing the same scripts, so one will overwrite the other. I might have a look at 'Defeat v535 LE Bane v3.31' to make both mods compatible some time in the future, but right now I'm satisfied with original Defeat. So,,, no promises Well, that's a pity, but here's hoping ... ? BTW, it's so long since I used and 'basic' Defeat version, but does what you use sort out all the problems there used to be with setting Tags from the MCM? That drove lots of ppl nuts, and it all seems fixed in Bane's version 11 hours ago, AndrewLRG said: The main reasons I'm using Cursed Loot to equip Devices is because it probably has the largest library of available Devices and flexible selection mechanics. You can chose what types of devices can be equipped, match their styles (leather, iron, etc.). A ton of variety. Additionally, I was planning to add some repeatable DCL events to Defeat's post-assault. True, and if it saves a lot of hassle, that's fair enough. For the first time in forever I'm trying out a DCL free game, but I'd add it in a shot if it brought Defeat up to date as you seem to have. Additional post assault events would be good I agree, DFW can be rather buggy. I've tried to change it myself, but in the end decided that it would be easier to make a new framework. It my opinion it has over-complicated navigation mechanics which often caused its Leash Game to stop working. Too bad its not updated. Kinda hoped it would become something like Player Slave Encounters from Oblivion. It would probably be better to make this patch calculate "Vulnerability" by itself, without the use of DFW. No doubt about that, Yes! 8 hours ago, Herowynne said: I have wished for so many years that Defeat was able to unequip Devious Devices, and now it does! Awesome! I tested and verified that belts, plugs, gags, and yokes are all unequipped. Now for a request - I would love it if harnesses were also unequipped. I understand what a big request this is - I looked at the script code, and there is a lot of code related to device unequipping. ? Wow! To summarize, this patch has dramatically improved SL Defeat! Many thanks @AndrewLRG for sharing this with the LL community! Again, what she said! LOL Can I check one thing here, pls? Does your patch then reequip the removed DDs? To try to explain the question, I play using DDs craftable key functions, DD Helpers (followers can hold keys etc), and Kharos mod which prevents followers/NPCs using weapons etc when DD equipped. So on entry to any dungeon or other combat scenario, if the party is equipped at the outset with a limited set or keys, removal tools etc, it gives the party of player and followers some chance of balancing DD escape risk, without making it ridiculously easy - or too difficult, ie there is no point having to go back out of a dungeon every time that the whole party has got to the stage of all being trussed up turkeys with no combat ability, no keys etc at all, or all wearing DDs that prevent their use. Although you do leave open residual risk where, if you don't plan your tactics properly, eg what to remove from whom and what to leave, you occasionally do reach a grinding halt and have to work your way back from there (it also helps add spice if you never cheat!) So, if any subsequent 'Defeat' on a combat tour were to just remove everything that has been already added, without reinstating the original restrained state, plus adding whatever is added this 'defeat' instance, it would all just become too easy LOL Anyway, that's my tuppenceworth, and I hope it's helpful in some way Edited October 16, 2021 by donkeywho
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now